(Class) Warden 3.0 Limited Release

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LIMITED RELEASE

Contents Credits
Class Features..............................................4 Lead Designer: Steve Fidler
Design Consultants: Andrew T. Ha (Leuku), Israel
Disciplines...................................6 Moreira, Laura Hirsbrunner, Nicolo Dela Merced,
William Hudson King
Guardian................................................................... 6

Fanatic....................................................................... 7 Editor: Laura Hirsbrunner


Layout and Graphic Design: Steve Fidler
Warden Spell List........................................7
Cover Art: Caio Santos
Appendix - Spells........................................8
Additional Graphics: “5e Classes” cover graphic by
Braise......................................................................... 8 Nathanaël Roux
Drench...................................................................... 8
Special Thanks: My thanks go out to the many playtesters
Freezing Rain............................................................ 8 over the years who have provided meaningful feedback
and championed the Warden class as a worthy addition
Glacial Slide.............................................................. 8
to their campaigns.
Manifest Elements.................................................... 8

Nature’s Brand........................................................... 9

Reflect Elements....................................................... 9

Storm Orb................................................................. 9

OGL License.......................................................... 10 This document is a Limited Release for the full Warden
Class by Vorpal Dice Press, available at DriveThruRPG.
We are providing this so that people can playtest the
class, explore its themes, and be confident in their purchase
of the full version.

In addition to the content here, the full release includes:


• Full lore and class creation tables.
• Two additional Prime Elements: Earthen Bulwark and
Putrid Corrosion (and their associated 7th level feature)
• Four additional Prime Element cantrips: Fling,
Fumigate, Sculpt Earth, and Stonefist.
• The Sage subclass, a Warden who fights with spells and
The Warden Class will be featured in the weapons in near perfect harmony, and that can attune
Compendium of Sacred Mysteries: Resurrection more deeply to two Prime Elements.
by Genuine Fantasy Press, LLC. • The Dragon Guard subclass, a Warden who leans into
To download or purchase its highly successful predecessor, the elemental teachings and powers of Dragons. Serving
the Compendium of Forgotten Secrets: Awakening, go to as guards to their hoards and lands, agents of their
www.genfantasypress.com machinations, or simply emulating their raw strength.
• Seven additional elemental spells, added to the Warden’s
base class list.

First Printing: July 2020 (this printing contains changes from the first print)

2 The Warden Class


Warden Class Table
Level Prof. Bonus Features Power Die Spells Known Spell Slots Slot Level
1st +2 Combat Discipline, Natural Awareness, Natural Power 4 (d4) — — —
2nd +2 Glamour, Source Magic 4 (d4) 2 1 1st
3rd +2 Prime Element 4 (d4) 2 1 1st
4th +2 Ability Score Improvement 4 (d4) 2 1 1st
5th +3 Extra Attack 5 (d6) 3 2 2nd
6th +3 Combat Discipline Feature 5 (d6) 3 2 2nd
7th +3 Prime Elemental Shield 5 (d6) 4 2 2nd
8th +3 Ability Score Improvement 5 (d6) 4 2 2nd
9th +4 — 6 (d6) 5 2 3rd
10th +4 Combat Discipline Feature, Nature Sense 6 (d6) 5 2 3rd
11th +4 Improved Natural Power 6 (d8) 6 2 3rd
12th +4 Ability Score Improvement 6 (d8) 6 2 3rd
13th +5 — 7 (d8) 7 3 4th
14th +5 Combat Discipline Feature 7 (d8) 7 3 4th
15th +5 Channel Power 7 (d8) 8 3 4th
16th +5 Ability Score Improvement 7 (d8) 8 3 4th
17th +6 — 8 (d10) 9 3 5th
18th +6 Improved Natural Awareness 8 (d10) 9 3 5th
19th +6 Ability Score Improvement 8 (d10) 10 3 5th
20th +6 Master of Elements 8 (d10) 10 3 5th

