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Welcome Contents
Hello friends and fellow gamers, and welcome to this
ever-expanding document intended to help supplement Table Rules�������������������������������������������������������������������������3
your 5th edition tabletop gaming experience. General Tips for Players���������������������������������������������������3
Game Mastering���������������������������������������������������������������3
Players will find: Character Creation�����������������������������������������������������������3
• Additions and modifications to classes and class Leveling������������������������������������������������������������������������������4
abilities. Skills������������������������������������������������������������������������������������4
• New archetypes. Combat�������������������������������������������������������������������������������7
• New magic items. Feats������������������������������������������������������������������������������������8
• New feats. Items�����������������������������������������������������������������������������������9
Magic Items��������������������������������������������������������������������� 10
For Game Masters (GMs): Magic Shards������������������������������������������������������������������� 11
• General tips and tricks to help you better run Wen Shen (Tattoo) Magic����������������������������������������������13
5e games. New Magic Items������������������������������������������������������������15
• Guidelines for running a Session Zero. Classes������������������������������������������������������������������������������ 17
• Helpful tables will provide you with a better way to Barbarian�������������������������������������������������������������������� 17
utilize magic items. Cleric��������������������������������������������������������������������������� 17
• Tools to determine the amount of wealth your Druid��������������������������������������������������������������������������� 17
characters should have and when. Fighter������������������������������������������������������������������������� 17
• Many other ways to make the best use of the 5th Monk��������������������������������������������������������������������������� 17
edition system. Paladin������������������������������������������������������������������������ 17
Ranger������������������������������������������������������������������������� 17
In addition to new content available for use, this
Rogue��������������������������������������������������������������������������� 17
document also offers tools for creating your own custom
Sorcerer����������������������������������������������������������������������� 18
material, such as the custom archetype guide.
Warlock�����������������������������������������������������������������������19
This is the first edition of this document, which will
Wizard�������������������������������������������������������������������������20
continue to expand over time. Future updates will
Custom Archetype Creation����������������������������������������� 21
include more archetypes, feats, and magic items, as well
Coming Soon...����������������������������������������������������������������22
as more guides to help you create custom content, such
Conclusion�����������������������������������������������������������������������22
as magic items and races.
Open Game License�������������������������������������������������������23
Many elements of this guide will be expanded upon
via the DawnforgedCast YouTube channel, so make sure
to subscribe there to continue to improve your gaming
experience. Be sure to subscribe!
My thanks to all the many patrons who have supported
this project, for their talent and time helping me refine
and hone this document into a work I am quite proud to
offer to all. I wish you and your group happy gaming!
—Andrew/Dawnforged

Version 1.0
2
Table Rules scriptions in combat. Alternatively, the GM may simply
award advantage for a well described or executed check,
Our guiding philosophy at DawnforgedCast is that ta-
immediately applying it to the roll. The GM should en-
bletop gaming is, above all else, a group game. Not only
courage their players to use their Touch of Destiny early
can the game not be played alone but it cannot be played
and often, as each player can have only one at a time, and
well without a group who is cooperating together for the
cannot be awarded more until they spend their point.
common enjoyment of all at the table. Each player has
the responsibility to think of the group first, and make
in-and-out-of-game choices related to the campaign with
the well-being of the group in mind.
Character Creation
The game master has the responsibility to facilitate this I use the following guidelines for character creation in
group cohesiveness, which they can do so by running a most of my tabletop campaigns:
session zero, making sure that players share the spot- • Discuss, as a group, the type of game you’d most like
light, engaging all players, standing strong against frac- to play in together before beginning a campaign.
turing or malicious behaviors, and much more. We delve A GM often has an idea of the sort of campaign
into greater depth on these topics, and many others, on they’d like to run, including system (such as D&D,
the DawnforgedCast YouTube channel. Above all it is Pathfinder or Shadowrun), tone (serious, silly
essential to remember that the only way to happy, sat- or dramatic), and theme (adventure on the high
isfying, epic gaming is through building a cooperative, seas, classic dungeon crawl or deep earth political
supportive, engaged gaming group. thriller). However, it is still important to get your
players’ buy in when it comes to these elements. A
Table Etiquette campaign where the group is not on board with the
• The group should play in a comfortable setting, with general style of play is doomed to failure.
seats for all. • Create your characters together during a session
• There should be adequate pencils and scratch paper zero and weave your background stories together to
available. create a strong group dynamic. This is also where
• White board and markers; dice or miniatures. such elements as low or high fantasy, what happens
No grid required. on character death, pvp actions, loot distribution
• Roll dice after declaring an action, not before. and other important details of the campaign are
• Roll in a place on the table where the result will be discussed.
clearly seen. • Work with the GM to better integrate your
• Reroll dice that go off the table or are askew. characters into the campaign world.
• Use the standard attribute array (15, 14, 13, 12, 10,
Etiquette for Gaming Online 8) or point buy (27 points). GM Note: I recommend
these two methods, as opposed to rolling for attributes,
• Players should mute their mics when they are not because I find they craft the characters as neither too
speaking, to avoid background noise. strong nor too weak, when compared to one another
• Players should strive to avoid distraction by not and to the game mechanics. You never want someone
playing other games, surfing social media or any to be utterly dominant or rendered nearly useless
other activities which distract them from engaging purely due to what they rolled at character creation.
in the session. • All sources used to create characters with must be
• To avoid the suspicion of or temptation to cheat, as approved by, and made available to, the GM.
well as for ease and speed of play, utilizing an online • Backgrounds may be customized to better fit the
dice roller is recommended. character concept, with GM approval.
Party Size Adjustments
General Tips for Players I have found that four to five players is the ideal number
• Players should arrive at least 15 minutes before the for a group and that any more than that exponentially
session begins. diminishes the enjoyment of all involved. Fewer players
• Players should be ready with their character sheets, tend to lack the group dynamic and interactivity needed
dice and minis (if needed). to create a strong roleplaying experience. Additionally,
• Put away cell phones, laptops, and other electronics, the challenge rating of the monsters in the game is de-
unless relevant to the session. signed around the expectation that your party consists of
• Work together! four adventurers. With that in mind, I offer some adjust-
• Don’t cheat! ments if you are playing with fewer than four players.
For 3-Person Party — Each character gains one bonus
feat at level 1.
Game Mastering For 2-Person Party — Each character gains one bonus
Inspiration. Inspiration is henceforth to be known as feat at level 1 and their array is increased by one.
Touch of Destiny. A Touch of Destiny may be rewarded For a 1-on-1 Game — The character gains one bonus
for excellent roleplaying, problem solving, or vivid de- feat at level one and their array is increased by two.

3
Leveling
I utilize the milestone leveling system rather than expe-
rience points. Characters level up when they complete
certain events or goals as a group. For example, the party
would level up when they defeat the goblin tribe attack-
ing the village rather than counting up the experience
points for each goblin. It would not matter how they go
about ending the threat, either through combat, diplo-
macy, deception, stealth or some other means, as long as
the goal is met. This encourages not only group play, as
there is no individual experience, but also a variety of
play, rewarding creative and noncombat solutions in
addition to fighting.
I prefer to begin campaigns at level 1 and reach
level 3 by the third or fourth session, especially
with new players. This gives time for the play-
ers to grow into and better understand their
characters before the complexity and challenge
ramp up.
For most campaigns with newer players I have
characters gain maximum hit points through
level 3 and then roll or take the average listed in
the Player’s Handbook.
Depending on the campaign, characters may
gain an additional skill proficiency at
levels 6, 12, and 18, explained further
below.

GM Note: What if a player joins the


campaign several sessions in or their
character dies and needs to make a
new one?
I typically prefer to have all char-
acters stay the same level. This makes
crafting challenges easier, and every-
one seems to have a better time when
there is no level gap. If a character dies
and a new one is created, they will
begin at the same level; however, they
will likely have the minimum quali-
ty of gear appropriate for their level,
explained further on, whereas a character
who has survived will typically have more
and/or better gear than listed. Addition-
ally, new characters will not have earned
any of the campaign perks and abilities
normally given out.

