TEXT:  
   
   
   
   
   
   
   
   
  
   
   
  RACE COMPENDIUM 
  VOLUME TWO 
   
   
  This bundle of races, feats, and equipment expands the options for players and Dungeon Masters alike, 
  bringing a unique and exciting experience to your tabletop. 
   
  BY JUAN MARCANO 
  
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  Githzerai  ................................................................................... 3 
  Hobgoblin  ................................................................................. 4 
  Olrûn Merfolk  .......................................................................... 5 
  Shardmind  ............................................................................... 7 
  Thri-kreen  ................................................................................. 9 
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  Deft Precision ......................................................................... 11 
  Disciplined Mind (Githzerai) ............................................... 11 
  Enhanced Senses (Thri-kreen) ........................................... 11 
  Fearless Leader (Hobgoblin) .............................................. 11 
  Legendary Voice (Olrûn Merfolk)....................................... 11 
  Living Conduit ........................................................................ 11 
  Psionic Reformation (Shardmind) ..................................... 11 
  Titanic Might .......................................................................... 12 
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  Weapons .................................................................................. 13 
  Adventuring Gear .................................................................. 15 
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  1
  ACES FROM REALMS MOST DENIZENS OF THE 
  Material Plane would find utterly bizarre 
  inhabit the multiverse of DUNGEONS & 
  DRAGONS, but sometimes those closest to 
  home end up being the most alien. Despite 
  hailing from the same world, the mantis-like 
  thri-kreen are completely alien to many 
  denizens of Toril, while the extraplanar githzerai—rare 
  though they be—are more palatable to the common folk of 
  the world. These races, and more, are found in the 
  following section. 
  
  Githzerai are one half of the gith race, divided from the 
  githyanki by a long-running philosophical schism. They are 
  an austere and isolationist people, foregoing the material 
  comforts and distractions that consume the lives of other 
  races. Instead, they spend their time honing their minds 
  and bodies, discussing philosophy and learning techniques 
  to use their psionic abilities to shape the world around 
  them and protect themselves from mental and physical 
  assault.  
  
  Preferring function over form, githzerai view ornate 
  clothing and lavish living quarters as a means to stroke 
  one’s ego, something they have little patience for. Githzerai 
  monasteries may be large, but they are far from the opulent 
  palaces and magnificent temples found on worlds in the 
  Material Plane. These spaces are built to be defensible, and 
  to provide enough room for the daily activities of their 
  inhabitants. 
  Male and female githzerai wear simple, modest robes, 
  tunics, and leggings in brown, black, and cream colors. Men 
  keep their heads shaven or wear their hair braided and 
  tonsured, and any their facial hair is neatly trimmed or kept 
  clean shaven. Women keep their hair in tight buns or tight 
  braids, as close to the head as possible. 
  These stylings are not to be mistaken for vanity. 
  Everything about the githzerai, from their simple attire, 
  utilitarian grooming, and humble furnishings, is about 
  necessity and practicality, not pride. 
  
  Githzerai are a reclusive people, seldom leaving the 
  confines of their own fortress-monasteries carved out of the 
  chaos of Limbo. These great structures are created and 
  held together by the force of will of master monks, a 
  remarkable feat of intense discipline and mental prowess. 
  Within these sanctuaries of order, they study martial, 
  psionic, and arcane arts, learn of the worlds beyond the 
  walls of their home, read the histories of their people and 
  those of other races. Above all of their other studies, the 
  githzerai place the upmost importance on learning to be 
  disciplined and focused, the traits at the core of their 
  philosophy.  
  Outside of participating in rrakkma—a specially 
  organized illithid hunt—only a dire scenario would cause a 
  githzerai to leave their home and venture out into the 
  multiverse. Aside from inherent dangers that await them 
  outside of their fortress-monasteries, few githzerai trust 
  anyone that doesn’t belong to their race, part of the lasting 
  legacy of their bondage under the illithid. For these 
  reasons, githzerai are rarely seen on other planes, and 
  fewer still live the life of an adventurer. 
  
  Githzerai remember Zerthimon, the visionary leader that 
  led them away from Gith’s warlike ways, with gratitude and 
  reverence. All githzerai know that were it not for his 
  wisdom and courage, the githzerai could very well have 
  become what they hated most: tyrants and oppressors, 
  rivaling the viciousness of the illithid whom they escaped. 
  Githzerai remember their mind flayer overlords as well, 
  and each new generation is taught of their cruelty, and the 
  courage of their ancestors who rose up against them and 
  earned their people the freedom that they now enjoy. 
  Githzerai train their minds and bodies so that they are able 
  to defend themselves against illithid and the other 
  aberrations of the Far Realm, ensuring they will never be 
  enslaved again.  
  
  R
  Githzerai 
  Monk 
  
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  
  
  Githzerai do have only one name, given to them at birth, 
  and take no surnames as their strong cultural ties and 
  philosophy has lead them to consider themselves all of one 
  family. 
   
  Male Names: Aldur, Dar, Ferzst, Hurk, Kerro, Malk, Nell, 
  Osk, Vosk 
  Female Names: Ayala, Evaka, Genaza, Jydin, Livisin, 
  Pwara, Riathad, Tzika, Ywuela 
  
  Your githzerai character has several traits that it shares 
  with the rest of its brethren. 
  Ability Score Increase. Your Wisdom score increases by 
  2, and your Dexterity score increases by 1. 
  Age. Githzerai mature slightly slower than humans, 
  reaching adulthood around 20 years of age, and can live to 
  be slightly over a century old. 
  Alignment. Githzerai are a people that value their history 
  and accomplishments highly, while seeking inner harmony 
  and mastery over their selves. A combination of their 
  philosophical and spiritual beliefs make them tend heavily 
  towards lawful neutral. 
  Size. Githzerai have frames slightly thinner than your 
  average human, though they are much taller, typically 
  standing between 6 and 6 and a half feet tall and weigh on 
  average around 180 pounds. Your size is medium. 
  Speed. Your base walking speed is 30 feet. 
  Defended Mind. You have advantage on saving throws 
  made against effects that can cause you to be charmed. 
  Innate Psionics. You know the mage hand cantrip, 
  though your mage hand is invisible. When you reach 3rd 
  level, you can cast the feather fall, jump, see invisibility, and 
  shield spells once with this trait and regain the ability to do 
  so when you finish a long rest. Wisdom is your spellcasting 
  ability for these spells. 
  Languages. You can speak, read, and write Common and 
  Gith, the language shared by the githyanki and githzerai 
  races. You can also speak Deep Speech, the language of the 
  illithids who once enslaved your people. 
  
