Homebrew Mantis Species Details
Mantis are cloaked in a carapace resembling dark green light armor, with the thorax of a mantis sticking out like a tail. Their arms are entirely black with sickles attached to their forearms. Their legs and face are pale in skin color, with their eyes usually being a piercing glare and having yellow irises. Their heads also have their carapace and four yellow objects above their eyes that resemble the mantis eyes. The Mantis' history is mostly unknown as they never bothered to write any of it down. All that is known is that the males have gone extinct while the females are still around, leaving the females in search of humanoid males when their breeding season hits and the men they capture are never heard from again. Mantis are natural hunters that are emotionless and straightforward. At most they form small “villages” of roughly ten mantis at the most, and that is more for easier hunting parties. They are entirely fine with butchering someone as long as it’s towards living another day, as their entire ideology is very reminiscent of that of the Lizardmen: They aim to survive. They do not care who gets hurt in the process. Anything is or can be a valuable asset to make weapons or tools to aid in survival.
Mantis Traits
Darkvision, Bladed Arms, Piercing Gaze, Antenna Guided, Rigid Exoskeleton, Predatorial NaturePredatorial Nature
You gain advantage on saving throws that prevent or end the frightened condition.
Bladed Arms
You have a pair of scythes that begin at your elbow and extend down, stopping just past your hand, these are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity or Strength modifiers, instead of the bludgeoning damage normal for an unarmed strike.
Refined Form
You have a specialized form, that can grant many benefits. At first level, you can cast Longstrider on yourself. This spell will not affect the distance within your Focus Antenna ability. You can also cast Jump at first level. These both are also cast without the material components, and are cast on yourself and cannot be upcast. At first level, you can also cast Spider Climb on youself, however your hands will be occupied with climbing, and the only attack you can make is with your Bladed Arms. You can cast these a number of times equal to your proficiency bonus per long rest.
Ability Score Improvement
Increase your Strength score by 2 and any other ability score by 1.
Languages
You can read and write Common and one other language of your choice.
Darkvision
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.
Piercing Gaze
Your cold, emotionless gaze can frigten even the most stoic of people. You gain proficiency in the Intimidation skill.
Antenna Guided
Your antenna guide you even in the most difficult situations. You gain Blindsight within 10 feet.
As an action, you can focus with your antenna to notice subtle changes in your enviornment, granting you Tremorsense within a radius of 60ft for up to a minute. This effect can be stopped as a bonus action, and requires concentration as if you were using a spell (but allows you to also concentrate upon a spell). During this time, you can only move half of your total speed (rounded up), or you need to succeed a DC 10 Contitution Saving Throw or the effect ends. This effect will also end if you Dash or Grapple. If you attack while this ability is active, and use anything other than your Bladed Arms, you will need to re-focus by using a Bonus Action to do so, but this will not take up a use of this ability.
While this is active, you cannot be surprised by any creature that can be detected by Tremorsense, and if the creature is using more than a half of their movement speed (rounded down), you become aware of them and their location.
You gain advantage on any Wisdom (Perception) checks that do not solely rely upon sight during this time, as well as a bonus to your Wisdom (Perception) modifier equal to your proficiency bonus (stacks on top of current modifier).
While this effect is active, when an enemy that can be detected by Tremorsense enteres within 5ft of you, you can use your reaction to Dodge, even if the enemy was not initially detected by this ability, however you will need to succeed a DC 10 Constitution Saving Throw or the effect will end immediately.
While this effect is active, you can search for traps within a room. As a Bonus Action, you can search for any sort of mechanical click, or any small vibration or noise that could indicate the presense and location of a trap. This grants you a temporary bonus to your Intelligence (Investigation) modifier equal to your proficiency bonus (stacks on top of current modifier), which lasts for the remainder of time that Focus Antenna lasts (max 1 minute). If there is a trap within a 10ft cube where you're using this ability in, you will become instantly aware of it's presense, but not how to disable it nor where it's trigger is. This can be done a number of times equal your proficiency bonus per Long Rest.
This effect can be used a number of times equal to proficiency bonus per long rest.
Previous Versions
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12/30/2022 6:42:15 PM
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6
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1.5
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12/31/2022 10:45:08 PM
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7
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0
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1.5
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Coming Soon
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Posted Dec 31, 2022The problem appears to be fixed!