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MARTYR

A Definitive Class by

Mage Hand Press


Credits
Designers Michael Holik
Cover Illustrator Agustín Marceillac
Graphic Designer Michael Holik
Interior Illustrations Lucas Ferreira CM

On the Cover
Agustín Marceillac illustrates a martyr
channeling their divinely-inspired magic,
drawing forth blood as a sacrifice for the
miracles to be cast.

Disclaimer: Literally anyone can be a martyr. If you’re having


a bad day, maybe it’s because you stepped on a grasshopper
martyr and invoked the wrath of the ancient grasshopper
god, Leapmorius, who has brought down the full fury of
their grasshopper wrath upon you.
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that have previously been designated as Open Game Content or are in the public domain are not included in this
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Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage
Hand Press game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section
1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.
Martyr is published by Mage Hand Press LLC under the Open Game License version 1.0a. Copyright 2020 Mage
Hand Press LLC. All Rights Reserved
MAGE HAND PRESS
855 E Ash Ln #903 Euless, TX 76039
www.magehandpress.com
Chapter 1: The Martyr Max
Martyr Level
Proficiency
Bonus Features
Spell Spell
Level Uses
1st +2 Mortal Burden, Ordained Death — —
Squalid masses crowd draw close around a young
2nd +2 Spellcasting, Sainted Reprisal 1st 2
dwarf in spotless clothing. He touches them each in
turn, healing injuries, curing illnesses, and restoring 3rd +2 Divine Healing, Torment 1st 3
hope. 4th +2 Ability Score Improvement 1st 3
A ragged tiefling speaks in a crowded square.
5th +3 Extra Attack 2nd 6
As if in response, dark clouds gather over her head
and the earth trembles at her words. 6th +3 Mortal Burden feature 2nd 6
A mad king spits and swears from his throne at 7th +3 Respite 2nd 7
imperial guards who have fled or been slain. A lone
8th +3 Ability Score Improvement 2nd 7
dragonborn stands before him, solemnly preparing
herself for divinely-demanded regicide. 9th +4 — 3rd 9
Martyrs are implements of the gods, hand- 10th +4 Undying Conviction 3rd 9
picked to spill their blood in service of a divine 11th +4 Torment improvement 3rd 10
cause. Such an end is inevitable, for once a martyr is
chosen, their fate is fixed in the heavens. 12th +4 Ability Score Improvement 3rd 10
13th +5 — 4th 11
Fated to Die 14th +5 Mortal Burden feature 4th 11
Martyrs are chosen by the gods, predestined to
15th +5 March Unto Destiny 4th 12
speed forth to a final destination: they are ordained
to die for a great cause. Martyrs are prophets and 16th +5 Ability Score Improvement 4th 12
oracles, great priests and liberators. No matter how 17th +6 — 5th 14
much good they might accomplish in their lives, the 18th +6 Mortal Burden feature 5th 14
end must always be the same: a glorious death, to
be remembered in legend. 19th +6 Ability Score Improvement 5th 15
No matter the circumstance, a martyr cannot 20th +6 Final Martyrdom 5th 15
avoid their destiny. While some martyrs gladly
accept their holy approbation, others struggle
against it. However, from the moment the gods
choose their martyr, they shall intervene in the
martyr’s fate, pulling them inexorably towards their
cause. The gods will settle for a lesser martyr if they
must, if the one chosen is unwilling to follow their
path, but they always prefer to uplift their martyr to
the heights of sainthood before the inevitable death.

Blood of the Martyr


As martyrs are ordained by the gods to die, their
suffering is holy sacrament. Martyrs brought close to
death grow more powerful, not less, and those that
spill their own blood evoke waves of divine energy.
In the view of the gods, such hardship only heightens
martyrdom and hastens the martyr to their destiny.
Paradoxically, martyrs are protected from death’s
precipice even as they are edged closer towards it.
Every torment and persecution suffered by them is
weighed with equal moments of respite offered by the
gods. For the gods do not mean to kill their charge
early; a martyr should meet their fate only at the
preordained time and place.