  Hobgoblins are a militaristic, warlike race, feared 
  throughout Faerûn for their aptitude for battlefield strategy, 
  combat prowess, and ruthlessness. As the dominant 
  goblinoids in the world, they conscript their lesser goblin 
  and bugbear cousins into their armies, using them as 
  fodder during large-scale incursions into civilized lands. 
  However, some legions have broken away from tradition, 
  moving their people to the hinterlands of the world to 
  create a new type of society not dominated by bloodshed 
  and conquest. 
  
  Generations of military expansionism and endless warfare 
  have left only the strongest hobgoblins alive, resulting in a 
  race that is well-suited for fighting and survival. From a 
  Hobgoblin 
  Fighter 
  
   
   
  
  young age, hobgoblins are taught to pursue their interests 
  in order to discover their talents, and then put them to use.  
  Each role in hobgoblin society is seen as important, 
  though the most respected occupations are those with 
  direct military involvement. While the skill of a hunter 
  gathering meat and the labor of a miner harvesting iron ore 
  is respected, the toil of a blacksmith making weapons and 
  armor is held in much higher standing. 
  
  Ingrained into every hobgoblin’s being is a sense of 
  superiority over other races that tends to come out 
  regardless of how much one might strain to subdue it. 
  When commanding their lesser goblinoid cousins, this is a 
  useful trait to have as they have been conditioned to 
  respond well to derision and oppression. However, when 
  dealing with humanoid hirelings, it is often a source of 
  conflict and ill will, particularly from highly prideful races 
  such as dwarves and orcs. 
  
  Despite their violent history and culture, a handful of 
  hobgoblin legions have broken away from the old ways of 
  their people, founding secluded settlements in the 
  hinterlands of Faerûn. These societies have kept their 
  militaristic hierarchy, but abandoned the worship of 
  Maglubiyet in exchange for Meriadar, acting as skilled 
  artisans, mercenaries, and traders rather than conquerors. 
  Meriadarite society has changed the traditional 
  hobgoblin value system with regards to labor. All who 
  contribute to the success of society are viewed favorably, 
  with no occupations receiving higher merit than others. 
  However, the importance of military prowess is still 
  stressed to their young, due in part to the need to defend 
  the people of their legion from less agreeable sorts, and due 
  to long-standing racial traditions that are difficult to shake. 
  Some of the more institutional hobgoblin traits, such as 
  their overdeveloped preeminence, is making it difficult for 
  Meriadarite hobgoblins to integrate well into broader 
  society. These flaws, combined with their people’s history 
  of being brutal and warlike, cause most other races to be at 
  the very least guarded when approached by them, and 
  outright hostility is more common than not. 
  
  Hobgoblins are given a first name by their birth mother, 
  and take their legion name as their surname. 
   
  Male Names: Bakki, Dezan, Gekro, Kavut, Roon, Tanko 
  Female Names: Alana, Cressa, Eshii, Falla, Ichansa, 
  Leshavka 
  Legion Names: Bloodroot, Ironclash, Mangled Claw, 
  Wolfbreaker 
  
  Your hobgoblin character has several traits that it shares 
  with all other hobgoblins. 
  Ability Score Increase. Your Constitution score 
  increases by 2, and your Charisma score increases by 1. 
  Age. Hobgoblins mature at roughly the same rate as 
  humans and have similar lifespans, though their warlike 
  nature ensures that few ever reach old age. 
  Alignment. Hobgoblins are lawful, raised in a militaristic 
  society that values the rank and the chain of command. The 
  ambition of most hobgoblin legions makes them also tend 
  towards evil. However, some legions have broken from 
  tradition and abandoned the worship of their racial deities, 
  opting instead to follow the teachings of Meriadar. As such, 
  these hobgoblins tend towards neutrality. 
  Even so, hobgoblin adventurers are rare. Check with your 
  Dungeon Master to see if you can play one. 
  Size. Hobgoblins are broader and slightly taller than the 
  average human, ranging between 6 and 6 and a half feet 
  tall, and weighing an average of 210 pounds. Your size is 
  Medium. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. Your goblinoid heritage grants 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. 
  Beast Mastery. You gain proficiency in the Animal 
  Handling skill. 
  Natural Leader. When a nonhostile creature within 30 
  feet of you that can see you and understand at least one 
  language you speak makes an attack roll or a saving throw, 
  you can your reaction to shout advice or a word of warning. 
  The creature adds a d4 Leadership die to its attack roll or 
  saving throw. A creature can’t benefit from more than one 
  Leadership die at a time. 
  You can use this feature a number of times equal to your 
  Charisma modifier (minimum of 1). You regain any 
  expended uses when you finish a long rest. 
  Languages. You can speak, read, and write Common and 
  Goblin, the language shared by you and your lesser 
  goblinoid kin. 
  
  Since time immemorial, merfolk have been a water-locked 
  people, interacting with the other races of Faerûn only in 
  the sea or on the shore, who were drawn to them by their 
  enchanting voices and playful demeanors. While most 
  merfolk were content with their way of life, there were 
  those who yearned to walk freely and explore the land as 
  easily as the sea. These merfolk created a secret society 
  dedicated to discovering a means to allow them to free 
  themselves from being tied to one element, so that they may 
  
  
  
  expand their knowledge by experiencing the cultures, 
  scents, and sounds of the world above first-hand.  
  
  The secret society sought the aid of their sea elf allies to 
  send word of their quest to the denizens of the world above, 
  in hopes that a noble scholar or curious wizard may answer 
  their call and help them achieve their goals. The sea elves 
  dubbed this group of merfolk “Rûn Wutheh”, which 
  translates to “land seekers” in common.  
  After several years of searching for someone who might 
  help them, an elven priestess of Deep Sashelas answered 
  their call, claiming that she received an omen of her 
  patron’s approval of their quest. She spoke of her god’s 
  favor for those who pursue knowledge and freedom, and 
  that he felt their yearning despite them never praying to 
  him for aid. She told the Rûn Wutheh merfolk of the “faer 
  tel fhaor”, or the rite of transformation, and that they would 
  need to first procure the reagents before she could work 
  her magic. Inspired by the priestess’s words, they 
  immediately set out to gather what she needed, despite the 
  dangers involved. 
  
