Thri-Kreen
Thri-Kreen are throughly intelligent humanoid mantis-people, that delight in hard work, loyal tribes, and the nutritious, chicken-like taste of well-braised Elf meat. They live in colossal anthive colonies, eyeing other races neutrally as potential sources of nourishment should the need arise. They live short lives, rendered long by the brevity of their sleep patterns. Communication is a slight struggle for Thri-Kreen, but one they can usually overcome
Thri-kreen tend to be a mottled yellow, but their colour varies immensely by their subraces, which include the black J'ez, the green T'keech, or the dull red J'hol.
Your slender, quadrubrachial build grants you certain benefits.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Thri-Kreen age exceptionally quickly, reaching maturity by age 3, and rarely living past 25
Alignment. Thri-kreen aren't as prone to emotional outbursts as humans, but treat outsiders as little more than food. They are usually chaotic, valuing the freedom of their tribe above all else.
Size. Thri-kreen have slender forms, between 6 and 7 feet tall, and weigh between 100 and 130 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You gain darkvision out to a range of 60 feet.
Quadrubrach. You have four arms, rather than two. All of your arms and hands are equally as dextrous as each other. All of them can hold objects and weapons, and perform tasks (such as somatic gestures or grapples) as usual.
These extra arms grant you a great deal of swiftness and versatility in combat: you can make one additional object interaction each turn.
The sheer slenderness of your arms makes it difficult for you to defend yourself. If you attack with a weapon using two hands, or if you use two-weapon fighting, you gain no benefit from wearing a shield until the start of your next turn.
Chameleon Carapace. You can change the color of your body to match the appearance of your surroundings. While you're within natural terrain, if no hostile creatures can see you, you can use your bonus action to camouflage yourself. You remain camouflaged in this way until you move or take an action other than the Dodge, Hide, or Search action. While you're camouflaged in this way, you are invisible to all hostile creatures that are more than 15 feet away from you.
Standing Leap. When you make a long jump or high jump, the distance you cover increases by 5 feet.
Torpor. Instead of sleeping, you enter a torpid state for 4 hours, during which you remain semiconscious of your surroundings. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you enter this state during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Additionally, magic can't put you to sleep.
Thri-Kreen Weapon Training. You are proficient with javelins (and quarterstaffs). Thri-Kreen have two special versions of weapons: the gythka (a polearm with a blade at each end, that functions as a quarterstaff except that it deals slashing damage) and the chatkcha (a flat triangular wedge with serrated blades, like a throwing star, that functions as a javelin except that it deals slashing damage).
Languages. You can speak, read and write Thri-Kreen. You understand and write Common, but you struggle to form the syllables.
Detect Balance
Score | Ability |
---|---|
12 | ASI |
2 | Speed 35 |
3 | Darkvision 60 |
6 | Quadrubrach |
3 | Invis while hidden |
2 | Leap Distance |
2 | Torpor |
1 | Weapon Training |
= 31 | Total |
Feat: Thri-Kreen Psionics
Prerequisite: Thri-Kreen
You manifest rare psionic capabilities. You gain telepathy out to a range of 30 feet, and you learn the mage hand cantrip. and The hand is invisible when you cast mage hand with this feat.
You also learn blur and detect thoughts, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.
Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
Feat: Thri-Kreen Fighting
Prerequisite: Thri-Kreen
You study martial training, gaining the following benefits:
Insectile Natural Weapons. You learn to fight with your natural weaponry. Your bite and claws become natural weapons that you can now use to make unarmed strikes. If you hit with them, you deal damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage is of a type associated with the weapon: piercing for your bite, and slashing for your claws.
Poisonous Bite. When you hit a creature with your bite attack, you can choose to deal an additional 1d4 poison damage to the target. The target becomes poisoned until the start of your next turn. Once you use this feature, you must finish a long rest before you use it again.
Whirling Limbs. You can use your bonus action to make up to four attacks with different weapons you are holding. You don't add your ability modifier to the damage of any of these attacks, and each of the attacks must use a different weapon. Once you use this feature, you must finish a long rest before you use it again.
dead race: Goro Traits
Your strength, training, and quadrubrachial build grant you certain benefits.
Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
Age. Goro age at the normal rate, reaching maturity by age 18, and rarely living past 90
Alignment. Goro take morality at extremes, vehemently aligning themselves with (or against) the rule of law. They are generally either lawful or chaotic, and rarely reach neutrality.
Size. Goro are tall and bulky between 7 and 8 feet tall, and weigh between 300 and 350 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Four-arm Thrust. You have two additional arms, which are every bit as dextrous as your other arms.
These extra arms grant you greater versatility in combat: you can make one additional object interaction each turn.
Goro Shield Bashing. You can use a shield you are wearing as an improvised weapon. When you do so, you are proficient with the improvised weapon. If you make a thrown weapon attack in this way, you doff the shield as part of the attack.
While you are wearing a shield you are proficient with, you struggle to hide your massive form behind it. A shield provides you only a +1 bonus to AC, but you can gain this bonus from up to two shields you are wearing at once.
Goro Training. You are proficient with clubs, maces, warhammers, and shields.
Languages. You can speak, read and write Common and Giant.
Detect Balance
Score | Ability |
---|---|
12 | ASI |
-2 | Speed 25 |
14 | Four-arm (+2 ac free) |
4 | Shield Bashing |
2 | Weapon Training |
= 30 | Total |