Race Comp 2
Race Comp 2
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
1                                            3
    Githzerai ................................................................................... 3
    Hobgoblin ................................................................................. 4
    Olrûn Merfolk .......................................................................... 5
    Shardmind ............................................................................... 7
    Thri-kreen ................................................................................. 9
    Weapons .................................................................................. 13
    Adventuring Gear .................................................................. 15
R
1
              ACES FROM REALMS MOST DENIZENS OF THE               Male and female githzerai wear simple, modest robes,
               Material Plane would find utterly bizarre        tunics, and leggings in brown, black, and cream colors. Men
               inhabit the multiverse of DUNGEONS &             keep their heads shaven or wear their hair braided and
               DRAGONS, but sometimes those closest to          tonsured, and any their facial hair is neatly trimmed or kept
               home end up being the most alien. Despite        clean shaven. Women keep their hair in tight buns or tight
               hailing from the same world, the mantis-like     braids, as close to the head as possible.
               thri-kreen are completely alien to many            These stylings are not to be mistaken for vanity.
denizens of Toril, while the extraplanar githzerai—rare         Everything about the githzerai, from their simple attire,
though they be—are more palatable to the common folk of         utilitarian grooming, and humble furnishings, is about
the world. These races, and more, are found in the              necessity and practicality, not pride.
following section.
                                                                
                                                      Githzerai are a reclusive people, seldom leaving the
Githzerai are one half of the gith race, divided from the       confines of their own fortress-monasteries carved out of the
githyanki by a long-running philosophical schism. They are      chaos of Limbo. These great structures are created and
an austere and isolationist people, foregoing the material      held together by the force of will of master monks, a
comforts and distractions that consume the lives of other       remarkable feat of intense discipline and mental prowess.
races. Instead, they spend their time honing their minds           Within these sanctuaries of order, they study martial,
and bodies, discussing philosophy and learning techniques       psionic, and arcane arts, learn of the worlds beyond the
to use their psionic abilities to shape the world around        walls of their home, read the histories of their people and
them and protect themselves from mental and physical            those of other races. Above all of their other studies, the
assault.                                                        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
Preferring function over form, githzerai view ornate
                                                                organized illithid hunt—only a dire scenario would cause a
clothing and lavish living quarters as a means to stroke
                                                                githzerai to leave their home and venture out into the
one’s ego, something they have little patience for. Githzerai
                                                                multiverse. Aside from inherent dangers that await them
monasteries may be large, but they are far from the opulent
                                                                outside of their fortress-monasteries, few githzerai trust
palaces and magnificent temples found on worlds in the
                                                                anyone that doesn’t belong to their race, part of the lasting
Material Plane. These spaces are built to be defensible, and
                                                                legacy of their bondage under the illithid. For these
to provide enough room for the daily activities of their
                                                                reasons, githzerai are rarely seen on other planes, and
inhabitants.
                                                                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
                                               Githzerai        reverence. All githzerai know that were it not for his
                                                 Monk           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.
                                                                                                            
