Thri-kreen

The Thri-kreen are a people that thrive in deserts and savannas, and generally in climates that are dry, however they can manage in more temperate climates as well. Called  Mantis People  by other races, they have an insectoid visage, have four arms and stand tall at 7 to 8 feet. Some also incorrectly call them antmen, and thri-kreen take offense as this mistake has been made for eons. They hatch from eggs and live up to 30 years. Many are hunters and most of Thri-kreen communities are nomadic. Some Thri-kreen manifest some psionic abilities at one point in their lives, showing that the race has innate psionic potential. Many of those choose to leave their clans behind and see the world, as it too has much hidden beauty that goes unexplored by them as they themselves had a part of them that was once unexplored. Of course, they are not the sole people of their race willing to reach out and see the world. The Thri-kreen have also developed weapons that are used by their communities in hunting and protecting their kin. Created by a special ritual, these weapons are a big part of the race’s culture. Thri-kreen can’t speak as most other races do, and they instead have their own language comprised by clicks of their mandibles and a number of other sounds and movements, therefore their names are bizarre to humans and elves for example. Some names are Gtal’chik, Kak-rik, Thal’tat, Takk-chi, Pok, Gulnik, Kik-Kuk-Ka and Pti’karak.

Thri-kreen Traits
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Age. Thri-kreen reach maturity at 4 years and rarely live beyond 30 years.

Size. Thri-kreen are taller than other races, ranging anywhere from 7 to 8 feet in height. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Darkvision. 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.

Torpor. You do not require sleep. Instead you go into torpor remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Chameleon Carapace. As a bonus action, you can change the color of your carapace to match the color and texture of your surroundings. As a result, you have advantage on Dexterity (Stealth) checks made to hide during this turn.

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.

Four-Armed. You have two sets of arms; a large primary set which you use to perform most tasks like attacking and casting spells, and a smaller set of secondary arms. You can use your smaller set of arms to only perform an extra free interaction on your turn like opening or closing a door, throw a lever or switch, turn a key in a lock etc. Your small arms can also hold small items such as torches, lanterns and potions or a weapon with the light property (with which you cannot attack).

Bite. Your mandibles are a natural weapon, which you can use to make unarmed strikes by biting a creature within 5 feet of you. If you hit with your mandibles, you deal piercing damage equal to 1d4 + your Strength modifier. On a hit, a creature must succeed on a Constitution Saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 1d4 poison damage.

Languages. Thri-kreen cannot speak the same way other races do. They communicate with one another through mandible clicks, antennae twitches, body language, and the release of pheromones. This language is often labeled as Kreesh. You can also read and write Common.

Racial Feats
-Racial Feat: Thri-kreen Psionics

Prerequisite: Thri-kreen

Like other members of your race before you, you have unlocked your hidden psionic potential. Your Intelligence or Wisdom score is increased by 1. You also have Telepathy with a range of 60 ft, and consequently can communicate mentally with another creature that you can see within the specified range. The contacted creature doesn't need to share a language with you to communicate in this way, but it must be able to understand at least one language. You also learn the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Lastly, you learn one of the following spells of your choosing: Blur, Invisibility (self only), or Magic Weapon. You can cast the chosen spell at its base level without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

-Racial Feat: Thri-kreen Weapon Training

Prerequisite: Thri-kreen

Through rigorous training you have performed during your spare time, you have gained physical prowess and proficiency in two special martial weapons developed by your people: the gythka and the chatkcha. A gythka is a two-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades and is a light thrown weapon. Once you learn this feat you can create one of each of these weapons out of saliva and sand through a special ritual the Thri-kreen have developed, and you can do so again should these weapons you created break or are lost. Furthermore, your Strength or Dexterity score is increased by 1, and you gain proficiency in the Athletics or Acrobatics skill.

Gythka. A martial melee weapon with a range of 5 feet that deals 1d8 slashing damage, weighs 4 to 6 pounds and has the heavy, two-handed and thrown (range 20/60) weapon properties.

Chatkcha. A martial melee weapon that deals 1d6 slashing damage, weighs 1 pound and has the finesse, light, thrown (30/120) and special weapon properties. If you make a ranged attack with this weapon and miss, the weapon returns to you and you can catch it at the end of your turn if you still have a free hand.