D&D5e - Epithets Expanded

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Noble Hunt

Black Rose Starting at 6th level, you can single out creatures you wish to
The black rose epithet manifests for those who seek power face more directly. Once per turn, as a bonus action you may
and reject the notion that the world is pure. Their emblem is declare one creature you can see as your noble prey for 1
a black flower that only emerges when nature is guided or hour or until they die. You may have multiple creatures
tampered with, and so they break the standards of a Petal declared as noble prey simultaneously.
Knight. You cannot have disadvantage on saving throws against
The knight of the black rose wields weapons that are your noble prey, and they must have total cover from you in
considered too heavy and unwieldy for regular petal knights. order to hide from you successfully.
They care only for ensuring they have the power and strength You may take an extra reaction every turn against each of
needed to achieve their goals, and viciously cut down those your noble prey targets (the extra reaction is used before your
before them. They see their enemies as prey to be marked, regular one). Whenever your noble prey makes an attack roll
hunted, and slain. against you, you may use your reaction to give that attack
At their peak, they draw power from the slaughter of their disadvantage. When you make an attack against them, you
enemies and are rejuvenated by vicious battle. Despite this, may also use your reaction to gain advantage on the attack
they hold themselves to a code of ethics that requires they roll.
treat others with honor. They do not allow themselves to You may declare that creatures are your noble prey an
become mindless killers. amount of times equal to your proficiency bonus, regaining
Those who manifest the epithet of the black rose are expended declarations when you complete a long rest.
strong individuals who seek a higher standing in life and, for
one reason or another, crave power. They hold the notion of Black Rose Branches
becoming stronger being their highest priority, often due to Beginning at 11th level, whenever you would get to choose a
some tragedy or weakness in their life. virtuous branches option to use, you may instead choose
from the following effects:
Billowing Bulwark
An aura of black rose petals and wind kicks up around you,
giving all ranged attacks made against you disadvantage until
the start of your next turn.
Noble Mark
You may declare a creature you hit or who failed a saving
throw against your spell to be your noble prey without
expending or requiring any of your uses of the feature.
Repulsion
You may force any creatures who failed a saving throw
against the spell or who were hit by an attack made as part of
it to be pushed back 30 feet from the space or point its effects
originated from. If they collide with a solid object and must
stop short by at least 10 feet they are knocked prone.
Stained Roots
Black Rose Features Beginning at 15th level, whenever you score a lethal wound to
Level Features a creature, you draw from their life force, revitalizing yourself
while their blood runs dry. When you score a critical hit with
2nd Improved Critical (Melee) a melee attack against a creature that is not an elemental,
6th Divergent Arms, Noble Hunt undead, or construct, you regain hit points equal to the
11th Black Rose Branches
damage you deal. If you have no wounds when you deal this
damage, you instead gain half the damage as temporary hit
15th Stained Roots points.
Improved Critical (Melee)
Starting at 2nd level when you manifest this epithet,
whenever you hit a creature with a melee weapon or melee
spell attack you score a critical hit on a d20 result of 19-20.
Divergent Arms
At 6th level you break away from the usual teachings of the
petal knights. You gain proficiency in heavy armor and all
simple and martial weapons. Your Petal Knight features that
require you use a one-handed weapon can now be used with
any weapon you are proficient with.
Advance
Coral Rose You gain an advance die which you retain for 1 minute. While
The coral rose epithet is held by those who are undeterrable. you have it, if you fail an attack roll or saving throw, you can
This beautiful dusty orange flower catches the eyes of those expend it to roll 1d10 and add the result to the roll, possibly
who see it, and the emblem means its wearer is a fighter who changing the outcome.
can adapt and survive in most environments. Enthusiasm
The knights of the coral rose have a variety of skills up Choose one creature your spell targeted or who made a
their sleeves, such as deceptively misleading others with saving throw against it. Within the next minute, the next time
illusions, creating openings to exploit in their opponents, or you would miss an attack roll against that creature you hit
adapting the magical skills of their opponents to use against instead.
them. They are fast, always heading toward their goal, and
unflappable once they have chosen a target. Liberation
Those who manifest this epithet are often enthusiastic Choose one creature that was included in or targeted by your
individuals with a mischievous streak. Those who know spell's effects that is benefiting from a magical effect you are
hardship and overcome it with guile and cunning hold the aware of. This can include the effects of a spell or potion. The
correct qualities to conjure up these powers. creature must attempt a Charisma saving throw against your
Coral Rose Features spell save DC. If they fail, you gain the benefits of the magical
Level Features effect, copying it entirely (including the caster's DC, spell
attack, what creatures its effects are targeting, etc).