  After many months of gathering reagents, a great ritual was 
  performed by the priestess with the blessing of Deep 
  Sashelas. When the ritual was complete, the merfolk of 
  Run Wutheh slid out of the water, and as they did their 
  lower halves began to split into two scaled legs, and their 
  fins into webbed feet. It took them several hours to learn to 
  properly use their new appendages with the guidance of the 
  priestess, but as soon as they were upright they began their 
  journey of discovery. The elven priestess dubbed these 
  blessed people the olrûn, meaning “on land”. 
  To this day, the blessing of Deep Sashelas is transferred 
  from generation to generation of these merfolk, even if one 
  parent is not of the Rûn Wutheh bloodline. Some of these 
  extraordinary merfolk have become scholars, tradesmen, 
  and artisans, pursuing callings that were not available to 
  their people within the confines of aquatic life, while those 
  with the strongest curiosity and wanderlust have taken to 
  adventuring. 
  
  Olrûn merfolk typically have two names; their traditional 
  aquan name, and their self-selected common name that is 
  easier for those who do not speak their native language to 
  pronounce. Their common name is usually a close 
  translation of their aquan name. 
   
  Male Names: Conch, Delver, Roil, Squall, Tor, Whelm 
  Female Names: Aedre, Coral, Morgane, Rillette, Serena, 
  Ula 
  
  Your merfolk character has several traits that it shares with 
  most other merfolk, though the ability to move between 
  land and sea is unique to olrûn merfolk. 
  Ability Score Increase. Your Strength and Charisma 
  scores increase by 1. 
  Age. Merfolk mature at roughly the same rate as humans, 
  but have a lifespan that few humans can attain, living 
  roughly 120 years. 
  Alignment. Merfolk tend towards neutrality, avoiding 
  harsh judgments and rigid ideologies that often serve as the 
  catalyst of conflict between the surface races. 
  Size. While some merfolk have fins on their head and 
  other parts of their bodies that make them seem larger than 
  most humanoids, they are actually similar to elves in terms 
  of height and overall body mass. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Amphibious. You can breathe air and water. 
  Fhaorn Faen. You can use your action to transform your 
  lower body, switching between humanoid legs or a merfolk 
  tail. Any equipment you are wearing on your legs, feet, or 
  tail transforms to fit your new form. With a merfolk tail, you 
  gain a swim speed of 40 feet, but your walking speed is 
  reduced to 10 feet, and you are always prone while outside 
  of water no less than 3 feet deep. 
  Siren’s Song. Your voice carries an alluring, hypnotic 
  aspect that allows you to win the hearts of those who hear 
  it, albeit temporarily. You can cast the charm person spell 
  at 1st level once with this trait and regain the ability to do 
  so when you finish a long rest. Spells cast with this trait 
  Serôs 
  Folk 
  
   
   
  
  require no material components or somatic components, 
  and Charisma is your spellcasting ability for those spells. 
  Languages. You can speak, read, and write Common and 
  Aquan, the language of merfolk and other creatures of 
  water. 
  Subrace. There are many schools of merfolk in Toril, but 
  two schools are prominent throughout the waters of 
  Faerûn. Choose one of these subraces.  
  
  The merfolk of the Sea of Fallen Stars call their realm 
  Serôs, which is aquan for “the embracing life”. They are the 
  least humanoid merfolk in the realms, with skin covered in 
  scales of hues ranging from cerulean to seafoam green, and 
  fins gradating to navy blues and vibrant purples. Their 
  hands are webbed and end in digits with sharp nails, and 
  their feet are much the same when they change form. They 
  are completely hairless, instead sporting a crown of dorsal 
  fins that begin above their foreheads and extend down to 
  their necks. Their forearms and hips are adorned with 
  smaller fins, as are their calves when they change their 
  form. Their tails are longer than those of other merfolk, 
  tipped in elegant caudal fins that look like staggered 
  oriflammes. 
  Serôs folk often interact and trade with aquatic elves and 
  other goodly folk who inhabit the lands along the sea. The 
  relationships they have built with the land-dwellers and the 
  sea elves has enriched their communities, aiding them in  
  their struggles against the sahuagin and the twisted 
  merrow. It was from this group of merfolk that the Rûn 
  Wutheh originated, and over the past century their 
  bloodline has spread to other schools of merfolk throughout 
  Faerûn. 
  Ability Score Increase. Your Wisdom score increases by 
  1.  
  Scaled Skin. Smooth scales cover your body, which 
  makes you more resilient to harm. You use 11, rather than 
  10, when determining your character’s Armor Class, 
  including for features that change the way you calculate 
  your armor class, such as Unarmored Defense. 
  
  Spread far and wide, the merfolk of this school have tribes 
  and greater civilizations spread throughout the western 
  oceans, ranging from the isles of Lantan to the Sword 
  Coast. The merfolk of this region are not as piscine as those 
  of other parts of the world, having hair ranging in color 
  from silver to coral in place of fins adorning their heads, 
  and small patches of scales on their otherwise smooth skin 
  of hues ranging from light blue to the color of sand. The 
  webbing between their fingers are slightly more 
  exaggerated than those of most surface races, and their feet 
  are similarly webbed when they walk on land. Their tails 
  are more functional than aesthetic, tipped with caudal fins 
  more in line with those of trout. 
  While more reclusive and insular than their Serôsi 
  cousins, those that choose to interact with outsiders often 
  serve as lookouts against pirates for traders and passenger 
  ships as they journey through the open waters. Valued for 
  their amazing stamina and ability to swim tremendous 
  distances through frigid waters without rest, the trackless 
  folk are also valued guides and treasure hunters, hired by 
  sailors and adventurers looking to find their fortune. There 
  are not many olrûn merfolk among the schools of the 
  trackless folk, as those that are born into their society are 
  sometimes shunned and outcast by more conservative 
  groups within their culture rather than allowed to integrate 
  into society. 
  Ability Score Increase. Your Constitution score 
  increases by 1. 
  Hardy Travelers. You have advantage on saving throws 
  made against exhaustion. In addition, you have resistance 
  against cold damage. 
  
  Long before the present age, on the border of the Astral 
  Sea and the Far Realm, there stood a gate of psionic crystal 
  known as the Living Gate. During the events of the Dawn 
  War, the gate was shattered as part of the mad god 
  Tharizdun’s insurrection against his divine brethren, 
  allowing the horrors of the Far Realm to pour through the 
  gate and into the multiverse. The Living Gate’s fragments 
  were scattered throughout the Astral Sea, with many of 
  them finding their way to the worlds of the Material Plane. 
  It is on those worlds that they began to awaken after 
  Trackless 
  Folk 
  
  
  
  several centuries of lying dormant while what remained of 
  the Living Gate gathered enough strength to breathe life 
  into its parts.  
  
