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<blockquote data-quote="Bad Fox" data-source="post: 7152793" data-attributes="member: 6794761"><p>Interesting to see someone else's take on this. I've been grappling with this conversion as well, but with a specific eye towards Dark Sun races.</p><p></p><p>I've tried to balance a number of competing priorities, which has been really challenging. Essentially, I'm looking to maintain a power balance with other races and adhere to general 5e design philosophies, but stay as true as I can to the original design from the 2e boxed set.</p><p></p><p>Here's what I've come up with... feedback very welcome.</p><p></p><p></p><p><strong><span style="font-size: 10px">Thri-kreen Traits</span></strong></p><p></p><p><strong>Ability Score Increase.</strong> Your Dexterity score increases by 2, and your Wisdom increases by 1.</p><p></p><p><strong>Age.</strong> Thri-kreen reach physical maturity around the age of 6 and generally live for about 30 years.</p><p></p><p><strong>Alignment.</strong> Most thri-kreen are neutral.</p><p></p><p><strong>Size.</strong> Thri-kreen stand nearly 8 feet tall and weight over 450 pounds. Your size is Medium.</p><p></p><p><strong>Speed.</strong> Your base walking speed is 40 feet. </p><p></p><p><strong>Standing Leap.</strong> Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. </p><p></p><p><strong>Armored Carapace.</strong> You have a tough exoskeleton, providing an AC of 13 + your Dexterity modifier. A single shield’s benefits can be applied as normal, but you cannot wear armor. </p><p></p><p><strong>Efficient Adaptations.</strong> Thri-kreen don’t require sleep and can rest while remaining alert and performing light tasks, but can still be put to sleep by magical effects. You require only 1 gallon of water per week to sustain yourself under normal conditions. </p><p></p><p><strong>Thri-kreen Weapon Training.</strong> You are proficient with the gythka and the chatkcha.</p><p></p><p><strong>Bite.</strong> Thri-kreen have a complicated jaw structure that can be used to make unarmed strikes. Your bite deals piercing damage equal to 1d6 + your Strength modifier, and the target must succeed on a Constitution saving throw or be poisoned for 1 minute. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. If the saving throw fails by 5 or more, the target is paralyzed while poisoned this way. The poisoned target can repeat the saving throw at the start of each of its turns, ending the effect on a success. </p><p></p><p>After biting a target, you must finish a long rest before the poison is ready again.</p><p></p><p><strong>Claws.</strong> Your claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier. </p><p></p><p><strong>Languages.</strong> You speak Thri-kreen. You may also read and write this language if you choose. It is strongly recommended that you select a background that allows you to learn the Common tongue.</p></blockquote><p></p>
[QUOTE="Bad Fox, post: 7152793, member: 6794761"] Interesting to see someone else's take on this. I've been grappling with this conversion as well, but with a specific eye towards Dark Sun races. I've tried to balance a number of competing priorities, which has been really challenging. Essentially, I'm looking to maintain a power balance with other races and adhere to general 5e design philosophies, but stay as true as I can to the original design from the 2e boxed set. Here's what I've come up with... feedback very welcome. [B][SIZE=2]Thri-kreen Traits[/SIZE][/B] [B]Ability Score Increase.[/B] Your Dexterity score increases by 2, and your Wisdom increases by 1. [B]Age.[/B] Thri-kreen reach physical maturity around the age of 6 and generally live for about 30 years. [B]Alignment.[/B] Most thri-kreen are neutral. [B]Size.[/B] Thri-kreen stand nearly 8 feet tall and weight over 450 pounds. Your size is Medium. [B]Speed.[/B] Your base walking speed is 40 feet. [B]Standing Leap.[/B] Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. [B]Armored Carapace.[/B] You have a tough exoskeleton, providing an AC of 13 + your Dexterity modifier. A single shield’s benefits can be applied as normal, but you cannot wear armor. [B]Efficient Adaptations.[/B] Thri-kreen don’t require sleep and can rest while remaining alert and performing light tasks, but can still be put to sleep by magical effects. You require only 1 gallon of water per week to sustain yourself under normal conditions. [B]Thri-kreen Weapon Training.[/B] You are proficient with the gythka and the chatkcha. [B]Bite.[/B] Thri-kreen have a complicated jaw structure that can be used to make unarmed strikes. Your bite deals piercing damage equal to 1d6 + your Strength modifier, and the target must succeed on a Constitution saving throw or be poisoned for 1 minute. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. If the saving throw fails by 5 or more, the target is paralyzed while poisoned this way. The poisoned target can repeat the saving throw at the start of each of its turns, ending the effect on a success. After biting a target, you must finish a long rest before the poison is ready again. [B]Claws.[/B] Your claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier. [B]Languages.[/B] You speak Thri-kreen. You may also read and write this language if you choose. It is strongly recommended that you select a background that allows you to learn the Common tongue. [/QUOTE]
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