2nd Deceptive Bouquet If the magical effect allows control over creatures or
6th Breath of Tranquility features of the area, you share control of it as per the spell's
effects. When the effect would end on the creature it was
11th Coral Rose Branches originally affecting then the effect ends for you as well. This
15th Undeterrable Pace includes if they willingly end it or if it is dispelled.
You can only benefit from one copied spell effect at a time.
Deceptive Bouquet If you copy a new one, the old one ends for you.
Beginning when you manifest this epithet at 2nd level, you
can hide yourself by supernatural means to attack others. As Undeterrable Pace
a bonus action on your turn, you can create a visual clone of Beginning at 15th level, whenever you rush forward you move
yourself and you turn invisible. This illusory double appears with a furious dedication, unimpeded by anything that tries to
in your space, and becomes the source of any speech or stop you. Your base movement speed increases by 10 feet,
gestures you wish to take. and creatures have disadvantage on opportunity attacks
At the end of each of your turns and when you take the against you.
Attack action or cast a spell, roll a Charisma saving throw Additionally, you can use your bonus action to choose to
with a DC equal to 8 + the number of turns you have been vanish and jump through space, teleporting to an unoccupied
invisible through this effect. If you fail you become visible. space you can see within your remaining movement. Doing
When you attack creatures or are attacked in this state, you so expends movement equal to a line drawn straight between
appear briefly after striking or being struck, with another the space you left and your destination.
illusory clone manifesting there as you invisibly move away.
These clones can also be used as the source of movement,
speech, or gestures.
When you lose invisibility the clones vanish, dissolving into
coral rose petals and ethereal pink energy.
You can use this feature a number of times equal to half
your proficiency bonus (rounded down). You regain expended
uses when you complete a long rest.
Breath of Tranquility
Starting at 6th level, you can discern and expel weakness
from your body. When your turn starts and you are charmed,
frightened, poisoned, stunned, or paralyzed, you can choose to
end one of those effects immediately. If you do so, you cannot
use your action this turn (but may still use your bonus action
and movement).
Coral Rose Branches
Beginning at 11th level, whenever you would get to choose a
virtuous branches option to use, you may instead choose
from the following effects:
Royal Posture
Gardenia Beginning at 6th level, you stand strong and proud in the face
The epithet of the gardenia depicts a pure white flower with of opposition. You cannot be knocked prone by effects that
layers of blooming petals, and the knight who bears it can be originate from creatures of the same size category as you,
described similarly: one who expresses purity and a delicate and have advantage on rolls made to oppose or break free
nature, but has a stern pride underneath that guides their from grapple checks, shoves, or effects that would restrain
actions. They hold themselves and those around them to high you.
standards and seek the best from others. You can attempt to break free from a grapple as a bonus
Their epithet grants them certainty and unmovable action.
endurance. They are difficult to fall in combat, recovering
from fatal wounds time and time again. They can draw on Bane of the Unknown
celestial magic granted to them by the natural world, which is Starting at 6th level, you have a natural advantage against
granted in order to heal and defend the purity of the world perversions of nature. When you hit a monstrosity or
around them. They have special power that helps them slay aberration with a weapon attack you deal an extra 1d6
creatures outside nature's design. radiant damage. When you reach 14th level, you deal 2d6
Those who manifest this epithet can be observed as radiant damage instead.
unreachable, solid individuals who seem untouched by the When you hit such a creature with a weapon attack, you
world. can also choose to expend one of your pact spell slots to force
it and all other creatures of its creature type within 30 feet of
Gardenia Features it to make a Wisdom saving throw against your spell save DC.
Level Features On a failure, they are turned by you for 1 minute or until they
2nd Purity of Nature take damage.
A turned creature must spend its turns trying to move as
6th Royal Posture, Bane of the Unknown far away from you as it can, and it can't willingly move to a
11th Gardenia Branches space within 30 feet of you. It also can't take reactions. For its
action, it can use only the Dash action or try to escape from
15th Proud Heart an effect that prevents it from moving. If there's nowhere to
move, the creature can use the Dodge action.
