Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

⠀Mummy

⠀for CreatorWorks'
Mummy
The Immortal
Mummy

M
ummies are ancient Egyptians who have Though your reconstituted body is undead, to nonmagical senses
been blessed with immortality by the good you are indistinguishable from a living human. You are warm to
god Horus. They serve the gods Horus, the touch, you have a heartbeat, and you need to eat and drink and
Osiris, and Ra, in their eternal struggle breathe just like the living. Your undeath doesn't make you any
against the evil gods Set and Apophis, harder to kill, it only gives you a perpetual way back.
seeking justice and balance in their For every ten full years you spend dead without returning to
perpetual cycle of death and rebirth. your body, you lose one level of experience. Your character has
been alive and cycling through death and rebirth since the time of
Class Features ancient Egypt, but assume that you have been lingering in the land
Hit Points of the dead for long enough to reduce your level to the starting
Hit Dice: 1d6 per Mummy level level for your campaign.
Hit Points at 1st Level: 6 + Constitution modifier You should work with your DM to establish a location and setup
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier for your Tomb; as you must always eventually return to your body,
per Mummy level after 1st it is likely that over the centuries you have established a safe place
for it to reside during your Death Cycles. How fancy it is, how well
Proficiencies protected it is, how conveniently located it is, and what means you
Weapons: Simple weapons, Martial weapons have established for transporting your body there in the events of
Tools: One ancient tool of your choice your death, should all be influenced by your Wealth rating but are
Languages: Ancient Egyptian, Arabic ultimately to be worked out between you and your DM.
Saving Throws: Wisdom, Constitution
Skills: Choose 2 from Animal Handling, Arcana, Athletics, Spellcasting
History, Insight, Intimidation, Medicine, Nature, Perception, The gods have granted you the ability to cast some spells.
Persuasion, or Religion
Cycle of Rebirth Cantrips
At 1st level, you know four cantrips of your choice from the
The great god Horus has made you immortal. You don't age, and Mummy spell list. You learn an additional Mummy cantrip of your
you can't be aged magically. You can die or be killed in other ways, choice at 4th level, and again at 10th level.
but this only sends you into a cycle of death and rebirth. When you
fail your third death save, your soul leaves your body and lingers in Preparing and Casting Spells
the Ethereal Plane similar to a Ghost. You must then spend a The Mummy table shows how many spell slots you have to cast
period of time serving your gods in the land of the dead, after your Mummy spells of 1st level and higher. To cast one of these
which your soul is able to return to your body. Your alloted time in spells, you must expend a slot of the spell's level or higher. You
the underworld is determined by your level, as follows: regain all expended spell slots when you finish a long rest.
Level Death Cycle Level Death Cycle You prepare the list of Mummy spells that are available for you
to cast, choosing from the Mummy spell list. When you do so,
1-4 15 days 11-16 3 days choose a number of Mummy spells equal to your Wisdom modifier
5-10 7 days 17-20 24 hours + your Mummy level (minimum of one spell). The spells must be of
a level for which you have spell slots.
Resurrection magic such as the revivify spell can bring you back For example, if you are a 5th-level Mummy, you have four 1st-
sooner, and you may choose to continue your work in the land of level and two 2nd-level spell slots. With a Wisdom of 16, your list
the dead for longer, but the Death Cycle time is the minimum you of prepared spells can include six spells of 1st or 2nd level, in any
must spend dead before you are able to return to life on your own. combination. If you prepare the 1st-level spell cure wounds, you
While a spirit, you don't need to eat, drink, or breathe. You are can cast it using a 1st-level or 2nd-level slot. Casting the spell
resistant to cold and necrotic damage and immune to poison doesn't remove it from your list of prepared spells.
damage. When you are ready to return to your body, you must You can change your list of prepared spells when you finish a
travel from the Ethereal Plane to the Border Ethereal, where you long rest. Preparing a new list of Mummy spells requires time
can peer through the Threshold to see a ghostly reflection of the spent in prayer and meditation: at least 1 minute per spell level for
Material Plane and observe the goings on there. each spell on your list.
While in the Border Ethereal, you are invisible to the Material Spellcasting Ability
Plane, but you can see and hear into it with reasonable clarity for Wisdom is your spellcasting ability for your Mummy spells. You
60 feet, and lightly obscured by gray fog for another 60 feet beyond use your Wisdom whenever a spell refers to your spellcasting
that. You can't affect or be affected by anything on the Material ability, when setting the saving throw DC for a Mummy spell you
Plane unless the effect states otherwise. You can pass through cast, and when making an attack roll with one.
creatures and objects as though they are difficult terrain, but you
take 1d10 force damage if you end your turn inside an object.
In the Border Ethereal you must make your way back to your Spell Save DC = 8 + your proficiency bonus +
body. You can always sense your body's location relative to you. In your Wisdom modifier
the presence of your body, if the Death Cycle time has passed
since your death, you can pour your soul back into your body. The Spell attack modifier = your proficiency bonus +
blessing of Horus restores the body to full health, healing wounds your Wisdom modifier
and rot and even reconstituting from ashes if necessary.
3
Mummy
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Cycle of Rebirth, Spellcasting 4 2 — — — —
2nd +2 Sekhem, Channel Divinity 4 2 — — — —
3rd +2 Divine Health, Hekau 4 3 — — — —
4th +2 Ability Score Improvement 5 3 — — — —
5th +3 Ectoi, Divine Strike 5 4 2 — — —
6th +3 Aura of Protection 5 4 2 — — —
7th +3 Hekau Feature 5 4 3 — — —
8th +3 Ability Score Improvement, Aura of Devotion 5 4 3 — — —
9th +4 Ectoi 5 4 3 2 — —
10th +4 Divine Intervention, Aura of Courage 6 4 3 2 — —
11th +4 Hekau Feature 6 4 3 3 — —
12th +4 Ability Score Improvement 6 4 3 3 — —
13th +5 Ectoi 6 4 3 3 1 —
14th +5 Cleansing Touch 6 4 3 3 1 —
15th +5 Divine Strike Improvement 6 4 3 3 2 —
16th +5 Ability Score Improvement 6 4 3 3 2 —
17th +6 Ectoi 6 4 3 3 3 1
18th +6 Hekau Feature, Aura Improvements 6 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 3 3 3 2
20th +6 Divine Intervention Improvement 6 4 3 3 3 2