  Shardminds are not born like other creatures. Instead, they 
  are willed into existence by the psionic energies of the 
  Living Gate which animates the shards that once made up 
  the whole. A shardmind awakens with the goal of restoring 
  the Living Gate fixed firmly in mind, and an innate 
  understanding of the horrors of the Far Realm, but it is free 
  to pursue any other goals it may develop. 
  Shardminds do not age, do not have gender, and do not 
  reproduce. Despite their agelessness, few of the 
  shardminds living today are the same ones that were first 
  awoken by the Living Gate after the Dawn War ended. This 
  is due in part to the naiveté of shardminds, who find the 
  customs of the inhabitants of Toril utterly alien. Lone 
  shardminds are often taken advantage of by unscrupulous 
  types who promise to aid them in their quest, only to betray 
  them for short-term pecuniary gain. Those shardminds that 
  do manage to navigate society and find worthwhile friends 
  and allies often perish in their quest to restore the Living 
  Gate, or while aiding their comrades in other endeavors.  
  Despite the inherent dangers in their common goal, 
  shardminds do not fear death. They believe that should they 
  fall, their essence will return to the Living Gate, and 
  another fragment of the Living Gate will spark to life, taking 
  their place in the quest to keep the Far Realm at bay. 
  
  When a shardmind sparks to life, it gathers nearby 
  crystalline fragments of the Living Gate and wills them into 
  place to form its body, usually settling on a shape that 
  closely resembles the dominant humanoid species in the 
  region. Some shardminds choose to form themselves with 
  gendered features, but others choose a more androgynous 
  configuration. Crystals from the Living Gate can vary in 
  color, ranging from vivid greens, brilliant whites, deep reds, 
  and rich amber. Once a shardmind is formed, a dim light 
  begins to course through the crystals in the same way blood 
  flows through another creature’s veins. The light is 
  concentrated and brightest where the eyes of the imitated 
  humanoid species would be. 
  When a shardmind falls under the influence of a mind-
  altering or numbing effect, such as an umber hulk’s 
  confusing gaze, its psionic field begins to falter, sending 
  some of its crystals into a gentle orbit around its head. 
  Being knocked unconscious can sometimes result in the 
  shardmind’s body falling apart, scattering on the ground 
  along with its belongings. When it gains control of its 
  faculties, the crystals find their place in its form once again, 
  but such experiences serve to remind shardminds of their 
  own fragility, and the importance of their shared purpose. 
  
  Shardminds are physical manifestations of the Living 
  Gate’s will, given form and purpose. They are emotionally 
  detached from the world, unaccustomed to societal norms 
  and customs, and are all too often naïve and quick to trust 
  rather than cautious and skeptical.  
  Other races mistake shardminds as being void of 
  emotion, more akin to a golem than a living creature, but 
  this is due to few members of other races becoming close to 
  a shardmind. While a human may experience feelings 
  ranging from mildly irritated to frothing rage, the emotional 
  spectrum of a shardmind doesn’t include mild states, and 
  can change in a much more severe fashion. Shardminds 
  can from placid and content to boiling rage in a moment’s 
  notice when witnessing an unjust act, or from great joy to 
  deep sorrow when learning of a tragic turn of events that 
  befell someone they knew. 
  Shardminds that manage to acclimate to the world they 
  awaken in approach their newfound existence with 
  curiosity and enthusiasm, seeking out new experiences in 
  as many ways as they can muster. Some shardminds try to 
  fit into the societal structures of the world, becoming 
  established members of their community, while others 
  become wanderers, traveling the world with a desire to 
  learn and a sense of wonder. Whatever path they choose, 
  all shardminds are always cognizant of their underlying 
  purpose, and their actions are influenced by their own 
  philosophical means of restoring the Living Gate. 
  
  Shardminds take names from other races that sound 
  pleasing or otherwise connect with their being, with no 
  regard for what gender another race may associate that 
  name with. 
  
  Your shardmind character has several traits that it shares 
  with all other shardmind. 
  Ability Score Increase. Your Intelligence score 
  increases by 2, and your Charisma score increases by 1. 
  Age. Shardmind do not age and come into being with the 
  cognitive and physical capabilities of an adult humanoid. 
  Alignment. The prime goal of all shardmind is to rebuild 
  the Living Gate, but their method of choice for 
  accomplishing this goal varies (see philosophy below). 
  Size. Shardminds generally assemble their crystalline 
  bodies in the roughly the same proportions as a human. 
  Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Crystalline Brilliance. You have resistance against 
  psychic damage. In addition, your psychic energy allows 
  you to emit dim light of the same color as your body crystals 
  
   
   
  
  in a 10-foot radius centered on you, which you can activate 
  or squelch at will (no action required). 
  Living Construct. You are comprised of shards from the 
  Living Gate, which makes you a living creature. You are 
  immune to disease. You do not need to eat or breathe, but 
  you can ingest food and drink if you wish.  
  Instead of sleeping, you can perform light activities for at 
  least 4 hours to benefit from a long rest. 
  Telepathy. You can communicate telepathically with any 
  creature within 30 feet of you that has a language. 
  Languages. You can speak, read, and write Common, 
  and can speak Deep Speech, the language of beholders and 
  other creatures of the Far Realm. 
  Philosophy. All shardminds share the common goal of 
  sealing away the Far Realm from the multiverse, but not all 
  shardminds agree on how to achieve this goal. There are 
  several prominent philosophies among shardminds on how 
  to restore the Living Gate. Choose one of these 
  philosophies. 
  
  On most worlds in the Material Plane, races of all types 
  build shrines and pay homage to a variety of powerful 
  deities that influence and shape the lives of their devotees. 
  Shardminds of this philosophy believe that the simplest 
  path towards rebuilding the Living Gate is to earn the favor 
  of one of these beings and enlist their aid in the struggle 
  against the Far Realm. 
  Alignment. These shardmind generally align with the 
  deity whose favor they are trying to garner. 
  Divine Plea. You gain proficiency in the Religion skill. If 
  you are already proficient in the Religion skill, your 
  proficiency bonus is doubled. 
  
  Shardmind that adhere to this philosophy believe that their 
  own personal power ties back to the Living Gate. As such, 
  they strive to gather as much power as possible by studying 
  and gathering powerful relics and honing their own 
  capabilities in order to reinforce the Living Gate and keep 
  the forces of the Far Realm at bay. 
  Alignment. Due to their emphasis on increasing their 
  own personal power, these shardmind tend towards 
  neutral. 
  Relic Seeker. You gain proficiency in the Arcana skill. If 
  you are already proficient in the Arcana skill, your 
  proficiency bonus is doubled. 
  