Purity of Nature
Beginning when you manifest this epithet at 2nd level, Gardenia Branches
whenever you learn a new Petal Knight spell you can choose Beginning at 11th level, whenever you would get to choose a
to take a spell from the Cleric spell list instead, and treat that virtuous branches option to use, you may instead choose
spell as a Petal Knight spell for you. from the following effects:
When you gain this feature, you can switch the spell you
would normally gain at this level, as well as one of your other Buffer
known spells, to a Cleric spell if you wish to. Until the start of your next turn, every time you take damage
Cleric spells learned this way must be of a level you have it is reduced by an amount equal to half your Petal Knight
spell slots for. level.
Expedience
Creatures you choose who were affected by your spell may
use their reaction to move up to half their movement speed
without provoking opportunity attacks.
Rejuvenation
If the spell you used restored hit points to a creature, you may
also cure them of one of the following conditions: poisoned,
frightened, stunned, charmed.
Proud Heart
Beginning when you reach 15th level, you do not fall in
combat easily. When you are reduced to 0 hit points by
damage, you instead roll a Charisma saving throw. The DC is
equal to the damage that exceeds your remaining hit points.
If you succeed the save you are reduced to 1d6 hit points
instead.
Each time you succeed this saving throw, the DC
cumulatively increases by 2 next time you make it. The DC
resets when you complete a long rest.
If you fail the saving throw, or an effect kills you or reduces
you to 0 hit points without dealing damage, you are reduced
to 1 hit point instead and cannot use any part of this feature
again until you complete a long rest.
Morning Glory While cursed by this attention collar, those creatures
cannot take any movement that would cause them to move
A fleeting soul that lives from experience to experience, farther away from you, unless that movement is with the
hoping to appreciate and learn from each one. Their epithet deliberate intention to move closer to you.
is the morning glory, a soft flower with petals ranging from Both you and the creatures wearing the collars cannot hide
violet to blue. Like the flower they bare, these knights open from one another, and are aware of each other's exact
up to accept all things into them. positions at all times.
Though they feel life is short, and that people come and go, Any attacks a collared creature takes against creatures
they are exceptional at uniting the hearts of those around other than you while wearing the collar deal half damage.
them. Their epithets grant the ability to forge bonds that are Both you and creatures wearing your attention collars can
both beneficial and detrimental. Should they find someone use their reaction to become briefly ethereal, and are able to
they are willing to pledge themselves to, their epithet grants a move up to 30 feet through solid objects toward you (if they
supernatural bond that benefits both. do so) or a creature wearing a collar (if you do so).
Those who manifest this epithet are frequently prone to
meandering through life, flirting with every new experience Bond of Dedication
they come across. Often hedonistic and impulsive, they Starting at 11th level, your heart influences the actions you
appreciate every day as if their life has just begun. take. You can dedicate yourself to another creature, taking
Morning Glory Features
part in a 1 hour ceremony that binds the two of you together,
creating blue and purple rings on your fingers that represent
Level Features your dedication to each other.
2nd Breath of Unity This bond represents dedicating yourselves to one another
6th Attention Collar
in mind and body, and you can only benefit from one bond
like this at a time. While bonded this way, you both benefit
11th Bond of Dedication from the following effects as long as you are on the same
15th Bitter Farewell plane:
You are both always aware of the condition of the other,
Breath of Unity including status conditions, hit points, wounds, etc,. Both
Beginning when you manifest this epithet at 2nd level, you of you can only be aware of context that at least one of you
can lead yourself and up to six other creatures in breathing knows (for example, you do not know the effects of a curse
exercises that allow them to quickly tap into their stamina the other is affected by unless one of you knew otherwise).
reserves. If you and these creatures spend 1 minute focusing You both can communicate telepathically across any
on calm thoughts and connecting with both nature and distance, hearing the other's voice when doing so.
themselves without doing anything else, they can spend hit You understand any languages the other can speak.
dice as if they had completed a short rest (without any of the When one of you uses an item, potion, spell, or feature to
other benefits of a short rest). When a creature does so, they heal the other, they always gain the maximum possible
gain temporary hit points equal to your Charisma modifier. numerical results of the healing effect.
