![[mantid.jpg|500]] Mantids, sometimes called mantisfolk, have insectile features and four legs. All mantids are ambidextrous. Their bodies are encased in protective chitin, and they can alter the coloration of this carapace to blend in with their natural surroundings.  Mantids speak by clacking their mandibles and waving their antennae, indicating to other mantids what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, mantids rely on a form of telepathy. ### Mantid Traits Mantids gain the following traits. **Age.** Mantids live much shorter lives than their neighbors. They mature quickly, reaching adulthood within 3-4 years of hatching. The average mantid lives for around 25 years. **Size.** Small or Medium **Carapace Camouflage.** As an action, you can change your carapace's color, granting you an expertise die on Stealth checks made to hide in matching surroundings. **Mantis Telepathy.** You can't speak the non-mantid languages you know, so you use telepathy to convey your thoughts. You have the psionic ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. The creatures can understand your thoughts regardless of common languages, as long as they can understand at least one language. Your telepathic link to a creature is broken if either of you is incapacitated, if more than 120 feet separate you and the creature, or if either of you mentally breaks the contact (no action required). **Speed.** Your base walking speed is 30 feet. ### Mantid Gifts Select one of the following gifts. #### Two-Weapon Fighting Style When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack. #### Enhanced Carapace You can use your Carapace Camouflage as a bonus action. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. #### Psionics - Emotional Intelligence Your lineage can be traced back to the strongest psionics who migrated to this world, providing you with the following benefits: **If your campaign uses the psionics system from Steampunkette's *Paranormal Power*:** - [[10.1 Psionic Heritage Gifts and Paragon Powers|Emotional Intelligence]] **If your campaign uses the psionics system from ENPublishing's *Voidrunner's Codex*:** ### Mantid Paragon When you reach 10th level, choose one of the following paragon gifts: #### Improved Ambidexterity You add your Dexterity modifier (minimum 1) to damage when making an attack using two weapon fighting. Additionally, you can use your bonus action to draw and throw, or pick up and throw a weapon or improvised weapon. #### Mantid Wings You have a fly speed of 30 feet. You cannot fly if you are wearing armor that has a Strength requirement, if you are currently carrying an object that weighs a number of pounds equal to twice your Strength score, or if you are currently encumbered. You may, however, utilize magic items that increase your Armor Class and use light shields if you are proficient. If your movement speed is reduced to 0 or you are incapacitated, you fall at a rate of 30 feet per round #### Psionics - Wild Paragon Your talent grows in strength with time, and expands. **If your campaign uses the psionics system from Steampunkette's *Paranormal Power*:** - [[10.1 Psionic Heritage Gifts and Paragon Powers|Wild Paragon]] **If your campaign uses the psionics system from ENPublishing's *Voidrunner's Codex*:** ### Mantid Culture This is a population of solitary travelers, and outsiders know "mantisfolk" for their solo efforts as hunters, mercenaries, traveling merchants, or wandering experts-for-hire, such as sages or apothecaries. Mantids surprise outside races with their high levels of knowledge and education, coupled with their nomadic and somewhat tribal nature. Though generally solitary travelers, they gather on regular lunar cycles to exchange news, knowledge, and companionship. These are part celebration, part meeting of minds. Small bands of mantids will travel together to and from these meetings, sharing news and stories with local communities as they go. Once they reach their destination, the band will disperse, avoiding contact until the next lunar cycle approaches. **Suggested Cultures.** While you can choose any culture for your mantid character, the following cultures are linked closely with this heritage: collegiate, forsaken, itinerant, lone wanderer, nomad, stoneworthy, [[2.2d Urban Wanderer|urban wanderer]], or wildling.