4
Skills New Proficiencies Upon Leveling
Skill Proficiency. In 5th edition, any skill (except tools) Over time your character will not only gain increased
may be utilized, regardless of proficiency in it. I find this, proficiency in martial prowess but will also expand their
and the lower bonuses granted for specialization, often noncombat skills. Beginning at level 6, and continuing
causes all players to roll for all checks, regardless of what at both 12 and 18, your character gains proficiency in
their character is adept at. If the difference between roll- one skill, language or tool of their choice. They may
ing Arcana for a trained wizard and for a clueless ranger also choose to gain proficiency in an armor or weapon
improves the odds by only 25% it makes good sense type. This choice ideally reflects an ability the character
for them both to roll. This, however, can slow the game has been developing “in-game” over the course of the
down and doesn’t reward specialization. campaign.
To that end I typically will only ask for certain non- For example, if Fuzz the Barbarian has spent a decent
physical checks, essentially all skills except Acrobat- amount of time during the first six levels of his journey
ics, Athletics, and Stealth, to be rolled first by those speaking with the magical cleric of the group, reading
proficient in the skill. After the specialists make their up on lost magical lore, and devoting some free time
attempts, others may also try, if applicable, but I like towards the pursuit of magic, he could gain proficiency
to allow those for whom such skills serve as important in the Arcana skill.
aspects of their character to make the checks first. In another example, Ugnoth the Sorcerer has spent
Skill Checks in Combat. I typically allow players, as a much of the campaign befriending the elven guide that
free action on each turn, to make one skill check related the party has hired. At level 6, Ugnoth decided to gain
to an assessment of the battlefield. If they would like to proficiency in the elven language. The GM also decides
see what their character knows about the monster they that Ugnoth can gain proficiency in the longbow due to
may make an appropriate Arcana, History, Nature, or his time with the archer.
Religion check. If they want more details on the envi- Plot Achievements
ronment a Perception, Investigation or Survival could be
The GM may choose to award additional skills, spells,
made. If they wish to get a sense of how hurt the enemy
or abilities to enhance the narrative of the campaign as
is, Medicine; to see whether a certain foe is hesitant
well.
about fighting, Insight, and so on.
Characters can gain access to spells and abilities, which
Typically, these checks will offer information to paint a
are normally not available to their class, as plot achieve-
better picture of what is happening, are actions that take
ments. For example, a Tempest cleric, after performing a
place in just a couple seconds, and do not usually offer
great task in the name of their deity, could learn lightning
any sort of mechanical bonus.
bolt. A barbarian, after finding himself captured and ex-
Intimidate. Characters may choose to use Charisma
perimented on by a mad wizard, could learn detect magic
or Strength for their Intimidation checks, though the
or grow an extra arm.
GM may rule that Charisma would still apply in certain
These abilities are intended to be acquired infrequent-
situations.
ly and should reflect the major events of your specific
Perception vs. Investigation. I largely use these two in-
campaign. They should not be something that is actively
terchangeably. Perception is the ability to discover things
sought out by the players but rather a pleasant, in most
about what is around you through awareness and simply
cases, surprise as the result of their actions. Using them
looking. Investigation is the ability to discover things
as a reward every four levels or so is a good guideline to
by intuition or study, discovering a trap because it is the
follow.
most logical place for it to be, rather than by spotting the
Here are some examples of plot achievements from
crack on the floor.
actual campaigns:
Backgrounds as Skills Ferris. “What big teeth you have.” As a bonus action,
The background aspect of character creation in 5th when you make a melee attack, you may make an addi-
edition is a fantastic addition. Most come with a set of tional bite attack against the same foe. This bite does 1d4
skills that reflect what one who has lived through such a damage and utilizes your strength or dexterity.
background would have learned. However, some certain Lillith. “I’m helping!” When you spend your entire
checks or challenges may not be covered explicitly by one turn aiding an ally you can give that ally one use of
of the skills listed. If this is the case I often will incor- your Bardic Inspiration without expending one of your
porate a character’s background as justification for how standard uses. This inspiration is one degree lower than
they might use a skill in a particular, out of the ordinary, your normal ability, beginning at 1d4. Each ally can only
way. benefit from this effect once per day.
For example, a Guild Artisan, who is otherwise not well Lincoln. “Slip n’ slide.” When you apply sneak attack
studied, might know about the current financial climate damage against a foe, utilizing a piercing or slashing
in a city, or what rare material an amulet is made out of. melee weapon, you also apply a bleed effect. This bleed
While Rope Use is not one of the listed skills, a character damage is 1d4 and ticks on each of your turns. It lasts
with the Sailor background could be able to tie a strong until the target receives healing. This effect does not
knot. work on creatures without blood.
Rex. “It’s not real you moron!” When a foe fails a
saving throw caused by one of your nondamaging spells,
5
you gain advantage on your next spell attack against that Tool Checks
foe. What to roll for a tool check is typically determined by
Sahrothun. “Dammit Aiden, I’m a fighter, not a doc- two factors. First, a player will add their proficiency to
tor!” The DC for you to stabilize an ally decreases to 7. the roll, assuming they are proficient with the tools, and
Aiden. “Et tu vines?!” You gain advantage on any sav- second, also add a relevant ability modifier, as would
ing throw against your own spell effects. make sense for the task at hand. For example, if a charac-
ter used a poisoner’s kit, they would make a proficiency
Tool Proficiencies plus Intelligence roll to craft a potent poison through
At 1st level, and other levels, when you gain a skill profi- correct combination of ingredients, or they would use
ciency you may instead gain proficiency in a tool. If you Dexterity instead of Intelligence to properly apply an
are not proficient with a general tool (vehicle, game, etc.) already existing poison. Here are a few more examples:
you may still use it but at disadvantage. Specialized tools
may not be used without proficiency (i.e. thieves’ tools, Tool Attribute
Artisan’s tools Varies by craft
herbalism kits, etc.).
Herbalism Intelligence or Wisdom
Crafting with kits requires proficiency in the tool. Disguise kit Charisma or Dexterity
Most require an Intelligence check, sometimes with an Poisoner’s kit Intelligence or Dexterity
associated knowledge skill (Arcana, Nature, etc.) and an Forgery kit Charisma or Dexterity
amount of materials. The check is made at the end of the Thieves’ tools Dexterity
crafting time and, regardless of success, the material cost
is consumed. Crafting can be completed during a long
Item Crafting
rest and not interfere with the recovery. Crafting kits can be used to create a variety of items.
GM Note: 5th edition is not meant to be an accurate Here are some examples of which items a certain kit
simulation of medieval life and industry. It is intended as might be able to create, the DC check to successfully
fantasy fun and generally speaking you are accomplishing create them, the material cost for the items, and the time
things which are not comparable to it takes to craft them.
what one could accomplish in the The material cost value is determined as half the cost
real world. As such, the crafting listed in the Player’s Handbook. This reflects the invest-
times and DCs are intended to be ment of skill and time the creator has made into their
heroic and fantastical. If you would craft. As an alternative to reducing the material cost, a
prefer more realism in your world, crafter could also use a successful check to increase the
you will need to do some research on quantity or potency of their product. A critical success
historical techniques to generate may do both.
more ‘accurate’ times. Instead of a gold value for materials, some items can be
harvested from various sources, such as certain creatures
and plants, or salvaged from other items.
The crafting rules described here are only guidelines
from which to expand and refine a crafting system to use
in your own campaigns. Work with your GM to deter-
mine which rules will function best in their game and
world.
Tools and Kits
Type
Herbalism Kit Craft DC Material Cost Craft Time
Lesser Potion of Healing (1d4+1) INT 11 10 gp 1 Hour
Potion of Healing (2d4+2) INT 14 25 gp 2 Hours
Greater Potion of Healing (4d4+4) INT 17 50 gp 4 Hours
Antitoxin (Advantage vs. Poisons) INT 14 25 gp 2 Hours
Antiviral (Advantage vs. Diseases) INT 17 50 gp 4 Hours
Alchemist’s Kit (Artisan’s Tools)
Acid INT 11 10 gp 1 Hour
Alchemist’s Fire INT 14 25 gp 2 Hours
Liquid Ice INT 14 25 gp 2 Hours
Pus Potion (4d4 Poison) INT 17 50 gp 4 Hours
Bomb (3d6 Fire) INT 20 75 gp 4 Hours
Blacksmith’s Tools (Artisan’s Tools)
Weapon STR or INT 14 Cost of the Item 4 Hours
Armor STR or INT 14 Cost of the Item 8 Hours
Poisoner’s Kit (Artisan’s Tools): Poisons are listed on page 257–258 of the Dungeon Master’s Guide, as are the guidelines for
the use and qualities of the poisons.
6
Combat Dramatic Descriptions. Players are actively encour-
Handling Initiative. For ease of play and in order to aged to vividly describe their attacks and abilities. Ad-
facilitate a smooth transition into combat, I encourage ditional benefit can be rewarded by the GM for excellent
rolling for initiative before the session begins. Players descriptions, such as a bonus to damage, or advantage on
will make multiple rolls, depending on the likely number the attack.
of combats in the session, typically one to two more rolls Strength Change. In 5th edition it has been my expe-
than the number of combats that might take place. The rience that Dexterity is the most powerful stat by far,
order of these rolls is then randomized, to avoid any given just how many rolls it contributes to, including
metagame cheating, and the GM will then generate a damage with many weapons. Strength falls behind in
list of possible initiative orders for the combats to come. many respects. To that end I’ve made a small change to
They will also list the monsters within this order, before how Strength is utilized, particularly with versatile and
the game begins, leading to a seamless transition into two-handed weapons. Any character wielding a versatile
combat. or two-handed weapon in both hands adds 1.5 times
If a character has an ability to increase their initiative, their strength bonus to damage, rounded up, instead of
or it is altered by some other means, this can be adjusted just 1×. For example, a warrior with 16 Strength would
once combat has begun. However, this is generally normally add +3 to their damage rolls. With this change
uncommon and most of the time the initiatives will stay they would add 3 × 1.5, rounded up, which would be +5
organized as they were first rolled. to the rolls instead.
7
centration on up to two spells at a time, as long as those
Feats spells are of level three or lower. During a turn when
The Lucky feat is removed from the game. you are concentrating on two spells, you can only move
Tenacious. Hardy and resilient, you gain the following at half speed. Additionally, you have disadvantage on
benefits: concentration saving throws. If you fail a concentration
• Increase your Constitution score by 1, to a maximum saving throw, all spells you were concentrating on end.
of 20. Force of Destiny. The gods have smiled upon you, the
• When you roll a Hit Die to regain hit points, the forces of the universe conspire to bring you success. You
minimum number of hit points you regain from are able to retain a number of Marks of Destiny equal to
the roll equals twice your constitution modifier your proficiency bonus (up from the usual 1), you may
(minimum of 2). gift your Marks of Destiny to other party members with-
• Your hit point maximum increases by an amount out them, and, if you roll a one using your Destiny die,
equal to twice your level when you gain this feat. you may reroll it, taking the new roll.
Whenever you gain a level thereafter, your hit point Friend of the Wild. You are able to acquire an animal
maximum increases by an additional 2 hit points. companion capable of being trained, which improves as
(This feat replaces the Durable and Tough feats.) long as you travel together. Choose one beast of Chal-
Weapon Master. You have practiced extensively with a lenge 1 or lower. The animal companion adds a number
variety of weapons, gaining the following benefits: of extra Hit Die to its health equal to one half your level
• Increase your Strength or Dexterity score by 1, to a and adds half of your proficiency bonus to its attack rolls,
maximum of 20. damage rolls, armor class, and saving throws. These
• Choose four weapons. You may add your proficiency numbers change as your level and proficiency bonus
bonus to damage rolls utilizing these weapons. increase. The selection of animal companions is reliant
(This feat replaces the current Weapon Master feat.) on DM approval.
Reactionary. You are extremely aware of the move-
New Feats ments and actions of your foes and can react quickly
to even the most minor of mistakes that leave your
Advanced Attunement. You have gained a great famil-
foes vulnerable. You may take an additional number of
iarity with magic items and how they work.
reactions during combat. This number is equal to half of
• Increase your Intelligence score by 1, to a maximum
your proficiency bonus, added to the one reaction you
of 20.
normally have. These reactions must be utilized for addi-
• Attuning to a magic item now only requires 1 minute
tional attacks of opportunity and a foe may be attacked
of uninterrupted focus.
only once with this reaction.
• You are able to attune up to 4 items, rather than 3.
Spell Overcharge. You’ve learned to push your magic
• When regaining charges from magic items, you may
to its utmost, extracting every drop of damage possible
reroll if the result is a 1, taking the new result.
from the Weave. Before you make a ranged spell attack
Clear-Minded Focus. You’ve mastered the basic spells
roll you can choose to take a –5 penalty to the attack
to such a degree that you are able to cast and concentrate
roll. If the spell attack hits, you add +10 to the attack’s
on them with little effort. You are able to maintain con-
damage.