When one of you is reduced to 0 hit points, the other may
use their reaction to reduce their own current hit points
by half (rounded up), and the other regains hit points equal
to what their partner lost. This effect can only be used if
the partner using their reaction has at least half of their
hit points remaining and is within 30 feet.
When one of you makes an attack roll or saving throw, the
other may use their reaction (before the DM reveals the
result) to give their partner a bonus on the roll equal to
their own proficiency bonus.
At any time, one of you can sever the bond as long as you
are conscious. Doing so causes the creature who severs the
bond to suffer a level of exhaustion and takes 3d8 psychic
damage, unless both mutually agree to sever it. Once severed,
neither creature can form another bond through this feature
for 1 week. If one of you dies the bond remains, but severing
Attention Collar it has no negative effects.
Beginning at 6th level, you can use an action to target a
number of creatures equal to your Charisma modifier and Bitter Farewell
that you can see within 60 feet with a binding spell. These Beginning at 15th level, when a creature misses you with an
creatures must attempt a Charisma saving throw against attack roll you may choose to move up to your movement
your spell save DC. Creatures that fail have a blue collar speed immediately. Doing so does not provoke opportunity
appear around their neck or another part of their body, and attacks from the creature who triggered it, or other effects
are cursed for 1 minute or until you choose to end the effect. that rely on you leaving their attack range (like the sentinel
feat). You may use this feature once per round, regaining your
use of it at the start of your turn.
Valor
Beginning when you manifest this epithet at 2nd level, you
are a valiant fighter with a strong sense of self. Your
enhanced concentration manifests as a pool of dice referred
to as valor dice, which are d6s. You have an amount of these
dice equal to half your Petal Knight level (rounded down) + 2.
You regain expended valor dice when you complete a long
rest. When you reach 6th level your valor dice become d8s,
then d10s when you reach 12th level.
You can use your valor dice for the following effects:
Armor Up
When you are hit by an attack you can see, you can roll one of
your valor dice as a reaction and add the result to your Armor
Class until the start of your next turn.
Counter Strike
When you are attacked by a creature, you can spend and roll
one of your valor dice as a reaction to subtract the result from
the oncoming attack roll. If this causes the attack to miss, you
can make one weapon attack against the attacker if they're
within range.
Power Attack
When you make a weapon attack, you can spend and roll one
of your valor die and add it to the result of the attack roll, as
well as the damage roll if it hits.
Sakura Quick Draw
Elegant warriors who favor decisive action in combat. Their When you are surprised in combat, you can expend one of
epithet, the sakura (also known as the cherry blossom) is a your valor dice to act normally, and can immediately draw a
beautiful white or pink flower known for littering the world main and off-hand weapon.
around it with its petals. Those who manifest this epithet Targeted Sorcery
have strong minds and keen instincts. When you cast a Petal Knight spell that requires a saving
The sakura petal knights can conjure innate magical throw from a target, you may spend and roll one of your valor
powers similar to sorcery, and they are said to draw the dice and subtract the result from the target's first saving
power of nature into themselves. Even the blood they spill is throw against the spell.
consumed by their weapons, enriching them and easing their
pain. Gilded Instincts
Those who manifest this epithet are often known to be Beginning at 6th level, you can rely upon your instincts to
elegant and compassionate individuals who fight valiantly for protect you in combat rather than armor. You can choose to
those they forge bonds with. When they form such a bond, calculate your armor class as 10 + your Dexterity modifier +
they honor it for life. your Wisdom modifier as long as you aren't wearing armor or
Sakura Features using a shield.
Level Features
Vampiric Blade
2nd Spark of Sorcery, Valor Starting at 6th level, whenever you hit a creature with a one-
6th Gilded Instincts, Vampiric Blade handed weapon for the first time on your turn, you gain
11th Extra Attack Improvement
temporary hit points equal to half the damage you deal.
15th Blood Roots Extra Attack Improvement
Starting at 11th level, your martial prowess increases.
Spark of Sorcery Whenever you take the Attack action, you can attack three
Beginning when you manifest this epithet at 2nd level, times instead of once as long as the attacks are made with
whenever you learn a new Petal Knight spell, you can choose one-handed weapons.
to take a spell from the Sorcerer spell list instead, and treat
that spell as a Petal Knight spell for you. Blood Roots
When you gain this feature you can switch the spell you Starting at 15th level, when you regain hit points through
would normally gain at this level, as well as one of your other your vampiric blade feature, you regain hit points instead of
known spells, to a Sorcerer spell if you wish to. gaining temporary hit points.
