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GENIUS

N
ot all intelligent adventurers are magicians, PROFICIENCIES
not all scholars delve in arcane secrets, and Armor: Light armor
not all magical research goes into spells.
Weapons: Simple weapons
The Genius uses intelligence and skill to create
arcane-looking, but craft-based, artifacts and tools, Tools: Choose two types of artisan’s tools; if you’re
with which they equip themselves and their allies, using the Literacy variant rules, you gain Literacy
surprising their opponents with the unpredictable Saving Throws: Constitution, Intelligence
results of applied science.
Choose 3 skills from this list:
A genius’ main tool is a homunculus — a
construct, or living tool, which the genius endows Arcana
with magical abilities. Through their homunculi, History
geniuses can use limited magic, and they can create Investigation
several homunculi to help them simultaneously.
Medicine
As a Genius, you gain the following class features:
Nature
HIT POINTS Perception
Hit Dice: 1d6 per genius level Sleight of Hand
Hit Points at 1st Level: 6 + your Constitution Survival
modifier
Hit Points at Higher Levels: 3 (1d6) + your
Constitution modifier per genius level after 1st

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The Genius
LEVEL PROFICIENCY BONUS HOMUNCULUS TINKER DIE FEATURES
ABILITY LEVEL

1st +2 Cantrip d4 Homunculus, tinkering

2nd +2 Cantrip d4 Inspired Craft, utility belt

3rd +2 Cantrip d4 Field Specialization

4th +2 1st d4 Ability Score Improvement

5th +3 1st d4 Damage Resistance, homunculus tweak

6th +3 1st d6 Genius expertise

7th +3 2nd d6 2nd homunculus

8th +3 2nd d6 Ability Score Improvement

9th +4 2nd d6 Field Specialization Feature

10th +4 3rd d6 Defensive Tinkering, homunculus tweak

11th +4 3rd d8 Damage Resistance

12th +4 3rd d8 Ability Score Improvement

13th +5 4th d8 Field Specialization Feature

14th +5 4th d8 3rd homunculus

15th +5 4th d8 Homunculus tweak, master Expertise


16th +5 5th d10 Ability Score Improvement

17th +6 5th d10 Field Specialization Feature

18th +6 5th d10 Damage Resistance

19th +6 6th d10 Ability Score Improvement

20th +6 6th d10 Magnum Opus

HOMUNCULUS Your homunculus’ hit dice are equal to your


You have created a homunculus to assist you in proficiency bonus. Your homunculus may add
your experiments and research. It has the size either its Proficiency bonus or yours to its attack
and statistics of a standard homunculus, and it rolls, and to ability checks using skills and tools
may have any form and be made of any material that you’re proficient with. You may change the
you wish. You can guide yourself by your tool damage type of your homunculus’ attacks to any
proficiencies to choose your homunculus’ nature one damage type of your choice, but you may not
and appearance; for example, your homunculus change that choice later.
may be an organic creature or a puff of elemental Your homunculus moves and attacks on its own
matter if you’re proficient in alchemist’s supplies, initiative, but you can use your action to give it
but it may be a tiny clockwork toy or a sentient specific telepathic commands. Your homunculus
tool if you are proficient in tinker’s tools, a tiny won’t use its spell-like abilities unless commanded
animated armor or a flying knife if you have smith’s to do so.
tools, or a tiny plant if you have herbalism kit.