Creating a Warden Optional Rule: Multiclassing


The most important aspect of a warden is their affinity to If your group uses the optional rule on multiclassing, here’s
the natural world and how they marry it to their martial what you need to know if you choose warden as one of
prowess. While a warden’s specific discipline is chosen at your classes.
1st level, their prime element doesn’t mature until 3rd. This Ability Score Minimum. As a multiclass character, you
prime element affects your warden’s personality and the must have a Strength or Dexterity score of 13 or higher,
flavor of combat, so plan by reading your features. Do you as well as a Wisdom score of 13 or higher, to take a level
thrum with a fiery core? Are your movements as still as in this class, or to take a level in another class if you are
the snow atop a mountain? Or does the tenacity of a storm already a warden.
rage within you? Proficiencies Gained. If warden isn’t your initial class,
Also decide what motivates you. Do you see yourself here are the proficiencies you gain when you take your
taking up arms to defend your fellow adventurers? first level as a warden: light armor, medium armor,
Stalwartly defending your home? Or do you set yourself simple weapons.
out as a contract for hire—combating the enemies of your Pact and Source Magic. If you gain the Pact Magic
employer as long as it coincides with your own pursuits to feature from another class, your levels in that class combine
cleanse nature? with half your warden class level to determine what level
Your duties can often conflict with the laws of your spell slots are, as indicated in the Pact and Source
civilization, and most wardens’ alignments lean toward Magic Spell Slots table. You have a number of spell slots
chaotic good or neutral good. However, some are known equal to the higher number of slots you receive in either of
to pursue their duties more severely, walking a fine line the two classes. For example, if you are a 14th-level warden
between good and evil. and 6th-level warlock, you are a 13th-level pact caster and
you have three spell slots that are 5th level.
Quick Build
You can make a warden quickly by following these Pact and Source Magic Spell Slots
suggestions. First, put your highest ability score in Strength Pact Caster Level Slot Level
or Dexterity to improve your martial presence. Then 1st–2nd 1st
make Wisdom or Constitution your next highest score, 3rd–4th 2nd
depending on your place on the battlefield. Finally, choose
5th–6th 3rd
the outlander background.
7th–8th 4th
9th–20th 5th

The Warden Class 3


Natural Power
Class Features All wardens draw from a well of natural power, channeling
As a warden, you gain the following class features. the elements into their strikes using special dice called
power dice. The Warden table shows how many power dice
Hit Points you have, as well as what die size to roll when using them.
Hit Dice: 1d10 per warden level When you hit with a weapon attack, you can expend
Hit Points at 1st Level: 10 + your Constitution modifier a power die to add the result to the attack’s damage roll.
Hit Points at Higher Levels: 1d10 (or 6) + your The damage type of the extra damage is acid, bludgeoning,
Constitution modifier per warden level after 1st cold, fire, lightning, or thunder (your choice.) This
damage is magical.
Proficiencies When you finish a short rest, you regain a number
Armor: Light armor, medium armor, shields of power dice equal to half your total amount (rounded
Weapons: Simple weapons down). You regain all expended power dice when you
Tools: None finish a long rest.
Saving Throws: Wisdom, Strength
Skills: Choose two from Animal Handling, Athletics, Glamour
Arcana, Intimidation, Investigation, Nature, Starting at 2nd level, you can create a harmless elemental
Perception, and Survival sensory effect originating from your body. For example,
this may be in the form of water dripping from your
Equipment hands, a fiery glow in your eyes, or your skin appearing
You start with the following equipment, in addition to the mottled and earthen.
equipment granted by your background: In addition, when making a Charisma check, you can
• your choice of any two simple weapons or one martial expend a power die, rolling the die and adding the result to
weapon (if proficient) your ability check.
• your choice of leather armor or scale mail Source Magic
• your choice of a shortbow and 20 arrows or a shield
• an explorer’s pack and a component pouch Also at 2nd level, you’ve unlocked your natural-born
affinity with the elements in the form of spellcasting. The
If you forgo this starting equipment, as well as the items warden spell list is provided at the end of this section.
offered by your background, you start with 5d4 x 10 gp to
buy your equipment. Spell Slots
The Warden table shows how many spell slots you have
Discipline to cast your spells of 1st level and higher. The table also
You’ve completed your training in a combat specialty of shows what the level of those slots is; all of your spell slots
your choice, detailed at the end of the class description. are the same level. To cast one of your warden spells of 1st
Your choice of discipline grants you features at 1st level, and level or higher, you must expend a spell slot. You regain all
again at 6th, 10th, and 14th level. expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two
Natural Awareness 2nd-level spell slots. To cast the 1st-level spell thunderwave,
The time you’ve spent in nature learning your craft and you must spend one of those slots, and you cast it as a
honing your skills has given you an acute sense of danger. 2nd-level spell.
You have advantage on Wisdom (Perception) checks while
in a natural environment (such as a forest or a cave, but Spells Known of 1st Level and Higher
not a city or dungeon). Also, you can unerringly identify At 2nd level, you know two 1st-level spells of your choice
if environmental phenomena (such as tremors, eruptions, from the warden spell list.
magma flows, thunderstorms, and similar) are natural The Spells Known column of the Warden table shows
or unnatural. when you learn more warden spells of your choice of 1st
Starting at 18th level, you also gain a bonus to your level and higher. A spell you choose must be of a level no
initiative rolls equal to your Wisdom modifier. When you higher than what’s shown in the table’s Slot Level column
are in an entirely natural environment, you gain advantage for your level. When you reach 9th level, for example,
on initiative checks. you learn a new warden spell, which can be of 1st, 2nd,
or 3rd level.
Additionally, when you gain a level in this class, you can
choose one of your warden spells you know and replace it
with another spell from the warden spell list, which also
must be of a level for which you have spell slots.