  Those that subscribe to this philosophy believe that when 
  one of their kind perishes, their energy returns to the place 
  where the Living Gate once stood, rebuilding it one fallen 
  shardmind at a time. In order to hasten the Living Gate’s 
  reconstruction, these shardminds willingly slay their kin, 
  beginning with those that hold a different philosophy than 
  theirs. They are also known to slay dormant shardminds, 
  believing that the force that would have awoken it will 
  instead return to the Living Gate, just as living shardminds 
  do. Members of this ideology have developed means to 
  track down their quarry, making them excellent hunters 
  and assassins.  
  Alignment. Due to their murderous ideology, these 
  shardminds tend towards evil. 
  Ruthless Tracker. You gain proficiency in the Survival 
  skill. If you are already proficient in the Survival skill, your 
  proficiency bonus is doubled. 
  
  This sect of shardminds believe that their best chance to 
  block the influence of the Far Realm is to build a new 
  Living Gate rather than restore the old one. In order to 
  achieve this goal, they strive to bring shardminds together 
  in order to educate them and channel their psionic energy 
  to begin the construction of the new Living Gate. Gathering 
  together enough shardminds to begin this process has 
  proven difficult, as their people are scattered throughout 
  the worlds of the Material Plane, and even amongst the 
  realms of the Outer Planes. 
  Alignment. Due to their focus on education and 
  unification, these shardmind tend towards good. 
  Scholarly. You gain proficiency in the History skill. If you 
  are already proficient in the History skill, your proficiency 
  bonus is doubled. 
  
  Nomadic packs of thri-kreen wander throughout the deserts 
  and savannahs of the Shaar, living off the land and hunting 
  big game for both sustenance and trade. These insect-like 
  humanoids are among the most exotic creatures native to 
  Toril due to their unique physiology and language. They are 
  generally reclusive and are seldom seen in civilized places 
  unless they are trading exotic reagents harvested from 
  dangerous creatures in exchange for metalwork for their 
  weapons, rope, tools, and other crafted goods. 
  
  Thri-kreen view life as a great hunt, and the members of 
  their clutch are their partners in this journey. Clutches are 
  comprised of the people with which a thri-kreen shares a 
  close bond, an exclusive group of no more than six other 
  souls. The rest of their friends and acquaintances make up 
  their pack.  
  Thri-kreen are hatched into a birth clutch, which is 
  comprised of those who survive the incubation period and 
  successfully emerge from their eggs. As they mature, they 
  create or join other clutches, based around familial ties, 
  friendships, or groups with specific goals, such as hunting 
  
  
  
  or protecting the greater pack. Within each clutch, thri-
  kreen establish a hierarchy through a combination of tests, 
  judgments, and on some occasions trial by combat. Once 
  clutch leadership is determined, each thri-kreen finds a 
  niche to fill within the group where their talents can best 
  contribute to its overall success. Despite this, thri-kreen 
  clutches welcome open expression of differing opinions and 
  advice. 
  Thri-kreen are instinctually driven to find a clutch and 
  establish their place in it, even if that clutch is not 
  comprised of their own people. This can sometimes lead to 
  conflict with group members not accustomed to the culture 
  of thri-kreen, resulting in incorrect assumptions about thri-
  kreen being unruly and chaotic. In truth, thri-kreen are 
  perfectly willing to be followers rather than leaders should 
  the rest of the party prove their worthiness, and are 
  steadfast and loyal companions once a clutch is established. 
  
  Thri-kreen morality is different from that of other races in 
  Faerûn. They pass judgment based on physical and mental 
  prowess, rather than ideologically driven right and wrong. 
  Those who lack wit or work ethic are reviled, regardless of 
  the ideals they may hold, while those who display a sharp 
  mind or impressive strength are held in high regard, 
  character aside. This isn’t to say that thri-kreen are naïve or 
  cold-hearted; they simply prioritize potential capability 
  above what one does with those capabilities. 
  Despite being viewed as savage by less worldly types, 
  thri-kreen are not an inherently aggressive people. They 
  only resort to violence if it is the only path that leads 
  towards survival or furthering the goals of the clutch. 
  However, if they are attacked, thri-kreen do not hesitate to 
  respond in kind. Upon emerging victorious from battle, 
  their instincts demand that they search their defeated 
  quarry for valuables and sustenance.  
  
  Thri-kreen have six limbs; two large arms that extend from 
  the torso at the shoulders, two smaller arms that begin at 
  the abdomen, and two powerful legs. Their arms end in 
  hands with three clawed fingers with an opposable thumb, 
  while their legs in end in feet sporting three large, sharp 
  claws. The entirety of their bodies are covered in a thick 
  and durable exoskeleton, with coloration that varies 
  between yellow-green and rusty brown, depending on the 
  region in which they were hatched. Their heads are angled 
  sharply, sporting mandibles, a pair of twitching antennae, 
  and two large insectoid eyes. 
  The weaponry of thri-kreen are as unique as their forms, 
  and can only be wielded by other races after intensive 
  training. These weapons were originally crafted from stone, 
  bone, and other natural materials, but in recent decades 
  have been fitted with iron replacements for those parts by 
  smiths as part of trade negotiations with thri-kreen hunters. 
  
  Thri-kreen have short, genderless names with hard 
  consonants and several glottal stops. 
   
