I use D&D 5e 2014 core Players Handbook, Dungeon Masters Guide, and Monster Manual as the core set of rules for the campaign, so anything outside of those rules will get detailed here as custom. Many rules may be inspired by other sources, so credit where it is due.
Insect-like humanoids hatched from eggs into colonies called sticks, Phraint are an intelligent species that can be
found following all manner of walks in life. Standing somewhere between a preying mantis and an ant, scaled up with
with two arms and two legs, Phraint have armored chitins, dangerous natural weapons, and an impressive ability to
jump. Their societies are seprated into castes of genetic adaptations for sets of tasks. It is difficult for Phraint to
comprehend other race’s morality decisions due to their insectoid brain chemsitry and unique racial caste system,
leading to confusion of intentions or tension when Phraint interact with the outside world. Despite the difficultly,
idividual Phraint can be found leaving their stick to experience the world, fufill blood debts, or seeking their own
destiny.
Ability Scores: +2 Dex, -2 Cha
Age: Adulthood at 40, maximum age of 350
Alignment: Neutral, with the complex decisions of Phraint appearring Chaotic to other races
Size: Medium
Speed: 35ft
Darkvision: 60ft
Blindsight: 15ft
Predator Vision: Advantage on vision-related Perception checks
Predator’s Stillness: Advantage on Stealth checks while not moving
Phraint Jump: Phraints may always jump their maxiumum distance without requiring any minimum movement distance. Additionally, once per short rest a Phraint may perform a Phraint Jump, a jump movement action where a single melee attack may be perfomed at any point during the movement.
Languages: Common, Phraint