1
Mage Hand Press
Your choice grants you features at 1st level, and again
Creating a Martyr at 6th, 14th, and 18th level.
As you create a martyr, think about the moment you
chosen by the gods and your burden was placed upon Burden Spells
you. Were you visited by an angelic host or a god Each burden has a list of associated spells that you gain
disguised as a mortal? Did you quietly hear a divine at the martyr levels specified in the burden description.
voice in your ear, as stigmata formed on your body? Once you gain access to a burden spell, you always
Was your soul violently dragged to the Upper (or have it prepared, and it doesn’t count against the
Lower) Planes for an audience with the gods? number of spells you can prepare each day.
Consider the life you led before you were ordained If you gain a burden spell that doesn’t appear on
for martyrdom. Were you a wicked soul, purified and the martyr spell list, the spell is nonetheless a martyr
redeemed to undergo this task? Were you already a spell for you.
warrior, adventurer, or cleric in service of the gods?
Also, consider how you reacted. Did you accept the Ordained Death
task and your inevitable destiny, or did you run from As a martyr, you have been predestined by the gods
it? Are you still running? to perish for a great cause; there is no greater glory in
death, and no greater joy in the afterlife. However, it is
Quick Build not yet your time. Starting at 1st level, when you fall
To build a martyr quickly, follow these suggestions: to 0 hit points and begin to make death saving throws,
Constitution should be your highest ability score. Your you must fail 5 saving throws to die. Additionally, if a
next highest ability score should be Strength if you spell has the sole effect of restoring you to life (but not
choose a Burden, such as the Burden of Revolution, undeath), the caster doesn’t need material components
which focuses on melee combat, or Wisdom if to cast the spell on you.
you choose one focused on spellcasting. Pick any
background. Mark of the Herald
Class Features At 2nd level, your divine cause manifests itself upon
you, forming a special mark or stigmata for all to see.
As a martyr, you have the following class features. You have advantage on checks you make to convince
others that you are an ordained martyr in service of a
Hit Points holy cause.
Hit Dice: 1d12 per martyr level
Hit Points at 1st Level: 12 + your Constitution Spellcasting
modifier Starting at 2nd level, you can leverage the power of
Hit Points at Higher Levels: 1d12 (or 7) + your your suffering to cast divine magic.
Constitution modifier per martyr level after 1st
Proficiencies Casting Spells
To cast one of your martyr spells of 1st level or
Armor: Light armor, medium armor, shields higher, you must lose hit points to create and expend
Weapons: Simple and martial weapons a spell slot greater than or equal to that spell’s level.
Tools: None The number of hit points is listed on the Hit Points
Saving Throws: Strength, Wisdom Spellcasting table and can’t be reduced or avoided. You
Skills: Choose two from Athletics, History, Insight, don’t make Constitution saving throws to maintain
Intimidation, Medicine, Persuasion, and Religion concentration on spells as a result of losing these hit
points.
Equipment The Martyr table shows the maximum level of
You start with the following equipment, in addition to spell slot you can create.
the equipment granted by your background: The Spell Uses column of the Martyr table shows
• (a) a martial weapon and a shield or (b) two martial how many spells you can cast. When you expend hit
weapons points to cast a spell, you expend one of these uses.
• (a) scale mail or (b) chain mail (if proficient) You regain all expended uses when you finish a long
• (a) a light crossbow and 20 bolts, or (b) any simple rest.
weapon Hit Points Spellcasting
• (a) a priest’s pack or (b) an explorer’s pack
• A holy symbol Spell Level Damage
1st 5
Mortal Burden 2nd 10
Beginning at 1st level, you are fated to perish in the 3rd 20
name of a great ideal, cementing your name alongside
others who have done the same. Choose a Mortal 4th 30
Burden, detailed at the end of the class description. 5th 45

