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===5th Edition?=== No official 5e thri-kreen stats happened for a long, long time, resulting in multiple fan-made attempts released on the [[DM's Guild]] plugging the gap. The first attempt at an official Thri-Kreen race for 5e ''finally'' came in October 2021, as an [[Unearthed Arcana]] before they finally made their formal debut as a playable race in, of all settings, [[Spelljammer]] in August 2022. Being a post-Tasha's race, these thri-kreen have no ability score modifiers, and instead get a generic +2/+1 or +1/+1/+1 of the player's choice. ::Creature Type: Monstrosity ::Size: Medium or Small (choose at character creation) ::Speed: 30 feet ::Darkvision 60 feet ::Chameleon Carapace: Your base unarmored AC is 13 + Dexterity modifier. As an action, you can change your color to mimic your surroundings, gaining Advantage on Stealth checks. ::Secondary Arms: You have a set of secondary arms, which can only be used for the following tasks; open/close doors and containers, manipulate objects, lift a Tiny object, or wield a Light weapon. ::Sleepless: You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest ::Thri-Kreen Telepathy: You can communicate mentally with willing and visible creatures within 120 feet. A contacted creature doesnโt need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). So, what's the reception? Well, after the initial hype wore off, fans are... ''mixed''. Let's ignore the usual controversy over Tasha's removing racial ability scores and look at the end results of the mechanics. Firstly, turning them into Monstrosities, which actually unprecedented due to previous thri-kreen being called, does have the advantage of giving them a natural shield against some of the most common debuff spells, such as Charm Person and Hold Person. So, that's actually a decent thing. Chameleon Carapace is... okay, but it's kind of out of left field, with its own real precedent being the psionic invisibility powers that thri-kreen PCs got in 3rd edition. Thri-Kreen Telepathy is a lazy way to port in psionics, and Sleepless at least captures the flavor of the old lore. The biggest controversy, however, has to be the Secondary Arms trait. Fans were arguing over how WotC might fit them into 5e for years, and the end result turned out to just be "downgrade it into pure flavor". With how strict the action economy of 5th edition is, the traditional power of the thri-kreen's four arms is completely gone; yes, you can carry four weapons at a time, but they just give you four options with which to make one attack unless you've picked up the Multiattack class trait from somewhere. As broken as the kreen ability to quad-wield admittedly could be, this downgrade hasn't left a lot of kreen fans particularly happy. It even removes some of the utility the similarly-nerfed [[kasatha]] enjoyed in ''[[Starfinder]]''; at least ''their'' extra arms could be used to have a free hand for using an item/potion, spellcasting, or other major utility tasks! ====Anchorome Mantis-Folk==== {{3rd Party}} {{Main|True World Campaign}} Thri-kreen PCs from the [[Anchorome]] setting have the following PC stats... weirdly, despite letting players play the incredibly rare sand-shifting Apleurus, there is no statblock for the Zik-chil as PCs. ::Ability Score Increase: +1 Dexterity ::Size: Medium ::Speed: 30 feet ::Four Arms: You have 2 extra arms as mantis-folk. You can use them to carry extra objects in your hands like a torch, ammunition, components, a holy symbol, a potion and even weapons. However you gain no benefit from holding multiple weapons or shields in your extra arms and no extra attacks besides from the extra attacks from your class or other special circumstances. ::Mantis-Folk Weapon Proficiency: You have Proficiency in the chatkcha and gythka. ::Poisonous Bite: You can make a bite attack that causes 1d4 + Str modifier Piercing damage plus 1d4 Poison damage. ::Subrace: Choose the Thri-kreen, Tohr-kreen, Apleurus, Smaragtin or Ulyssies subrace. ''Thri-Kreen:'' ::Ability Score Increase: +1 Dexterity, +1 Strength ::Fleet-Footed: Your base speed increases by +10 feet, giving you a base speed of 40 feet. ::Standing Leap: Even without a running start, you can long jump up to 30 feet and high jump up to 15 feet. ::Chameleon Carapace: By spending a bonus action to blend into your backgrounds, you can make a Stealth check with Advantage to hide. ''Tohr-Kreen:'' ::Ability Score Increase: +2 Strength ::Powerful Build: You count as one size larger to determine your carrying, dragging, lifting, pushing and pulling capacity. ::Abolishing Might: Your melee attacks do double damage to structures. ::Complex Builders: You gain Proficiency in one set of tools of your choice. ''Apleurus:'' ::Ability Score Increase: +2 Intelligence ::Sand Born: You can spend an action to shapeshift into the form of a pile of sand. This transformation lasts for 10 minutes or until you use a bonus action to shift back. In sand form, you are indistinguishable from ordinary sand so long as you remain motionless, but your speed becomes 10 feet, you can move through spaces as narrow as 1 inch wide, you cannot attack or cast spells, your hit points are equal to your level, and your AC becomes 10. If you drop to 0 hit points in this form you are transformed back and the remaining damages carries over to your normal form. You regain this ability when you finish a short or long rest. ::Sand Strider: You ignore difficult terrain and any hazards based on mundane sand, such as sinking into sinkholes. ::Glass Specialist: You have Proficiency with Glassblower's Tools and gain Advantage on History checks made in regards glasswork and pottery. ''Smaragtin:'' ::Ability Score Increase: +2 Constitution ::Aquatic: You can breathe air and water, and have a Swim speed of 30 feet. ::Superior Darkvision: You have Darkvision to a range of 120 feet. ::Sunlight Sensitivity: You have Disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. ::Natural Armor: When not wearing armor, your Armor Class is 13 + your Dexterity modifier. ''Ulyssies:'' ::Ability Score Increase: +1 Dexterity, +1 Wisdom ::Fleet-Footed: Your base speed increases by +10 feet, giving you a base speed of 40 feet. ::Standing Leap: Even without a running start, you can long jump up to 30 feet and high jump up to 15 feet. ::Chameleon Carapace: By spending a bonus action to blend into your backgrounds, you can make a Stealth check with Advantage to hide. ::Climber: You have a Climb speed of 30 feet. ::Tremorsense: You have the Tremorsense (10ft radius) vision trait.
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