                                                         Defended Mind. You have advantage on saving throws
                                                                     made against effects that can cause you to be charmed.
     Githzerai do have only one name, given to them at birth,            Innate Psionics. You know the mage hand cantrip,
     and take no surnames as their strong cultural ties and          though your mage hand is invisible. When you reach 3rd
     philosophy has lead them to consider themselves all of one      level, you can cast the feather fall, jump, see invisibility, and
     family.                                                         shield spells once with this trait and regain the ability to do
     Male Names: Aldur, Dar, Ferzst, Hurk, Kerro, Malk, Nell,        so when you finish a long rest. Wisdom is your spellcasting
     Osk, Vosk                                                       ability for these spells.
     Female Names: Ayala, Evaka, Genaza, Jydin, Livisin,                 Languages. You can speak, read, and write Common and
     Pwara, Riathad, Tzika, Ywuela                                   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.
     Your githzerai character has several traits that it shares
     with the rest of its brethren.                                  
        Ability Score Increase. Your Wisdom score increases by       Hobgoblins are a militaristic, warlike race, feared
     2, and your Dexterity score increases by 1.                     throughout Faerûn for their aptitude for battlefield strategy,
        Age. Githzerai mature slightly slower than humans,           combat prowess, and ruthlessness. As the dominant
     reaching adulthood around 20 years of age, and can live to      goblinoids in the world, they conscript their lesser goblin
     be slightly over a century old.                                 and bugbear cousins into their armies, using them as
        Alignment. Githzerai are a people that value their history   fodder during large-scale incursions into civilized lands.
     and accomplishments highly, while seeking inner harmony         However, some legions have broken away from tradition,
     and mastery over their selves. A combination of their           moving their people to the hinterlands of the world to
     philosophical and spiritual beliefs make them tend heavily      create a new type of society not dominated by bloodshed
     towards lawful neutral.                                         and conquest.
        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      Generations of military expansionism and endless warfare
     average around 180 pounds. Your size is medium.                 have left only the strongest hobgoblins alive, resulting in a
        Speed. Your base walking speed is 30 feet.                   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,           Your hobgoblin character has several traits that it shares
though the most respected occupations are those with              with all other hobgoblins.
direct military involvement. While the skill of a hunter             Ability Score Increase. Your Constitution score
gathering meat and the labor of a miner harvesting iron ore       increases by 2, and your Charisma score increases by 1.
is respected, the toil of a blacksmith making weapons and            Age. Hobgoblins mature at roughly the same rate as
armor is held in much higher standing.                            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
Ingrained into every hobgoblin’s being is a sense of
                                                                  ambition of most hobgoblin legions makes them also tend
superiority over other races that tends to come out
                                                                  towards evil. However, some legions have broken from
regardless of how much one might strain to subdue it.
                                                                  tradition and abandoned the worship of their racial deities,
When commanding their lesser goblinoid cousins, this is a
                                                                  opting instead to follow the teachings of Meriadar. As such,
useful trait to have as they have been conditioned to
                                                                  these hobgoblins tend towards neutrality.
respond well to derision and oppression. However, when
                                                                     Even so, hobgoblin adventurers are rare. Check with your
dealing with humanoid hirelings, it is often a source of
                                                                  Dungeon Master to see if you can play one.
conflict and ill will, particularly from highly prideful races
                                                                     Size. Hobgoblins are broader and slightly taller than the
such as dwarves and orcs.
                                                                  average human, ranging between 6 and 6 and a half feet
                                             tall, and weighing an average of 210 pounds. Your size is
                                                                  Medium.
Despite their violent history and culture, a handful of              Speed. Your base walking speed is 30 feet.
hobgoblin legions have broken away from the old ways of              Darkvision. Your goblinoid heritage grants you superior
their people, founding secluded settlements in the                vision in dark and dim conditions. You can see in dim light
hinterlands of Faerûn. These societies have kept their            within 60 feet of you as if it were bright light, and in
militaristic hierarchy, but abandoned the worship of              darkness as if it were dim light. You can’t discern color in
Maglubiyet in exchange for Meriadar, acting as skilled            darkness, only shades of gray.
artisans, mercenaries, and traders rather than conquerors.           Beast Mastery. You gain proficiency in the Animal
   Meriadarite society has changed the traditional                Handling skill.
hobgoblin value system with regards to labor. All who                Natural Leader. When a nonhostile creature within 30
contribute to the success of society are viewed favorably,        feet of you that can see you and understand at least one
with no occupations receiving higher merit than others.           language you speak makes an attack roll or a saving throw,
However, the importance of military prowess is still              you can your reaction to shout advice or a word of warning.
stressed to their young, due in part to the need to defend        The creature adds a d4 Leadership die to its attack roll or
the people of their legion from less agreeable sorts, and due     saving throw. A creature can’t benefit from more than one
to long-standing racial traditions that are difficult to shake.   Leadership die at a time.
   Some of the more institutional hobgoblin traits, such as          You can use this feature a number of times equal to your
their overdeveloped preeminence, is making it difficult for       Charisma modifier (minimum of 1). You regain any
Meriadarite hobgoblins to integrate well into broader             expended uses when you finish a long rest.
society. These flaws, combined with their people’s history           Languages. You can speak, read, and write Common and
of being brutal and warlike, cause most other races to be at      Goblin, the language shared by you and your lesser
the very least guarded when approached by them, and               goblinoid kin.
outright hostility is more common than not.
                                                  