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If your homunculus dies, you can create another TINKERING
homunculus as a downtime activity requiring You can quickly modify the gear of your allies.
a total of 24 hours and an expenditure of gold You may spend 10 minutes working on one
pieces equal to your genius level x 100. The new Small or smaller item within 5 feet of you of your
homunculus may have a different type and form homunculus. The item must be unattended or in
than the previous one. the possession of a friendly creature, and you must
You begin play with one homunculus. You gain be proficient with a tool set that allows you to add
a second homunculus when you reach 7th level, your proficiency bonus to checks relevant to the
and a third one when you reach 14th level. Each chosen item.
of your homunculi is a different construct with its Choose one category from attack rolls, ability
own separate abilities. checks or saving throws. If the item deals damage
or restores hit points, you may also choose damage
HOMUNCULUS ABILITIES rolls or healing rolls. For 24 hours after you use this
When you gain a homunculus, choose a number feature, whenever a friendly creature is holding,
of spells equal to your Intelligence modifier wearing or touching the chosen item, you may add
(minimum 1 spell), from any spell list, up to the your Tinker Die to the chosen die roll category
level shown in the Homunculus Ability Level when using the chosen item .
column of The Genius table. Your homunculus Once you use this feature, you must finish a
may use the chosen spells as innate abilities, but long rest before using it again.
it will not use them unless you spend an action to
command it to do so. Defensive Tinkering. Starting at 10th level, instead
of adding your Tinker Die to any die roll using the
Once your homunculus uses an ability, item, you may choose to subtract your Tinker Die
you must finish a long or short rest before the from either the attack or damage rolls made against
homunculus may use the ability again. any creature that is holding, touching or wearing
Every time your Intelligence modifier increases the chosen item for the effect’s duration.
by 1 point, as per a permanent ability score
increase, you may add a new ability to your INSPIRED CRAFT
homunculus of the maximum appropriate level, by Beginning at 2nd level, you improve your crafting
spending 1 day of tinkering per spell level of the skills and tools. When you use the Crafting
ability you want to add. downtime activity, you only need to spend half the
Use your own Intelligence to calculate the save DC listed time.
and attack modifiers of your homunculus’ abilities.
Ability save DC = 8 + your proficiency bonus + UTILITY BELT
your Intelligence modifier Starting at 2nd level, you acquire a knack for
Ability attack modifier = your proficiency bonus + having the right tool at the right time.
your Intelligence modifier As an action, you can search your gear for
As you advance in levels, you tweak and improve any nonmagical item of your choice from the
your homunculi, allowing them to store better equipment list, of a size that allows it to fit inside
abilities. Every time you gain a Genius level, you your pack or pockets, with a cost no higher than
can replace one of your homunculus’ abilities your Genius level x 100.
with a new ability, choosing a new spell from any After the action, you have a consumable version
spell list of a level up to the one shown in the of the chosen item in your hand. You may use the
Homunculus Ability Level column. The new spell item for 10 minutes, after which it disappears.
becomes your homunculus’ new ability. Once you use this ability, you need to finish a long
rest before you use it again.

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FIELD SPECIALIZATION perform both attacks in a single attack action. Each
At 3rd level, you specialize in a Genius field. of your homunculus’ improved attacks deals 1d6 +
Choose one from the Architect, who specializes Dex modifier damage of one type of your choice.
in gigantic constructs; the Bomber, who applies Improved Defenses. Your chosen homunculus
science to war; the Chimerist, who experiments gains a +1 bonus to its AC. Also, when your chosen
with living things; or the Guild Genius, a master homunculus is dealt enough damage to destroy it,
of gadgets and designs. These specializations are it’s only unconscious, and you may repair it at no
described starting on page 85. cost as part of a short or long rest.
Your field specialization expands on the tools Independent. You only require a bonus action to
and materials you may use for your work. Each command your homunculus to perform any action.
specialization grants you an Alignment Aspect (see Power Source. Your chosen homunculus gains
the Alignment section) and 3 tool proficiencies at a magical power source. As an action, you can
3rd level. You gain further specialized features at command it to recharge. The homunculus regains
9th, 13th and 17th level. the use of one of its abilities.

ABILITY SCORE IMPROVEMENT DAMAGE RESISTANCE


When you reach 4th level, and again at 8th, 12th, As you advance in levels, you become used to
16th, and 19th level, you can increase one ability working with dangerous chemicals and reactions.
score of your choice by 2, or you can increase two Upon reaching 5th level, you gain resistance to
ability scores of your choice by 1. You can’t increase one damage type of your choice from acid, cold,
an ability score above 20 using this feature. electricity, fire, necrotic, poison, radiant or thunder.
This resistance extends to all your homunculi.
HOMUNCULUS TWEAKS
You gain a second damage resistance upon
Starting at 5th level, you begin to give further reaching 11th level, and a third when you reach
modifications to your homunculi. When you reach 18th level.
5th level, and once again at 10th and 15th level,
choose one homunculus tweak from the list below GENIUS EXPERTISE
and apply it to one of your homunculi. The chosen
tweak benefits only the chosen homunculus. Upon reaching 6th level, choose one of your skill
proficiencies or two of your tool proficiencies. Your
Advanced Hit Dice. Your chosen homunculus’ proficiency bonus is doubled for any ability check
maximum hit points cannot be lower than your you make using the chosen skill or tools.
own hit points, and its hit dice equal your hit dice.
Your homunculus may now spend hit dice to heal
MASTER EXPERTISE
itself during a short rest.
When you reach 15th level, you have attained
Advanced Intelligence. Your chosen
mastery in your areas of expertise. When you make
homunculus gains 2 skill proficiencies and 2
an ability check using the proficiencies affected by
saving throw proficiencies.
your Genius Expertise feature, if your check result
Expanded Abilities. Choose 2 new spells from any is lower than 15, it’s 15 instead.
spell list of a level up to your homunculus ability
level limit. Your chosen homunculus gains the
chosen spells as new abilities.
Improved Attacks. Your chosen homunculus’ bite
attack is replaced by two melee attacks relevant to
your homunculus’ form (2 slams, 2 claws, 1 bite
and one other attack, etc.). Your homunculus may