Sorcerer spells learned this way must be of a level you have Additionally, you also regain hit points this way from any
spell slots for. attack you make that benefits from one of your valor effects.
Feats

N
ew feats are included here in alphabetical Metamagical Roots
order. Any creature that is taking an ability
score increase may choose to instead take Prerequisites: Pact Magic feature; Charisma 15 or higher
one of these feats if they meet the You learn to make use of signature incantations that alter
prerequisites for them. If a creature meets the properties of your spells, emulating metamagic.
the prerequisites for a feat when they take Choose two of the following metamagic options. When you
it, but they would later not qualify for it, cast a spell using a pact spell slot, you can apply one of the
they lose access to the benefits of the feat (apart from ability effects you chose to the spell (ignoring its sorcery point cost).
score increases) until they meet its prerequisites again. You may do this once, then cannot do so again until you
complete a short or long rest.
Berserker Careful spell
You can lash out against those who have harmed you in the Distant Spell
moments preceding your attack. You gain the following Empowered Spell
benefits: Heightened Spell
Twinned Spell
Your Strength or Dexterity score increases by 1. Seeking Spell
If a creature has hit you since the end of your last turn,
your next weapon attack against them has advantage, Using this feature includes adding an incantation to the
even if it would otherwise have disadvantage. casting of the spell. To benefit from the added effect you must
When an attack reduces you to 0 hit points and you would add a verbal component to the spell.
fall unconscious, you may use your reaction just before Whenever you gain a level where you would gain another
falling unconscious to make a single weapon attack ability score increase, you can choose to replace one of your
against the creature that hit you, as long as they are within chosen metamagic features for this feat with another from
range and the attack didn't outright kill you. the list.
The descriptions for these metamagic features are
Glorious Purpose available as part of the Sorcerer class.
Prerequisite: proficiency in Persuasion (Charisma) or Promise of Certainty
Deception (Charisma) checks.
Whenever you would be reduced to 0 hit points by a Prerequisite: you have at least 2 levels as a Petal Knight.
weapon attack, you can use your reaction to chide, distract, You can invoke the power of your epithet to manifest
boast at, entice or otherwise confuse the creature making supernatural protection. You gain the following benefits:
that attack. Roll a Charisma check contested by their Insight
(Wisdom). If you win the contest their attack misses instead Your Charisma score increases by 1.
due to their hesitation. Choose two ability scores. Whenever you fail a saving
When you use this feature, choose a language you speak to throw for either ability score, you may re-roll the saving
be involved in the reaction. If the target does not understand throw and keep the new result. You may do this once for
that language they have advantage on their Insight (Wisdom) each ability score you picked, then cannot do so again
check. until you complete a short or long rest.

Invoke Consideration
Prerequisite: you can cast at least 1 spell that can target 2 or
more creatures
When casting a spell that might catch your allies in its
range, you can give them a chance to move out of the way.
You gain the following benefits:
Your spellcasting ability increases by 1 (if you have
multiple, you choose which one).
When you cast a spell that targets both hostile creatures
and your own allies, you can yell to them to flee. Any
creature you choose who would have been targeted by the
spell or caught in its area may use their reaction to move
up to half their movement speed to escape the spell's
effects. This movement does not provoke opportunity
attacks from other creatures targeted by the spell or
caught in its area.
When targeting creatures with a spell you're casting, you
can choose to let any number of them use their reaction to
have advantage on their first saving throw against it.
Promise of Companionship Promise of Planar Defense
Prerequisite: you have at least 2 levels as a Petal Knight. Prerequisite: you have at least 2 levels as a Petal Knight.
You can express your intentions to rely on an ally, and co- You can sense disturbances in the natural order of the
ordinate with that defense in mind. You gain the following world, mentally seeking out powerful monstrosities. You gain
benefits: the following benefits:
Your Strength or Constitution score increases by 1. Your Intelligence score increases by 1.