                                                                  Since time immemorial, merfolk have been a water-locked
Hobgoblins are given a first name by their birth mother,
                                                                  people, interacting with the other races of Faerûn only in
and take their legion name as their surname.
                                                                  the sea or on the shore, who were drawn to them by their
Male Names: Bakki, Dezan, Gekro, Kavut, Roon, Tanko               enchanting voices and playful demeanors. While most
Female Names: Alana, Cressa, Eshii, Falla, Ichansa,               merfolk were content with their way of life, there were
Leshavka                                                          those who yearned to walk freely and explore the land as
Legion Names: Bloodroot, Ironclash, Mangled Claw,                 easily as the sea. These merfolk created a secret society
Wolfbreaker                                                       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.
                                                                      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.
     The secret society sought the aid of their sea elf allies to
                                                                          Ability Score Increase. Your Strength and Charisma
     send word of their quest to the denizens of the world above,
                                                                      scores increase by 1.
     in hopes that a noble scholar or curious wizard may answer
                                                                          Age. Merfolk mature at roughly the same rate as humans,
     their call and help them achieve their goals. The sea elves
                                                                      but have a lifespan that few humans can attain, living
     dubbed this group of merfolk “Rûn Wutheh”, which
                                                                      roughly 120 years.
     translates to “land seekers” in common.
                                                                          Alignment. Merfolk tend towards neutrality, avoiding
        After several years of searching for someone who might
                                                                      harsh judgments and rigid ideologies that often serve as the
     help them, an elven priestess of Deep Sashelas answered
                                                                      catalyst of conflict between the surface races.
     their call, claiming that she received an omen of her
                                                                          Size. While some merfolk have fins on their head and
     patron’s approval of their quest. She spoke of her god’s
                                                                      other parts of their bodies that make them seem larger than
     favor for those who pursue knowledge and freedom, and
                                                                      most humanoids, they are actually similar to elves in terms
     that he felt their yearning despite them never praying to
                                                                      of height and overall body mass. Your size is Medium.
     him for aid. She told the Rûn Wutheh merfolk of the “faer
                                                                          Speed. Your base walking speed is 30 feet.
     tel fhaor”, or the rite of transformation, and that they would
                                                                          Amphibious. You can breathe air and water.
     need to first procure the reagents before she could work
                                                                          Fhaorn Faen. You can use your action to transform your
     her magic. Inspired by the priestess’s words, they
                                                                      lower body, switching between humanoid legs or a merfolk
     immediately set out to gather what she needed, despite the
                                                                      tail. Any equipment you are wearing on your legs, feet, or
     dangers involved.
                                                                      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
     After many months of gathering reagents, a great ritual was      of water no less than 3 feet deep.
     performed by the priestess with the blessing of Deep                 Siren’s Song. Your voice carries an alluring, hypnotic
     Sashelas. When the ritual was complete, the merfolk of           aspect that allows you to win the hearts of those who hear
     Run Wutheh slid out of the water, and as they did their          it, albeit temporarily. You can cast the charm person spell
     lower halves began to split into two scaled legs, and their      at 1st level once with this trait and regain the ability to do
     fins into webbed feet. It took them several hours to learn to    so when you finish a long rest. Spells cast with this trait
     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
                                                                                                                         Serôs
     from generation to generation of these merfolk, even if one
     parent is not of the Rûn Wutheh bloodline. Some of these                                                            Folk
     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.
   
require no material components or somatic components,           bloodline has spread to other schools of merfolk throughout
and Charisma is your spellcasting ability for those spells.     Faerûn.
  Languages. You can speak, read, and write Common and             Ability Score Increase. Your Wisdom score increases by
Aquan, the language of merfolk and other creatures of           1.
water.                                                             Scaled Skin. Smooth scales cover your body, which
  Subrace. There are many schools of merfolk in Toril, but      makes you more resilient to harm. You use 11, rather than
two schools are prominent throughout the waters of              10, when determining your character’s Armor Class,
Faerûn. Choose one of these subraces.                           including for features that change the way you calculate
                                                                your armor class, such as Unarmored Defense.
The merfolk of the Sea of Fallen Stars call their realm         
Serôs, which is aquan for “the embracing life”. They are the    Spread far and wide, the merfolk of this school have tribes
least humanoid merfolk in the realms, with skin covered in      and greater civilizations spread throughout the western
scales of hues ranging from cerulean to seafoam green, and      oceans, ranging from the isles of Lantan to the Sword
fins gradating to navy blues and vibrant purples. Their         Coast. The merfolk of this region are not as piscine as those
hands are webbed and end in digits with sharp nails, and        of other parts of the world, having hair ranging in color
their feet are much the same when they change form. They        from silver to coral in place of fins adorning their heads,
are completely hairless, instead sporting a crown of dorsal     and small patches of scales on their otherwise smooth skin
fins that begin above their foreheads and extend down to        of hues ranging from light blue to the color of sand. The
their necks. Their forearms and hips are adorned with           webbing between their fingers are slightly more
smaller fins, as are their calves when they change their        exaggerated than those of most surface races, and their feet
form. Their tails are longer than those of other merfolk,       are similarly webbed when they walk on land. Their tails
tipped in elegant caudal fins that look like staggered          are more functional than aesthetic, tipped with caudal fins
oriflammes.                                                     more in line with those of trout.
   Serôs folk often interact and trade with aquatic elves and      While more reclusive and insular than their Serôsi
other goodly folk who inhabit the lands along the sea. The      cousins, those that choose to interact with outsiders often
relationships they have built with the land-dwellers and the    serve as lookouts against pirates for traders and passenger
sea elves has enriched their communities, aiding them in        ships as they journey through the open waters. Valued for
their struggles against the sahuagin and the twisted            their amazing stamina and ability to swim tremendous
merrow. It was from this group of merfolk that the Rûn          distances through frigid waters without rest, the trackless
Wutheh originated, and over the past century their              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
                    Trackless                                   known as the Living Gate. During the events of the Dawn
                      Folk                                      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
                                                                                                            