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MAGNUM OPUS Wisdom, Charisma and spell-like abilities.
When you reach 20th level, you have discovered When you gain a new homunculus, you may
the supreme secrets of arcane science. You may choose to give it the base stats of an animated
choose a formula from the list below. Your chosen armor, retaining a homunculus’ Intelligence,
formula gives specific benefits. Wisdom and Charisma.
Gold Stone. You can permanently maintain an Greater Colossus
Aristocratic lifestyle, and you no longer need to
spend gold to buy or craft any item. Upon reaching 9th level, you may increase the size
of one of your colossi to Large. Instead of gaining
Immortality. You are immune to aging effects a 3rd homunculus at 14th level, you may increase
and cannot die of old age, and you can no longer its size to Huge, or increase the size of your second
suffer Exhaustion. homunculus to Large.
Panacea. You become immune to necrotic and Every time you increase the size of a colossus, its
poison damage. You become immune to disease Strength and Constitution increase by 2, and the
and the Poisoned condition. damage of its slam attacks increases by 1 category
Supreme Matter. All your weapon attacks and your (1d8 + Str modifier if the colossus becomes Large,
homunculi’s natural attacks deal additional necrotic 2d6 + Str modifier if it becomes Huge).
damage equal to your Intelligence modifier, and You may climb on a Large or larger colossus as if
ignore damage resistances or immunities. it was a mount or vehicle.
A colossus cannot squeeze into places meant for
ARCHITECT
smaller creatures.
You are a builder of monuments and machines, of
plans and blueprints. The Architect school dates Build to Last
from millennia ago, from the architects that ruled Starting at 13th level, any item or building crafted
— and erected — the civilized world during the by you, including your Colossi, has a minimum
Altanesi Empire’s Golden Age. As an Architect, AC equal to 8 + your Intelligence modifier
you have mastered masonry and engineering, but + your proficiency bonus. Also, any item or
also the mathematical and physical forces that hold building crafted by you, including your Colossi, is
objects together and allow them to interact. considered resilient and has the maximum possible
hit points for an object of its size:
Aspect
Starting at 3rd level when you choose this OBJECT SIZE OBJECT HIT POINTS
specialization, you gain one Aspect of your Tiny 8
choice from Dream, Source or Will (see the Small 18
Alignment section). Medium 32
Large 50
Specialized Tools
Huge+ 100 per 15 x 15 section
Upon reaching 3rd level, you gain proficiency with
carpenter’s tools, cartographer’s tools and mason’s
tools if you didn’t have them already, and you
gain advantage on all ability checks where these
proficiencies apply.
Colossus
Upon reaching 3rd level, your homunculus
becomes a Colossus, with the size and statistics
of an animated armor. It retains its Intelligence,

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Magical Refuge proficiency bonus + your Intelligence modifier)
Beginning at 17th level, you can build a magical or take damage of the chosen type equal to your
refuge for you and your party to rest in. proficiency bonus x 1d8.

