Thri-kreen |Expanded|
MMG pg. 288
Thri-kreen
Thri-kreen wander the isolated places of the world, avoiding most other races. An insectoid race, they are comfortable in environments that most other races find inhospitable, and they find many places that are tolerable to other races to be detrimental to themselves. Thri-kreen tend to live in tribes, keeping watch for any signs of trouble, and avoiding conflict when possible.
ability score increase:
Wis + 1
age:
Up to 30 years
alignment:
usually chotic neutral
Size:
Medium
speed:
40ft
Languages:
Common, Thri-kreen
sub races:
race features:
Type- You are a Humanoid
Sleepless- You cannot be put to sleep and cannot sleep. A long rest involves doing no strenuous activities for at least 6 hours of an 8 hour stretch.
Chameleon Carapace- You can change the color of your carapace to match the color and texture of your surroundings. As a result, you have advantage on Dexterity (Stealth) checks made to hide.
Standing Leap- You have a long jump that is up to 30 feet, and a high jump of up to 15 feet, with or without a running start.
Bite- Instead of an Unarmed Strike, you can make a Bite attack. The damage is 1d4 + your Strength modifier. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. If the target fails by 5 or more, they are also paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus. A creature that makes its saving throw cannot be poisoned in this way (including by thri-kreen of the same subrace as you) again for 24 hours. You regain all expended uses after a long rest.
Claws- Instead of an Unarmed Strike, you can make a Claw attack. The damage is 1d6 + your Strength modifier.
Innate Spellcasting- You can cast the Mage Hand cantrip at will. When you do so the hand is invisible. At level 3, you gain the ability to cast Blur and Magic Weapon once per day each without providing any material components. At level 5, you gain the ability to cast Invisibility on yourself only once per day without providing any material components. Your spellcasting ability modifier for these spells is Wisdom.
Darkvision- 60 feet
Watchers- The instinct to watch for trouble runs deep. You have proficiency in Perception.
Four Arms- You can add your Ability Modifier to the damage of the second attack while dual wielding. In addition, you can provide the somatic components to a spell even if you have a shield or weapon in two hands.
Desert Thri-kreen-
Ability Score Increase: Your Dexterity score increases by 2
Heat-Adapted: You are used to being in dry and hot environments. You do not suffer from extreme heat up to 130 degrees Fahrenheit. You also can go up to 2 full days without water without suffering ill effects.
Cold-Blooded: You are not able to function well in the cold. You have disadvantage on saving throws to resist the effects of extreme cold. Additionally, you begin to suffer from the cold at higher temperatures than many other races. You are vulnerable to the cold at or below 40 degrees Fahrenheit.
Jungle Thri-kreen-
Ability Score Increase: Your Constitution score increases by 2
Jungle Life: You are used to hot environments where disease spreads easily. You do not suffer from extreme heat up to 110 degrees Fahrenheit without water, or up to 130 degrees Fahrenheit with it. In addition, you have advantage on Constitution saving throws against diseases and poisons.
Cold-Blooded: You are not able to function well in the cold. You have disadvantage on saving throws to resist the effects of extreme cold. Additionally, you begin to suffer from the cold at higher temperatures than many other races. You are vulnerable to the cold at or below 40 degrees Fahrenheit.
Tundra Thri-kreen-
Ability Score Increase: Your Constitution and Intelligence scores both increase by 1
Icy Homeland: You are accustomed to cold environments and snow. You do not suffer from extreme cold down to -20 degrees Farenheit without heavy clothing, or as low as -75 degrees with it. You have resistance to cold damage. Additionally, you are unaffected by difficult terrain caused by snow or ice and your vision isn't obscured by snowfall.
Blood Like Ice: You are not able to function well in the heat. You have disadvantage on saving throws to resist the effects of extreme heat . Additionally, you begin to suffer from the heat at lower temperatures than many other races. You are vulnerable to the heat at or above 90 degrees Fahrenheit.
Type- You are a Humanoid
Sleepless- You cannot be put to sleep and cannot sleep. A long rest involves doing no strenuous activities for at least 6 hours of an 8 hour stretch.
Chameleon Carapace- You can change the color of your carapace to match the color and texture of your surroundings. As a result, you have advantage on Dexterity (Stealth) checks made to hide.
Standing Leap- You have a long jump that is up to 30 feet, and a high jump of up to 15 feet, with or without a running start.
Bite- Instead of an Unarmed Strike, you can make a Bite attack. The damage is 1d4 + your Strength modifier. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus. If the target fails by 5 or more, they are also paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus. A creature that makes its saving throw cannot be poisoned in this way (including by thri-kreen of the same subrace as you) again for 24 hours. You regain all expended uses after a long rest.
Claws- Instead of an Unarmed Strike, you can make a Claw attack. The damage is 1d6 + your Strength modifier.
Innate Spellcasting- You can cast the Mage Hand cantrip at will. When you do so the hand is invisible. At level 3, you gain the ability to cast Blur and Magic Weapon once per day each without providing any material components. At level 5, you gain the ability to cast Invisibility on yourself only once per day without providing any material components. Your spellcasting ability modifier for these spells is Wisdom.
Darkvision- 60 feet
Watchers- The instinct to watch for trouble runs deep. You have proficiency in Perception.
Four Arms- You can add your Ability Modifier to the damage of the second attack while dual wielding. In addition, you can provide the somatic components to a spell even if you have a shield or weapon in two hands.
Desert Thri-kreen-
Ability Score Increase: Your Dexterity score increases by 2
Heat-Adapted: You are used to being in dry and hot environments. You do not suffer from extreme heat up to 130 degrees Fahrenheit. You also can go up to 2 full days without water without suffering ill effects.
Cold-Blooded: You are not able to function well in the cold. You have disadvantage on saving throws to resist the effects of extreme cold. Additionally, you begin to suffer from the cold at higher temperatures than many other races. You are vulnerable to the cold at or below 40 degrees Fahrenheit.
Jungle Thri-kreen-
Ability Score Increase: Your Constitution score increases by 2
Jungle Life: You are used to hot environments where disease spreads easily. You do not suffer from extreme heat up to 110 degrees Fahrenheit without water, or up to 130 degrees Fahrenheit with it. In addition, you have advantage on Constitution saving throws against diseases and poisons.
Cold-Blooded: You are not able to function well in the cold. You have disadvantage on saving throws to resist the effects of extreme cold. Additionally, you begin to suffer from the cold at higher temperatures than many other races. You are vulnerable to the cold at or below 40 degrees Fahrenheit.
Tundra Thri-kreen-
Ability Score Increase: Your Constitution and Intelligence scores both increase by 1
Icy Homeland: You are accustomed to cold environments and snow. You do not suffer from extreme cold down to -20 degrees Farenheit without heavy clothing, or as low as -75 degrees with it. You have resistance to cold damage. Additionally, you are unaffected by difficult terrain caused by snow or ice and your vision isn't obscured by snowfall.
Blood Like Ice: You are not able to function well in the heat. You have disadvantage on saving throws to resist the effects of extreme heat . Additionally, you begin to suffer from the heat at lower temperatures than many other races. You are vulnerable to the heat at or above 90 degrees Fahrenheit.
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