     several centuries of lying dormant while what remained of          
     the Living Gate gathered enough strength to breathe life
     into its parts.                                                    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
     Shardminds are not born like other creatures. Instead, they
                                                                        rather than cautious and skeptical.
     are willed into existence by the psionic energies of the
                                                                           Other races mistake shardminds as being void of
     Living Gate which animates the shards that once made up
                                                                        emotion, more akin to a golem than a living creature, but
     the whole. A shardmind awakens with the goal of restoring
                                                                        this is due to few members of other races becoming close to
     the Living Gate fixed firmly in mind, and an innate
                                                                        a shardmind. While a human may experience feelings
     understanding of the horrors of the Far Realm, but it is free
                                                                        ranging from mildly irritated to frothing rage, the emotional
     to pursue any other goals it may develop.
                                                                        spectrum of a shardmind doesn’t include mild states, and
        Shardminds do not age, do not have gender, and do not
                                                                        can change in a much more severe fashion. Shardminds
     reproduce. Despite their agelessness, few of the
                                                                        can from placid and content to boiling rage in a moment’s
     shardminds living today are the same ones that were first
                                                                        notice when witnessing an unjust act, or from great joy to
     awoken by the Living Gate after the Dawn War ended. This
                                                                        deep sorrow when learning of a tragic turn of events that
     is due in part to the naiveté of shardminds, who find the
                                                                        befell someone they knew.
     customs of the inhabitants of Toril utterly alien. Lone
                                                                           Shardminds that manage to acclimate to the world they
     shardminds are often taken advantage of by unscrupulous
                                                                        awaken in approach their newfound existence with
     types who promise to aid them in their quest, only to betray
                                                                        curiosity and enthusiasm, seeking out new experiences in
     them for short-term pecuniary gain. Those shardminds that
                                                                        as many ways as they can muster. Some shardminds try to
     do manage to navigate society and find worthwhile friends
                                                                        fit into the societal structures of the world, becoming
     and allies often perish in their quest to restore the Living
                                                                        established members of their community, while others
     Gate, or while aiding their comrades in other endeavors.
                                                                        become wanderers, traveling the world with a desire to
        Despite the inherent dangers in their common goal,
                                                                        learn and a sense of wonder. Whatever path they choose,
     shardminds do not fear death. They believe that should they
                                                                        all shardminds are always cognizant of their underlying
     fall, their essence will return to the Living Gate, and
                                                                        purpose, and their actions are influenced by their own
     another fragment of the Living Gate will spark to life, taking
                                                                        philosophical means of restoring the Living Gate.
     their place in the quest to keep the Far Realm at bay.
                                                       
                                                                        Shardminds take names from other races that sound
     When a shardmind sparks to life, it gathers nearby
                                                                        pleasing or otherwise connect with their being, with no
     crystalline fragments of the Living Gate and wills them into
                                                                        regard for what gender another race may associate that
     place to form its body, usually settling on a shape that
                                                                        name with.
     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           Your shardmind character has several traits that it shares
     color, ranging from vivid greens, brilliant whites, deep reds,     with all other shardmind.
     and rich amber. Once a shardmind is formed, a dim light              Ability Score Increase. Your Intelligence score
     begins to course through the crystals in the same way blood        increases by 2, and your Charisma score increases by 1.
     flows through another creature’s veins. The light is                 Age. Shardmind do not age and come into being with the
     concentrated and brightest where the eyes of the imitated          cognitive and physical capabilities of an adult humanoid.
     humanoid species would be.                                           Alignment. The prime goal of all shardmind is to rebuild
        When a shardmind falls under the influence of a mind-           the Living Gate, but their method of choice for
     altering or numbing effect, such as an umber hulk’s                accomplishing this goal varies (see philosophy below).
     confusing gaze, its psionic field begins to falter, sending          Size. Shardminds generally assemble their crystalline
     some of its crystals into a gentle orbit around its head.          bodies in the roughly the same proportions as a human.
     Being knocked unconscious can sometimes result in the              Your size is Medium.
     shardmind’s body falling apart, scattering on the ground             Speed. Your base walking speed is 30 feet.
     along with its belongings. When it gains control of its              Crystalline Brilliance. You have resistance against
     faculties, the crystals find their place in its form once again,   psychic damage. In addition, your psychic energy allows
     but such experiences serve to remind shardminds of their           you to emit dim light of the same color as your body crystals
     own fragility, and the importance of their shared purpose.
   