You can spend 1 minute with a creature that understands You can use an action to open your mind to the world
you, assuring them that you plan to fight beside them, around you until the end of your next turn, sensing
exchanging notes and strategies. Doing so forges a pact aberrations and monstrosities within 120 feet of you. You
with them. Until you complete a short or long rest (or know the direction, type, and size of creatures you sense,
form this pact with another creature), anytime you make but not their identity. You can sense this way an amount of
an attack roll against a creature within 5 feet of the times equal to your proficiency bonus, regaining expended
creature you have this pact with, you make that attack uses when you complete a long rest.
with advantage. You do not gain this benefit if the creature Within the same radius as the sense above, you can also
you forged a pact with is incapacitated or unconscious. sense openings to other planes, objects attuned to other
If the creature you have a pact with is reduced to 0 hit planes and magical items that can enable travel to them. If
points, you can use your reaction to immediately move up what you sense is attuned to, or connected, to a specific
to your movement speed (ending in a space closer to plane, your sense it in a way that alludes to that plane (a
them) and make a single weapon attack with advantage portal to the Elemental Plane of Fire might make you feel
agsinst the creature who reduced them to 0 hit points, as feel insufferably hot, and one to the Elemental Plane of
long as they are within range. Earth might give off a deep rumbling).
Promise of Efficacy Promise of Understanding
Prerequisite: you have at least 2 levels as a Petal Knight. Prerequisite: you have at least 2 levels as a Petal Knight.
You have pin-point accuracy when attacking a target, as You can empathize with others and use your influence to
long as you have a distinct mastery of the weapon you're calm their spirit, even communicating with creatures you
wielding. You gain the following benefits: choose. You gain the following benefits:
Your Strength or Dexterity score increases by 1. Your Wisdom or Charisma score increases by 1.
Choose one type of weapon that you are proficient with When a creature attempts to communicate with you in a
(longswords, shortswords, crossbows, etc) or a specific language you do not speak or understand, you may use
weapon you are proficient with (such as a magic item or your action to form a magical connection with that
weapon from a spell like shadow blade). Your critical creature that allows you both to understand one another
range for that weapon increases by 1 (for example, if it when you speak. This effect lasts for 10 minutes, or until
was 20, it is now 19-20. If it was 19-20, it is now 18-20.) you dismiss it.
When you score a critical hit with the weapon you choose Once per short rest, you can choose a number of
for this feat, roll 1d100. On a result of 10 + your Petal creatures within 60 feet of yourself to attempt to pacify.
Knight level or less, you regain an expended pact spell The creature is affected as though you had cast the spell
slot. calm emotions, with your save DC being your Petal Knight
Whenever you gain a level as a Petal Knight you can spell save DC. You can target a number of creatures equal
choose to change the weapon you picked for this effect. to 1 + your proficiency bonus.
Promise of Levity Tactician's Command
Prerequisite: you have at least 2 levels as a Petal Knight. Prerequisite: Charisma of 14 or higher
You can identify problems with your allies and help them to You can observe opponents from afar and direct your allies
fight their way through it, reassuring them that you have their to fight them more efficiently in dire circumstances. You gain
back as long as they have yours. You gain the following the following benefits:
benefits:
Your Charisma score increases by 1.
Your Charisma score increases by 1. Once per turn, when an ally you can see who can hear you
Whenever a creature you can see who can hear you within makes a weapon attack you can give them advantage on
60 feet fails an ability check, you can use your reaction to the attack, even if they have disadvantage. You can use this
add your Charisma modifier to their result, possibly feature an amount of times equal to your proficiency
changing the outcome. bonus, regaining expended uses when you complete a
When you fail a contested Dexterity (Acrobatics) or long rest.
Strength (Athletics) check and have an ally within 5 feet of
the creature you are contested against, you can use your
reaction or bonus action to have them attempt the same
check in your place, using their outcome in place of yours.
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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, LLC. System Reference Document
5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by
E. Gary Gygax and Dave Arneson.

The DriveThruRPG title logo, name and related graphics are


trademarks of DriveThruRPG in the USA and other
countries. All characters and their distinctive likenesses are
property of DriveThruRPG. This material is protected under
the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written
permission of DriveThruRPG.
Nat19's cover images, graphics, logos, names, and distinctive
likenesses of the characters from Nat19 are trademarks and
the property of Nat19Official. They are protected under
copyright laws in the United States and other countries. Any
reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written
permission of Nat19Official.

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