2
Martyr
Preparing Spells Ability Score Improvement
You prepare the list of martyr spells that are available
When you reach 4th level, and again at 8th, 12th, 16th,
for you to cast, choosing from the martyr spell list.
and 19th level, you can increase one ability score of
When you do so, choose a number of martyr spells
your choice by 2, or you can increase two ability scores
equal to your Wisdom modifier + half your martyr
of your choice by 1. As normal, you can’t increase an
level, rounded down (minimum of one spell). Spells
ability score above 20 using this feature.
you choose must be of a level no higher than what’s
shown on the Max Spell Level column for your level. Extra Attack
You can change your list of prepared spells when you
finish a long rest. Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on your
Healing Magic turn.
Because your power is derived from mortal suffering,
you can’t regain hit points from any spell you cast. Respite
Spellcasting Ability Beginning at 7th level, you regain all spent Hit Dice
when you finish a long rest, instead of only half of
Wisdom is your spellcasting modifier for martyr spells,
them.
since your power originates in the devotion used
overcome your trials and tribulations. You use your Undying Conviction
Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier Beginning at 10th level, when you are reduced to 0 hit
when setting the saving throw DC for a martyr spell points and are not killed outright, you can choose to
you cast and when making an attack roll with one. drop to 1 hit point instead. Once you use this ability,
you can’t use it again until you finish a long rest.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
March Unto Destiny
your Wisdom modifier At 15th level, your inevitable end draws nearer, and
nothing can hold you from it. You do not need to
Spellcasting Focus eat or drink, and cannot be paralyzed, petrified, or
You can use a holy symbol as a spellcasting focus for stunned.
your martyr spells.
Final Martyrdom
Sainted Reprisal At 20th level, you have at last reached your
Also at 2nd level, you can reprimand those who draw predestination: you will die in eternal glory. You can
your blood. When a creature you can see within 5 feet use your action to become immune to all damage
of you hits you with a melee attack, you can use your for 10 minutes. During this duration, you can’t be
reaction to deal that creature 1d6 necrotic or radiant blinded, charmed, deafened, exhausted, frightened,
damage (your choice). incapacitated, poisoned, restrained, or rendered
The damage increases by 1d6 when you reach 5th unconscious. You have advantage on all ability checks,
level (2d6), 11th level (3d6), and 17th level (4d6). attack rolls, and saving throws.
Additionally, during this duration, you can cast
Divine Healing the wish spell once, without spending a spell slot or
Starting at 3rd level, you can utter a prayer to the gods hit points. If you use the spell produce any effect other
for mercy. As an action, you can spend Hit Dice and than duplicating another spell, the stress of casting
regain hit points as if you had just finished a short rest. it doesn’t reduce your Strength or cause you to take
When you use this ability, you can spend a number of necrotic damage.
Hit Dice up to your proficiency bonus. At the end of this duration, you die. No force,
short of divine intervention can prevent your death,
Torment and you can’t be returned to life by any means.
By 3rd level, you have learned to curry the gods’ favor
through anguish and mortal trials. Once on each
of your turns when you hit a creature with a melee
weapon attack, you can lose 5 hit points, which can’t
be reduced or avoided, to deal a +10 bonus necrotic
or radiant damage (your choice) to the target. You
don’t make Constitution saving throws to maintain
concentration on spells as a result of losing these hit
points.
Starting at 11th level, you can lose 10 hit points to
deal an additional +20 damage to the target.

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Mage Hand Press
Mortal Burdens Burden of the End
The gods have seen a great cataclysm on the horizon
Martyrs are created and driven forth to right an
and have tasked their martyr with protecting the world
inexorable wrong in the world. On this quest, they are
from catastrophe. The exact nature of the coming
a direct instrument of the gods, and no matter how
End may vary: sometimes the awakening or arrival of
hard they try, they cannot escape the burden of their
an evil entity, sometimes the discovery and abuse of
duty.
a powerful artifact, and sometimes it is a singularly
destructive event that endangers the gods themselves,
but the martyr must be dedicated to give their lives to
stop it. To this end, the gods imbue their martyr with
ancient and powerful spells, tools once gifted only to
prophets.
When the coming cataclysm threatens the world, a
martyr would be ill-served to ignore their call, for the
cataclysm imperils them directly, as well as the lives of
their family and their companions. The life of a martyr
is always forfeit, but the rest of the world can yet be
saved.
Burden Spells
You gain burden spells at the martyr levels listed.
Martyr Level Spells
3rd guiding bolt, protection from evil
and good
5th blindness/deafness, darkness
9th call lightning, counterspell
13th blight, control water
17th flame strike, insect plague