The Warden Class


Spellcasting Ability Additionally, when you make an attack roll with a
Wisdom is your spellcasting ability for your warden spells, weapon attack, you can expend a power die and add that
so you use your Wisdom whenever a spell references your number to your attack roll. You can make this choice after
spellcasting ability. In addition, you use your Wisdom you see the roll, but before the DM says whether the attack
modifier when setting the saving throw DC for a warden hits or misses. If the attack hits, all other creatures within
spell you cast and when making an attack roll with one. 5 feet of you or the target of your attack must make a
Constitution saving throw against your warden spell save
Spell Save DC = 8 + your proficiency bonus + your DC, being knocked back 5 feet on a failed save.
Wisdom modifier
Spell attack modifier = your proficiency bonus + your Ability Score Improvement
Wisdom modifier When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Prime Element by 2, or you can increase two ability scores of your choice
At 3rd level, your application of your elemental abilities by 1. As normal, you can’t increase an ability score above 20
encourages a specialized path. You gain one of the following using this feature.
features of your choice, which also determines the benefit
you gain at 7th level. Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
Flaming Bravery whenever you take the Attack action on your turn.
You learn the braise*, fire bolt, and produce flame cantrips.
Whenever you use your Natural Power feature to deal Prime Elemental Shield
extra fire damage, the target takes that same amount of At 7th level, you can use your reaction to produce one of
extra damage at the start of its next turn. the following effects, determined by the Prime Element
Additionally, when a creature makes an attack roll option you chose at 3rd level.
against you, you can use your reaction and expend a power Flaming Bravery. Your body flares with fiery energy
die to add the number rolled to your AC for this attack. You when others assault you. You can use your reaction to
can choose to do this after the creature has rolled to attack, grant yourself advantage on a saving throw or ability check
but before the DM says whether the attack hits or misses. made to resist being grappled, knocked prone, or moved
If you choose to expend this die and the attack misses, the against your will.
attacking creature takes fire damage equal to your Wisdom Stoic Chill. As a reaction to a creature hitting you with a
modifier + the result of your power die. melee weapon attack, you can create a thick barrier of ice
between you and the weapon, reducing the damage dealt by
Stoic Chill the attack by an amount equal to your Wisdom modifier.
You learn the freezing rain*, glacial slide*, and ray of Unrelenting Storm. As a reaction to a creature hitting you
frost cantrips. or an ally within 5 feet of you with a ranged weapon attack,
Whenever you use your Natural Power feature to deal you can create a buffet of air that dampens the impact of the
extra cold damage, the target has disadvantage on the next projectile, reducing the damage dealt by the attack by an
weapon attack it makes before the start of your next turn. amount equal to your Wisdom modifier.
Additionally, when you make a saving throw, you can
use your reaction and expend a power die to add the result Nature Sense
to your save. You can choose to do this after you have rolled Beginning at 10th level, you can channel nature to extend
the saving throw, but before the DM says whether the your senses. You can spend 1 minute touching a natural
roll succeeds or fails. If you succeed on the saving throw, surface and focusing on it, after which you shift your
all surfaces in a 10-foot radius of you become covered perspective as if your senses were originating from any
in enchanted ice, which is difficult terrain. When the ice point of your choice on that surface within 100 feet of you.
forms, any creature (other than you) in the area must You can maintain this vantage point for up to 10 minutes
succeed on a Dexterity saving throw against your warden if you don’t move, and can choose to end it at any time (no
spell save DC, or fall prone. This effect lasts until the start of action required). You are blinded and deafened to your own
your next turn. senses for the duration.