in a 10-foot radius centered on you, which you can activate       beginning with those that hold a different philosophy than
or squelch at will (no action required).                          theirs. They are also known to slay dormant shardminds,
   Living Construct. You are comprised of shards from the         believing that the force that would have awoken it will
Living Gate, which makes you a living creature. You are           instead return to the Living Gate, just as living shardminds
immune to disease. You do not need to eat or breathe, but         do. Members of this ideology have developed means to
you can ingest food and drink if you wish.                        track down their quarry, making them excellent hunters
   Instead of sleeping, you can perform light activities for at   and assassins.
least 4 hours to benefit from a long rest.                           Alignment. Due to their murderous ideology, these
   Telepathy. You can communicate telepathically with any         shardminds tend towards evil.
creature within 30 feet of you that has a language.                  Ruthless Tracker. You gain proficiency in the Survival
   Languages. You can speak, read, and write Common,              skill. If you are already proficient in the Survival skill, your
and can speak Deep Speech, the language of beholders and          proficiency bonus is doubled.
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       This sect of shardminds believe that their best chance to
shardminds agree on how to achieve this goal. There are           block the influence of the Far Realm is to build a new
several prominent philosophies among shardminds on how            Living Gate rather than restore the old one. In order to
to restore the Living Gate. Choose one of these                   achieve this goal, they strive to bring shardminds together
philosophies.                                                     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
On most worlds in the Material Plane, races of all types          proven difficult, as their people are scattered throughout
build shrines and pay homage to a variety of powerful             the worlds of the Material Plane, and even amongst the
deities that influence and shape the lives of their devotees.     realms of the Outer Planes.
Shardminds of this philosophy believe that the simplest              Alignment. Due to their focus on education and
path towards rebuilding the Living Gate is to earn the favor      unification, these shardmind tend towards good.
of one of these beings and enlist their aid in the struggle          Scholarly. You gain proficiency in the History skill. If you
against the Far Realm.                                            are already proficient in the History skill, your proficiency
   Alignment. These shardmind generally align with the            bonus is doubled.
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
                                                                  Nomadic packs of thri-kreen wander throughout the deserts
proficiency bonus is doubled.
                                                                  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
Shardmind that adhere to this philosophy believe that their
                                                                  Toril due to their unique physiology and language. They are
own personal power ties back to the Living Gate. As such,
                                                                  generally reclusive and are seldom seen in civilized places
they strive to gather as much power as possible by studying
                                                                  unless they are trading exotic reagents harvested from
and gathering powerful relics and honing their own
                                                                  dangerous creatures in exchange for metalwork for their
capabilities in order to reinforce the Living Gate and keep
                                                                  weapons, rope, tools, and other crafted goods.
the forces of the Far Realm at bay.
  Alignment. Due to their emphasis on increasing their
                                                                  
own personal power, these shardmind tend towards
neutral.                                                          Thri-kreen view life as a great hunt, and the members of
  Relic Seeker. You gain proficiency in the Arcana skill. If      their clutch are their partners in this journey. Clutches are
you are already proficient in the Arcana skill, your              comprised of the people with which a thri-kreen shares a
proficiency bonus is doubled.                                     close bond, an exclusive group of no more than six other
                                                                  souls. The rest of their friends and acquaintances make up
                                                     their pack.
Those that subscribe to this philosophy believe that when            Thri-kreen are hatched into a birth clutch, which is
one of their kind perishes, their energy returns to the place     comprised of those who survive the incubation period and
where the Living Gate once stood, rebuilding it one fallen        successfully emerge from their eggs. As they mature, they
shardmind at a time. In order to hasten the Living Gate’s         create or join other clutches, based around familial ties,
reconstruction, these shardminds willingly slay their kin,        friendships, or groups with specific goals, such as hunting
                                                                                                                 