Cantrips
Starting at 1st level, your divine mission grants you
a sliver of divine magic. You learn the sacred flame
and thaumaturgy cantrips, and one other cantrip of
your choice from the cleric spell list. You do not lose
hit points for casting these spells. Wisdom is your
spellcasting modifier for these spells.
Herald of the End
Also at 1st level, your magic is empowered with
foreknowledge of the end times, heightening its force.
When you cast a martyr spell that deals damage, you
can choose to reroll all of its damage dice, and must
keep the new rolls. Once you use this ability, you can’t
use it again until you finish a short or long rest.
Sacrosanct Spell
At 6th level, when you cast a spell with a casting
time of 1 minute or longer or a spell that has the sole
effect of restoring hit points, you lose no hit points
from casting the spell, if you cast it at its lowest level.
Casting the spell still counts against your total number
of spell uses.
Embrace the Inevitable
Starting at 14th level, once on each of your turns, when
you cast a martyr spell of 1st level or higher which
calls for a saving throw to resist its effects, you can
spend additional hit points equal to half the cost of the
spell to cause the creature to roll its first save against

4 the spell with disadvantage.

Martyr
Halt Apocalypse Anointed Healer
By 18th level, the gods have blessed you with precious By 18th level, your status as a divine healer is
time enough to forestall catastrophe. At the end enshrined in sainthood. Whenever you restore hit
of your turn, you can choose to take another turn points to a creature, you can add your martyr level to
immediately. Once you use this ability, you can’t use it the number of regained hit points. You can add this
again until you finish a long rest. additional healing to a creature once, and regain the
ability to do so for each creature when you finish a
Burden of Mercy long rest.
When the suffering of the world grows too heavy, and
the cries of the anguished grow too loud, the gods Burden of Revolution
deliver a martyr to ease the strife and bring peace Kings and leaders are bound by an unspoken
to the masses. This burden, however, has no end. A covenant to the gods to govern their people justly and
martyr may spend all their days healing the sick and peacefully. When a monarch turns their back on the
driving demons out of the possessed, but they will gods, embraces tyranny, or uses cruel measures against
scarcely impact the world at large. Indeed, the onus their own people, a martyr is called to end their
upon them is not to mend every wound or comfort reign. Rarely, does a Martyr of Revolution come with
every widow, but to provide hope in the darkest of peaceful measures, for when a king must fall, only the
times that the gods have not forsaken their people, that sword can provide the necessary leverage.
peace will soon reign, and that light will be victorious. Such martyrs are not only called to battle kings; any
person of influence that oppresses others and abuses
Burden Spells their power might wrong the gods enough to earn the
You gain burden spells at the martyr levels listed. ire of a martyr. In dark times, a martyr might be tasked
Martyr Level Spells with clearing a continent of despots and oppressors,
calling for a full-scale military campaign of liberation.
3rd healing word, sanctuary
5th enhance ability, lesser restoration Burden Spells
You gain burden spells at the martyr levels listed. Spells
9th remove curse, revivify marked with an asterisk are included in Chapter 2.
13th death ward, freedom of movement
Martyr Level Spells
17th mass healing word, raise dead
3rd command, heroism
Cantrips 5th hold person, magic weapon
Starting at 1st level, your divine mission grants you a 9th haste, pillar of salt*
sliver of divine magic. You learn the spare the dying 13th stoneskin, wall of fire
and thaumaturgy cantrips, and one other cantrip of
your choice from the cleric spell list. You do not lose 17th hold monster, telepathic bond
hit points for casting these spells. Wisdom is your
spellcasting modifier for these spells. Bonus Proficiencies
Starting at 1st level, you gain proficiency in heavy
Balm armor.
Also at 1st level, you can use a bonus action to restore
1 hit point to a creature within 60 feet or remove the Bulwark of Rebellion
blinded, deafened, or poisoned condition from a willing Also at 1st level, you can use a bonus action to gain
creature you touch. Once you use this feature, you must temporary hit points equal to 1d10 + your martyr
finish a short or long rest before you can use it again. level, which last for 1 hour. Once you use this feature,
you must finish a short or long rest before you can use
Sacrosanct Spell it again.
At 6th level, when you cast a spell with a casting
time of 1 minute or longer or a spell that has the sole
effect of restoring hit points, you lose no hit points
from casting the spell, if you cast it at its lowest level.
Casting the spell still counts against your total number
of spell uses.
Shared Respite
Beginning at 14th level, when you use your Respite
ability to expend Hit Dice and regain hit points, one
willing creature you choose within 60 feet can also
regain hit points equal to the highest number rolled
on a hit die + your Constitution modifier.

