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Thri-kreen

Thri-kreen are mantislike humanoids that hunt in the packs that wander the deserts and savannas of the world, avoiding all other
races. They have adapted to the harsh climate and are experts at surviving
with only scarce resources. Thri-kreen are nimble, and many also have
psionic abilities.
Thri-kreen Names
ChaKa, Chuka-tet, Drik-chkit, Hakka, Kacha, Kacht-ta, Katho, Lakta-cho,
Pakcha, Pik-ik-cha, SaRelka, TChai, Tak-tha, Shakira.
Thri-kreen Traits
Ability Score Increase: Your Dexterity score increases by 2.
Age: Thri-kreen matures faster than humans, reaching adulthood at Age 5.
They age noticeably faster and rarely live longer than 30 years.
Alignment: Most Thri-kreen are lawful, believing firmly in the benefits of a
well-ordered society.
Size: Thri-kreen stand between 6 and 8 feet tall and average about 220
pounds. Your size is medium.
Speed: Your base walking speed is 35 feet.
Darkvision: You have superior vision in dark and dim conditions. You can see
in dim light within 60 f3eet of you as if it were bright light, and in darkness as
if it were dim light. You cant discern color in darkness, only shades of grey.
Chameleon Carapace: The Thri-kreen can change the color of its carapace to
match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap: The Thri-kreens long jump is up to 30 feet and its high jump is up to 15 feet, with our without a running start.
Languages: Thri-kreen employ a language without words. To show emotion and reaction, a Thri-kreen clacks its mandibles and
waves its antennae. Thri-kreen can read and write common. A Thri-kreen can cast a spell with a verbal component unless he can
speak with words.
Sleepless: Thri-kreen dont require sleep and can rest while remaining alert and performing light tasks.
Subrace: Two main subraces of Thri-keen populate the worlds Jeral (No antenna) and Toksa (Antenna). Choose one of this
subraces.
Thri-kreen weapon training: You have proficiency with gythka, chatkcha and light armor.
Jeral Thri-kreen
As Jeral you are agile and hardy. Accustomed to a difficult life in the deserts.
Ability Score Increase: You Constitution score increases by 1.
Thri-kreen savagery: Once per short rest you can use your action to make a bite attack Dexterity Bonus + Proficiency Bonus to Hit,
reach 5 feet, one creature. Hit: (1d6 + DEX) piercing damage, and the target must succeed on a DC 8 + Dexterity Bonus + Proficiency
Bonus constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw on each of its turns,
ending the effect on itself on a success. Then you can use your bonus actions to make an attack with your claws Dexterity Bonus +
Proficiency Bonus to hit, reach 5 feet, one creature. Hit (2d4 + DEX) slashing damage.
Toksa
You manifest psionic abilities, using their powers to aid the hunt. You can communicate more easily with outsiders.
Ability Score Increase: Your Wisdom score increases by 1.
Telepathy: You have telepathy in a range of 60 feet.
Poisonous Bite: Once per short rest you can use your action to make a bite attack Dexterity Bonus + Proficiency Bonus to Hit, reach
5 feet, one creature. Hit: (1d6 + DEX) piercing damage, and the target must succeed on a DC 8 + Dexterity Bonus + Proficiency Bonus
constitution saving throw or be poisoned for 1 minute. If the Saving throw fails by 5 or more, the target is also paralyzed while
poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Legacy of the sand endurers: You know the mage hand cantrip. Once you reach 3rd level, you can cast blur and magic weapon
spells once per day. Once you reach 5th level, you can cast the invisibility spell (self only) once per day. Once you reach 11th level,
when you cast magic weapon you cast it as if using a 4th level spell slot. Once you reach 20th level, when you cast magic weapon
you cast it as if using a 6th level spell slot. Wisdom is your spellcasting ability for these spells.
Spell save DC = 8 + Proficiency bonus + your Wisdom modifier
Spell attack modifier = Proficiency bonus + your Wisdom modifier.
At will: Mage hand
2/day: Blur, magic weapon
1/day: invisibility (self only)
Thri-keen weapons
Name Cost Damage Wight Properties
Martial melee weapons
Gythka 25gp 1d8 slashing * 9 lb. Finesse, thrown, Two-handed (range 30/120)
Ranged weapons
Chatkcha 10gp 1d6 slashing 1 lb. Thrown (range 20/60)
* A Gythka deals piercing dame when thrown.
Gythka: Each end of this Thri-kreen staff has a small, crescent-shaped blade with a centered stabbing tine. The secondary end of
this double weapon is light enough to be used as an off-hand weapon. A Gythka can be thrown like a javelin.
Chatkcha: This throwing wedge, often shaped from crystal or obsidian, is a Thri-kreen invention. It returns to a proficient wielders
hand after the ranged attack is resolved.
Sources
5e. D&D Players Handbook.
5e. D&D Monster Manual.
4e. D&D Dark Sun Campaign Setting.
2e. D&D Thri-kreen of Athas.
Thanks to @mikemearls for his tweet review as a fan, it feels awesome when the main dude on D&D R&D answers your tweets.
All this material is owned and copyright by Wizards of The Coast. This is a small adaptation until they provide us with final rules. 2014/10/07

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