8
Items
Wealth by Level
In 5th edition it is rather unclear as to how much wealth
and gold a character is meant to acquire and by what
level they should acquire it. Many GMs have inquired
about this, not knowing how much gold to offer as a
reward or loot, while some players feel like they are not
receiving enough. To that end, based on a variety of fac-
tors, though heavily influenced by the cost of castles and
keeps, I have put together this table of the approximate
amount of wealth a character should receive and by what
level they should receive it.
By the end of the listed level the characters should have
acquired the following amount of wealth:
Level Weatlh Level Wealth
Level 1 100 gp Level 11 7,000 gp
Level 2 250 gp Level 12 10,000 gp
Level 3 500 gp Level 13 12,500 gp
Level 4 750 gp Level 14 15,000 gp
Level 5 1,000 gp Level 15 25,000 gp
Level 6 1,500 gp Level 16 50,000 gp
Level 7 2,000 gp Level 17 100,000 gp
Level 8 3,000 gp Level 18 300,000 gp
Level 9 4,000 gp Level 19 500,000 gp
Level 10 5,000 gp Level 20 1,000,000 gp

Masterwork Items
In 5th edition there seems to be very little for an adven-
turer to spend their gold on for the first few levels. Often
you begin with the gear you will use until you find gear
of magical quality five levels later. Your gold can be spent
on consumables or lifestyles but for those looking for a
way to improve their gear and effectiveness through their
own means, as magic items generally cannot be bought,
there are few options. For this purpose I have developed
the Masterwork Item Property.
Masterwork Shield. +300 gold to the base cost. This
Masterwork Item Property. Masterwork (MW) items
shield has its AC bonus vs. Ranged Weapons increased
are of the highest quality smiths can produce without the
by 1. Masterwork shields offer their bearer increased
use of magic. They bridge the gap between the common
flexibility and ease of movement when shifting to block,
items and the first tier of magic items. MW weapons and
helping them react more quickly to arrows and bolts
armor are appropriate rewards/purchases for adventurers
fired their way.
between levels 3 and 5. They can be crafted from scratch
by expert smiths, utilizing both skill and quality ma-
terials, or can take common items and modify them to New Mundane Items
become MW. Creating new, custom items is not well defined in 5th
Masterwork Weapon. +300 gold to base cost. This edition. Therefore, my general suggestion is to take an
weapon does an additional point of damage of its type. already existing item and change only its name and ap-
Masterwork weapons are more finely crafted or heavily pearance to emulate a new item. In most cases, a player
weighted. The edge of a blade cuts more deeply, the heft is desiring to craft a new item not for mechanical benefit
and impact of a mace more heavily felt, the gears and but for style and story, so there is little reason to punish
propulsion mechanisms of a crossbow more precisely them for this. If they could be using a shortsword and
refined. instead use a punching dagger, allow the weapons to be
Masterwork Armor. +300 gold to the base cost. This similar in damage and property.
armor reduces nonmagical piercing, bludgeoning, and For example, I introduced the curved blade as an alter-
slashing damage taken by 1. Masterwork armors take native to the rapier. This weapon is statistically the same
extra care to shore up weak points. This may manifest in every way except that it does slashing rather than
as exceptionally hardened leather, an additional layer of piercing damage, and it allows a player to visualize their
scales or chains for mail, or more tightly interlocking character fighting in a different, though still finesseful,
pieces of plate. style of swordplay.
9
How many magic items should I provide
my players?
While this can vary significantly, the general number
should be close to the following:
By level 5 a character should have received or created at
least:
• One masterwork weapon and one masterwork suit of
armor.
• Two to three uncommon potions; two to three
uncommon scrolls.
By level 10 a character should have received or created at
least:
• One +1 weapon and one +1 shield or 2 +1 weapons;
one suit of +1 armor; one rare weapon or shield.
Magic Items • Two uncommon and one rare wondrous items.
• Two to three rare potions; two to three rare scrolls
Magic items have long been a staple of the fantasy • Characters should have at least two of three of their
gaming experience. Your characters embark on quests attunement slots filled.
for them, loot them from dangerous dungeons, receive
them as rewards from powerful beings. Alongside your By level 15 a character should have received or created at
character’s increasing abilities and skills the magic items least:
they acquire also become more powerful. Below is a table • One +2 weapon and one +2 shield or 2 +2 weapons;
of the progression I envision best encapsulates a gradual one very rare weapon.
but consistent increase in item and character power. • One suit of +2 armor or one rare armor; one very
rare shield.
Loot and Magic Items by Level • Four uncommon, two rare, and one very rare
Level Loot wondrous items.
Levels 1–2 Mundane Weapons; Armors up to 200 • Two to three very rare potions; two to three very rare
gold in value; Common Potions scrolls.
Levels 3–4 Masterwork Weapons and Armor up to • Characters should have all of their attunement slots
200 gold in base value; Armors up to filled and have to decide between a few choices.
750 gold in value; Uncommon Wands,
Scrolls and Potions By level 20 a character should have received or created at
Levels 5–7 +1 Weapons and Shields; Armors up least:
to 1500 gold in value; Uncommon
Wondrous Items • One +3 weapon and one +3 shield or 2 +3 weapons;
Levels 8–10 Rare Weapons; +1 Armors; Rare
one legendary weapon.
Wondrous Items, Wands, Potions • One suit of +3 armor or one very rare armor; one
Levels 11–13 +2 Weapons and Shields; Rare Armors; legendary shield.
Very Rare Wondrous Items, Wands, • Four uncommon, four rare, two very rare, and one
Potions legendary wondrous item.
Levels 14–15 Very Rare Weapons and Shields; +2 • Two to three legendary potions; two to three
Armors legendary scrolls.
Levels 15–16 +3 Weapons and Shields; Very Rare • Characters should have all of their attunement slots
Armors; Legendary Wondrous Items, filled and have to decide from many choices which
Wands, Potions they will attune with.
Levels 17–18 Legendary Weapons and Shields; +3
Armors
From level 18 onward the items found, created or won
should be of legendary or artifact level.
Level 19–20+ Legendary Armors, Artifacts
GM Note: It is very important to note that typically the
Magic Item Cost players will not be able to select exactly the type of items
Magic items are intended to be rare and exceptional they would like for their character. I have discovered that
items, acquired only after great struggle. However, the the means of distributing items, listed above, can create a
following are some guidelines if you would like to have significant problem if a player is able to select the perfect
magic items available through barter or sale. combination of items. While they will end up receiving
• Common: 150 gp items that are good and useful for them, this does not
• Uncommon: 750 gp mean they will receive only the optimal choices.
• Rare: 7,500 gp
• Very Rare: 75,000 gp
• Legendary: 750,000 gp