      or protecting the greater pack. Within each clutch, thri-         have been fitted with iron replacements for those parts by
      kreen establish a hierarchy through a combination of tests,       smiths as part of trade negotiations with thri-kreen hunters.
      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       Thri-kreen have short, genderless names with hard
      contribute to its overall success. Despite this, thri-kreen       consonants and several glottal stops.
      clutches welcome open expression of differing opinions and
      advice.                                                           Thri-kreen Names: A’kr’yn, C’zy’r, G’st, L’ps, R’ni’st,
         Thri-kreen are instinctually driven to find a clutch and       Uz’ta’k, Wi’ka’gh, Zy’ki
      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         Regardless of what clutch thri-kreen were hatched from,
      of thri-kreen, resulting in incorrect assumptions about thri-     they share the following traits.
      kreen being unruly and chaotic. In truth, thri-kreen are            Ability Score Increase. Your Dexterity score increases
      perfectly willing to be followers rather than leaders should      by 2, and your Wisdom score increases by 1.
      the rest of the party prove their worthiness, and are               Age. Thri-kreen reach adulthood within 4 years of
      steadfast and loyal companions once a clutch is established.      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
      Thri-kreen morality is different from that of other races in      same way most other races do, judging the actions of others
      Faerûn. They pass judgment based on physical and mental           based on their physical prowess, mental prowess, and skill,
      prowess, rather than ideologically driven right and wrong.        rather than whether or not an action is inherently good or
      Those who lack wit or work ethic are reviled, regardless of       bad. Their biological compulsion to find a group and a
      the ideals they may hold, while those who display a sharp         niche where they can contribute causes them to tend
      mind or impressive strength are held in high regard,              towards lawful alignments.
      character aside. This isn’t to say that thri-kreen are naïve or     Size. From the top of their heads (antennae excluded) to
      cold-hearted; they simply prioritize potential capability         the end of their lower limbs, thri-kreen stand between 5 and
      above what one does with those capabilities.                      a half to 6 feet tall, and weigh between 150 and 180
        Despite being viewed as savage by less worldly types,           pounds. Your size is Medium.
      thri-kreen are not an inherently aggressive people. They            Speed. Your base walking speed is 40 feet.
      only resort to violence if it is the only path that leads           Exoskeleton. Your exoskeleton is durable and thick,
      towards survival or furthering the goals of the clutch.           granting you a +1 bonus to Armor Class.
      However, if they are attacked, thri-kreen do not hesitate to        Extra Limbs. You can hold and use items and weapons
      respond in kind. Upon emerging victorious from battle,            with the light property with your smaller abdominal arms.
      their instincts demand that they search their defeated              Sleepless. Thri-kreen do not sleep, and are immune to
      quarry for valuables and sustenance.                              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
      Thri-kreen have six limbs; two large arms that extend from
                                                                        their weapons, honing their combat maneuvers through
      the torso at the shoulders, two smaller arms that begin at
                                                                        slow practice, or studying a spellbook.
      the abdomen, and two powerful legs. Their arms end in
                                                                          Thri-kreen Weapon Training. You have proficiency with
      hands with three clawed fingers with an opposable thumb,
                                                                        chatkchas and gythkas.
      while their legs in end in feet sporting three large, sharp
                                                                          Languages. You speak, read, and write Common, though
      claws. The entirety of their bodies are covered in a thick
                                                                        your spoken Common is sometimes difficult to understand
      and durable exoskeleton, with coloration that varies
                                                                        due to your mouth and jaw structure’s inability to make b, f,
      between yellow-green and rusty brown, depending on the
                                                                        m, p and v sounds. You also know Thri-kreen, a language
      region in which they were hatched. Their heads are angled
                                                                        comprised of clicking sounds and antennae movement with
      sharply, sporting mandibles, a pair of twitching antennae,
                                                                        no written form.
      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
   
2
               HE RACES OF THAT INHABIT THE COUNTLESS
                                                                
                worlds of DUNGEONS & DRAGONS each have
                their own unique traits and natural             Prerequisite: Hobgoblin
                advantages that other races do not share,       Your commanding presence and unflinching courage have
                exemplified by paragons of those races that     earned you the trust and respect of your compatriots,
                have risen above the rest.                      granting you the following benefits:
                                                                                                             
       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:
   
