Why you should play Thri-Kreen | Playable Race | Spelljammer | D&D | Pathfinder
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- Опубликовано: 19 авг 2024
- Why you should play Thri-Kreen In Dungeons and Dragons
How to do 5 attacks in one round at level one as a wizard.
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#dnd #Thri-Kreen #Dnd 5e
I once played a gunslinger Thri-kreen for a one-shot, playing sheriff krickeet was an amazing time
Oooh so many guns.
@@Rookzer0 three revolvers and an arm free to reload
give us the build lmao
@@oligb1469 a Build im doing for a spelljammer campaign (rules a bit streched but dms allowing it) a gloomstalker ranger wielding a rifle and pistol and uhh artificer is giving me repeating shot at lvl 2 on the rifle so thats really good
@@cloakedcarp Damn that is good that should be one heck of a build!
In a 3.5 there is an interesting race that has a lot of similarities to the thri kreen called the diopsid. Instead of being a freaky praying mantis with 5 attacks they are beetle people who are allowed to ignore the dexterity requirement and dual wield comically large weapons. The diopsid are significantly more balanced in that they don't get any extra attacks and they can't use their extra arms to make attacks with weapons that they hold. What they do is use their arms is supporting their primary arms allowed them to dual wield greatswords. They also have some interesting though situational abilities such as bioluminescence and being able to fall from any height and not take damage. In a Pathfinder or 3.5 campaign I would suggest using them over the Thri kreen or trox just from a balanced perspective. However if your DM lets you use a thri kreen go for it you won't regret it.
Either way, they both look cool, right?
I think Rook's hinting with the "why do bugs like my face so much" rant exactly why he always wears a mask.
You're not wrong
You could carry a non light one handed weapon and a shield in your main arms and another weapon (light) in your lower arms. This would allow you to make three attacks by level 4 in most martial builds. I'd suggest getting the dual wielder and fighting initiate feat (two weapon fighting) to compliment this.
I have a high power fantasy dnd game that has an extremely amount of homebrew. and it will sound dumb but having 30+ to a stat is common. It's like an epic or superhero level setting. I have a race that has a strong tail and strong jaw, and this one big villain has a total of 4 weapons, two long swords in both hands, one in the mouth, and one using the tail. (think of zoro+snikch) so he attacks 4 times per single attack action so = 16 attacks. When you use the action attack, you use both weapons or all weapons if you have enough limbs. (not game breaking, one greatsword=2d6, two short swords=2d6) it makes sense because two handed weapons are usually powerful or oversized. Moreover, I support large players, so one extra damage dice. so a large player at level one = 2d12+6 Battle Ax. I also feel that magic is too powerful and I'm not a fan of witcher level fantasy setting where people are just sorta normal people who can bench like 300lbs. And this person has to fight a dude who can summon fire from nothing (8d6 one turn...) I just love the idea of a person who can lift 4 tons with ease fighting with a massive weapon! fighting a person who can bend reality to whatever they desire using the secrets of the universe! (so like fighter vs spell caster!)
adding the large size characters for playable races helps balance out the warlock/cleric cantrip cheese that happens in a lot of my games. Keep up the good work.
@@Rookzer0 thanks! that means a lot to me
Love these 4 armed bug bois
hells yeah
Think they did a UA for thri-kreen recently but the races they have offered recently have left me feeling unfulfilled. So love these videos!
Yeah the ua was woefully unexciting. No bonus attacks not super jump very bland.
Thankfully the UA has hyped em up and hopefully they'll turn into a player race
me too, I really hope they amp it up!
I wanted to play this race all because of District 9. The movie.
Use the normal rules for the first 2 attacks then use the same rules again for the next 2 attacks with disadvantage. Boom. Done.
Great way to look at it.
I was going to say, when TWFing, you can make a number of attacks with your off hand as you could your main hand, just that your off hand attacks are at disadvantage. Simple. Yes, that is a lot of attacks for a late game fighter, and a lot of dice, but it would actually make TWFing more interesting.