As part of a short or long rest, you may erect You can have as many genius bombs as your
various walls and wards that protect you and up to Intelligence modifier (minimum of 1 bomb) at any
10 other creatures of your choice inside a 30 x 30 given time. If you have created genius bombs equal
perimeter. Until you finish your short or long rest, or greater to your Intelligence modifier, you cannot
every creature in your camp has total cover from build any more bombs until you use at least one of
any creature outside your camp. your current bombs.
Versatile Bombs
BOMBER
When you reach 9th level, you may choose
Specialist bombers are expert alchemists that focus a second explosive material from acid, cold,
on explosive substances — the most devastating electricity, fire, necrotic, poison, radiant or thunder.
force known to science, discovered by shiv halflings Every time you create a genius bomb, you may
at the onset of the Tyverian Empire. Most bombers choose to make it deal damage of a type matching
use their abilities for criminal, espionage and either of your known explosive materials.
military endeavors, although they can also help
You may also choose a condition from Blinded,
the mining and building industry. As a bomber,
Incapacitated or Restrained. Any creature that fails
you are a master of explosions, and a volatile and
its save against one of your genius bombs gains the
destructive force yourself.
chosen condition until the end of your next turn.
Aspect
Selective bombing
Starting at 3rd level when you choose this
Starting at 13th level, you may choose which
specialization, you gain the Will aspect of your
targets in your genius bomb’s blast radius are
alignment (see the Alignment section).
affected by the bomb and which are not.
Specialized Tools
Master Bombs
Upon reaching 3rd level, you gain proficiency with
Upon reaching 17th level, you may choose a third
alchemist’s supplies, brewer’s supplies and potter’s
explosive material from acid, cold, electricity, fire,
tools if you didn’t have them already, and you
force, necrotic, poison, psychic, radiant or thunder.
gain advantage on all ability checks where these
Every time you create a genius bomb, you may
proficiencies apply.
choose to make it deal damage of a type matching
Genius Bomb any of your known explosive materials.
Upon reaching 3rd level, choose an explosive You may also choose a condition from Petrified
material from acid, cold, electricity, fire, poison or or Unconscious. Any creature that fails its save
thunder. You may now easily craft explosives out of against one of your genius bombs gains the chosen
the chosen material. condition for 1 minute.
As part of a long rest, if you have alchemist’s Chimerist
supplies or brewer’s supplies, you may create a
You are a practitioner of Zoethurgy, or Creature
number of genius bombs equal to your Intelligence
Alchemy, as developed in the Arkane Dominion
modifier.
of Sikaria. Zoethurgists experiment with living
You may throw a genius bomb to a space of creatures to give them new abilities and, sometimes,
your choice up to 30 feet away. Every creature and create new lifeforms. As a chimerist, you are not
object within 10 feet of the target must succeed on content to passively watch the cycle of life — you
a Dexterity saving throw (DC equal to 8 + your take a hand on it.

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Aspect • Resistance to one damage type of your choice
Starting at 3rd level when you choose this from acid, cold, fire, electricity, necrotic, poison
specialization, you gain the Source aspect of your or radiant.
alignment (see the Alignment section). • A +1 bonus to AC when not wearing armor.
Specialized Tools • Your natural weapons or unarmed attacks deal
+1d4 damage of a type of your choice. The
Upon reaching 3rd level, you gain proficiency chosen damage type must be the same for you
with alchemist’s supplies, brewer’s supplies and and all your kaimerai.
herbalism kit if you didn’t have them already, and
you gain advantage on all ability checks where these • Advantage on Perception checks and
proficiencies apply. Darkvision out to 60 feet.
• +10 to base speed.
Kaimera
Upon reaching 3rd level, your homunculus evolves Ultimate Test
to a kaimera, a fully living creature. Choose any Upon reaching 17th level, you have become a
beast or monstrosity with a CR no greater than superior lifeform through experimentation. You
1/8. Your homunculus permanently gains the gain the following benefits:
statistics, abilities and attributes of that creature,
You may increase one of your ability scores by 2
retaining its Intelligence, Wisdom and Charisma.
points, or two of your ability scores by 1 point each.
Your homunculus loses its fly speed if the animal
form doesn’t have one. A kaimera retains all of its Your metabolism has become superhumanly
special homunculus abilities, and may gain new efficient; you now only need half the required time
ones normally. to take a long or short rest, and you gain advantage
on checks and saving throws to avoid becoming
You can also choose your kaimera to be of an
Exhausted.
unusual color or shape, as long as you don’t alter its
basic stats and functions further. You no longer grow old, although you may still
die of old age.
Whenever you gain a new homunculus, you
may choose to make it a kaimera, giving it the
base stats of an animal or monstrosity with a CR GUILD GENIUS
no greater than 1/8, retaining a homunculus’ The most famous artificers in the world, the crafters
Intelligence, Wisdom and Charisma. of the Grand Guild of Allaria are known for their
outlandish creations, none of which resembles none
Test Subject
other. They sell these creations all across Valerna,
Starting at 9th level, you have begun both as arcane curiosities and as priceless industrial
experimenting on yourself. Choose one spell from tools. As a guild genius, you pride yourself on the
any spell list, up to your homunculus ability level creativity, originality and unrepeatability of your
limit; you gain that spell as an innate ability, as if inventions.
you were one of your homunculi. Once you use
your chosen ability, you must finish a short or Aspect
long rest before using it again. Starting at 3rd level when you choose this
specialization, you gain the Dream aspect of your
Advanced Test
alignment (see the Alignment section).
Upon reaching 13th level, your experiments grant
you a special benefit. Choose one trait from the list
below; you and all your current and future kaimerai
gain the chosen trait.

