Dungeons & Dragons is a game rife with unique and distinct races for players to choose from when constructing their characters. While the vast majority of races are natives to the Material Plane, the recently released Spelljammer: Adventures in Space introduces several playable race options that are primarily found within the far reaches of Wildspace and within the Astral Plane. Among these races are the Thri-Kreen, a four-armed people with insectile features.
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While Thri-Kreen have actually appeared in D&D's fifth edition prior - as a monster within the Monster Manual - this is the first time they've appeared as a fully playable race. As they offer a wide range of unique mechanical benefits, we're going to delve into everything you need to know about playing as a Thri-Kreen in Dungeons & Dragons.
One immediately noteworthy element all Thri-Kreen can benefit from is their Chameleon Carapace feature. Due to this sturdy natural armor, if a Thir-Kreen isn't wearing armor, it automatically gains an AC of 13 plus its dexterity modifier. For those looking to play as a class with lackluster armor options, this can provide an extra layer of bulk and survivability.
While extra defensive padding is nice in its own right, it's not the only benefit this carapace provides. As the name "Chameleon Carapace" indicates, Thri-Kreen are innately capable of changing the color of their carapace to match the color of their surroundings. While it takes an action to do so, this color change lasts indefinitely and causes you to make all Stealth checks on advantage for as long as you remain in that same type of environment. As making frequent stealth checks is common for many
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