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Mage Hand Press
Blooded Reprieve Martyrs of Truth are often deemed prophets, for
Starting at 6th level, whenever you use your Torment their gods entrust them with knowledge of the future,
feature against a hostile creature and you reduce the insights into the past, and sagacious perspective on the
target to 0 hit points, you lose no hit points from using present. Such information is proof of their messages’
the ability. divine origin, and is a necessary balm, for the truths
such martyrs are called to preach are often a bitter pill
Unyielding Banner for listeners to swallow.
At 14th level, your banner is a symbol of resistance.
You and friendly creatures within 10 feet of you can
Burden Spells
add your Wisdom modifier to initiative rolls, and are You gain burden spells at the martyr levels listed.
immune to being charmed or frightened. Martyr Level Spells
Kingslayer 3rd charm person, identify
By 18th level, you are the bane of despots, usurper of 5th augury, detect thoughts
tyrants. When you reduce a hostile creature to 0 hit
9th sending, speak with dead
points, choose one of the following effects:
13th divination, freedom of movement
• All of the creature’s spells and effects immediately
end, including all spells with permanent effects. 17th legend lore, scrying
Spells contingent on the target’s death do not
trigger. Moral Erudition
• Each creature within 120 feet of the target which Starting at 1st level, you can add your Wisdom
is aligned with it and has a lower challenge rating modifier instead of your Charisma modifier to
than it must make a Wisdom saving throw against Charisma (Persuasion) checks. Additionally, others
your spell save DC or be frightened of you for 1 can naturally sense when you are telling the truth.
minute.
• You can use your bonus action to move up to 15 Maxim of Truth
feet and make another melee weapon attack. Also at 1st level, your force of personality compels
others to truthfulness. You can use your bonus action
Burden of Truth to cast the spell zone of truth (DC equals 8 + your
Tasked with unveiling the world’s deceptions and proficiency bonus + your Wisdom modifier), centered
delivering to the people a profound truth, martyr’s on yourself with a 5-foot radius area. This effect lasts
tasked with the Burden of Truth face an endless battle for 1 minute. Once you cast this spell in this way, you
with the disillusionment and lies. Such a martyr can’t use it again until you finish a short or long rest.
must earn the peoples’ hearts and minds, turning Sacrosanct Spell
their favors away from evil influences and toward
At 6th level, when you cast a spell with a casting
divine ones. It is an uphill battle, but one that rarely
time of 1 minute or longer or a spell that has the sole
requires grievous violence, except in the most dire of
effect of restoring hit points, you lose no hit points
circumstances.
from casting the spell, if you cast it at its lowest level.
Casting the spell still counts against your total number
of spell uses.
Foretold Escape
Starting at 14th level, when an attacker that you can
see makes an attack roll against you, you can use your
reaction to impose disadvantage on the attack.
Eyes of Prophecy
By 18th level, you are entrusted with glimpses of the
future, allowing you to replace the roll of one attack
roll, ability check, or saving throw you make with a 20.
Once you use this feature, you can’t use it again until
you finish a long rest.