10
They are most often acquired from the items of defeat-
Magic Shards ed foes, nodes of magical energy, or through the gifts of
Magic shards are designed to be an alternative to giving magically potent individuals.
out specific items with specific enchantments. Shards can For example, the party defeats the Zoha, the war cleric
benefit every character and class and allow you as a GM leader of the Blood Warriors. A single purple crystal, set
a way to offer a greater variety of rewards. Shards can within his holy symbol, comes loose at the touch and glows
imbue weapons, armor, and other items with magical softly within the adventurer’s palm.
properties, allowing the characters the ability to keep In another instance, the party has saved the gold dragon
and improve sentimental gear, as well as the flexibility to Athanax from a horrific malady. As a reward he breaths a
use and gift the shards to those who can make best use golden light upon them and, as the effect dims, their weap-
of them. ons and armor are left softly glowing, enchanted through
The shards system also helps circumvent the experience his power.
of either coming across random magical items that no The GM can award Enhancement Shards in place of en-
one in the party wants or all the gear being specifically chanted weapons, armor or some wondrous items when
designed for the party. Wow, the enemies all had up- loot is distributed. For example, instead of a +1 weapon
graded versions of the exact weapons and armor we all or armor you could discover a +1 shard.
specialize in! Again…
They can also serve as a basis upon which you can
Enchanting
implement the craft of Enchanting, establishing guide- As an hour-long ritual, the bearer can transfer this en-
lines for characters or NPCs to create their own magic ergy into a weapon, armor, shield, or item, granting it a
items. In many cases, the shards are merely the means to permanent enchantment bonus equal to the bonus of the
re-create items already found within the Dungeon Mas- shard. The shard enchants the entirety of the item. One
ter’s Guide, but to do so by one’s own power, or with one’s cannot apply different shards to different pieces of a suit
own items. You may consider requiring a tool proficiency of armor for example. Once used, the shard becomes an
in Enchanting in order to properly utilize the shards, but inert, ordinary stone, and cannot be used again.
generally they are meant to be usable by all characters. Utilizing a Minor Shard (+1), as an example, the
Shards come in two varieties, Enhancement and Ele- following effects will occur on different items:
mental, and while their base concept is that of a focused Weapons and Armor.
orb or shard of energy they can also be expressed and • Weapons gain a +1 bonus to attack and damage rolls.
visualized in different ways, which are expanded upon • Armors and Shields gain a +1 bonus to Armor Class.
below.
Wondrous Items.
Enhancement Shards • A Spellcasting Implement, such as a holy symbol or
Enhancement Shard, uncommon (+1), rare (+2), very arcane focus, grants a +1 bonus to spell attack rolls
rare (+3). This softly glowing shard of crystal is imbued and spell save DCs. (Emulating such items as the
with potent magical energy. Enhancement Shards can be wand of the warmage).
used to imbue weapons, armor, and items with magical • A cloak, ring or other object may gain a +1 bonus to
potency. AC or saving throws. (Emulating such items as a ring
of protection or cloak of resistance).
Acquisition
Enhancement Shards can be found with a +1, +2 or +3 If you are uncertain as to what effect a shard might have
bonus, the size and luminosity of the shard growing with on an item then consult similar items in the Dungeon
the bonus. They can come in a variety of colors though Master’s Guide.
most take on a soft blue or purple hue. They are often de- • For items which have effects that are not a flat +1
scribed within the game world based on their potency, as bonus to an ability, such as the cloak of elvenkind
Minor Enhancement Shards (+1), Enhancement Shards granting advantage on Stealth checks, or the boots
(+2) and Major Enhancement Shards (+3), though you of speed granting haste for a number of rounds per
may customize this language to better fit your setting. day, simply look at the rarity of the item you want to

Magic Shards
Type Rarity Effect
Minor Enhancement Shard Uncommon +1 bonus
Enhancement Shard Rare +2 bonus
Major Enhancement Shard Very rare +3 bonus
Lesser Elemental Shard (Armor) Rare Resistance
Lesser Elemental Shard (Weapon) Rare +1d6 damage
Lesser Elemental Shard (Imbued) Rare +2d4 damage
Greater Elemental Shard (Armor) Very rare Immunity
Greater Elemental Shard (Weapon) Very rare +2d6 damage
Greater Elemental Shard (Imbued) Very rare + 4d4 damage
11
emulate and require a shard of that rarity to create Greater Shards. If suffused into a weapon the greater
the effect. This system is not meant to be overly shard adds 2d6 elemental typed damage to the weapon.
complicated. If placed into an armor or shield it grants immunity to
an elemental type.
Extra Complications A weapon or item can be enchanted by both an En-
A higher bonus shard can replace a lower bonus shard hancement Shard and an Elemental Shard combining
but these bonuses do not stack. The new bonus of the both effects. For example a longsword enchanted with a
item becomes the higher. A +2 shard applied to a +1 Lesser Acid Shard and a +1 Enhancement Shard would
weapon would make the weapon a +2. become a +1 acidic longsword. It can also be enchanted
Enhancements Shards cannot be used on items already by two Elemental Shards, gaining the properties of both.
magically enchanted by other means. For example a +1 For example a morningstar enchanted with a Lesser Acid
shard applied to an already +1 weapon would not have Shard and a Lesser Thunder Shard would deal an addi-
any effect. tional 1d6 acid and 1d6 thunder damage.
Imbuing. Alternatively, if desired, the shard can
imbue itself into the weapon or armor, having the same Imbuing a Character With a Shard
enchantment effect but evoking a more thematic feel. For characters who focus primarily on casting or, like
In most instances an imbued shard cannot be removed. monks, use unarmed attacks, there are still uses for
Some exceptions may be given for very powerful shards, Elemental Shards. One can imbue an Elemental Shard
sentient shards, or shards imbued into enemy gear which directly into one’s body. Imbuing oneself with raw
the PCs can remove to use themselves. elemental energy offers greater potency than imbuing an
item, but also comes with increased risk.
Elemental Shards • If a shard is imbued, the character can gain
resistance or even immunity to the element of
Elemental Shard (Lesser–Rare; Greater–Very Rare).
the shard. Alternatively, they may add 2d4 of the
The Elemental Shard is the concentrated essence of an
elemental damage to all of their unarmed attacks.
element and functions similarly to an Enhancement
Lastly, they may enhance the effects of any spells
Shard. Elemental Shards can be used to imbue weapons
of that elemental type. When imbuing a shard the
and armor with an elemental property.
character must choose one of these three effects.
Acquisition • If a spellcaster imbues themselves with a shard, they
Elemental Shards come in a lesser and greater form and will bolster their spell attacks of that elemental type,
are most often acquired by defeating powerful Elemental addin g 2d4 extra damage. As an example, if the
beings or by discovering them on a plane or in a location bearer imbues themselves with a Lesser Lightning
with a significant element affinity. Shard, they may apply the extra 2d4 damage to any
For example, the party defeats a fire elemental in the lightning damage spells they cast.
Caves of Blackhome. As the elemental is destroyed, part of • The imbued boost to spell damage applies only once
its essence coalesces into a warm, softly glowing fist-sized per spell casting or spell attack roll. For example
orb. a character imbued with a Lesser Force Shard
In another instance the party has braved the hazards of who casts magic missile would apply the extra 2d4
the Plane of Air. High atop the Tempest Prince’s castle they damage only once overall, not on each missile.
find a shimmering ball of coalesced energy. Placing their Alternatively, if a character is imbued with a Lesser
weapons within the orb imbues them with the power of Fire Shard, and then casts scorching ray the extra
lightning. damage would apply on each beam as each beam
Elemental Shards are intended to be less common than requires an individual attack roll.
Enchantment shards. A GM may choose to distribute an • There may be additional options for spells and
elemental shard in place of a rare or very rare weapon, elemental interactivity. For example, a Life cleric
armor or wondrous item. might choose to have a Lesser Radiant Shard bolster
their cure wounds spell, adding 2d4 to each heal.
Enchanting an Item
Effects from imbuement and enchantment do not stack.
As an hour-long ritual the bearer can transfer this energy
For instance you will not benefit doubly if you imbue
into a weapon, armor or shield, granting it a permanent
yourself with resistance to Fire and also wear an armor
effect determined by the type and rarity of the shard. The
that has been enchanted against fire. However, one is able
shard is consumed in the use and dissipates after being
to imbue multiple shards, though the shards must be of
applied.
a different type, or a more powerful version of the shard.
Lesser Shards. If suffused into a weapon the lesser
If a more powerful version is imbued it replaces the less
shard adds 1d6 of an elemental type damage to that
powerful.
weapon. For example a Lesser Flame Shard will add 1d6
But beware! Imbuing a Shard into one’s body does
fire damage on a hit. If placed into an armor or shield
come with some risk. While an elemental enchanted
the item grants the wearer resistance to that element.
weapon or armor can be taken away or destroyed an
For example a Lesser Frost Shard would give the armor’s
infused shard cannot. As such when one is infused with
wearer resistance to cold, which would halve cold dam-
an element of one type they gain vulnerability to the op-
age taken.
posing type, taking double damage from it. However, if