So lets say you have a Thri-kreen martial class that uses all of its attacks in a round. what happens when you level up and gain extra extra attacks as a feature of the class? do you then have potentially 9 attacks? or is it: 2(main weapon) + 3(offhands) + 1(bite) = 6 attacks and then you just add more attacks to the main hand as you continue to level up. So a level 20 fighter for example would end up with 4 main attacks and + 3 offhand and 1 bite(if we are using bite still).
Pretty close in my mind
The only variation is that the bite is a primary attack. So using the bite would count as one of your main attack. So you would however get your bite as a primary and 4 offhand attacks assuming they are natural or light weapons.
@@Rookzer0 hmm I suppose the question is making your bite your main attack (instead of one of your big arms since if im not mistaken they work as normal arms/hands) going to nerf you at later levels in the game for anyone that isnt a monk? Is 4 offhand attacks able to compete with, even if they are with magic daggers or something, able to compete with the dmg output of a typical high level martial class? especially in the case where you cant use your bite. I've never actually used dual wielding, can you just opt to use your other weapon as your main attack if its all light weapons anyways?
Nope, you just add 1 to your number of attack, so 5 (normal) + 1 for each extra attack granted by the class
The fact that most of these videos only have 1k views or less is criminal
I agree... someone write a letter to @WotC
That part around the 5 minute mark is what I keep saying when people say that Pathfinder has too much math. Most of it is simple math, and in cases of knowing that your character will two-weapon fight, power attack, defensive fighting, etc. Just write it down on your character sheet. It isn't hard and that is what it is there for. To reference your character and the actions that the character will be making.
I can understand complaining when people are stacking all sorts of things to change the math, but most of the time, they complain that they have to do d20 roll +2 +3 -4 (d20 +BAB + Mod - TWF penalty for example) on their attacks when two weapon fighting that turn. Just do the math beforehand and say you get a +1 to attacks when TWFing that turn, or +5 when just making a basic attack. Simple.
Ymwell said. I love the amount of number fiddling you can do in pathfinder.
Imagine If they Discovery Gurps kgjgjfhjg
Dammit now I want to make a Jiminy Cricket inspired Thri-Kreen who uses an umbrella as a weapon
i have a thri-kreen character who ic a unchained monk and path of the beast barbarian and hes able to make up to 8 or 9 attacks in a single turn with certain feats i forgot the name of
I don't agree with the majority of the things you suggested mechanics wise in this video, but that artwork goes HARD
I gotta ask, does anyone have any suggestions for subraces? Cause I was thinking of using the four ant types from Ant-Man: Bullet Ant (increased bite damage), Carpenter Ant (Wing/Flying), Crazy Ant (lightning resistance and/or shocking grasp), and Fire Ant (Powerful Build).
What do you guys think?
You could easly do that, basically i would Increase the dice for your bight attack, and maybe make the Poison dc higer + paralysis. that was used in some of the older editions. Then i would just make the arm attacks less of your focus. maybe more like the TROX
@@Rookzer0 Awesome. Thanks.
Butterfly's
I swear Fire Ant said "Fire Resistance" then I blinked and it read "Powerful Build"
5 attacks? oh gawd!
Rules as written 2 attacks
Rules of cool. Bite claw,claw,claw,claw.
New pathfinder 2 works pretty well with this too.
You cant atart by homebrewing lol...
Because they're fun
hells yeah
Kritchit of the Crimson Savannah!
Therm-Optic Camo (GITS)
lol
Perkins has technically done double disadvantage... buuuuut
You definitly can. but the numbers get a little screwy % wise.
okay so I was just thinking about something the playable race or aracrocra or a Birdman is kind of broken I play one and I realized I don't need to count the feet that I go I just got on the go because I can fly 60 feet which is really nice and someone was ahead of my party and I think it's kind of funny
It takes a bit of balancing on the dm side I alway try to remind people that areal combat can be fun but it is dangerous and you should be making fly checks for dificult maneuvers .
For me the hardest thing is stealth checks because I'm a huge bird and I have large wings by the way your a supper cool and I'm binge watching all of your videos😅
Can't jump backwards. I've never really seen how any creatures with multiattack can use those attacks against more than one target.