6
Martyr
Range: Self (10-foot radius, 5-foot wide ring)
Chapter 2: Spells Components: V, S
Duration: Instantaneous
This chapter details new divine spells available to A ring of flame ignites above your head, and then
martyrs. First, it presents the list of spells available to the springs outward, coming to rest in a burning circle.
martyr, then it details new spells in alphabetical order. The circle is composed of a 5-foot wide line of flame,
curving to form a 10-foot radius ring around you.
Martyr Spells Each creature you choose within the area must make a
Dexterity saving throw. On a failed save, a creature takes
Martyrs can choose from the following spells when 4d6 fire damage, or half as much on a successful save.
they prepare spells after a long rest. Spells marked with At Higher Levels. When you cast this spell using
an asterisk are new to this class. a spell slot of 3rd level or higher, the damage increases
1st Level by 1d6 for each slot level above 2nd.
bless Indemnify
burnt offering* 3rd Level
create food and water 1st-level necromancy
command
cure wounds daylight Casting Time: 1 bonus action
detect evil and good dispel magic Range: 30 feet
detect magic magic circle Components: V, S, M (a drop of blood)
detect poison and disease pillar of salt* Duration: Concentration, up to 1 hour
guiding bolt remove curse You fling a drop of blood at a target you can see within
heroism revivify range, marking them for reckoning. The target must
indemnify* snakestaff* make a Constitution saving throw. On a failed save,
inflict wounds 4th Level the target takes 1d8 radiant or necrotic damage (your
protection from evil and choice) whenever you lose hit points for the duration.
banishment
good
death ward Pillar of Salt
purify food and drink
locate creature 3rd-level evocation
shield of faith
stoneskin
2nd Level Casting Time: 1 action
5th Level Range: 120 feet
aid
dispel evil and good Components: V, S, M (a drop of lantern oil and a
halo of flame*
flame strike pinch of sulfur)
lesser restoration
geas Duration: Instantaneous
locate object
hallow
magic weapon
insect plague You deliver a mote of divine wrath to a point you
protection from poison
raise dead can see within range. Each creature you choose in
zone of truth a 10-foot radius sphere centered on that point must
make a Constitution saving throw. On a failed save, a
New Spells creature takes 7d6 necrotic damage, or half as much on
a successful save. If this damage reduces a target which
These spells are new to the martyr class. failed its saving throw to 0 hit points, it is transformed
into a pillar of salt.
Burnt Offering At Higher Levels. When you cast this spell using
1st-level abjuration (ritual)
a spell slot of 4th level or higher, the damage increases
Casting Time: 10 minutes by 1d6 for each slot level above 3rd.
Range: Self
Components: V, S, M (a pyre and slain animal) Snakestaff
Duration: 24 hours 3rd-level transmutation
By constructing a pyre and burning an animal’s corpse, Casting Time: 1 action
you court the favor of the gods. For the duration, Range: 60 feet
you can add your Wisdom modifier, instead of your Components: V, S, M (a quarterstaff)
Dexterity modifier, to your Armor Class. Duration: Concentration, up to 1 hour
At Higher Levels. If you cast this spell using a You cast a staff to the ground, which writhes and grows
spell slot of 3rd level or higher, you can also reroll one into a giant constrictor snake under your control,
saving throw you make during the duration. You can which acts on its own initiative count. The snake
choose to reroll the saving throw after you roll the die, is friendly to you and your companions. The snake
but must decide before the outcome is determined and will obey any verbal commands that you issue to it
must use the new roll. (no action required by you). If you don’t issue any
commands, it defends itself from hostile creatures, but
Halo of Flame otherwise takes no actions. If the snake is reduced to 0
2nd-level evocation
hit points, it dies and reverts to a broken staff. The GM
Casting Time: 1 action has the creature’s statistics.
7
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owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this
agreement. Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.0 2
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the
exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark
in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify
and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15.
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Martyr Copyright 2020, Mage Hand Press LLC; authors Michael Holik
END OF LICENSE

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