12
they are already resistant to that type, either through ra- Guard offers a same or greater bonus.
cial features, having the opposing shard already imbued, Additionally, different rarities of the same tattoo
or some other means, then they take normal damage type do not stack with each other. For example Minor
instead. Additionally, if they are already immune to the Ox Guard offers +1 to AC and Ox Guard offers +2. If
type they become resistant instead. Lastly, if the char- you have both of these tattoos only the Ox Guard’s +2
acter begins already vulnerable to to the element their applies. The effects of the Minor tattoo do not work in
vulnerability is increased from double damage to triple the presence of the higher-level tattoo, though they can
damage. be used as a base, and expanded upon to yield greater
For example, if one imbues a Lesser Fire Shard to gain magical potency.
extra fire damage to spells or attacks, they gain vulnera- You are able to upgrade a lower rarity into a greater
bility to cold damage. one. Your Minor Crane Step tattoo can be enhanced to
The following is one way to set up the opposing take on the new properties of the Crane Step. The Minor
elements, though you’re welcome to reformat as your tattoo’s effects would be negated and the new effects
opinion dicates: would replace them. Typically this process would be
• Fire – Cold done by an NPC tattoo artist, utilizing the appropriate
• Necrotic – Radiant ink supplies and/or magical brush, or by a PC who has
• Acid – Lightning proficiency with tattooing tools. In game this may be
• Force – Thunder the character building onto the original tattoo they had,
• Poison – Psychic adding greater detail or making it larger.
Uncommon Tattoos
Wen Shen (Tattoo) Magic (Must be at least level 5 to wear)
Minor Dragon’s Breath. Imbues the owner’s attacks
Tattoos have long been seen as symbols of
with additional elemental damage, determined by the
strength and power, as wards against
color of the Dragon emulated. This tattoo adds 1d4
evil spirits, as a means of telling a story
elemental damage to all attacks, including spells which
with one’s body. In 5th edition,
require an attack roll.
this art form has taken on a
Minor Ox Guard. The bearer of this tattoo reduces all
magical dimension, allowing the
damage taken by 3.
bearer to recreate some magical
Minor Crane Step. The bearer of this tattoo increases
effects upon their own body.
their total movement speed by 10 feet and may add half
How to Create Tattoos their proficiency bonus to their initiative rolls.
To create a magical tattoo a character Minor Tiger’s Fury. The bearer of this tattoo adds
must have proficiency in the tattoo tool, half of their proficiency bonus, rounded down, to
a new tool proficiency, or work with their damaging melee attacks. This damage is of
someone who does (most often an NPC the same type as the weapon they are using to
within the game world). They must also make the attack.
possess the magical inks and dyes nec- Minor Phoenix Essence. The bearer
essary to create the tattoo or purchase of this tattoo gains one additional
these from the tattoo artist at the time spell slot of 1st level and may
of inking. reroll any 1s they roll when
The resources required to etch these determining the effects of a
tattoos should arrive in a manner similar spell, taking the new result, even
to other magic items: through discovery, if it is a one.
taken from enemies, or distilled from rare materials. Rare Tattoos (Must be at least level
For a GM assigning loot for a particular encounter, if the
rewards listed are uncommon magical items you may
10 to wear)
consider replacing one of those items the supplies needed Dragon’s Breath. This tattoo functions as the minor
to create one of the uncommon tattoos on the list. version except that it adds 2d4 elemental damage and the
bearer gains resistance to that damage type.
How the Tattoos Work Ox Guard. The bearer of this tattoo increases their
The tattoos require attunement in order for their magic Armor Class by 1, reduces all damage by 5, and increases
to be made active. If the wearer chooses to un-attune their Constitution by 1, up to a maximum of 20.
from the tattoo it will remain on their body but ceases to Crane Step. The bearer of this tattoo increases their
function magically until attunement is applied again. total movement speed by 20, gains their full proficiency
Tattoo magic and regular magical effects from items bonus on initiative rolls and increases their Dexterity or
do not stack with each other. If you have an Ox Guard Wisdom by 1, up to a maximum of 20.
tattoo you could not benefit from a magical item which Tiger’s Fury. The bearer of this tattoo adds their full
increases your armor class. For example if you had a proficiency bonus to their damaging melee attacks and
cloak of protection +1 and the Ox Guard tattoo, you the damage is of the same type as their weapon. They
could increase your saving throws with the effect of also increase their Strength or Dexterity by 1, up to a
the cloak but the +1 to AC would not apply because Ox maximum of 20.
13
Phoenix Essence. The bearer of this tattoo gains one of 20, and once per long rest, can gain resistance to all
additional spell slot of 1st and 2nd level, may reroll any damage types for a number of rounds equal to their
1s they roll when determining the effects of a spell, proficiency bonus.
keeping the new result, and increases their Intelligence, Major Crane Step. The bearer of this tattoo increases
Wisdom or Charisma by 1, up to a maximum of 20. their total movement speed by 30, gains double their
Inscription of the Gods. A tattoo which has the image proficiency bonus on initiative rolls, their Dexterity or
and likeness of a deity’s Holy Symbol. This allows the Wisdom increases by 1, up to a maximum of 20, and,
bearer of this tattoo to cast spells that would normally once per long rest, they can cast the spell dimension door
require a free hand holding a holy symbol to do so with- as a bonus action for a number of rounds equal to their
out either. For any divine spells cast by a bearer of this proficiency bonus.
tattoo the bearer may reroll any ones that appear on the Major Tiger’s Fury. The bearer of this tattoo adds twice
dice, taking the new result. their proficiency bonus to their damaging melee attacks.
This damage is of the same type as their weapon. They
Very Rare Tattoos (Must be at least also increase their Strength or Dexterity by 1, up to a
level 15 to wear) maximum of 20, and, once per long rest, may take one
Major Dragon’s Breath. This tattoo adds 4d4 elemen- additional attack whenever they take the Attack action
tal damage, grants the bearer Immunity to that damage for a number of rounds equal to their proficiency bonus.
type and, once per long rest, allows the bearer to cast Major Phoenix Essence. The bearer of this tattoo gains
an elemental spell following the mechanics of ice storm, one additional spell slot of 1st, 2nd and 3rd level, may
though with the same damage type as the tattoo. reroll any 1s they roll when determining the effects of
Major Ox Guard. The bearer of this tattoo increases a spell, and increases their Intelligence, Wisdom, or
their Armor Class by 2, reduces all damage taken by Charisma by 1, up to a maximum of 20. Additionally
7, increases their Constitution by 1, up to a maximum they gain a bonus pool of spell slot points equal to twice
their proficiency bonus which may be used to increase
the effective spell level of a spell. This pool refreshes after
a long rest.
Other Tattoos
Feel free to reflavor the tattoos listed here to better fit
your campaign world, the creatures and cultures within
it, as well as create tattoos of your own. Additionally,
there are likely to also be legendary tattoos, the acquisi-
tion of which might be supremely challenging, or they
may be in the image of whatever great foe they may have
overcome. A tarrasque tattoo anyone? You may also
consider utilizing tattoos as the means to impart a curse
or a disease.

New Magic Items


Attuned Magic Items
Blood Gorger Amulet (very rare). This necklace ap-
pears to be a simple leather cord, from which hang the
fangs of some predatory animal. However, in the midst
of battle, nearby blood spent seems to be drawn to the
teeth, causing them to drip red. While a barbarian is
enraged, they regain a number of hit points equal to their
proficiency bonus each round.
Inferno Cleaver (rare). This battleaxe is crafted from
iron-reinforced obsidian, and is etched with fiery runes
in the dwarven tongue. +1 Enchantment. Adds 1d4 fire
damage on hit. Once per short rest, the wielder can make
an attack which does 3d10 fire damage to all targets in
a 30-foot line. Enemies may make a DC 15 Dexterity
saving throw for half of this damage.
Ice Shard Longbow (very rare). This frigid magical +2
longbow has a number of special properties. Firstly, it
requires no ammunition, its arrows form in ice out of the
shaft by simply drawing back. Secondly it adds 1d6 cold
damage on each damaging attack.