Yeah the way movement works is a little odd from pathfinder to dnd so unless you're in the middle of a group I don't find it too overpowering
You know, I've always seen these little bugs as low level Psyonics. Like Hive mind, telepathy Psyonics, as they can't communicate verbally, outside of everyone who isn't another Thri-kreen.
Definitely a fun way to play them in large groups
@@Rookzer0 hmm, may just be another favorite soon. 😅
Where is the bite coming in for 5e? Its not listed as something the Thri-Kreen have in the spelljammer book.
The Pathfinder version has the bite, and it follows the structure for multiple attacking monster features. Primary Bite and 2 Claws is pretty standard. so that got transitions over to bite 1d4
Hymenoptera
cool bug :)
Thank you
God dam RUclips notifications I have them on still get nothing, ps hi rook sorry I haven't been around Ive been settling into a new job
I hope your new job is going well! I usually post new videos in the discord as well.
Thri-Kreen Ranger Rogue Dual wielding bows or Quad wielding crossbows.
plus Spirit Warrior Bug Mech.
🦋🐛🐜🐝🪲🐞🦗🪳🦟🪰
Spirit wsrrior bug mech?!?!?! Tell me more
@@Rookzer0 SPIRIT WARRIOR
I got all this information from dungeon dad on youtube.
The massive insectoid shape towering before you, at first glance, seems to be nothing more than a well preserved exoskeleton belonging to a long dead creature. Closer inspection, however, reveals that its body is covered in ancient markings. Some are runes of arcane and divine magic meant to enhance the creature in some way. Others are scars and scratches that suggest innumerable battles fought in a long-forgotten age.
Wartime Relics. Spirit warriors are enormous undead insects. On their own, they can do nothing but lay inert and imposing. However, when they are piloted by a sentient creature with enough mental fortitude to command their massive bodies, they become an extension of the pilot’s will. The first spirit warriors were created by Astral Elves to be used as long range weapons during an ancient war between their empire and that of the Orcs. While memory of this conflict has all but faded to dust, there are still some spirit warriors that have endured the ages. Most spirit warriors that still exist are guarded by noble Elvish families and treated as relics to be preserved, although there are some which were lost during the war. These lost spirit warriors lay in wait, completely inert, waiting to be rediscovered by a worthy pilot once again.
Biodiverse. Spirit warriors, for the most part, come in three varieties. The first are carnivores. They are exoskeletons belonging to creatures such as the praying mantis. They have slashing forelimbs and biting mandibles. Their wings often display eyespots that are reflexively displayed before combat begins. Second are the herbivores. These warriors share traits with insects such as the katydid. They come in a wide variety of shapes from noble spindly forms to powerhouses wrapped in thick armoured shells. The third variety of warrior is the nectar. They descend from insects such as the butterfly or wasp. Nektar spirit warriors are brightly coloured with iridescent thoraxes and alternating bands of colour across their abdomens. Their wings are large and colourful, with various patterns. It is also rumoured that even more forms may exist beyond these three, however, if they exist at all, knowledge of their specifications has been lost to time.
Labour of Love. The process of creating a spirit warrior is a lengthy one. It all starts with an egg, no bigger than a sack of grain. This egg is given to the spirit warriors would-be pilot to nurture and protect. When the egg hatches, the pilot must nurture and protect the fragile larva from six months to a year, until it is mature. During this time the insect forms a close emotional bond with the pilot, similar to that of a pet or loyal familiar. After a year the insect is mature, and the spells of modification can begin, however, most pilots choose to delay this process until after the insect has died of old age. If the spells are performed on a living insect, it dies during the ceremony. This is not only cruel, but also serves to weaken the emotional bond between insect and pilot. The insect becomes a spirit warrior via spells that enlarge, animate, strengthen, and physically modify the insect’s exoskeletal remains. These spells also link the minds of pilot and insect in an unbreakable bond, unaffected by magic, disease, physical attack, or mental control. The final stage of the process instals a special helm in the hollow chest cavity of the insect warrior. Once the process is complete, the spirit warrior and pilot can begin working together as a unified pair. In the event that someone other than the original pilot attempts to control the spirit warrior, the insect’s spirit gets some say in the matter. If it rejects the new pilot, it can attempt to cause them psychic trauma and shut itself down. Though there are always those who would take their power by force if given the means.
