Player Race: Thri-Kreen

''Thri-Kreen are imposing, pragmatic, and deeply familiar with both their desert environment and their internal being. They set up colonies in the most obscured locations they can find and dedicate their time to survival and meditation.''

Thri-Kreen Features

 * Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
 * Age. A Thri-Kreen matures quickly, reaching adulthood within 3-4 years of hatching. Most thri-kreen only live to be 25 years old, although some live marginally longer.
 * Alignment. Thri-Kreen tend towards a chaotic nature, uncomfortable living by the rigorous societal standards the other races subject themselves to and often acting in whatever fashion benefits the pack at the time. Thri-Kreen are extreme pragmatists so it is rare that they lean towards good or evil.
 * Size. A full-grown thri-kreen stands seven feet tall but can be as long as 7 to 9 feet, and can weigh between 450 to 470 pounds. Your size is Medium.
 * Speed. Your base walking speed is 35 feet.
 * Darkvision. Your compact eyes and deep instincts give you superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.
 * Exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity 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.
 * Chameleon Carapace. You can use your bonus action to change the color of your adaptive carapace to match the color and texture of sand, loose soil, gravel, or similarly granular terrain. When you do, you have advantage on Dexterity (Stealth) checks made to hide until the start of your next turn.
 * Multiple Limbs. You have a shorter pair of arms in the center of your chest. Your smaller arms have a reach of 5 feet, and you can use them to lift a number of pounds equal to five times your Strength score. You can use these arms to take an additional object interaction each round and hold objects. Your secondary arms can’t be used to do anything that requires manual precision such as attack, benefit from a shield, use an item or performing the somatic components of a spell.
 * Standing Leap. Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. You cannot jump backwards.
 * Medium armor decreases the benefits of this feature, making your long jump 15 feet and your high jump a little over 5 feet.
 * Heavy armor negates the benefits of this feature.
 * Torpor. Thri-kreen are known to enter a state of decreased physiological activity to prolong their survival. You only require 1 gallon of water each week, you do not require sleep and don't suffer exhaustion from lack of rest.
 * Meditation. Sleeping is something of a taboo in Thri-Kreen culture. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises deepening your connection to your mental self.
 * Languages. You can read and write Common but are physically incapable of speaking it.  You can speak, read, and write Chitinic. The Chitinic language is composed mostly of clicking noises and hieroglyphics, most other species are physically incapable of speaking it.

Racial Feat: Thri-Kreen Psionicist
''You have unlocked your innate psionic potential within, a trait your people use to aid the hunt and communicate more easily with outsiders. You gain the following benefits:''


 * You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
 * You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
 * You learn the Blur, Magic Weapon and Invisibility (self only) spells and can cast any of them once without expending a spell slot. One you cast any of these spells in this way you cannot cast any of these spells in this way until you finish a long rest. Wisdom is your spellcasting ability for these spells.