  Thri-kreen Names: A’kr’yn, C’zy’r, G’st, L’ps, R’ni’st, 
  Uz’ta’k, Wi’ka’gh, Zy’ki 
  
  Regardless of what clutch thri-kreen were hatched from, 
  they share the following traits. 
  Ability Score Increase. Your Dexterity score increases 
  by 2, and your Wisdom score increases by 1. 
  Age. Thri-kreen reach adulthood within 4 years of 
  hatching and are short-lived compared to all other races 
  save for the aarakocra, living around 30 years on average.  
  Alignment. Thri-kreen do not approach morality in the 
  same way most other races do, judging the actions of others 
  based on their physical prowess, mental prowess, and skill, 
  rather than whether or not an action is inherently good or 
  bad. Their biological compulsion to find a group and a 
  niche where they can contribute causes them to tend 
  towards lawful alignments. 
  Size. From the top of their heads (antennae excluded) to 
  the end of their lower limbs, thri-kreen stand between 5 and 
  a half to 6 feet tall, and weigh between 150 and 180 
  pounds. Your size is Medium. 
  Speed. Your base walking speed is 40 feet. 
  Exoskeleton. Your exoskeleton is durable and thick, 
  granting you a +1 bonus to Armor Class. 
  Extra Limbs. You can hold and use items and weapons 
  with the light property with your smaller abdominal arms. 
  Sleepless. Thri-kreen do not sleep, and are immune to 
  magical spells and effects that would force them to 
  slumber, such as the sleep spell. Instead of sleeping, they 
  are able to benefit from a long rest by performing light duty 
  activities for at least 4 hours, such as sharpening and oiling 
  their weapons, honing their combat maneuvers through 
  slow practice, or studying a spellbook. 
  Thri-kreen Weapon Training. You have proficiency with 
  chatkchas and gythkas. 
  Languages. You speak, read, and write Common, though 
  your spoken Common is sometimes difficult to understand 
  due to your mouth and jaw structure’s inability to make b, f, 
  m, p and v sounds. You also know Thri-kreen, a language 
  comprised of clicking sounds and antennae movement with 
  no written form. 
   
   
  
   
   
  
  2
  HE RACES OF THAT INHABIT THE COUNTLESS 
  worlds of DUNGEONS & DRAGONS each have 
  their own unique traits and natural 
  advantages that other races do not share, 
  exemplified by paragons of those races that 
  have risen above the rest. 
  If your DM allows the use of feats from 
  chapter 6 of the Player’s Handbook, your characters have 
  access to the following feats. 
  
  Prerequisite: Dexterity 16 or higher 
   
  Your countless battles have made your weapon a deadly 
  extension of your body. Before you make a melee attack 
  with a weapon that you are proficient with, you can choose 
  to add your proficiency bonus to the attack’s damage 
  instead of the attack roll. 
  
  Prerequisite: Githzerai 
   
  You have honed your innate psionic abilities into a powerful 
  weapon through a lifetime of meditation and discipline, 
  granting you the following benefits: 
   
   You can cast the feather fall, jump, see invisibility, and 
  shield spells three times, instead of once, with your 
  Innate Psionics trait. 
   At 9th level, you can cast the phantasmal killer and 
  confusion spells once with your Innate Psionics trait and 
  regain the ability to do so when you finish a long rest. 
  
  Prerequisite: Thri-kreen 
   
  You have mastered the use of your antennae, allowing you 
  to feel the thrum of magic and the natural world through 
  them, enhancing your senses and granting you the 
  following benefits: 
   
   Increase your Wisdom score by 1, to a maximum of 20. 
   You have advantage on Wisdom (Perception) checks. 
   You are always under the effects of the detect magic 
  spell, except you feel the presence of magic through your 
  antennae rather than seeing an aura around a creature or 
  object, and you don’t know its school of magic. 
   You are always under the effects of the see invisibility 
  spell, except you feel the presence of invisible creatures, 
  invisible objects, ethereal creatures, and ethereal objects 
  through your antennae rather than seeing them. 
  
  
  Prerequisite: Hobgoblin 
   
  Your commanding presence and unflinching courage have 
  earned you the trust and respect of your compatriots, 
  granting you the following benefits: 
   
   You can’t be frightened. 
   Your Leadership die becomes a d6 at 5th level, a d8 at 
  10th level, and a d10 at 15th level. 
   When a nonhostile creature within 30 feet of you that can 
  see you and understand at least one language you speak 
  is attacked by another creature, you can use a reaction 
  with your Natural Leader feature to shout defensive 
  advice by rolling a Leadership die and subtracting the 
  result from the attack roll. 
  
  Prerequisite: Olrûn Merfolk 
   
  Your people’s legendary singing voice is strong within you, 
  granting you the following benefits: 
   
   Increase your Charisma score by 1, to a maximum of 20. 
   You can cast the charm person spell twice, instead of 
  once, and at 2rd level, instead of 1st level, using your 
  Siren’s Song trait. 
   You can cast the suggestion spell once with your Siren’s 
  Song trait and regain the ability to do so when you finish 
  a long rest. 
  
   
  Prerequisite: Charisma, Intelligence, or Wisdom 16 or 
  higher 
   
  Years of spell craft have revealed a means to empower your 
  magic. When you cast a spell that requires you to make a 
  damage roll, you can spend a spell slot of 4th level or lower 
  to deal an additional 1d8 force damage for each level of the 
  expended spell slot. 
  
  Prerequisite: Shardmind 
   
  Your experiences have lead you to master control of the 
  psionic energy field that holds your form together. You can 
  use your action to scatter the crystals that comprise your 
  body and any equipment you are carrying into a spinning 
  cloud, surprising your foes and making you difficult to 
  injure. This form lasts until the start of your next turn, at 
  which point you return to your normal form. Once you use 
  this feat, you can’t use it again until you finish a short or 
  long rest. 
  You gain the following benefits while in this form: 
  
  
  
   
   Your movement doesn’t provoke opportunity attacks, you 
  can move through a hostile creature’s space regardless of 
  its size, and moving through another creature’s space 
  doesn’t cost you extra movement. 
   You gain resistance against damage from attacks and 
  spells that don’t target more than one creature. For 
  example, you would not be able to resist the damage of a 
  fireball or chain lightning spell with this feature. 
   The next attack roll against each creature that you move 
  through or move within 5 feet of has advantage. 
  
   
  Prerequisite: Strength 16 or higher 
   
  Thanks to your martial training and strength, you are in 
  peak physical form, granting you the following benefits: 
   
   You can attack with weapons with the two-handed 
  property using only one hand. 
   You can use two-weapon fighting while wielding a two-
  handed weapon and another weapon or a two-handed 
  weapon in each hand. 
   
  
   
   
  
  3
  IFFERENT RACES, CULTURES, AND NATIONS 
  contribute to the advancement of 
  technology and warfare throughout Toril. 
  From alternative blade designs that 
  enhance the force of a cut, to adding 
  security and utility to a tried and true 
  armament, the craftsmen of Toril have 
  developed an expansive selection of weapons and tools for 
  daring adventurers and seasoned warriors alike. 
  This section contains weapons, adventuring gear, and 
  other items that expand upon those found in Chapter 5 of 
  the Player’s Handbook. 
  