Enhanced Air Pocket. A spirit warrior brings enough air with it when travelling through a vacuum to support one medium sized creature for 24 hours.
Undead Nature. A spirit warrior doesn’t require air, food, drink, or sleep.
Spirit Warrior Carnivore
Huge Undead, Neutral
Armour Class - 18 (natural armor)
Hit Points - 253 (22d12 + 110)
Speed - 40 ft., climb 30 ft., fly 40 ft.
STR 28 (+9)
DEX 20 (+5)
CON 18 (+4)
INT 8 (-1)
WIS 18 (+4)
CHA 12 (+1)
Damage Immunities Poison
Damage Resistances Psychic
Condition Immunities Charmed, exhaustion, frighten, paralyzed, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages -
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits
Crushing Jaws.
At the end of the spirit warrior’s turn, any creature grappled in its mandibles as the result of a bite attack takes 7 (2d6) bludgeoning damage.
Turn Immunity
The spirit warrior is immune to any effect that turns undead.
Two Beings As One.
The spirit warrior is unable to take actions or move unless it is piloted by another creature. In order for a creature to pilot the spirit warrior it must be able to fit in the spirit warrior’s spelljamming cockpit (typically sized for a medium creature) and have an Intelligence score of at least 8. A creature can enter or exit the cockpit by using an action. While being piloted by another creature, the spirit warrior is entirely under that creature’s control and takes its turn in initiative in place of the pilot’s turn. If the spirit warrior has to make a saving throw it uses the pilot's saving throw modifier in place of its own. If the spirit warrior takes any amount of psychic damage, the pilot takes the damage instead. If the spirit warrior is reduced to 0 hit points, the pilot must succeed on a DC 18 Constitution saving throw or be reduced to 0 hit points. The spirit warrior also has some control over who is allowed to pilot it. If a creature attempts to control the spirit warrior and the spirit warrior does not want to be controlled by that creature, the pilot must succeed on a DC 18 Charisma saving throw. On a failed save the unwanted creature takes 18 (5d6) psychic damage, gains 1 level of exhaustion, and is unable to pilot the spirit warrior for 24 hours. On a successful save the creature can pilot the spirit warrior as normal until it exits the cockpit.
Actions
Multiattack.
The spirit warrior makes three weapon attacks.
Bite.
Melee Weapon Attack: +14 to hit, reach 5 ft., one creature.
Hit: 31 (5d8 + 9) bludgeoning damage and the target is grappled (escape DC 18).
Claw.
Melee Weapon Attack: +14 to hit, reach 10 ft., one creature.
Hit: 23 (4d6 + 9) slashing damage and the target is grappled (escape DC 18).
Greatsword.
Melee Weapon Attack: +14 to hit, reach 10 ft., one creature.
Hit: 27 (4d8 + 9) slashing damage.
Longbow.
Ranged Spell Attack: +10 to hit, reach 120/500 ft., one creature.
Hit: 23 (4d8 + 5) damage.
@@Rookzer0 Spirit Warrior Herbivore
Huge Undead, Neutral
Armour Class - 19 (natural armor)
Hit Points - 253 (22d12 + 110)
Speed - 50 ft., climb 30 ft., fly 40 ft.
STR 28 (+9)
DEX 20 (+5)
CON 18 (+4)
INT 8 (-1)
WIS 18 (+4)
CHA 12 (+1)
Skills Stealth +10
Damage Immunities Poison
Damage Resistances Psychic
Condition Immunities Charmed, exhaustion, frighten, paralyzed, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages -
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits
Active Camouflage.
The spirit Warrior has advantage on Dexterity (Stealth) checks and can attempt to hide as a bonus action.
