Player Race: Formian

''Formians that spend too long separated from their queen's pheromones lose their connection to the colony. Once separated from their colony most Formians simply wander around aimlessly until they die of exhaustion, however some develop independent thought. These "Hiveless" or "Lost Ones" are capable of living as individuals, something most Formians never experience in their lifetime, though separation from the colony typically results in depression or a sense of longing.''

Formian Features

 * Ability Score Increase. Your Constitution score increases by 2.
 * Age. Hivers live up to 40 years, and reach maturity by age 6-10.
 * Alignment. Hivers no longer have anything to guide their actions and are typically Neutral or Chaotic Neutral as a result.
 * Size. Hivers stand any where from 5 feet to 7 feet dependent on the caste, your size is medium.
 * Speed. Your base walking speed is 30 feet.
 * Darkvision. Your compact eyes and deep instincts give you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
 * Exoskeleton. When you aren't wearing armor your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
 * Danger! *farts*. You can emit pheromones to silently communicate simple messages such as "Danger!" or "Food!" to other Formians within 30 feet of you.
 * Gastric Fluoroantimonic Acid. Due to the highly destructive acid in your digestive tract you can easily consume what other races might consider inedible. You can eat raw or rotten food without any difficulty or negative effects.  Additionally when find food while foraging you collect double of what you would otherwise, with half of the harvest being made up of things inedible to most other races such as cartilage or tough roots.
 * Pheroreceptors. You have advantage on Wisdom (Perception) checks that rely on smell.
 * Languages. You can speak, read, and write Common and Chitinic. The Chitinic language is composed mostly of clicking noises and hieroglyphics, most other species are physically incapable of speaking it.



Worker Drone
''Expendable workers born to labor for the good of their Hive, they know only obedience and value service to the Hive above any personal benefits, safety or comfort. If separated from the controlling influence of the Hive they usually die, but in rare cases become free individuals. Bewildered by their newfound freedom and loss of a predetermined purpose they wander lost and seek meaning, but usually just find death or exploitation.''


 * Ability Score Increase. Your Wisdom score increases by 1.
 * Lack of Self-Preservation. You are immune to the Frightened condition.



Brute Drone
''Brutes created to protect their Hive and enforce control over the workers. Stronger and less intelligent than a worker, freedom-seekers are rarer and usually end up finding mercenary work.''


 * Ability Score Increase. Your Strength score increases by 1.
 * Headbutt. Your thick skull is a natural weapon which you can use to make unarmed attacks, dealing bludgeoning damage equal to 1d6 + your Strength modifier on a hit. When you hit a target with a headbutt, you can use your bonus action to attempt to shove the target.



Heir
''Formians that were meant to become queens but no longer have the ability to do so. Free Heirs are usually the result of losing command to a rival Heir, or exiles sent away as punishment for some kind of failure. They are much more free-willed than normal Formians and possess much stronger pheromones.''


 * Ability Score Increase. Your Charisma score increases by 1.




 * Colony Communicator. You have the ability to communicate in a limited manner with eusocial insects such as ants or bees. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
 * Stink Magic. Your powerful pheromones can replicate the effects of some spells. You can cast Animal Friendship and Charm Person with this trait, using Charisma as your spellcasting ability for them. Once you cast either spell in this way, you can't cast that spell again with this trait until you finish a long rest. When you use this version of Animal Friendship it does not require a material component.