Ralcos
2014-11-25, 01:06 PM
As above, this is a redux of what was found in the earlier posts about this race. Hopefully you enjoy!
Thri-Kreen
When resources are degraded, we start competing for them, whether it is at the local level in this Desert, where we had tribal clashes over land and water, or at the global level, where we are fighting over water and minerals. So one way to promote peace is to promote sustainable management and equitable distribution of resources. - K'Thatka, Thri-Kreen Mother-Warrior (Transcribed into Common by Battlemage Handance Soloman III.
http://darksunart.files.wordpress.com/2011/09/art-by-michal-vondracek.jpg
The thri-kreen, or "mantis warriors", are an insect-like monstrous humanoid race, resembling humanoid mantids with golden-brown coloration. They possess six limbs, and usually use one pair for locomotion and the other two pairs as arms. They have excellent physical capabilities, allowing them to jump great distances. They also have sharp claws, venomous bites, and psionic abilities. An average thri-kreen has the life expectancy of only 30 years. However, this is countered by the fact that thri-kreen do not require sleep. A thri-kreen truly lives out every moment of its precious 30 years.
RACIAL TRAITS
Ability Score Increases. Your Dexterity score increases by 2.
Speed. Thri-Kreen are known for their speed, dashing across landscapes faster than most humanoid races. Your speed is 35 feet.
Size. Thri-Kreen are, physically, similar in height to humans; though they are lighter to a degree (weighing around 100 lbs. on average). You are Medium-Sized.
Body of Chitin. Thri-Kreen are born with a hardened chitin exoskeleton, protecting them from some harm. While not wearing any armor, your AC equals 12 + dexterity modifier, but you cannot wear Heavy Armor. This does not stack with Unarmored Defense.
Natural Jumpers. Thri-Kreen have powerful legs, allowing for jumps that many other humanoids consider impossible. You are trained in the Athletics skill. In addition, you always add double your Proficency bonus on Strength (Athletics) checks when jumping (with or without a running start).
Thri-Kreen Weapon Training. Thri-Kreen, from only a few months after birth, train in the use of the Kreen racial weapons, whether to aid hunting or fight their Clutch's enemies. You begin with proficiency with the Chatchka and the Gythka.
Subraces. All Thri-Kreen belong to a Clutch, usually meaning group/family/clan/tribe to other humanoids, which each give them unique abilities. Choose one of the following Clutches; Once chosen, you cannot change it during the character’s life:
Clutch of the Predator: This Clutch focuses on the hunt, augmenting their natural claw attacks with poison to weaken their enemy. Thri-Kreen of this clutch gains a natural claw attack (they are proficient in these attacks). The claw attack deals 1d4 damage and are considered to be Finesse weapons with the light keyword. Once per day, Thri-Kreen of this clutch can apply a poison to any natural attack or any unarmed attack (DC 12 Constitution Save; failure means that the target is Poisoned for 6 hours, or until cured).
Clutch of the Third Eye: This Clutch focuses on the mind, having special abilities that wouldn’t qualify as magic to Wizards or Clerics (called “psionics” by the educated that know of these abilities). Thri-Kreen of this clutch begin with the Mage Hand cantrip, and their Wisdom score increases by 1. At 3rd level, they can use the Longstrider spell once per day. At 5th level, they can use the Magic Weapon spell once per day.
Clutch of the Deep Roads: This Clutch is the pinnacle of the predator lifestyle, able to read the dungeon walls for danger, prey, and for their communication between the labyrinthian corridors, can see in the dark, and have a thicker chitin carapace. Your Strength score increases by 1, you have Darkvision with a range of 60 feet, able to see in darkness as if it were in dim light conditions. In addition, you are Proficient in the Nature skill, AND lowering your base walking speed to 30 feet.
Clutch of the Sword: This Clutch are a spartan culture, warriors from birth to death; these Thri-Kreen are known for their unique style of combat, able to move around the battlefield with ease. Your Strength score increases by 1. When you get hit with an attack, or you hit an enemy with an attack, you can move up to half of your speed as a Reaction. Also, you gain Proficiency with one weapon of your choice.
Languages. Thri-Kreen can understand, speak, read, and write Common and Thri-Kreen. Though they prefer their spoken word, Thri-Kreen that speak in other languages have broken accents (e.g. instead of “May I buy this Warhammer”, a Thri-Kreen would say, “May… K’Tattcha buy… Hammer?”).
Copy-Pasted from Monster Manual pg 288
Gythka
Martial Melee Weapon
Value: 10 gp
Damage: 1d8 Slashing damage
Weight: 5 lb.
Properties: Double (1d6)
PROPERTY: Double Weapons
Weapons with the 'Double' Property can be used to make a secondary attack as a Bonus Action, dealing the damage listed as part of the property, but you cannot add your Strength Modifier to the second attack's damage.
Chatkcha
Martial Ranged Weapon
Value: 4 gp
Damage: 1d6 Slashing damage
Weight: 2 lb.
