Insect Folk

Insect folk resemble humanoid praying mantises, though their arms and legs are scaled like a humans’s, and they have hands. They have a hard carapace, sharp mandibles, and antennae.

Ancestral Traits

Your insect folk character has several distinctive traits, thanks to your insect ancestry.

Age. Insect folk age very quickly, reaching adulthood by 6 years old, with lifespans of only 40 years.

Size. Insect folk are about the same size as humans, but usually a slimmer build. Your size is Medium.

Speed. Your base speed is 30 feet.

Bite. Your mandibles are a natural weapon, which you can use to make unarmed strikes. On a hit, you deal piercing damage equal to 1d4 + your Strength modifier.

Carapace. You have a hard carapace. When you aren’t wearing armor, your AC is 14 + your Dexterity modifier. You can use this score to determine your AC if worn armor would leave you with a lower score. You may benefit from a shield as normal.

Cultural Traits

Insect folk collectives usually adopt a monastic lifestyle, favoring quiet meditation and intentional living. Preferring isolation and tranquility, most insect folk communities spend their time practicing quieting and controlling the mind, which leads to their developing their psychic techniques. Not all who live in these communities adopt these ways, however. Some folk choose to leave behind the quiet life for a time and travel, serving as the merchants and emissaries for insect folk communities to the outside world.

Ability Score Increase. Your Dexterity score increases by 2 and your Constitution by 1.

Alignment. Insect folk communities tend to be very organized and orderly, leading many to swing heavily toward lawfulness.

Languages. You can speak, read, and write Common and one other language.

Psychic Techniques. You know the message cantrip. When you reach 3rd level, you can cast the jump 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 blur spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

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