The Anticks species is very varied and has many different subraces. They are a cooperative force of small insectoids. Age. The males mature at around 5 years old, and the females at around 20. They die at around the age of 80 unless they are announced queen or king. Then they can live up to 300 years. Darkvision. 30ft Multiple Appendages. The Antick has four arms which all can be used indevidually. You can choose to attack with two as your main action and then as a bonus action attack with the other two. You may only wield two shields at a time. You may not cast more than one spell per turn. Weak. You get a -2 to all weapon damage. Fury Of The Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Subraces Jaw Anticks. The Jaw Anticks are farmers and herders. They utilize their powerful snapping jaw to harvest wheat and other crops. Snapping Jaw. Your jaw works as a natural weapon and deals 1d6 slashing damage. It is also unaffected by the "Weak" trait. Farmers Knowledge. You have advantage on checks that rely on recognizing foods or crops. Smellsight. You can essentially see smells which gives you advantage on perception checks relying on smell. Bull Anticks. The Bull Anticks are ferocius warriors who rely on war or mercenary work to survive. Tall Legs. Your jumping distance is +5 ft. Keen Eyes. Your eyes are keen and you have advantage on perception checks that rely on sight. Venomous Sting. You have natural weapons as mandibles that deal 1d4 piercing damage. Once per long rest you may inject a venom when attacking like this. If you do this the creature has to perform a con save with a DC of 14. If they fail they take an extra 1d4 poison damage and gain one exhaustion. It is unaffected by the "Weak" trait. Medical Anticks. Medical anticks are the doctors of the antick world. They can spray a healing compound upon wounds to heal them. They also bear strong mandibles that can easily grapple people. Powerful Mandibles. You count as one size larger for carrying lifting pushing and dragging objects. You can also grapple and shove large creatures. Healing Compound. You have a pool of d4s that you may use to heal damage. At first level you have 1d4 which you can use at any time as an action. When you reach 6th level you gain another and then another at 9th, 12th, 15th and 18th. You may only use 1d4 per turn and you regain 1d4 dice after one long rest. You can't gain more than you have. Weaver Anticks. Weavers are builders who use their silk as a form of super strong glue, capable of holding large buildings and ships intact. Skilled Craftsmen. You are proficient with weavers tools and carpenters tools. Mender. You know the cantrip "Mending" Sticky Spit. You can spit a mound of glue-like silk to trap your opponents in place. This takes an action and you must roll a standard d20. What you roll is the DC. The target must then perform a dexterity save. If they fail, they are grappled. At the start of their turn they may perform a DC 14 strength save to escape. Cutter Anticks. The cutters are heavy hitters and take on manual labor jobs and warrior roles. Heavy weapons expert. You do not get disadvantage from heavy weapons. Strong Arms. You count as one size larger for carrying lifting pushing and dragging objects. Wall Shields. You are proficient with a special type of shield called a wall shield. It has to be wielded with two arms and adds a +3 to AC instead of +2.
Languages. Common and Antus