Thri-kreen

Common Cultures: Caravan, Enlightened, Frontier, Itinerant, Magitech

Ancestry Traits

Size. Your size is Medium.
Speed. 30 ft.

Carapace (1 point).
While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.
Darkvision (1 point).
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 (1 point).
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, but you can’t use a secondary arm to wield other kinds of weapons.
  • You can’t wield a shield with a secondary arm.
Thri-kreen Telepathy (1 point).
Without the assistance of magic, you can't speak the non-thri-kreen languages you know. Instead you use telepathy to convey your thoughts. You have the magical ability to transmit your thoughts mentally to willing creatures you can see within a number of feet of you equal to 10 times your level. A contacted creature doesn't need to share a language with you to understand your thoughts, 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 further beyond the range of the ability, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Additionally, due to your alien mind, you don't need to sleep, and magic can't put you to sleep. You can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

Paragon Options

Chameleon Carapace

Your carapace can shift to match your surroundings. You gain the following benefits:

Ingenious Focus

Your keen focus is able to persist through even the most extreme circumstances. When you make a fail a Constitution saving throw to maintain concentration, you can use your reaction to gain bonus on the saving throw equal to your spellcasting ability modifier, possibly turning the saving throw into a success. You keep this bonus until the end of your next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Multidextrous

Your extra arms can perform any task you could perform with a hand.

Partitioned Mind

You can endure intense mental pressure, such as a mindflayer's psionic blast or a reality break spell. When you are subjected to an effect that allows you to make an Intelligence or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.