Ritual Casting Sekhem


You can cast a Mummy spell as a ritual if that spell has the ritual At 2nd level, the gods bestow you with a deep wellspring of magic
tag and you have the spell prepared. called Sekhem, which means "Spiritual Might" in Egyptian. This
Spellcasting Focus wellspring is represented by Sekhem Points, which allow you to
You can use an Egyptian holy symbol as a spellcasting focus for create a variety of magical effects.
your Mummy spells. Sekhem Points
You have a number of Sekhem Points equal to your Mummy level.
You regain all spent Sekhem Points when you finish a short or
long rest in Egypt, or when you finish a long rest anywhere else.
Flexible Casting
You can use your Sekhem Points to gain additional spell slots, or
sacrifice spell slots to gain additional Sekhem Points. You learn
other ways to use your Sekhem Points as you reach higher levels.
Spell Slot Sekhem Point
Creating Spell Slots. You can Level Cost
spend Sekhem Points to 1st 2
refresh one expended spell slot 2nd 3
as a bonus action on your turn.
The table to the right shows the 3rd 5
cost of restoring a spell slot of a 4th 6
given level.
5th 7

Converting a Spell Slot to Sekhem Points. As a bonus action on


your turn, you can expend one spell slot to regain a number of
spent Sekhem Points equal to the slot's level.
4
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th and 19th level, you can
increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1, or you can choose a Feat or
5 Bonus Points worth of Merits.
Ectoi
At 5th level, and again at 9th, 13th, and 17th levels, you gain one
Ectos from among the options available to a Ghost, which you can
only use while dead. You use Sekhem for your Ectoi in place of
Memoriam. You can't take the same Ectos more than once, even if
the description says otherwise. If you take the Plasmus Ectos, you
gain the Ghost's base Manifest feature instead.
Divine Strike
At 5th level, you gain the ability to infuse your attacks with divine
energy. Once on each of your turns, when you hit a creature with
an attack, you can spend Sekhem Points to cause the attack to
deal extra radiant damage to the target. The extra damage is equal
to 2d8 for one Sekhem Point, plus 1d8 per Sekhem Point spent
beyond the first, to a maximum number of extra damage dice
equal to your Proficiency Bonus.
Channel Divinity By 15th level, you are so suffused with Sekhem that all your
attacks carry divine power. Whenever you hit a creature with an
At 2nd level, you gain the ability to channel divine energy directly attack, the creature takes an additional 1d8 radiant damage. You
from your gods, using that energy to fuel magical effects. can still spend Sekhem for extra damage as normal.
When you use a Channel Divinity effect from this class that
requires a saving throw, the DC is your Mummy spell save DC. Aura of Protection
When you use your Channel Divinity, you must finish a short or Starting at 6th level, whenever you or a friendly creature within 10
long rest to use it again. Beginning at 6th level, you can use your feet of you must make a saving throw, the creature gains a bonus
Channel Divinity twice between rests, and beginning at 18th level, to the saving throw equal to your Charisma modifier (with a
you can use it three times between rests. When you finish a short minimum bonus of +1). You must be conscious to grant this bonus.
or long rest, you regain your expended uses. At 18th level, the range of this aura increases to 30 feet.
Divine Harvest Aura of Devotion
You can use your Channel Divinity to recharge your Sekhem.
As a bonus action, you present your holy symbol and speak a Starting at 8th level, you and friendly creatures within 10 feet of
short prayer, regaining a number of Sekhem Points equal to you can't be charmed while you are conscious.
your Proficiency bonus. At 18th level, the range of this aura increases to 30 feet.
Turn the Unholy Aura of Courage
As an action, you present your holy symbol and speak a prayer Starting at 10th level, you and friendly creatures within 10 feet of
censuring the enemies of Ma'at, using your Channel Divinity. Each you can't be frightened while you are conscious.
fiend or undead that can see or hear you within 30 feet of you At 18th level, the range of this aura increases to 30 feet.
must make a Wisdom saving throw. If the creature fails its saving
throw, it is turned for 1 minute or until it takes damage. Creatures Divine Intervention
loyal to you or your gods automatically succeed the save. Beginning at 10th level, you can call on your gods to intervene on
A turned creature must spend its turns trying to move as far your behalf when your need is great.
away from you as it can, and it can't willingly move to a space Imploring your gods' aid requires you to use your action.
within 30 feet of you. It also can't take reactions. For its action, it Describe the assistance you seek, and roll percentile dice. If you
can use only the Dash action or try to escape from an effect that roll a number equal to or lower than your Mummy level, your gods
prevents it from moving. If there's nowhere to move, the creature intervene. The DM chooses the nature of the intervention; the
can use the Dodge action. effect of any Cleric or Mummy spell would be appropriate. If your
Divine Health gods intervene, you can't use this feature again for 7 days.
Otherwise, you can use it again after you finish a long rest.
By 3rd level, the divine magic flowing through you makes you At 20th level, your call for intervention succeeds automatically,
