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# mantis-hollow knight As the knight drew his sword in defiance, the three lords stood in their place. The first one jumped into battle, moving so fast it almost seem as she is teleporting. After a short but eventful fight, she leaped back to her sit, nodding in approval for the other lords. Before the knight managed to catch his breath, the two remaining lords appeared around him, spears in hands. The approval of the mantis lords isn’t easily gained. ## Tribal society Mantises are a race of bugs from the hollownest kingdom. They live in tribes, each is ruled over by mantis lords. Arguments within the tribe often settled with a duel, but those are rarely lethal. There isn’t a known limit to how many leaders one tribe can has, but usually if there are more then three, one will take off with their followers to start a new tribe. The lords rule isn’t that of fear, but that of respect. They are the strongest warriors within the tribe, and honored by all members of the tribe. The mantis don’t like outsiders, but it is possible to earn their respect. Anyone can challenge the mantis lords to a duel, which ends when the mantis lord has seen enough to judge the challenger worthy. ## A strong mind in a strong body The mantises has an exceptionally strong force of will, and it is consider to be almost impossible to magically charm them or make them afraid. It is this strong force of will, that allowed them to resist the infection, making them the only bug civilization in hollownest to remain in function. They are stubborn and resist change, but can adopt quickly if necessary. Arguments within the tribe often settled with a duel, but those are rarely lethal. ## mantis traitors Some mantises has betrayed their original clan long ago, willingly excepting the infection, sacrifice there mind to gain more power. Those are called “the traitors” and their leader is called a traitor lord. Those lords are a crud version of the mantis lords. Instead of graceful jumps, well timed attacks and incredible maneuverability, they wield tremendous strength and makes powerful blows. ## mantis traits: #### Size: your size changed with your age, starting as small and growing to medium when you are about 7 years old. #### Age: mantises are considered teens when they reach 3 years old, and adults from 7 years old. They live up to 150 years, and in rare cases they were mantis well over 200 years old. Those mantises usually become mantis lords. #### Alignment: mantises can be either good or evil, changing from, tribe to tribe. They are honorable warriors and tend to be lawful. #### Ability score: you gain a +2 to dexterity and a +1 to constitution. #### Force of will: you have resistance to psychic damage and has advantage on saving throws against being charmed or frightened. #### Sting: when you make an unarmed attack, you can attack with your sting. When you do, make the attack roll dexterity based, and it deals 1d4+dexterity piercing damage. You can’t make more then one sting attack per turn. #### Mantis jump: your jump height and distance is doubled ## Subraces: determined by your age, you can be either a mantis youth,(up to 7 years old) a mantis warrior (up to 150 years old), or a mantis lord (150 years old or older). Alternatively, you can let the infection take hold, turning you into a mantis petra or a mantis traitor. This replaces mantis youth and mantis warrior respectively when choosing your age. You can’t become a mantis lord if you are one of these subraces. ### Mantis youth: #### Speed: 25 feet, 30 feet flying. #### Wall climb: you can attach yourself to a wall. If you do, you can stay on this wall indefinitely, even taking rests while still clinging to it. #### Charges: if you move at least 15 feet in a straight line, you can make a charge sting attack. If you do, the damage die increased to 1d8, and the target must make a strength saving throw equal to 8+proficiency bonus+dexterity or fall prone. #### Natural armor: when not wearing any armor or wielding any shield, your armor equal to 11+dexterity. \pagebreakNum ### Mantis warrior: #### Speed: 35 feet. #### Arm blades: when you make an unarmed attack, you can attack with your arm blades. When you do, make the attack roll dexterity based, and it deals 1d6+dexterity slashing damage. If you use your action to make an arm blade attack, you can make another one as a bonus action. #### Natural armor: when not wearing any armor or wielding any shield, your armor equal to 13+dexterity. #### Graceful fighter: you can disengage a bonus action. ### Mantis lord: #### Speed: your speed is 35 feet #### Endless training: you gain proficiency with polearm weapons. Additionally, you can attack with polearm weapons using your dexterity modifier. #### Skilled maneuvers: as a bonus action, you can move 10 feet. If you do, you practically teleport, jumping faster then the eyes can see. You don’t trigger opportunity attacks while using this movement. #### Natural armor: when not wearing any armor or wielding any shield, your armor equal to 13+dexterity. ### mantis petra: #### speed: 25 feet, 30 feet flying. #### Infected: you lose the “force of will” trait. Instead, you have resistance to poison damage and the poisoned condition and advantage in strength (athletics) checks, but you have disadvantage on saves to avoid being charmed or frightened. #### Slashing wind: you can replace one attack per turn with a wind slash attack. Make a 30\60 ranged dexterity based weapon attack. On a hit, the target takes 1d8+dexterity slashing damage. #### Natural armor: when not wearing any armor or wielding any shield, your armor equal to 11+dexterity ### Mantis traitor: #### Speed: 30 feet. #### Infected: you lose the “force of will” trait. Instead, you have resistance to poison damage and the poisoned condition and advantage in strength (athletics) checks and dexterity (acrobatics) checks, but you have disadvantage on saves to avoid being charmed or frightened. #### Arm blades: when you make an unarmed attack, you can attack with your arm blades. When you do, make the attack roll dexterity based, and it deals 1d6+dexterity slashing damage. #### Jump attack: once per turn, you can replace on of your attacks with a jump attack. When you do, you must jump 10 feet toward a target, and make a melee dexterity-based weapon attack. On a hit, you deal the attack normal damage+1d6, and the target must make a strength saving throw equal to 8+proficiency bonus+strength or fall prone.