Racial Features
All-Powerful Build
An ant’s strength is not to be underestimated, especially the Ant Kings. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift. You have advantage on all athletics checks.
An Adamantine Exoskeleton
The Ant King’s exoskeleton is praised to be one of the strongest natural skeletons in all the lands. You have an increase of +2 to your base AC but you cannot wear armor unless it is custom fit for you, costing double the normal price. As well as, your fists and talons are covered in the same material. You are able to strike with your talons or fists, dealing 1d8+STR/DEX in damage when you make a successful hit.
The Reason They Fear
Whenever you would use the Dexterity Attribute, you may substitute Strength instead.
Bugsnax
By eating something of appropriate mass and power, you may add its power to your own genetic makeup. Cannibalism is generally frowned upon however.
You can gain evolutions on what you have eaten and is decided by x3 your character level on a d100 instead of 1x. These benefits are all positive. This is in reference to Evolution Through Consumption.
Animated Armor
Immune to disease and sleeping spells.
Forbidden Fruit
Barrier
Barrier Forbidden Fruit: You can cast Barrier* without expending a spell slot up to your character level.
Barrier
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by magic, or 1 bonus action
Range: Self/120Ft
Components: V, S
Duration: 1 round or 1 minute with Concentration
Reaction
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. If targeted by magic, you may impose disadvantage if it was an attack roll or if you have to make a Strength or Dexterity save, you may grant yourself advantage.
Bonus Action
You may summon forth a 15x15ft barrier that you are free to manipulate using your action in any way you see fit and with approval of your DM. The Barrier shares your AC+proficiency bonus, and health pool, and is linked to you. If the barrier takes damage while summoned in this way, the user also takes that damage as well. The barrier will disappear if the user is unconscious or loses concentration.
Class Features
Fighting Style
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
SECOND WIND
You have a limited well of stamina that you can draw on to recover from harm. As a Bonus Action, you can regain Hit Points equal to 1d10 + your Fighter level. You can use this feature twice, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter table.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Class/Racial Features & Traits