3
                IFFERENT RACES, CULTURES, AND NATIONS
                                                                   A M ATTER   OF   P ERSPECTIVE
                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.
                                                                 Exotic Weapon Training
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.
                                                                 As with the more common weapons in Faerûn, many exotic
                                              weapons have special properties related to their use, as
                                                                 shown on the following tables.
Weapons that are unfamiliar to a character, such as those
                                                                    Brutal. This weapon’s minimum damage is higher than
from a different region of their world, or those that are
                                                                 that of a normal weapon. When rolling the weapon’s
native to another race entirely, are considered to be exotic.
                                                                 damage dice, treat any damage die that displays a value
Even fighters schooled in the use of martial weaponry are
                                                                 equal to or lower than the weapon’s brutal value as 1 higher
not able to fully realize the potential of exotic weapons
                                                                 than the weapon’s brutal value.
without training and practice in order to become
                                                                    Deadly. This weapon increases the likelihood of scoring
accustomed to the unique features and balance of such
                                                                 a critical hit by 1. For example, if you would normally score
armaments.
                                                                 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
In order to gain proficiency in an exotic weapon, a
                                                                 Class by 1. You can benefit from only one defensive weapon
character must already have proficiency with at least one
                                                                 at a time.
martial weapon, representing their discipline and ability to
                                                                    Double Weapon. This weapon requires two hands when
learn techniques with advanced weaponry familiar to them.
                                                                 you attack with it, and you can attack with both ends of the
That character must then seek out a trainer, which can be a
                                                                 weapon using the rules for two-weapon fighting.
NPC or another player character, who is proficient with the
                                                                    Savage. When score a critical hit with this weapon, you
exotic weapon they wish to master. A player character who
                                                                 roll all of the attack’s damage dice three times, instead of
is training another character can waive the training fee, or
                                                                 twice, and add them together.
adjust it to whatever they deem fair. Once a suitable teacher
                                                                    Secure. This weapon can’t be disarmed.
is found, they must spend time studying and practicing
                                                                    Special. A weapon with the special property has unusual
under that trainer per the Exotic Weapon Training table,
                                                                 rules governing its use, explained in the weapon’s
based on the trainee’s Intelligence score.
                                                                 description (see “Special Weapons” later in this section).
   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.
                                                                 Weapons with special rules are described here. These
The training can be done as part of downtime activities, or
                                                                 special rules only apply if the wielder is proficient with the
as part of short or long rests when a character has time that
                                                                 weapon in question.
can be spent doing things other than sleeping.
                                                                                                          
      Weapons
       Faerûnian Weapons
Kara-Turan Weapons
Racial Weapons
         Chatkcha. This weapon returns to you after being                 Dejada. This weapon was designed by hunters in remote
      thrown as long as you are proficient with it.                    villages in northern Faerûn that lacked the skill to craft and
         Dejada. This weapon can use sling bullets, as well as large   maintain traditional longbows and shortbows. A dejada is a
      rocks, potions, or other projectiles weighing no more than a     cured leather basket shaped like a scoop, which is attached
      1/2 lb.                                                          to a glove, typically made of cloth or leather. A large piece
         Kusarigama. When you hit a creature with a weapon             of heavy ammunition, such as an iron sphere or a dense
      attack using the chain side of this weapon, you can choose       piece of stone, can be used as ammunition if more
      to grapple it instead of dealing damage. If you do, you have     conventional sling bullets are not available. While not
      advantage on attack rolls made with the sickle side of this      commonly used, it has become a favorite of alchemists in
      weapon against the target as long as the target is grappled      search of an efficient means to launch their concoctions
      this way.                                                        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
      The weapons outlined in the Weapons table come from all
                                                                       metallurgists and smiths out of Neverwinter, called the
      over Toril, and are expanded upon in this section.
                                                                       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,
      From the Sea of Swords to the Hordelands, and from
                                                                       making it deadlier than ever in the hands of a skilled user.
      Icewind Dale to the jungles of Chult, Faerûn is a vast
      continent with a storied history of warfare and conquest.        
   
