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View Full Version : D&D 5e/Next Thri-Kreen Redone Redux! (PEACH)



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)

Leuku
2014-12-10, 02:09 AM
Woah-ho-ho! Body of Chitin is waaaaay too strong. Stacking with unarmored features? Bonus equivalent to a shield?

At level 1 Monk or Barbarian, you could start out with 18 AC, the equivalent of Plate Armor or Chain mail with shield.

No way, Jose! Maybe you can make it like: While not wearing any armor, your AC equals 12 + dexterity modifier. This does not stack with Unarmored Defense.

Unless you can come up with something similar to the above, throw it out.

No automatic Advantage on Athletics checks to jump. Just double your proficiency for it.

What are the stats for the Chatchka and Gythka?

Clutch of the Predator: Where does this poison come from? From within their own bodies?

Clutch of the Third Eye: I would have Magic Weapon appear at 7th level, in line with when Quartercasters, i.e. Eldritch Knights and Arcane Rogues, get their first 2nd level spell slots.

Clutch of the Deeproads: No. You do not get to trade 5 feet of movement for +1 AC and an additional skill proficiency. Drop the 5 feet of movement penalty and the +1 AC, keep the Darkvision and the Nature proficiency.

Clutch of the Desert Night: Again, no automatic advantage on any skills, especially the most commonly used skill in the game. Keep the Stealth proficiency and, I dunno, throw in an unique camouflage feature. Something like:

"Natural Camouflage: While in a natural environment, your outer carapace changes color to better suit your surroundings. By staying motionless against a natural surface for 1 minute, you acquire that surface's color scheme for as long as one hour. From then on, any time you are motionless against similar terrain, any Wisdom (Perception) Check made to perceive you, even when they are looking directly at you, has disadvantage on its roll. If you move in to a dramatically different color scheme terrain, or in to an unnatural terrain, Wisdom (Perception) checks to perceive you have advantage. You can revert your scheme to its normal color at will."

Clutch of the Sword: Hmm... Hmmmm... I don't know enough to properly judge this. It looks fun, so... (http://gifatron.com/wp-content/uploads/2013/07/senor-chang-ill-allow-it-sombrero.gif)

SpawnOfMorbo
2014-12-10, 08:03 AM
A change to body of chitin is really really needed.

I agree, something like this would work fine

Body of Chitin

When not wearing armor your AC is 12 + Dex Modifier. Due to your body composition you can not wear heavy armor.

This allows for different AC styles such as monk, barbarian, light armor (enchanted), or medium armor.

If you are Dec based your AC will be 15, which is where Monk ACs tend to start. But if you are not Dex based and you have a +1 or +2 then you don't have a horrible AC when you don't have armor on, 13 - 14 isn't too bad which can be where rogues start with AC (leather + Dex).


Edit:

For your stating scores make it +2 Dex then have subrace give you +1 Str and +1 whatever you choose for other sub race.

Ralcos
2014-12-10, 12:17 PM
Updated race and subraces based on suggestions.

Leuku
2014-12-10, 03:37 PM
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.

What are the stats for Chatchka and Gythka?


Clutch of the Desert Night: This Clutch are known for their nocturnal activities, masters of stealth and intrigue, making the best scouts in the Thri-Kreen species. Your Wisdom score increases by 1. Also, you are Proficient in the Stealth and Perception skills. In addition, you have Advantage on all Wisdom (Perception) checks.

You're giving waaaaay too many skill proficiencies. For 1 subrace, you're granting an additional 3 skill proficiencies: Athletics, Perception and Stealth. The average player will start with 4 or 5 proficiencies, but any Thri-keen will start with a minimum of 7. That is too much.

Also, again, No Automatic Advantage Checks.

Ralcos
2014-12-10, 05:21 PM
UPDATED
Added Gythka and Chatkcha.
Removed Clutch of the Desert Night.

Leuku
2014-12-10, 05:28 PM
Gythka is Not a finesse weapon.

Look at the accuracy values for Gythka and Chatkcha.

Gythka: +3 to hit.

Chatkcha: +4 to hit.

Thri-keen ability modifiers:

Strength mod - +1

Dexterity mod - +2.

Also, stipulate that the 1d6 damage for the Double feature on the Gythka does not add your modifier in damage; that should bring it in line with normal two-weapon fighting.

Ralcos
2014-12-12, 03:30 PM
UPDATED
Changed weapons based on suggestion.

Leuku
2014-12-12, 08:17 PM
UPDATED
Changed weapons based on suggestion.

Looks good, looks good.

I bet your Thri-keen would make a fine Weapons Master monk.