Homebrew Eldritch Thri-Kreen Species Details

  • Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
    • Base modifiers: Con +5(huge=+6), Strength -4(huge=-3), Dexterity -4(huge =-6), intelligence +1, Wisdom +1
  • Chameleon Carapace. While you aren’t able to blend in like your kin you can communicate to others via changing your color when telepathy wont work.
  • Creature Type. You are a Monstrosity.
  • Size. You are large(-2stealth)-huge(stealth is impossible) your choice
  • Speed. Your walking speed is 30 feet. -5 for huge.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:
    • You can use a secondary arm to wield a weapon that has the light property
    • huge size can use most standard weapons in secondary arms but items in primary arms may block them
    • You can’t wield a shield with a secondary arm(huge can use a shield)
  • Sleepless Revitalization. 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 have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn’t 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).
  • Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

Eldritch Thri-Kreen Traits

Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Ability Score Increase

Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

Secondary Arms

  • You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
  • You can’t wield a shield with a secondary arm

Sleepless Revitalization

 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 have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn’t 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).

Languages

  • You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.

 

Natural Armor

You have a hard, chitinous exoskeleton. When you aren’t wearing armor, your AC is 18 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Magical overload

allows 5 charges to a spell per long rest and 1 charge per short rest however if the charges are not used each day they will become unstable and a saving throw will be needed before use and randomly during the adventure as the DM sees fit. the more powerful the spell the higher the save that is needed

 

Eldritch overload

This race has natural magic and must be used each day as it will overload, this has prevented them from studying anything except magic. Main class must be one of the following: Cleric, Druid, Sorcerer, Warlock, Wizard. Grants access to eldritch blast as a cantrip

Previous Versions

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9/1/2022 6:49:18 PM
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