                                               
The kingdoms of Kara-Tur have had more than their share           The peoples of Toril have crafted unique weaponry suited
of conflict, both internal and external. Many tools of war        for their people’s culture and physiology.
have been developed during the struggles of this mystical            Chatkcha. When hunting from a distance, thri-kreen
land, many of which seem cumbersome to Faerûnians.                employ the use of the chatkcha, a lightweight three-pronged
   Daitō. This weapon is native to the peoples of Kara-Tur.       throwing wedge. While most folk can throw these weapons,
Roughly the same length and weight as a longsword, the            thri-kreen have mastered the art of fighting with chatkcha,
daitō has a curved, wedge-shaped blade that delivers              hurling them in such a manner that they take an elliptical
precision cuts capable of penetrating heavy armor.                arc and return to the thrower.
   Katar. This long blade is mounted onto an H-frame                 Gythka. The gythka is the thri-kreen weapon of choice
designed to be gripped in a fist, allowing the user to deliver    for close-quarters combat. It is a long staff with a crescent-
powerful piercing attacks with the full force of a punch.         shaped blade and stabbing tine centered along the staff on
These weapons are favored for their ability to inflict serious    both ends, allowing its wielder to change their methods of
damage while being impossible to disarm in the hands of a         attack when one is proven ineffective. It is awkward and
skilled user.                                                     unwieldy for most humanoid races, but easily handled by
   Kukri. This short, angled blade is native to the Tabot         thri-kreen warriors who use their smaller secondary arms
region of Kara-Tur, though its use has spread throughout          to help balance the weapon and guide it with deft precision
the rest of the continent. The blade’s heft and bend allow it     against their quarry.
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
                                                                  A variety of equipment and miscellaneous items listed in
to cut to the bone without the need for finesse.
                                                                  the Adventuring Gear table are outlined in this section.
   Kusari-gama. This sickle and weighted chain originates
                                                                     Clothes, Cold Weather. This outfit includes a thick coat
in the lands of Kara-Tur. Originally developed by farmers
                                                                  made of fur or insulated cloth, an insulating hat, and
who tend to fields near the Hordelands as a makeshift
                                                                  underlayers to help you combat the rigors of frigid
weapon against errant marauders, the weapon’s
                                                                  environments. Wearing cold weather clothing allows you to
effectiveness has made it the weapon of choice of many
                                                                  automatically succeed on Constitution saving throws made
warriors in the continent.
                                                                  to resist the effects of extreme cold.
   Nunchaku. This weapon, comprised of two wooden or
                                                                     Clothes, Warm Weather. This outfit is made of
metal batons fastened together by a small length of chain, is
                                                                  lightweight fabric designed to protect you from the harsh
common throughout Kara-Tur. Favored by monks and
                                                                  sun and environment without trapping heat, aleviating the
other disciplined fighters, these weapons are lighter than
                                                                  risk of dehydration and heat stroke. Wearing warm weather
their closest Faerûnian relative, the flail, and are able to be
                                                                  clothing allows you to automatically succeed on
used in both hands to great effect.
                                                                  Constitution saving throws made to resist the effects of
   Sai. Excellent for defensive fighting and disarming
                                                                  extreme heat.
opponents, the sai is a favorite among dexterous, lightly-
                                                                     Filter Mask. This mask is designed to sequester
armored combatants throughout Kara-Tur. The weapon
                                                                  impurities in the air you breathe, keeping out noxious
features a central baton that tapers towards a flat point,
                                                                  vapors and other unwanted substances. Wearing a filter
flanked by two curved prongs protruding from the handle.
                                                                  mask grants advantage on saving throws made against
The baton focuses the force of an attack to a small, flat
                                                                  effects that are transmitted through respiration.
point, and the prongs can be used to hook adversaries by
                                                                     Footpads. These padded soles slip on over your normal
their clothing or weapons.
                                                                  footwear, allowing you to move much quieter than you
   Shuriken. When a mark needs to be eliminated
                                                                  normally would. Wearing footpads grants advantage on
discreetly, Kara-Turan assassins often employ shuriken.
                                                                  Dexterity (Stealth) checks made to move silently, and
Throwing stars are the most commonly used types of
                                                                  disadvantage on Strength (Athletics) checks made to climb.
shuriken, though more stylized shuriken exist, usually
                                                                     Listening Cone. This cone has a wide opening at one
crafted by smiths belonging to a specific organization.
                                                                  end and a small, flattened tip at the other. When you place
These more distinct weapons are generally used when
                                                                  the larger opening against a flat surface, such as a door or
someone wants to send a message to a rival organization or
                                                                  wall, and place your ear against the other end, you are able
family.
                                                                  to amplify the sounds in the room beyond. A listening cone
   Wakizashi. This sword is commonly employed as a
                                                                  grants advantage on Wisdom (Perception) checks made to
sidearm by fighters of Kara-Tur. It is comparable in length
                                                                  listen through a wall, door, or other objects capable of
to the Faerûnian short sword, though the design of the
                                                                  transmitting sound.
cutting edge makes it perform better against heavy armor.
                                                                                                          
      Adventuring Gear
   
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