immune to disease. no roll required.
Hekau Cleansing Touch
Hekau is the Egyptian word for "Magic", and refers to the path of Beginning at 14th level, you can use your action to end one spell
Egyptian theomancy you follow as a Mummy. At 3rd level, choose on yourself or on one willing creature that you touch.
from among Hesneser, Petseba, or Wedja, all detailed at the end of You can use this feature a number of times equal to your
this class description. Your choice grants you features at 3rd level, Wisdom modifier (a minimum of once). You regain expended uses
and again at 7th, 11th, and 18th levels. when you finish a long rest.
5
Hekau Petseba
Hekau is the Egyptian word for "Magic", and refers to the path of Petseba means "Sky and Star", and refers to the magic of
Egyptian theomancy you follow as a Mummy. Your choice grants astrology and weather control.
you features at 3rd level, and again at 7th, 11th, and 18th levels. Expanded Spells
Petseba Mummy spells are on the Mummy Spell List for you.
Hesneser
Hesneser means "Burn and Freeze", and refers to the magic of Horoscope
evocation and the elements. You can catch a glimpse of a creature's fate for the day. When you
see a given creature for the first time in a day, you can roll a d20
Expanded Spells and record the result. One time before the next dawn, when that
Hesneser Mummy spells are on the Mummy Spell List for you. creature makes an attack roll, saving throw, or ability check, if you
can see the creature you can spend a Sekhem Point to replace
Sculpt Spells their roll with the recorded result. You can do this for multiple
You can create pockets of safety within the effects of your spells. creatures in the same day, but only once for each creature.
When you cast a spell that forces other creatures to make a saving
throw, you can choose a number of them that you can see equal to Channel Divinity: Read the Stars
1 + the spell's level. The chosen creatures automatically succeed You can read a touch of destiny in the patterns of the stars. As an
on their saving throws against the spell, and they take no damage action, you can present your holy symbol and examine the stars,
if they would normally take half damage on a successful save. using your Channel Divinity. You cause the effects of the augury
spell without requiring components. Starting at 11th level, you can
Channel Divinity: Evoke Elements cause the effects of divination instead of augury this way.
When you cast a spell that targets an area and deals fire, cold, or You must be able to see the stars to do this as an action. You can
lightning damage, you can use your Channel Divinity to roll the use star charts or similar means of tracking the position of the
damage dice twice and choose either result. In addition, you stars without looking directly at the clear night sky, but this takes
choose whether the spell deals fire, cold, or lightning damage. one minute instead of an action.
Potent Cantrip Improved Horoscope
Starting at 7th level, you can add your Wisdom modifier to the fire, Starting at 7th level, when you make a Horoscope roll, you can
cold, or lightning damage (if any) dealt by your Mummy cantrips. spend a Sekhem point to roll again and record either result.
Empowered Elemental Evocation Channel Divinity: Weather Control
Beginning at 11th level, you can add your Wisdom modifier to one Starting at 11th level, you can beseech the gods to change the
damage roll of any Mummy spell you cast that deals fire, cold, or weather. As a ten minute ritual, you present your holy symbol and
lightning damage. speak a prayer, using your Channel Divinity. Treat this as casting
the control weather spell, except the duration is only one hour, the
Overchannel radius is only one mile, and you can only make one change.
Starting at 18th level, you can increase the power of your You can spend Sekhem Points in conjunction with this feature
elemental spells. When you cast a Mummy spell that deals fire, to increase its power. For each Sekhem Point spent, you can
cold, or lightning damage, you can deal maximum damage with increase the duration by 1 hour, you can increase the radius by
that spell (for example, 18 instead of 3d6). one mile, or you can make one additional change, all to a
The first time you do so, you suffer no adverse effect. If you use maximum of that allowed by the change weather spell. You can
this feature again before you finish a long rest, you take 2d12 spend Sekhem Points this way for the duration of the effect; you
necrotic damage for each level of the spell, immediately after you do not need to spend them at the start of the ritual.
cast it. Each time you use this feature again before finishing a long Once you use this feature, you can't use it again until you finish
rest, the necrotic damage per spell level increases by 1d12. This a long rest.
damage can't be reduced or prevented in any way.
Shooting Stars
Starting at 18th level, as an action you can launch a glowing mote
of light at a point you can see within 60 feet of you. Each creature
within a 15-foot cube originating from that point is showered in
sparks and must make a Dexterity saving throw at your Mummy
spell save DC, taking 5d4 radiant damage on a failed save, or half
as much damage on a successful one.
You can do this a number of times equal to 1 plus your Wisdom
modifier (minimum of once), and you regain all expended uses
when you finish a long rest.