14
Finally, once per long rest, the bow may be used to tome can channel its otherworldly energies through their
recreate the spell conjure barrage, spraying arrows in a 60 eldritch blast. As an action the warlock may sacrifice
foot cone in front of the archer. Each creature within this health to target an additional foe with their eldritch blast.
cone must succeed at a DC 15 Dexterity saving throw. For every 5 hit points offered to the tome, the warlock
A creature takes 3d6 piercing and 3d6 cold damage on a may cast eldritch blast on an additional foe.
failed save, or half as much on a successful one. Soul of the Sea (very rare). +2 shield. Grants the ability
Facemask of the Vigilant (rare). The wearer of this Healing Surge. Any overhealing done to another char-
simple iron facemask has their reflexes heightened. acter by a healing spell with a casting time of action or
When worn all the world around them seems to slow and bonus action, becomes a watery shield of temporary hit
things which normally might escape notice are brought points equal to the amount overhealed.
to the forefront of the wearer’s awareness. They gain dou- Toma-Hawk (very rare). Cursed +2 returning handaxe.
ble proficiency on Perception checks. Additionally they The corrupting influence of this weapon gradually turns
gain a number of extra Reactions each turn equal to half its bearer into a bird of prey. Over time their mind
their proficiency bonus (rounded down). These reactions gradually becomes more primal and its body smaller,
can only be used for Attacks of Opportunity. until only the bird remains.
Battle Lovers’ Locket (rare). This paired item con- The Edge of Valor (uncommon to legendary). When
sists of two halves of a magically imbued locket gifted the PCs first meet the Edge of Valor he appears as noth-
to a pair of lovers on their wedding day by their tribal ing more than a rusty, dull-edged dagger. And indeed,
shaman. When this locket is within 30 feet of its other it is a he, for within this tarnished blade is captured the
half, their magical protection is activated, granting both soul of a legendary warrior. Though when found he does
bearers +1 to AC, +2 to weapon damage and Immunity not remember his name, or anything about his past, he
to Charm effects. does remember the glory of battle. Over time, as he is
Hand of Dawn (rare). This morningstar emits a green- used in battle, he will remember more and he will begin
ish-white light, at the command of the wielder, within a seeking his true form. Edge is eager for battle and will
20-foot aura. Any mindless undead within the radius of frequently call out suggestions during a fight to “Hit it
the light have a chance to be frightened (Wisdom save harder!” or “Get that one!” Outside of combat he doesn’t
DC 11). Additionally, if the light is used within magical say much, though this can be at GM discretion.
darkness, the light’s aura is decreased to 10 feet but the After defeating a significant enemy, one which proves to
light is still seen. be a serious threat to the wielder, the blade transforms,
Skullface Mask (rare). This burial mask, legends have permanently, following the outline listed below:
it, was once crafted out of the skull of the first creature
1 Rusty dagger: 1d4 9 Halberd: 3d4
the Deathlord Nimble ever slew. While worn, you gain
2 Club: 1d6 10 +2 enhancement bonus
+1 to your spell attack bonus and spell save DC. Addi-
3 Spear: 1d8 11 Scimitar: 2d8
tionally you may, once per long rest, use an action to
4 Greatclub: 2d4 12 Battleaxe: 4d4
cause the skull to flare up and appear more fully, and
5 +1 enhancement bonus 13 Longsword: 3d6
more terrifying. Target one creature, which must succeed
6 Shortsword: 1d10 14 Glaive: 2d10
on a DC 15 Wisdom saving throw or, as with the spell
7 Flail: 1d12 15 +3 enhancement bonus
command, flee or grovel at your feet.
8 Handaxe: 2d6 16 Greatsword: 5d4
Sash of Inner Resolve (rare). This belt is crafted of
simple, purple silk and is incredibly smooth to the touch. The properties of the weapon are equivalent to those in
When worn the wearer gains one additional ki point or the equipment section and only their damage is altered.
sorcery point. This has no effect if the wearer has neither. Though the exact when and how of the transformations
Shield of Nature’s Reprisal (rare). This wooden shield is left to GM discretion, some guidelines are as follows:
is encircled with a wreath of thorns. Whenever a foe Edge need not make the killing blow in order to trans-
strikes the wielder of the shield with a melee attack, form, though he must be wielded and utilized through-
but fails to do damage, the thorns lash out and deal 1d4 out the fight, and the enemies must be particularly
piercing damage to the target. The wood of this shield dangerous, at least the same CR as the wielder’s level.
is still alive and it can, with proper nurture and care, be Edge will change form only once per day.
grown to gain additional protective strength and magical Edge should transform with some frequency until he
effects. reaches tier 5, after which the progression should slow as
Axe of the Typhoon (very rare). +2 freezing battleaxe. his power after this begins to rise dramatically. Matching
Whirlpool. Once per long rest, as an action, the wielder Edge’s tier to the level of the wielder is a safe bet.
of this axe may attempt to pull all creatures within 15 Edge will not change forms if the wielder attempts to
feet towards the wielder. Each creature must make a abuse the mechanic in any way.
Strength saving throw (DC = 8 + proficency + Strength). As Edge regains his power and seeks his true form
If the creature fails it is pulled to within 5 feet of the he begins to remember much about his past existence.
wielder and the wielder may make a single weapon attack What this actually is will be left up to the GM to decide,
on the creature. though some possible examples might be a paladin who
Tome of Eldritch Horror (very rare). Grants the Book sacrificed themselves and their holy avenger, an ex-
of Ancient Secrets invocation as well as the Eldritch traplanar entity of war and battle, or a demigod who was
Barrage ability. Once per long rest the bearer of this trapped by a rival.