Properties: Light, Finesse, Thrown (20 / 60)
Thri-Kreen
When resources are degraded, we start competing for them, whether it is at the local level in this Desert, where we had tribal clashes over land and water, or at the global level, where we are fighting over water and minerals. So one way to promote peace is to promote sustainable management and equitable distribution of resources. - K'Thatka, Thri-Kreen Mother-Warrior (Transcribed into Common by Battlemage Handance Soloman III.
http://darksunart.files.wordpress.com/2011/09/art-by-michal-vondracek.jpg
The thri-kreen, or "mantis warriors", are an insect-like monstrous humanoid race, resembling humanoid mantids with golden-brown coloration. They possess six limbs, and usually use one pair for locomotion and the other two pairs as arms. They have excellent physical capabilities, allowing them to jump great distances. They also have sharp claws, venomous bites, and psionic abilities. An average thri-kreen has the life expectancy of only 30 years. However, this is countered by the fact that thri-kreen do not require sleep. A thri-kreen truly lives out every moment of its precious 30 years.
RACIAL TRAITS
Ability Score Increases. Your Dexterity score increases by 2.
Speed. Thri-Kreen are known for their speed, dashing across landscapes faster than most humanoid races. Your speed is 35 feet.
Size. Thri-Kreen are, physically, similar in height to humans; though they are lighter to a degree (weighing around 100 lbs. on average). You are Medium-Sized.
Body of Chitin. Thri-Kreen are born with a hardened chitin exoskeleton, protecting them from some harm. While not wearing any armor, your AC equals 12 + dexterity modifier, but you cannot wear Heavy Armor. This does not stack with Unarmored Defense.
Natural Jumpers. Thri-Kreen have powerful legs, allowing for jumps that many other humanoids consider impossible. You are trained in the Athletics skill. In addition, you always add double your Proficency bonus on Strength (Athletics) checks when jumping (with or without a running start).
Thri-Kreen Weapon Training. Thri-Kreen, from only a few months after birth, train in the use of the Kreen racial weapons, whether to aid hunting or fight their Clutch's enemies. You begin with proficiency with the Chatchka and the Gythka.
Subraces. All Thri-Kreen belong to a Clutch, usually meaning group/family/clan/tribe to other humanoids, which each give them unique abilities. Choose one of the following Clutches; Once chosen, you cannot change it during the character’s life:
Clutch of the Predator: This Clutch focuses on the hunt, augmenting their natural claw attacks with poison to weaken their enemy. Thri-Kreen of this clutch gains a natural claw attack (they are proficient in these attacks). The claw attack deals 1d4 damage and are considered to be Finesse weapons with the light keyword. Once per day, Thri-Kreen of this clutch can apply a poison to any natural attack or any unarmed attack (DC 12 Constitution Save; failure means that the target is Poisoned for 6 hours, or until cured).
Clutch of the Third Eye: This Clutch focuses on the mind, having special abilities that wouldn’t qualify as magic to Wizards or Clerics (called “psionics” by the educated that know of these abilities). Thri-Kreen of this clutch begin with the Mage Hand cantrip, and their Wisdom score increases by 1. At 3rd level, they can use the Longstrider spell once per day. At 5th level, they can use the Magic Weapon spell once per day.
Clutch of the Deep Roads: This Clutch is the pinnacle of the predator lifestyle, able to read the dungeon walls for danger, prey, and for their communication between the labyrinthian corridors, can see in the dark, and have a thicker chitin carapace. Your Strength score increases by 1, you have Darkvision with a range of 60 feet, able to see in darkness as if it were in dim light conditions. In addition, you are Proficient in the Nature skill, AND lowering your base walking speed to 30 feet.
Clutch of the Sword: This Clutch are a spartan culture, warriors from birth to death; these Thri-Kreen are known for their unique style of combat, able to move around the battlefield with ease. Your Strength score increases by 1. When you get hit with an attack, or you hit an enemy with an attack, you can move up to half of your speed as a Reaction. Also, you gain Proficiency with one weapon of your choice.
Languages. Thri-Kreen can understand, speak, read, and write Common and Thri-Kreen. Though they prefer their spoken word, Thri-Kreen that speak in other languages have broken accents (e.g. instead of “May I buy this Warhammer”, a Thri-Kreen would say, “May… K’Tattcha buy… Hammer?”).
Copy-Pasted from Monster Manual pg 288
Gythka
Martial Melee Weapon
Value: 10 gp
Damage: 1d8 Slashing damage
Weight: 5 lb.
Properties: Double (1d6)
PROPERTY: Double Weapons
Weapons with the 'Double' Property can be used to make a secondary attack as a Bonus Action, dealing the damage listed as part of the property, but you cannot add your Strength Modifier to the second attack's damage.
Chatkcha
Martial Ranged Weapon
Value: 4 gp
Damage: 1d6 Slashing damage
Weight: 2 lb.
Properties: Light, Finesse, Thrown (20 / 60)