Mantis

Mantis are somewhat humanoid, though their most prominent feature is their distinctly mantis-like forearms. More mantis-like individuals stand on four thin mantis legs, while more humanoid individuals stand on two human legs. All mantis possess two enlarged and specialized arms according to sub-race.

## Traits

### Age:

Mantis reach adulthood around the age of 18 and can live for around 80 years.

### Size:

Mantis stand between 6 and 7 feet tall and weigh between 80 and 150 pounds. Your size is medium.

### Speed:

You have a base walking speed of 30 feet.

### Nonhuman Hands:

You lack opposable thumbs and have difficulty performing complex or delicate tasks including wielding normal weapons. Weapon attacks with normal weapons are made at disadvantage. Spells with somatic components are unaffected by this. Skill checks and tool checks that require extensive use of the hands are also made at disadvantage. Specialized tools can be bought from stores which allow a mantis to use the tool without disadvantage. These specialized tools cost double the base price of the tool.

### Language:

You can speak and read common and one other language of your choice.

### Subraces:

#### Green:

**Ability Score Increase** - Your Strength score increases by 2, and your Wisdom score increases by 1.

**Natural Athlete -** You have proficiency in the Athletics skill.

**Catching Forearms** - Your forearms are specially designed for catching and holding onto prey. Your proficiency bonus is doubled for checks to initiate and maintain grapples.

**Bite** - Your mouth is designed to break through the carapaces of other insects, which counts as a simple melee weapon with which you are proficient. You add your Strength modifier to the attack roll and damage roll when you attack with your bite. Your bite deals 1d8 bludgeoning damage on hit. If the target of your bite is grappled, you have advantage on attack rolls with your bite.

#### Pink:

**Ability Score Increase** - Your Intelligence score increases by 2, and your Wisdom score increases by 1.

**Conductive Forearms** - Your forearms are specially designed to cast magic and act as a focus for casting spells. You can cast spells without any somatic components.

**Carapace Armor** - Your carapace protects you from incoming damage. When you aren't wearing armor, your AC is 13 + your Dexterity 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.

#### Brown:

**Ability Score Increase** - Your Dexterity score increases by 2, and your Wisdom score increases by 1.

**Sneaky** - You are proficient in the Stealth skill.

**Bladed Forearms** - Your forearms are specially designed to slice with deadly efficiency. Your forearms count as a simple, finesse, monk melee weapon with which you are proficient. As long as your hand is empty, your forearm is considered a wielded melee weapon. You add your Strength or Dexterity modifier to the attack and damage roll when you attack with your forearms. Your forearms deal 1d8 slashing damage on hit, which increases to 1d10 at level 5, 1d12 at level 11, and 2d8 at level 17.

At level 5, your forearms are considered magical for the purposes of overcoming resistances and immunities to non-magical attacks and damage.