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Specialized Tools homunculus can make a ranged weapon attack at
Upon reaching 3rd level, you gain proficiency with a target within 120 feet, adding your proficiency
land vehicles, smith’s tools and tinker’s tools if you bonus to the attack and dealing 4d6 damage of the
didn’t have them already, and you gain advantage chosen type on a successful hit. After using this
on all ability checks where these proficiencies apply. ability, your homunculus may not use it again until
you have finished a short or long rest.
Animated Object Improved Speed. Your chosen homunculus’ land
Upon reaching 3rd level, you may give your speed increases by +10 feet, and it may ignore
homunculus the body of an animated object up difficult terrain when taking the Dash action.
to Large size. It retains its homunculus statistics, Large hands. Your chosen homunculus gains
but its Strength, Dexterity and attacks change two retractable, large hands. As an action, it may
as indicated below. Its damage type may be grapple Medium or smaller creatures, or make two
bludgeoning, piercing or slashing depending on the slam attacks dealing 1d6 bludgeoning damage +
object type. Strength modifier each.
OBJECT STR DEX ATTACK Protected Passengers. If your chosen homunculus
SIZE is a vehicle, creatures aboard it have total cover
Tiny 7 15 +4 to hit, 1d4 + 2 damage from creatures outside the vehicle, and they have
Small 9 13 +3 to hit, 1d6 + 1 damage
damage resistance against area attacks.
Self-destruct. As an action, you may command
Medium 10 12 +3 to hit, 1d8 + 1 damage your chosen homunculus to detonate, dealing
Large 15 7 +4 to hit, 2d6 + 2 damage 10d10 damage of one type of your choice to every
creature within 20 feet of it. Every affected creature
The homunculus’ AC and maximum hit points may attempt a Dexterity saving throw (DC equal
become equal to your Intelligence score. When to 8 + your Intelligence modifier + your proficiency
you increase your Intelligence score, your animated bonus), taking only half damage on a success. The
object’s AC and maximum hit points increase homunculus is destroyed afterwards.
accordingly. You may repair all damage done to Sensors. Your homunculus gains truesight out to
your animated object using smith’s tools or tinker’s 30 feet.
tools as part of a short rest, unless the object was
destroyed. Smoke Cloud. As an action, your chosen
homunculus may emit a cloud of black smoke
The animated object retains its homunculus in a 15’ x 15’ area. Every creature inside the area
abilities, and may gain new abilities as normal. is heavily obscured. The cloud lasts for 1 minute
If your animated object is Large, you can use it before dissipating.
as a vehicle, comfortably seating up to 4 Medium Versatile movement. If your chosen homunculus
or smaller creatures. It loses its fly speed, but it is a vehicle, it gains a 20 ft. fly speed or a 20 ft.
gains a 40’ base speed. swim speed. Creatures on board the vehicle are
not considered airborne or underwater while
inside the vehicle.
Object Upgrades
Workshop. If your chosen homunculus is Large, it
Upon reaching 9th level, your animated object contains a self-replenishing factory and laboratory.
gains one of the tweaks below, and you may add When you are within 5 ft. of your homunculus,
these upgrades to the list of homunculus tweaks for you may craft any nonmagical item without having
all homunculi you create. to spend any gold.
Cannon. Your homunculus has a ranged attack.
Choose any one damage type; as an action, your

9
Improved Utility Belt
Starting at 13th level, you may use your Utility
Belt feature to retrieve a common or uncommon
consumable magic item. A retrieved magic item
disappears if not used within 1 minute.
Inspired Inventor
Beginning at 17th level, you infuse all your tools
with magic. You gain a +1 bonus to all ability
checks, saving throws and attack rolls while
wielding, using or wearing tools, weapons or items
that you’re proficient in. Your improvised weapons
and your homunculi’s attacks and improvised
weapons count as magical.

10
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are copying, modifying or distributing, and You must add the Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
title, the copyright date, and the copyright holder’s name to the Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
COPYRIGHT NOTICE of any original Open Game Content and Steve Townshend, based on original material by E. Gary Gygax
you Distribute. and Dave Arneson.

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 marktet 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.

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