Unrelenting Storm Improved Natural Power


You learn the drench*, shocking grasp, and storm Starting at 11th level, your natural well of magical power
orb* cantrips. surges more readily. Once on each of your turns when you
Whenever you use your Natural Power feature to deal damage to a creature with a weapon attack or warden
deal extra lightning or thunder damage, and the target cantrip, you can deal an extra 2d8 damage. The damage
moves willingly before the start of your next turn, you can type of the extra damage is acid, bludgeoning, cold, fire,
reroll your power die, and the target takes lightning or lightning, or thunder (your choice).
thunder damage (your choice) equal to the result + your
Wisdom modifier.

The Warden Class 5


Channel Power Combat Training
Starting at 15th level, your natural power can fuel Beginning when you choose this discipline at 1st level,
your spellcasting directly. As a bonus action, you can you’ve trained in a variety of styles suited to your tastes
sacrifice four power dice to regain a single spell slot. and the needs of the situation. You gain proficiency in all
Once you use this feature, you can’t do so again until you martial weapons and heavy armor. In addition, choose one
finish a long rest. of the following fighting style options. You can’t take the
same fighting style option more than once, even if you get
Master of Elements to choose again.
At 20th level, your mastery of the elements has granted you Archery. You gain a +2 bonus to attack rolls you make
access to a form of pure power. As an action, you unleash with ranged weapons.
a torrent of magical energy in a 30-foot radius centered Great Weapon Fighting. When you roll a 1 or 2 on a
on you. This area becomes infused with primal magic and damage die for an attack you make with a melee weapon
takes on an appearance based on your prime element. For 1 that you are wielding in two hands, you can reroll the
minute, you gain the following benefits: die and must use the new roll, even if the new roll is a 1
• While you are within this area, whenever you expend a or 2. The weapon must have the two-handed or versatile
power die, the number of power dice you have available property for you to gain this benefit.
does not decrease. Protection. When a creature you can see attacks a target
• You have resistance to bludgeoning, acid, cold, fire, other than you that is within 5 feet of you, you can use your
lightning, and thunder damage. reaction to impose disadvantage on the attack roll. You
• As an action, you can have the area itself come alive and must be wielding a shield.
attack. Make a single weapon attack against any number
of creatures within the area, dealing damage against Strength of the Elements
each creature you hit. Starting at 6th level, when you would normally roll a power
die to deal extra damage to a creature, you can choose to
Once you use this feature, you can’t do so again until you treat a roll of anything less than its highest result as its
finish a long rest. highest result.
You can do this a number of times equal to your