  Tools of war are as varied as the races and cultures in the 
  many worlds of DUNGEONS & DRAGONS. A sai from Kara-
  Tur may seem strange and ineffective to an adventurer 
  from Waterdeep, just as a thri-kreen gythka may seem 
  impractical to a dwarven smith. In this section, you’ll find a 
  multitude of weapons that build upon the selection 
  established on page 146 of the Player’s Handbook. 
  
  Weapons that are unfamiliar to a character, such as those 
  from a different region of their world, or those that are 
  native to another race entirely, are considered to be exotic. 
  Even fighters schooled in the use of martial weaponry are 
  not able to fully realize the potential of exotic weapons 
  without training and practice in order to become 
  accustomed to the unique features and balance of such 
  armaments. 
  
  In order to gain proficiency in an exotic weapon, a 
  character must already have proficiency with at least one 
  martial weapon, representing their discipline and ability to 
  learn techniques with advanced weaponry familiar to them. 
  That character must then seek out a trainer, which can be a 
  NPC or another player character, who is proficient with the 
  exotic weapon they wish to master. A player character who 
  is training another character can waive the training fee, or 
  adjust it to whatever they deem fair. Once a suitable teacher 
  is found, they must spend time studying and practicing 
  under that trainer per the Exotic Weapon Training table, 
  based on the trainee’s Intelligence score. 
  This type of training involves slow practice, repetition of 
  techniques and styles used with the weapon, and sparring 
  using blunted metal weapons or wooden training weapons. 
  The training can be done as part of downtime activities, or 
  as part of short or long rests when a character has time that 
  can be spent doing things other than sleeping. 
  Exotic Weapon Training 
  
  As with the more common weapons in Faerûn, many exotic 
  weapons have special properties related to their use, as 
  shown on the following tables.  
  Brutal. This weapon’s minimum damage is higher than 
  that of a normal weapon. When rolling the weapon’s 
  damage dice, treat any damage die that displays a value 
  equal to or lower than the weapon’s brutal value as 1 higher 
  than the weapon’s brutal value. 
  Deadly. This weapon increases the likelihood of scoring 
  a critical hit by 1. For example, if you would normally score 
  a critical hit on a weapon attack roll of 19 or 20, you now 
  score a critical hit on a weapon attack roll of 18, 19, or 20. 
  Defensive. Wielding this weapon increases your Armor 
  Class by 1. You can benefit from only one defensive weapon 
  at a time. 
  Double Weapon. This weapon requires two hands when 
  you attack with it, and you can attack with both ends of the 
  weapon using the rules for two-weapon fighting. 
  Savage. When score a critical hit with this weapon, you 
  roll all of the attack’s damage dice three times, instead of 
  twice, and add them together. 
  Secure. This weapon can’t be disarmed. 
  Special. A weapon with the special property has unusual 
  rules governing its use, explained in the weapon’s 
  description (see “Special Weapons” later in this section). 
  
  Weapons with special rules are described here. These 
  special rules only apply if the wielder is proficient with the 
  weapon in question. 
  A MATTER OF PERSPECTIVE 
  
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  Chatkcha. This weapon returns to you after being 
  thrown as long as you are proficient with it. 
  Dejada. This weapon can use sling bullets, as well as large 
  rocks, potions, or other projectiles weighing no more than a 
  1/2 lb. 
  Kusarigama. When you hit a creature with a weapon 
  attack using the chain side of this weapon, you can choose 
  to grapple it instead of dealing damage. If you do, you have 
  advantage on attack rolls made with the sickle side of this 
  weapon against the target as long as the target is grappled 
  this way. 
  
  The weapons outlined in the Weapons table come from all 
  over Toril, and are expanded upon in this section. 
  
  From the Sea of Swords to the Hordelands, and from 
  Icewind Dale to the jungles of Chult, Faerûn is a vast 
  continent with a storied history of warfare and conquest. 
   
   
  Dejada. This weapon was designed by hunters in remote 
  villages in northern Faerûn that lacked the skill to craft and 
  maintain traditional longbows and shortbows. A dejada is a 
  cured leather basket shaped like a scoop, which is attached 
  to a glove, typically made of cloth or leather. A large piece 
  of heavy ammunition, such as an iron sphere or a dense 
  piece of stone, can be used as ammunition if more 
  conventional sling bullets are not available. While not 
  commonly used, it has become a favorite of alchemists in 
  search of an efficient means to launch their concoctions 
  farther than they can naturally throw them. 
  Greataxe. This weapon is native to Faerûn, but has been 
  by in large abandoned due to its inferiority to more effective  
  weapons such as the greatsword. A guild of dwarven 
  metallurgists and smiths out of Neverwinter, called the  
  Steelwrights of Yehimal, took the original design and found 
  a means to improve upon it. They narrowed the bit and 
  shifted the weight of the weapon more towards the head, 
  making it deadlier than ever in the hands of a skilled user. 
  
  Weapons 
  Faerûnian Weapons 
  Kara-Turan Weapons 
  ō
  Racial Weapons 
  
   
   
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  
  The kingdoms of Kara-Tur have had more than their share 
  of conflict, both internal and external. Many tools of war 
  have been developed during the struggles of this mystical 
  land, many of which seem cumbersome to Faerûnians. 
  Daitō. This weapon is native to the peoples of Kara-Tur. 
  Roughly the same length and weight as a longsword, the 
  daitō has a curved, wedge-shaped blade that delivers 
  precision cuts capable of penetrating heavy armor. 
  Katar. This long blade is mounted onto an H-frame 
  designed to be gripped in a fist, allowing the user to deliver 
  powerful piercing attacks with the full force of a punch. 
  These weapons are favored for their ability to inflict serious 
  damage while being impossible to disarm in the hands of a 
  skilled user. 
  Kukri. This short, angled blade is native to the Tabot 
  region of Kara-Tur, though its use has spread throughout 
  the rest of the continent. The blade’s heft and bend allow it 
  to carry the full force of a blow without the need to bend 
  one’s wrist as with a conventional dagger. These weapons 
  slice deeply into armor and flesh, allowing a trained wielder 
  to cut to the bone without the need for finesse. 
  Kusari-gama. This sickle and weighted chain originates 
  in the lands of Kara-Tur. Originally developed by farmers 
  who tend to fields near the Hordelands as a makeshift 
  weapon against errant marauders, the weapon’s 
  effectiveness has made it the weapon of choice of many 
  warriors in the continent. 
  Nunchaku. This weapon, comprised of two wooden or 
  metal batons fastened together by a small length of chain, is 
  common throughout Kara-Tur. Favored by monks and 
  other disciplined fighters, these weapons are lighter than 
  their closest Faerûnian relative, the flail, and are able to be 
  used in both hands to great effect. 
  Sai. Excellent for defensive fighting and disarming 
  opponents, the sai is a favorite among dexterous, lightly-
  armored combatants throughout Kara-Tur. The weapon 
  features a central baton that tapers towards a flat point, 
  flanked by two curved prongs protruding from the handle. 
  The baton focuses the force of an attack to a small, flat 
  point, and the prongs can be used to hook adversaries by 
  their clothing or weapons. 
  Shuriken. When a mark needs to be eliminated 
  discreetly, Kara-Turan assassins often employ shuriken. 
  Throwing stars are the most commonly used types of 
  shuriken, though more stylized shuriken exist, usually 
  crafted by smiths belonging to a specific organization. 
  These more distinct weapons are generally used when 
  someone wants to send a message to a rival organization or 
  family. 
  Wakizashi. This sword is commonly employed as a 
  sidearm by fighters of Kara-Tur. It is comparable in length 
  to the Faerûnian short sword, though the design of the 
  cutting edge makes it perform better against heavy armor. 
  
