Thri-Kreen are nomadic insectoid humanoids that wander deserts in search of what they need to survive. Although they usually insensitive to their emotions and isolationists a handful of Thri-Kreen develop psionic capabilities which make them more in tuned to their emotions and grant them telepathy allowing them to properly communicate with outsiders. These thri-kreen grow especially emotional when near humanoid settlements and when spending more time around the more "emotional" creatures. Such thri-kreen may grow so emotional that they become called to adventure or may be put in the situation for other reasons. Regardless thri-kreen are rare and usually rejected especially because of their practice to eat anything to survive, including humanoids (They are also fond of elf flesh). Whether your thri-kreen is savage and can't stand civilization or has become one with it and has learned to resist his cravings thri-kreen will have a unique experience among other races. Age: Thri-Kreen have an unusually short lifespan. Thri-Kreen reach maturity at around 8 years of age and usually live no longer than 30 years. Alignment: Most thri-kreen care only for their own survival and little more, however given your psionic abilities you are more in touch with your emotions than other thri-kreen and therefore may care for other things. In general Thri-Kreen lean towards chaotic neutral. Darkvision: Within 60ft. you percieve dim light as bright light and darkness as dim light. When using your darkvision you do not see color but rather in shades of gray. Standing Leap: You can make a high or long jump without a running start without taking a penalty to the distance. Chameleon Carapace: You have a chameleon like carapace allowing you to blend in with your surroundings, this grants you proficiency in stealth. In addition you can attempt to hide even when you are not obscured. Telepathy: Due to your psionic abilities you have telepathy out to a range of 60ft. Telepathy allows you to communicate with any creature that has a language regardless of if you share it or not. A creature can respond to you through telepathy within range however you must engage with it telepathically first. This ability does not function in areas under anti-magic effects such as those described in the anti-magic field spell. Psionic Spellcasting: Because of your psionic abilities you can cast spells naturally. You can cast the mage hand cantrip at will. At third level you can cast blur and at 5th you can cast magic weapon. After casting these spells you must take a long rest before being able to cast them again. Natural Armor: Your tough carapace acts as natural armor when you are not wearing anything better. Your base AC is 13+dex. However because of your bodies unique shape you cannot wear armor unless it was specifically made for a thri-kreen. Natural Weapons: You possess claws and mandibles which are both capable of being used as natural weapons. Your claws deal 1d4+strength slashing damage and your mandibles deal 1d4+strength piercing damage. When you successfully hit a creature with your mandibles you may use your venom. The creature must make a constitution saving throw equal to 8+your proficiency bonus+your constitution or be poisoned for 1 minute. If the creature failed by 5 or more it is paralyzed as long as it remains poisoned. At the end of each of the creatures it may repeat the saving throw ending the effect on itself on a success. After using your venom you must finish a short or long rest to use it again. Specialized Weapons: During a short rest you may make a chatkcha, or a gythka, both of which you are proficient in, you may also take one of these items in place of a simple or martial weapon from your starting gear. In order to make these you must have access to both wood, stone and some sort of blade. These martial weapons are weapons specially designed by your people, the chatkcha is a flat triangular wedge with three serated blades that functions as a light throwable weapon. It has a range of 30/120ft, deals 1d6+dex slashing damage, and has the finesse and thrown property. The gythka is a two-handed pole-arm with a blade at each end. It deals 1d8+strength. Four Arms: You have two main arms and two secondary arms below those. Your secondary arms can push, drag, or lift half as much as your main arms can and cannot wield shields or any weapons without the light property. Besides this these arms function as normal. Sleepless: Thri-Kreen are incapable of sleeping, instead of sleeping for a long rest you must perform light-activity or less for 8 hours to gain the benefits of a long rest. In addition magic cannot put you to sleep.
Languages. Can read, write, and understand common but cannot speak it, in addition you can speak and understand Thri-Kreen although this language has no script. Thri-Kreen is a language without words consisting of the clacking and chittering of mandables and waving of antenae which express what the thri-kreen is thinking or feeling. It is hard for other creatures to interpret this language and impossible to replicate given their lack of insect like anatomy. If you ever learn another language besides Thri-Kreen you can read, write, and understand it however you can never speak it understandably because of your insect like anatomy unless the language is for people with such anatomy.