Disciplines Wisdom modifier (a minimum of once). You regain all


expended uses when you finish a short or long rest.
All wardens are masters of combat and raw magic. Their
strength comes from their ability to harmonize both. To do Shielding Aura
so, each warden focuses on a single area of combat to excel Starting at 10th level, if you or a creature you can see within
in, learning spellcasting techniques that best complement 30 feet of you takes acid, fire, cold, lightning, or thunder
it. Your choice of discipline may define your role as an damage, you can use your reaction to reduce the damage to
adventurer, but as a warden, you will always be in tune with that creature by half.
the thrum of nature.
Nature’s Fury
Guardian At 14th level, your mastery of combat enables you to tap
Your training has focused on utilizing martial weapons into your elemental affinity and strike true. When you
to combat your foes and defend nature. By specializing in make a weapon attack, you can expend a power die to grant
weaponry, you’ve sharpened the edge of your resolve and yourself advantage on that attack. For each d20 that is part
found balance between nature and steel. of the attack roll that would hit the creature, you roll that
power die, dealing extra damage equal to the result. The
Discipline Spells damage type of this extra damage is acid, bludgeoning,
You learn an additional spell when you reach certain levels cold, fire, lightning, or thunder (your choice.)
as a warden, as shown in the Guardian Spells table. The
spell counts as a warden spell for you, but it doesn’t count
against the number of warden spells you know.

Guardian Spells
Warden Level Spell
2nd nature’s brand*
5th grasping earth*
9th manifest elements*
13th stone skin

6 The Warden Class


Fanatic Extension Stance
You’ve decided that weapons are a hindrance and only serve Beginning at 10th level, you blend your martial skill with
to block your connection to nature. The raw connection of the elements, extending your range of influence. Your reach
your body is all you need to wield your power freely. with unarmed strikes increases to 15 feet when both your
hands are empty. When you are grappling a single creature,
Discipline Spells as long as it remains within reach, you do not need to use
You learn an additional spell when you reach certain levels your hands to maintain the grapple, instead binding it with
as a warden, as shown in the Fanatic Spells table. The spell raw elemental power.
counts as a warden spell for you, but it doesn’t count against When you cast a spell with a range of touch, for you, it
the number of warden spells you know. has a range of 15 feet.

Fanatic Spells Exploding Elements


Warden Level Spell Starting at 14th level, the elements coursing through you
2nd reflect elements* can be expelled as an explosive burst. When you expend
5th downdrop* a power die to deal extra damage on an attack, you can
choose to have that damage dealt to all creatures within 5
9th haste
feet of your target, excluding you.
13th fire shield

Pugilist
At 1st level, you’ve forgone all need for weapons, focusing
your training on turning your body into its own force of
nature. You gain the following benefits:
• You can roll a d4 in place of the normal damage of your
unarmed strikes. This die changes as you gain warden
levels, as shown in the Power Die column of the Warden
table. Warden Spell List
• You can use Wisdom instead of Strength for the attack
and damage rolls of your unarmed strikes, as well as 1st-level 3rd-level
Strength checks made to grapple or shove. burning hands call lightning
• When you take the Attack action to make an unarmed color spray create food and water
strike, you can make another unarmed strike as a bonus create or destroy water daylight
action. detect poison and disease fireball
dripping fangs* meld into stone
entangle plant growth
Precise Power entomb* sleet storm
Starting at 6th level, your discipline and patience enable sleep speak with plants
you to strike at the most opportune moment, exploiting thunderwave
weaknesses in your opponent’s defenses. When you expend
a power die to deal extra damage to a creature with an 4th-level
unarmed strike, you can roll the power die an extra time 2nd-level control water
and add its result to the damage. acid rain* dominate beast
You can do this a number of times equal to your armor of ice* stone shape
Wisdom modifier (a minimum of once). You regain all continual flame toxin well*
expended uses when you finish a long rest. heat metal wall of fire
invisibility
levitate
locate animals or plants 5th-level
sleeting slice* cloudkill
spike growth cone of cold
thunderous charge* flame strike
lightning recoil*
wall of stone