Turn Immunity
The spirit warrior is immune to any effect that turns undead.
Two Beings As One.
The spirit warrior is unable to take actions or move unless it is piloted by another creature. In order for a creature to pilot the spirit warrior it must be able to fit in the spirit warrior’s spelljamming cockpit (typically sized for a medium creature). A creature can enter or exit the cockpit by using an action. While being piloted by another creature, the spirit warrior is entirely under that creature’s control and takes its turn in initiative in place of the pilot’s turn. If the spirit warrior has to make a saving throw it uses the pilot's saving throw modifier in place of its own. If the spirit warrior takes any amount of psychic damage, the pilot takes the damage instead. If the spirit warrior is reduced to 0 hit points, the pilot must succeed on a DC 18 Constitution saving throw or be reduced to 0 hit points.
Actions
Multiattack.
The spirit warrior makes three weapon attacks.
Claw.
Melee Weapon Attack: +14 to hit, reach 10 ft., one creature.
Hit: 23 (4d6 + 9) slashing damage and the target is grappled (escape DC 18).
Greatsword.
Melee Weapon Attack: +14 to hit, reach 10 ft., one creature.
Hit: 27 (4d8 + 9) slashing damage.
Longbow.
Ranged Spell Attack: +10 to hit, reach 120/500 ft., one creature.
Hit: 23 (4d8 + 5) damage.
Spirit Warrior Nectar
Huge Undead, Neutral
Armour Class - 18 (natural armor)
Hit Points - 253 (22d12 + 110)
Speed - 40 ft., climb 30 ft., fly 45 ft.
STR 28 (+9)
DEX 20 (+5)
CON 18 (+4)
INT 8 (-1)
WIS 18 (+4)
CHA 12 (+1)
Damage Immunities Poison
Damage Resistances Psychic
Condition Immunities Charmed, exhaustion, frighten, paralyzed, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages -
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits
Turn Immunity
The spirit warrior is immune to any effect that turns undead.
Two Beings As One.
The spirit warrior is unable to take actions or move unless it is piloted by another creature. In order for a creature to pilot the spirit warrior it must be able to fit in the spirit warrior’s spelljamming cockpit (typically sized for a medium creature). A creature can enter or exit the cockpit by using an action. While being piloted by another creature, the spirit warrior is entirely under that creature’s control and takes its turn in initiative in place of the pilot’s turn. If the spirit warrior has to make a saving throw it uses the pilot's saving throw modifier in place of its own. If the spirit warrior takes any amount of psychic damage, the pilot takes the damage instead. If the spirit warrior is reduced to 0 hit points, the pilot must succeed on a DC 18 Constitution saving throw or be reduced to 0 hit points.
Actions
Multiattack.
The spirit warrior makes three weapon attacks.
Claw.
Melee Weapon Attack: +14 to hit, reach 10 ft., one creature.
Hit: 23 (4d6 + 9) slashing damage and the target is grappled (escape DC 18).
Greatsword.
Melee Weapon Attack: +14 to hit, reach 10 ft., one creature.
Hit: 27 (4d8 + 9) slashing damage.
Longbow.
Ranged Spell Attack: +10 to hit, reach 120/500 ft., one creature.
Hit: 23 (4d8 + 5) damage.
Fire Blast (Recharge 5-6).
The spirit warrior unleashes a 30-foot cone of fire from its stinger. Each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.
Some visuals other than the drawing would help
Rooky boy where is episode 3!!!
Sooooon
@@Rookzer0 I'm sure I chose you over critical role so it better
Do you do art commissions for dnd characters?
I do, I'm not sure why I'm just now seeing this comment....
@@Rookzer0 lol 😂
Yeah, definitely not RAW and an illegal build. Basically Click Bait. Things in D&D 5e do what they say they do. But since you're into making illegal builds, you should optimize your build that doesn't work with a Plasmoid that has no limit on extremities (ie: have 999+ arms without the Light limitation).
Welp.. ..back to searching for a funny/legal build for a Thri-Kreen. :(
Praise the algorithm
This is the way