The Coranth
Coranth is a young race of moth-like humanoids devoted and driven to the core values of peace and balance. They live in communistic colonies called nests, where all resources are shared equally, and surplus resources are diverted to the most vulnerable members. Their unique outlook on concepts such as communal ownership, balance of equity and resources make them seem naive to outsiders, but their nests flourish and thrive all across Crudilex.
Dolanth Variant Traits
As a Dolanth, the following racial traits replace the Dawnfather’s Gift and Natural Diplomat traits of the Coranth.
Plated Carapace. You have resistance to slashing damage and an AC of 13 when wearing no armor.
Dolanth’s Horn. When you use the attack action to Shove an opponent, you have advantage on the contesting Athletics roll. You may shove the target up to 20 feet instead of 5 feet. If you instead choose to knock the target prone, you also deal an additional 1d10 bludgeoning damage to them.
Racial Traits
Size: Medium or small
Speed: Your walking speed is 30 feet, 5 feet flying speed.
Dawnfather's Gift: You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Comprehend Languages spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Compound Eyes: You have advantage on Perception checks which require sight.
Natural Diplomat: You can add your Proficiency Bonus to any Persuasion check made to instill peace or diffuse a violent situation.