Spells marked with a * appear in the full version of the


Warden class, available at DriveThruRPG

The Warden Class 7


Glacial Slide
Appendix - Spells Transmutation cantrip
Casting Time: 1 action
Braise
Range: 30 feet
Evocation cantrip Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 5 feet Classes: Druid, warden
Components: V, S A wave of cold air washes over a point on the ground that
Duration: Instantaneous you can see within range, creating slick ice. Every creature
Classes: Sorcerer, warden, wizard within 5 feet of this point must succeed on a Dexterity
A spark ignites as you snap your fingers, turning your saving throw or be knocked prone.
empty fist into a blaze of flame. Make a melee spell attack
against a creature within range. If the attack hits, the Manifest Elements
creature takes 1d8 fire damage. If the target is wearing metal 3rd-level evocation
armor, it instead takes 1d12 fire damage.
Casting Time: 1 action
The spell’s damage increases by one die when you reach
Range: Self
5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th
Components: V, S
level (4d8 or 4d12).
Duration: Concentration, up to 1 hour
Classes: Ranger, sorcerer, warden (Guardian)
Drench
Transmutation cantrip You begin to radiate the power of the elements. Choose one
damage type: acid, cold, fire, lightning, or thunder. For the
Casting Time: 1 action duration, the first weapon attack you make on each turn
Range: 30 feet deals an extra 1d8 of that damage type. In addition, if you
Components: V, S score a critical hit, you apply one of the following effects
Duration: Instantaneous depending on the damage type chosen.
Classes: Druid, sorcerer, warden, wizard Acid. One piece of nonmagical metal equipment that the
A spout of water erupts from your outstretched hand, target is wearing or wielding immediately corrodes and falls
dousing a creature you can see within range in water. Make apart, rendering it useless.
a ranged spell attack. On hit, the target takes 1d10 cold Cold. The target becomes frozen to the core, and is
damage. If you are outdoors in stormy conditions when incapacitated until the end of its next turn.
you cast this spell, the spell acts as a grounding rod for the Fire. A blast of heat erupts from the target, dealing 2d8
storm, dealing 1d4 extra lightning damage. fire damage to up to two other creatures of your choice
The spell’s damage increases by one die when you reach within 10 feet of it.
5th level (2d10 and 2d4), 11th level (3d10 and 3d4), and Lightning. Choose one creature wearing metal within 20
17th level (4d10 and 4d4). feet of the target. The lightning arcs to them, causing this
creature to take lightning damage equal to the lightning
Freezing Rain damage dealt to the original target.
Conjuration cantrip Thunder. As your attack hits, a powerful sonic boom
erupts from the target that can be heard by any creature
Casting Time: 1 action within 300 feet. The target and all creatures within 10 feet of
Range: 30 feet it (excluding you) are knocked prone.
Components: V, S
Duration: Instantaneous
Classes: Druid, sorcerer, warden
A dark cloud forms above a creature you can see within
range, dousing them with ice cold rain. The target must
make a Constitution saving throw. On a failed save, the
target takes 1d6 cold damage and can’t use a bonus action
until the end of its next turn.
This spell’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

8 The Warden Class


Nature’s Brand
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Classes: Warden (Guardian)
You coat your weapon in magical light. The next time you
hit a creature with a weapon attack during the duration,
the attack deals an extra 1d6 acid, cold, fire, lightning,
or thunder damage (your choice) and the target must
make a Wisdom saving throw. On a failed save, the target
is branded by that energy. For the duration, whenever
the branded creature takes damage of that type, it takes
1d6 extra damage and can make an additional Wisdom
saving throw, ending the spell on a success. If the target or
a creature within 5 feet of it uses its action to rub off the
brand, the spell ends early.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the initial extra damage dealt by
the attack increases by 1d6 for each slot level above 1st.

Reflect Elements
1st-level abjuration
Casting Time: 1 reaction, which you take when you take
acid, cold, fire, lightning, or thunder damage.
Range: Special
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, warden (Fanatic), wizard
As your body absorbs the damage from the attack, you
metabolize the energy and sling it back at your attacker.
Make a ranged spell attack against the target. On a hit, it
takes damage equal to the triggering damage plus an extra
1d8 of the same type.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the extra damage dealt by the
attack increases by 1d8 for each slot level above 1st.

