Creature Type
You are a Monstrosity.
Size
You are Medium or Small.
Darkvision
You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Elemental Carapace
While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. You can change the elemental nature of your carapace, giving you vast defenses to the harsh environments found within the crust of Arcanus. Once a day you may choose what resistance you’d have from an element, you can choose from the following list: acid, cold, fire, lightning, poison, psychic, and thunder. You can change your resistance after you finish a long rest.
Secondary Limbs
You have two slightly smaller secondary limbs below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light or finesse property.
Telepathic Feelers
You can’t speak any of the non-thoraxian languages you know. Instead you use your feelers to telepathically convey your thoughts. You have the psychic ability to transmit your thoughts mentally to willing creatures within 120 feet of yourself. A contacted creature doesn’t need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Peripheral Vision
You have a wide field of view allowing you to see more than most around you. You cannot be surprised while you are conscious, additionally you are proficient in perception checks and can roll these checks with advantage.
Thoraxian Metamorphasis
Your body goes through its second and third metamorphosis during your lifespan. You choose one enhancement at 3rd level then at 5th level or roll on a chart to decide what change happens to your body. At 3rd level, choose one of the following options:
- Primordial Pincers: Your mandibles become larger more powerful pincers capable of channeling your elemental nature into your bites. If you hit with these, the target takes 1d6 piercing damage and 1d6 damage of the elemental nature you chose for the day. The elemental damage increases to a d8 at Lv. 5, d10 at Lv. 11, and d12 at Lv. 17.
- Aquatic Adaptations: You gain the ability to stand on water as if it’s difficult terrain, if the water is still you may walk on it without reducing movement. As well you can hold your breath for 4 hours underwater, after that you roll your Constitution saving throw to continue holding your breath with advantage.
- Burrowing Appendage: You gain a burrowing speed equal to your walking speed and tremor-sense of 30 feet. Melee attacks done from underground are made with advantage.
- Sartorial Legs: You gain powerful legs capable of moving you faster and propelling you further distances. Your base walking speed increases to 45 feet and you gain a jumping distance equal to double your walking speed, as well you have advantage on dexterity saving throws.
At 5th level, choose one of the following options:
- Primordial Carapace: Your elemental carapace becomes more advanced tapping into a more powerful and primordial nature. While you aren’t wearing armor, your carapace gives you a base Armor Class of 15 + your Dexterity modifier. As an action, you can channel your elemental nature to protect yourself. For 1 minute, you become immune to damage associated to the type you choose for the day.
- Thermal Sight: You gain the ability to see things beyond most creatures allowing you to see the heat and temperature creatures emit, as well you can see in minor ultra violet light letting you see things most wouldn’t perceive. You can see invisible creatures up to 15 feet and see any creatures that are hiding behind 3/4 and 1/2 cover including any heat or cold they emit.
- Winged Growths: You grow a pair of wings from your exoskeleton that fold out under or above your carapace. As a bonus action, you can unfurl wings giving you a flying speed equal to your movement speed.
- Arachnid Adaptations: Your body grows to give you adaptions similar to arachnids. You gain a climbing speed equal to your walking speed and can access the web spell creating the material component naturally and requiring no concentration. The save DC is equal to your 8 + constitution modifier + proficiency bonus.