15
Rod of Warding (rare). This simple metal rod is two maintain concentration for this spell to remain in effect.
feet long and has a metallic end forged into the shape Wellbottom Windchimes (rare). These chimes are an
of a shield. Use of this wand requires it to be wielded in elegant bit of scrimshaw, crafted by the fishermen of
one hand and functions as an arcane or divine focus. Wellbottom from the bones of the fish of Wellbottom
Additionally, when a spell that requires a saving throw Lake. If played during a short rest, whenever a 1 is rolled
is cast on the wielder or an ally within 10 feet of the while spending a Hit Die the character may reroll the Hit
wielder, the wielder can, once per short rest, use their Die, and must take the new result.
reaction to grant themselves or the ally advantage on Blood Rubies (uncommon). These are coalesced and
their saving throw against that spell. If the wielder, or polished gems of blood. Although valuable to the right
their ally, makes their saving throw, the wielder can buyer, they can also be quite useful as a spell resource.
restore an expended first level spell slot. As an equipment action a caster is able to crush the gem,
releasing the blood and power within. This allows them
Unattuned Magic Items to gain advantage their next Evocation or Necromancy
spell attack roll or give a foe disadvantage on the spell
Gem of Infinite Breath (very rare). This hexagonal em-
save. This effect lasts for one round.
erald allows its wielder to breathe where there is no air. It
Dashing Debonair Design (uncommon). The wearer of
offers advantage on saving throws against cloud and fog
these very stylish clothes gains proficiency in Deception,
based spells that fill an area with poisonous air. This item
if they don’t have it, and, as long as no other armor is
must be placed in the mouth in order to be effective.
worn, increases his base AC to 13 + Dex modifer.
Shielding Bracer (rare). Once per long rest, the wearer
Ring of Adamant (very rare). Twice per long rest the
can cast shield as a reaction to an attack.
wearer can, as a Bonus action, taunt all targets within 15
Violet Gem of Force (uncommon). A gem of coalesced
feet. Targets must make a DC 15 Wisdom saving throw.
magical energy, these can be used to channel a blast of
On a fail, the targets gain disadvantage when attacking
arcane energy. It takes an action to use and does 1d6 + 1
anyone other than the taunter. The taunter gains +2
force damage to a target within 60 feet if they fail a Dex-
Armor Class against those that fail the save.
terity saving throw, DC 11. Becomes inert after five uses.
Eldritch Threads (varies). This outfit, which can be
Talisman of the Hidesmiths (uncommon). This wood-
found in a wide variety of appearances, can be enchant-
en token is strung on a leather cord and bears a carving
ed, as armor, with a +1, +2, or +3 bonus. This bonus
of the hardy family. Once per long rest the bearer may
functions exactly the same as the bonus of enchanted
cast barkskin on themselves. The caster does not need to
armor and does not stack with any other armor.
16
Horn of the Hold (very rare). This finely crafted bronze
horn is intricately etched with scenes depicting dwarven
soldiers and citizens. The horn begins each day with
1d6+4 charges. As an action, the horn can be blown to
produce the following effects for all allies within a 30-
foot radius:
• Spend 2 charges: allies gain +1 to Armor Class and
saving throws for three rounds, and grow a 1-inch
beard which lasts for those three rounds.
• Spend 3 charges: allies gain +2 to attack and damage
rolls for three rounds, and grow a 3-inch beard Your cleric should begin formulating a clear vision of
which lasts for those three rounds. why they fight and what they fight for. This cause should
• Spend 4 charges: regain 3d10 hit points. Grow a align closely with the aspects and desires of your deity,
6-inch beard which lasts for 1 minute. The health though they need not be exact. Your cause should have
remains but the beard disappears. no more than three tenants and these tenants should be
clear and concise.
Classes This cause should be open-ended and not a specific
goal. For example, the causes of “Obtain Power,” “Ac-
5th edition has kept the essence of the classic classes quire Wealth,” “Collect Magic Items” or “Enforce Just
many of us have come to know and love. However, in this Laws” are broad and fitting, while “Defeat the Bunsen
section I make a few minor, and some major, alterations Gang,” “Find the Crown of Sha’tar,” “Kill All the Spi-
to base class abilities and features, with the design goal of ders,” or “Throw the Tea Overboard” are too specific and
increasing the power of underused or poorly developed would not be valid tenants. The cause should be inspiring
class abilities, and also in an attempt to make certain and attractive to a wide range of followers. Consult with
classes “feel” more like my vision of them. your GM to develop and finalize a cause fitting for your
Alignment restrictions. While there are no restrictions campaign and world.
on alignments for classes, there are general incongruenc-
es between certain classes and certain alignments. The Overlord Domain Spells
class entries include recommended alignment guidelines. Spell level Spell
There are certainly good exceptions and any concern
1st charm person, command
should be addressed between the GM and the player.
3rd hold person, suggestion
5th sending, tongues
Barbarian 7th dominate beast, banishment
The barbarian is recommended to avoid the lawful align- 9th dominate person, hold monster
ments.
Path of the Berserker. At level 16, you may use Intimi- Born to Rule. At 1st level, you learn the friends cantrip.
dating Presence as a Bonus action. You also gain proficiency in one of the following skills of
Aspect of the Beast: Eagle. In addition to seeing in fine your choice: Deception, Intimidate, or Performance.
detail at a long distance, you gain double your proficien- Bonus Proficiencies. At 1st level, you gain proficiency
cy bonus on Perception checks. with martial weapons and heavy armor.
Channel Divinity: Rally. Starting at 2nd level, you can
Cleric use your Channel Divinity to rally your allies to fight
for your deity’s glory. As an action, you inspire all allies
The cleric is recommended to be of the same alignment within 30 feet of you. Until the end of your next turn
as their deity. you, and allies within 30 feet of you, add your proficiency
Tempest Domain. Guiding bolt may do lightning dam- bonus to their attack and damage rolls as well as their
age instead of radiant damage. This choice must be made armor class.
at level 1. Dictum. Beginning at 6th level, when you cast an
Overlord (New Domain) enchantment spell, add +1 to the DC of its saving throw.
Additionally, when you cast an enchantment spell utiliz-
Note: This domain includes features which may cause
ing a spell slot higher than the original level of the spell,
unwanted complexity in your campaign. Consult with
you can increase the number of targets affected by one or
your GM and fellow players before choosing the Over-
double the duration of the spell, your choice, for each slot
lord domain.
above its original level.
The Grand Cause. The Overlord has one clear goal:
Commander of Legions. At 8th level, your renown as
to further his deity’s will on a grand scale. They are not
a commander has attracted followers who wish to serve
content with small acts of piety and do not feel comfort-
your Grand Cause. Unlike Retainers, these followers will
able leaving the task in the hands of others. They aim to
fight for you and follow you into battle, though only if
lead allies and followers in furtherance of a grand vision,
the cause serves the desires of your deity. For example,
to spread not only faith in their god but to make a signif-
they will fight to defend your temple or fortress, stage
icant, concrete impact on their world.
an organized attack or siege on enemy encampments, or
17
Druid
The druid is recommended to be of a neutral alignment
(NG, LN, N, CN, NE).
Nature’s Ally (Circle of the Land). The druid gains the
ability to acquire temporary animal companions. At 3rd
level, the druid is able to cast animal friendship with an
enhanced effect. If an animal targeted has a CR = 1/2
of the druid’s level or lower, the druid may compel the
animal to follow them for the duration of the spell. If the
animal has a CR higher than 1/2 of the druid’s level the
spell will work as normal but will not gain the Nature’s
Ally effect. The animal will obey the commands of the
druid, up to and including fighting for the druid (as a
Ranger’s Companion), though the animal will not heed-
lessly throw their life away.
Additionally, the animal will not leave the borders
of their natural habitat willingly under the effects of
the spell. The spell effect is broken if the druid or his
companions knowingly injure or abuse the animal. This
serve as a police force in a town. They will not follow you effect cannot be applied to the same animal more than
into small group situations more fit for a party of adven- once. The animal will follow the commands of the druid,
turers, or any activity which goes against the tenants of although the GM has the final say as to what an animal
your Grand Cause. Additionally, they will cease to follow companion is willing to do.
you if they are treated poorly or if they are not given The druid is able to charm one additional animal at
opportunity to further your Grand Cause. levels 9 and 15 for a total of 3 creatures. Casting the spell
At 8th level, you attract 3 followers. Of these followers at a higher level extends the duration of the charm by 24
one will serve in a martial role, one in a religious role, hours for each level above 1.
and one in a general capacity. If they are treated well, by
9th level they will have each recruited one additional fol- Fighter
lower of their type. As long as they are given opportunity
to further the Grand Cause and their needs are taken Bastion (Fighting Style). While wearing armor, you
care of their number will continue to double each level, gain +1 AC. When a creature you can see attacks a target
reaching approximately 4,000 of each type by level 20. (other than you) that is within 5 feet of you, you can use
For more details on how the followers might work con- your reaction to impose disadvantage on the attack roll.
sult the Variant Feature: Retainers listed under the Noble You must be wielding a shield. (Combines and eliminates
background on page 136 in the Player’s Handbook. Protection and Defense fighting styles.)
Much of the management of your followers should be Dueling (Fighting Style). May be used with a shield
done outside of the regular session. Consult with your in the offhand; however, if the offhand is left empty you
GM to work out the details of your organization and gain advantage on Dexterity (Acrobatics) checks while in
followers such that they fit in well with your GM’s cam- combat.
paign and world. Such management would likely include Arcane Infusion (Eldritch Knight). At 5th level, the El-
spending gold on the followers’ well-being and supplies, dritch Knight is able to treat his bonded weapon as doing
outfitting them with gear, sending them on missions, entirely elemental damage for a number of rounds equal
and so on. to half his level. These rounds are restored upon com-
Hail to the Sovereign. Starting at 17th level, your rally pleting a short or long rest. This ability is activated as a
lasts for 1 minute instead of 1 round and affects all allies part of an Attack. The damage type is determined by the
within 60 feet. In addition to the other inspirations, any Eldritch Knight when he activates this ability and can be
ally who fights adjacent to you gains advantage on their selected from one of the following types: cold, fire, force,
attacks. lightning, or thunder.

Monk
The monk is recommended to avoid the chaotic align-
ments.
Sneak Attack (Way of Shadow). At 4th level, the Way
of Shadow monk gains a 1d6 Sneak Attack similar to the
rogue. This increases by 1d6 at levels 8, 12, 16 and 19, for
a total of 5d6 at highest level. These dice cannot be added
to any Sneak attack dice that would be gained through
levels of rogue.

18
Paladin If the warlock has already chosen to learn one of the
spells on the patron list, they may instead learn another
The paladin is recommended to avoid the evil align- spell of that level.
ments.
Fighting Styles. See the Bastion and Dueling changes The Stone Fathers (New Warlock
in the Fighter section. Patron)
In the deep dark of the earth, there are many beings of
Ranger immense power and mystery. One of these is an entity
known as the Stone Fathers. These extraplanar beings,
Favored Enemy. Beginning at 4th level, the ranger dou-
many in voice but one in essence, inhabit rock forma-
bles their proficiency bonus when making an attack roll
tions, speaking in deep, rumbling tones to those few
against their favored enemy and adds their proficiency
fortunate enough to come across them. Their true desires
bonus to their damage rolls. They gain this feature again
and goals are unknown, but the Stone Fathers possess
at 9th and 17th level, applied to their second and third
great control over the earth and offer this ability to those
favored enemies respectively.
who bind themselves to them in a pact.
Menagerie (Beast Master). At 5th level, and every four
Expanded Spell List. The Stone Fathers let you choose
levels after that, the Beast Master may acquire an addi-
from an expanded list of spells when you learn a warlock
tional animal companion. These companions work just
spell. The following spells are added to the warlock spell
as the first did. However, when the Beast Master uses an
list for you.
Attack to command their companion to attack, only one
companion, per attack, may act Stone Fathers Expanded Spells
Alpha Bond (Beast Master). At 9th level, once the
Spell Level Spells
Beast Master has used an action to command his com-
panion to attack, he may use a bonus action on subse- 1st thunderwave, shield
quent turns to continue the attack. 2nd shatter, spike growth
3rd meld into stone, spirit guardians
Rogue 4th stoneskin, stone shape
5th wall of stone, animate objects
Slippery Mind. In addition to the stated effects, you
also gain advantage on Wisdom (Insight) checks. Attuned to the Core. You understand the vibrations
and pulsations of the earth as clearly as spoken word.
Sorcerer Starting at 1st level, you gain tremorsense in a 15-foot
radius (see Monster Manual, p. 9). At 9th level, the range
Thematic Spells. While not wholly specific to the sor- increases to 30 feet and again to 60 feet at level 18.
cerer class, I often make many allowance and alterations
to the visual and damage effects of spells and abilities in
order for them to feel more aligned to an overall theme.
To this end I permit changes to the damage type and ap-
pearance of spells. For example, if a caster wished their
magic missile to take the appearance of small, screaming
skulls, this would be without issue. The spell would have
no fear or any other effect but the player would be able to
describe them in a more exciting way.
Additionally, if a sorcerer was trying to adhere to
an elemental theme, such as ice, I would allow a spell
that does not normally have a frost damage type to be
changed into such. For example, burning hands being
changed into freezing hands, which sprays shards of
jagged ice instead. The damage is changed from fire to
frost but otherwise works exactly the same.
Any change to the spell’s damage must be made when
the character first learns or acquires the spell and cannot
be changed, except at significant cost, from that point
onward.