Storm Orb
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Druid, sorcerer, warden, warlock, wizard
An ominous storm cloud materializes above your head.
The first time a creature deals damage to you with a melee
attack, you can use your reaction to deal 1d8 lightning
damage to that creature, and the spell ends.
This spell’s damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).

The Warden Class 9


10 The Warden Class
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form in which an existing work may be recast, transformed or to that Product Identity.
adapted; (c) “Distribute” means to reproduce, License, rent, lease, 8. Identification: If you distribute Open Game Content You
sell, broadcast, publicly display, transmit or otherwise distrib- must clearly indicate which portions of the work that you are
ute; (d)”Open Game Content” means the game mechanic and distributing are Open Game Content.
includes the methods, procedures, processes and routines to the 9. Updating the License: Wizards or its designated Agents
extent such content does not embody the Product Identity and may publish updated versions of this License. You may use any
is an enhancement over the prior art and any additional content authorized version of this License to copy, modify and distribute
clearly identified as Open Game Content by the Contributor, and any Open Game Content originally distributed under any version
means any work covered by this License, including translations of this License.
and derivative works under copyright law, but specifically excludes 10. Copy of this License: You MUST include a copy of this Li-
Product Identity. (e) “Product Identity” means product and prod- cense with every copy of the Open Game Content You Distribute.
uct line names, logos and identifying marks including trade dress; 11. Use of Contributor Credits: You may not market or adver-
artifacts; creatures characters; stories, storylines, plots, thematic tise the Open Game Content using the name of any Contributor
elements, dialogue, incidents, language, artwork, symbols, designs, unless You have written permission from the Contributor to do so.
depictions, likenesses, formats, poses, concepts, themes and 12. Inability to Comply: If it is impossible for You to comply
graphic, photographic and other visual or audio representations; with any of the terms of this License with respect to some or all of
names and descriptions of characters, Spells, enchantments, per- the Open Game Content due to statute, judicial order, or govern-
sonalities, teams, personas, likenesses and Special abilities; places, mental regulation then You may not Use any Open Game Material
locations, environments, creatures, Equipment, magical or super- so affected.
natural Abilities or Effects, logos, symbols, or graphic designs; and 13. Termination: This License will terminate automatically
any other trademark or registered trademark clearly identified as if You fail to comply with all terms herein and fail to cure such
Product identity by the owner of the Product Identity, and which breach within 30 days of becoming aware of the breach. All subli-
specifically excludes the OPEN Game Content; (f) “Trademark” censes shall survive the termination of this License.
means the logos, names, mark, sign, motto, designs that are used 14. Reformation: If any provision of this License is held to be
by a Contributor to Identify itself or its products or the associated unenforceable, such provision shall be reformed only to the extent
products contributed to the Open Game License by the Contrib- necessary to make it enforceable.
utor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 15. COPYRIGHT NOTICE Open Game License v 1.0a Copy-
edit, format, modify, translate and otherwise create Derivative right 2000, Wizards of the Coast, LLC.
Material of Open Game Content. (h) “You” or “Your” means the System Reference Document 5.1 Copyright 2016, Wizards of
licensee in terms of this agreement. the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris
2. The License: This License applies to any Open Game Content Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
that contains a notice indicating that the Open Game Content Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
may only be Used under and in terms of this License. You must based on original material by E. Gary Gygax and Dave Arneson.
affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except The Warden Class Limited Release Copyright 2020, Vorpal Dice
as described by the License itself. No other terms or Conditions Press and Genuine Fantasy Press, LLC.
may be applied to any Open Game Content distributed using this The Warden Class Copyright 2020, Vorpal Dice Press and Gen-
License. uine Fantasy Press, LLC.
3. Offer and Acceptance: By Using the Open Game Content You Compendium of Forgotten Secrets: Awakening Copyright 2018,
indicate Your acceptance of the terms of this License. Genuine Fantasy Press, LLC.
Compendium of Sacred Mysteries: Resurrection Copyright
2020, Genuine Fantasy Press, LLC.

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