  The peoples of Toril have crafted unique weaponry suited 
  for their people’s culture and physiology. 
  Chatkcha. When hunting from a distance, thri-kreen 
  employ the use of the chatkcha, a lightweight three-pronged 
  throwing wedge. While most folk can throw these weapons, 
  thri-kreen have mastered the art of fighting with chatkcha, 
  hurling them in such a manner that they take an elliptical 
  arc and return to the thrower. 
  Gythka. The gythka is the thri-kreen weapon of choice 
  for close-quarters combat. It is a long staff with a crescent-
  shaped blade and stabbing tine centered along the staff on 
  both ends, allowing its wielder to change their methods of 
  attack when one is proven ineffective. It is awkward and 
  unwieldy for most humanoid races, but easily handled by 
  thri-kreen warriors who use their smaller secondary arms 
  to help balance the weapon and guide it with deft precision 
  against their quarry.  
  
  A variety of equipment and miscellaneous items listed in 
  the Adventuring Gear table are outlined in this section. 
  Clothes, Cold Weather. This outfit includes a thick coat 
  made of fur or insulated cloth, an insulating hat, and 
  underlayers to help you combat the rigors of frigid 
  environments. Wearing cold weather clothing allows you to 
  automatically succeed on Constitution saving throws made 
  to resist the effects of extreme cold. 
  Clothes, Warm Weather. This outfit is made of 
  lightweight fabric designed to protect you from the harsh 
  sun and environment without trapping heat, aleviating the 
  risk of dehydration and heat stroke. Wearing warm weather 
  clothing allows you to automatically succeed on 
  Constitution saving throws made to resist the effects of 
  extreme heat. 
  Filter Mask. This mask is designed to sequester 
  impurities in the air you breathe, keeping out noxious 
  vapors and other unwanted substances. Wearing a filter 
  mask grants advantage on saving throws made against 
  effects that are transmitted through respiration. 
  Footpads. These padded soles slip on over your normal 
  footwear, allowing you to move much quieter than you 
  normally would. Wearing footpads grants advantage on 
  Dexterity (Stealth) checks made to move silently, and 
  disadvantage on Strength (Athletics) checks made to climb. 
  Listening Cone. This cone has a wide opening at one 
  end and a small, flattened tip at the other. When you place 
  the larger opening against a flat surface, such as a door or 
  wall, and place your ear against the other end, you are able 
  to amplify the sounds in the room beyond. A listening cone 
  grants advantage on Wisdom (Perception) checks made to 
  listen through a wall, door, or other objects capable of 
  transmitting sound. 
  
  
  
   
  Residuum. This glimmering golden powder is the 
  physical remains of magical energy stripped out of an 
  enchanted item by an alchemist’s alkahest or the 
  disenchant magic spell. It is commonly used by alchemists 
  as an ingredient in their concoctions, and by artificers as a 
  component in anti-magic enhancements for weapons and 
  armor. 
  Shield Spike. This filed iron point is designed to be 
  fastened onto a shield, allowing it to be used as a weapon. 
  While wielding a shield equipped with a shield spike, you 
  can make a melee weapon attack using your shield. The  
  shield’s damage die for this attack is a d6, and the attack 
  deals piercing damage. 
  Vial Bandolier. This bandolier has ten padded loops 
  designed to fit small vials rather than darts and throwing 
  knives. It is favored by alchemists and others who always 
  need to have a potion or elixir at the ready. While wearing a 
  vial bandolier, you can drink or administer a potion stored 
  in the bandolier as a bonus action instead of an action. 
  Weapon Chain. This sturdy chain is designed to be 
  wrapped around the wrist or attached to a hoop on armor, 
  making the weapon it is affixed to impossible to disarm. 
  While attached to your body or equipment and a weapon 
  wielded by you, that weapon gains the secure property. 
  Adventuring Gear 
  
   
   
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  
  HIS SECTION CONTAINS ARTIST CREDITS IN 
  compliance with their respective licensing 
  agreements. Any assets not credited are 
  either public domain or provided by 
  Wizards of the Coast through the DMG. I’d 
  like to thank all of the amazing 
  photographers and digital artists who freely 
  share their work with the online community. Without you, 
  this work would not feel nearly as complete. 
  
  This section contains credits for artwork being used under 
  the Creative Commons license. 
  
  Derivative of Premade BG 20 – Stock by Inadesign-Stock 
  Creative Commons Attribution 3.0 License 
  Paint brush filter applied by Juan Marcano. 
  
  Derivative of A Githzerai Known as Cuffs by Tveir 
  Creative Commons Attribution 3.0 License 
  Image cropped by Juan Marcano. 
  
  Derivative of First Strike by Santiago Iborra. 
  Creative Commons Attribution 3.0 License 
  Image cropped and paint brush filter added by Juan 
  Marcano. 
  
  Derivative of Sad Mermaid by DeerDandy 
  Creative Commons Attribution 3.0 License 
  Image cropped and paint brush filter added by Juan 
  Marcano. 
  
  Derivative of Merfolk Noble by Santiago Iborra. 
  Creative Commons Attribution 3.0 License 
  Image cropped and paint brush filter added by Juan 
  Marcano. 
  
  This section contains credits for artwork purchased from 
  the Dungeon Master’s Guild. 
  
  Derivative of Auriana by Patrick E. Pullen. 
  Available in the Art for your Adventures Set 1. 
   
   
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Coqui Games - Race Compendium - Volume Two.pdf