Warlock
Embracing the Gift. The warlock gains mastery over
the spells granted by the patron and adds them to the
list of their spells known. They add these spells at the
following levels:
Level 1 patron spells become known at warlock Level 5.
Level 2 spells become known at level 7, level 3 at level 9,
level 4 at level 11, and level 5 at level 13.
19
damage again on your turn and remains grappled.
• Fortify. Alternatively, you may chose to have the
stone protect your allies. After a few moments the
grapple is released and the ally is left with skin as
hard as stone. Your ally has resistance to nonmagical
bludgeoning, piercing, and slashing damage,
immunity to poison and petrification effects, and
gains an amount of temporary hit points equal to
your level plus your Charisma modifier.
Both effects last a number of rounds equal to half the
warlock’s level. Once you use this feature, you can’t use it
again until you finish a long rest.

Wizard
The following abilities are added to the wizard schools,
beginning at 5th level.
Abjuration
Universal Warding. At levels 5, 9, and 13, you may add
one abjuration spell of a level you are able to cast to your
spellbook. This spell may be taken from any class list and
is always considered prepared.
Vigilant Focus. At 9th level, you are able to main-
tain focus on multiple spells at a time. You are able to
maintain simultaneous concentration on a number of
abjuration spells equal to half your proficiency bonus. If
you take damage and fail your concentration check, all
spells you were concentrating on end simultaneously.
Conjuration
Cloud Control. At 5th level, you are able to make
a number of creatures immune to the effects of your
“cloud” and “storm” spells. Upon casting such a spell (ex.
cloudkill, ice storm, incendiary cloud, etc.) you may desig-
nate a number of creatures equal to half your proficiency
bonus. These creatures automatically save against the
effect, though may still take half damage. At 13th level,
they may take no damage.
Stone Warden. Beginning at 6th level, you are able to Swift Summoning. At 9th level, you are able to cast
become one with the earth for a short time. For 1 minute conjure minor elementals with a 1 round casting time
you gain the Earth Glide ability, granting you a burrow (instead of 1 minute).
speed of 30 feet. You can move through nonmagical,
unworked earth and stone. While doing so, the warlock
Divination
does not disturb the material it moves through. Foresight. At 5th level, you may, as a reaction at the
Once you use this feature, you can’t use it again until beginning of combat, add your proficiency bonus to
you finish a short or long rest. initiative rolls. You may also choose to bestow this ability
Will of Iron. Those who bind themselves to the Stone on another creature you can see. At level 13, the profi-
Fathers have an immense fortitude. At 10th level you ciency bonus is doubled.
gain immunity to petrification effects and have advan- True Knowledge. At 9th level, owing to their experi-
tage on saving throws against any attempt to incapacitate ence identifying magical items and understanding their
or stun you. properties, the diviner may attune themselves to four
Earth’s Embrace. At 14th level, the very rock bends to magical items instead of three. Alternatively you may
your will. The ground erupts and envelops all creatures grant this ability to an ally for a 24-hour period.
within a 30-foot area, instantly grappling them and caus- Enchantment
ing one of two effects. Afterglow. At 5th level, if an enchanter’s spell ends early
• Crush. You may chose to have the stone crush in due to a successful Wisdom saving throw on the part of
upon the creature, inflicting 3d12 bludgeoning the target, until the end of their next turn the target has
damage. The creature may attempt to break the disadvantage on any attacks and skill checks. At level 13,
grapple by using Athletics or Acrobatics, opposed by the target is stunned.
your Athletics. You may substitute your Charisma Lingering Gaze. At 9th level, you are able to maintain
bonus for the Strength on these checks if desired. If your Hypnotic Gaze ability as a bonus action instead of
the creature fails to break out it takes the crushing an action.
20
Evocation check, all spells you were concentrating on end simulta-
Potent Cantrip. Due to the extremely limited applica- neously.
tion of this ability, it has been changed to the following: Delirious Deception. Your illusions are incredibly
Starting at 6th level, your damaging cantrips have gained convincing. At level 13, anyone interacting with them
increased potency. The damage die of each increases by makes their first save at disadvantage. If they fail this
one step. For example, fire bolt, which normally does save, subsequent saves are made normally.
2d10 damage on a successful attack, now does 2d12. Necromancy
Poison spray goes from 2d12 to 4d6; shocking grasp from Lord of the Underworld. At 5th level, your Grim Har-
2d8 to 2d10, etc. vest ability is also able to be triggered when your undead
Energy Manipulation. At 5th level, the evoker may thralls land a killing blow on a foe. At level 9, you are
alter the elemental properties of their spells, changing able to animate Large creatures. Check with your GM for
the damage of a spell at a moment’s notice. As a bonus statistics for these creatures. At level 13, you are able to
action, you can change one type to one other type. For cast animate dead with a one round casting time instead
example, you may change the damage of a lightning bolt of one minute.
from lightning to frost. (Note, however, that some phys-
ical effects may be altered. If a fireball, which may have Transmutation
caught the barn on fire, has been changed to frost, the Share Spell. Starting at 5th level, whenever you target
barn would not burn. Other physical ramifications may another creature with a transmutation touch spell, you
come into play.) may also have the spell affect yourself.
At 9th level, a spell which is so changed is harder to re- Enduring Alterations. At 9th level, the transmuter is
sist, increasing its save DC by 1. At 13th level, the volatile able to maintain focus on multiple spells at a time. You
nature of the spells means that some damage still pierces are able to maintain simultaneous concentration on a
through even the most resolute defenses. On a successful number of transmutation spells equal to half your profi-
save, the target takes 3/4 of the damage, rather than half ciency bonus. If you take damage and fail the subsequent
damage. concentration check, all spells you were concentrating on
end simultaneously.
Illusion Master Alchemist. At 13th level, your mastery of trans-
Masterful Manipulation. Starting at 5th level, you are mutation allows you to transform materials at a rapid
able to move and manipulate your illusions as a bonus rate. When using Minor Alchemy, you are able to trans-
action instead of an action. form materials at 1 minute per cubic foot rather than 10
Permeating Illusions. At 9th level, the illusionist is able minutes per cubic foot.
to maintain focus on multiple spells at a time. You are
able to maintain simultaneous concentration on a num- Custom Archetype Creation
ber of illusion spells equal to half your proficiency bonus.
If you take damage and fail the subsequent concentration Some basic guidelines when creating custom archetypes.
First, follow the general framework of the archetypes al-
ready published. A new archetype should do something
in a different, not better, way than the existing arche-
types. Second, grant them new abilities at the following
levels:
Barbarian Primal Path Features: 3rd/6th/10th/14th
Bard College Features: 3rd/3rd/6th/14th
Cleric Domain Features: 1st/2nd/6th/8th/17th
Domain Spells
Druid Circle Features: 2nd/2nd/6th/10th/14th
Fighter Martial Archetype Features:
3rd/7th/10th/15th/18th
Monk Monastic Tradition Features:
3rd/6th/11th/17th
Paladin Sacred Oath Features: 3rd/3rd/7th/15th/20th
Oath Spells
Ranger Ranger Archetype Features:
3rd/7th/11th/15th
Rogue Roguish Archetype Features:
3rd/3rd/9th/13th/17th
Sorcerer Bloodline Features: 1st/1st/6th/14th/18th
Warlock Patron Pact Features: 1st/6th/10th/14th
Patron Spells
Wizard Arcane Tradition Features:
2nd/2nd/6th/10th/14th

21
Coming Soon... Conclusion
• Custom Race and Class Creation Guides If you have any questions about this content, please feel
• New Classes free to ask in any of the following ways:
• New Races www.facebook.com/DawnforgedCast
• New Archetypes www.youtube.com/DawnforgedCast
• New Spells Dawnforged@hotmail.com
• More Magic Items My thanks to the DFC Patrons for their encourage-
ment, feedback and continued support! You can find out
more about our amazing gaming community and how
you can get involved at the Patreon page here:
www.patreon.com/DawnforgedCast
Happy gaming!

Credits
5E REFORGED
By Andrew Armstrong
Writing and Editing
Andrew Armstrong, Lucam Chauny
Layout and Design
Jack Elmy
Additional Design
Brandon Herbert
Cover Art
Paradox
Webmaster
BWH Design
Marketing
Yanick Goossens
Special Thanks: To all the DawnforgedCast patrons whose support and patience have allowed this to be created in
the first place. Additional thanks to Ana, Gavin, James N., James S., Lucam, and Sydney, and others whom I’ve likely
forgot, for their significant help in editing and reviewing the document.
The DawnforgedCast logo and all content herein are copyright DawnforgedCast, LLC. DawnforgedCast is not formally
associated with any other publishing house(s), and the use of any popularized or system-specific terms does not imply
affiliation with or endorsement by said publishing house(s).
Copyright © 2016 by DawnforgedCast, LLC. All rights reserved. No part of this publication may be reproduced,
distributed, or transmitted in any form without the expressed written permission of DawnforgedCast, LLC.
DawnforgedCast, LLC
www.youtube.com/DawnforgedCast
www.dawnforgedcast.org
dawnforged@hotmail.com
22
OPEN GAME LICENSE Version 1.0a ation and/or You have sufficient rights to grant the rights
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23

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