6
Wedja Blessed Healer
Wedja means "Wellbeing", and refers to the magic of healing, Starting at 11th level, the healing spells you cast on others heal
potion brewing, and alchemy. you as well. When you cast a spell of 1st level or higher that
restores hit points to a creature other than you, you regain hit
Expanded Spells points equal to 2d4 + the spell's level.
Wedja Mummy spells are on the Mummy Spell List for you. Improved Extracts
Basic Alchemy Starting at 18th level, whenever you prepare an extract, you can
You gain proficiency with Herbalism Kit and Alchemist Supplies. If choose one of the following for that extract:
you already have proficiency, you gain expertise instead. When its damage or healing dice are rolled, roll twice and use
When you create a Potion of Healing, you can infuse it with the higher result.
Sekhem to allow it to affect undead. The Sekhem Point Cost Its duration is doubled.
depends on the strength of potion, as follows:
Sekhem Sekhem
Potion Type Point Cost Potion Type Point Cost
Healing 1 Superior Healing 4
Greater Healing 2 Supreme Healing 8

Channel Divinity: Preserve Life


As an action, you can present your holy symbol and use your
Channel Divinity to restore a number of hit points equal to five
times your Mummy level. Choose any creatures within 30 feet of
you, and divide those hit points among them. This feature can
restore a creature to no more than half of its hit point maximum.
Alchemical Extracts
At 7th level, you gain the ability to infuse some of your spells into
salves, tonics, and tinctures - called Extracts - which can be stored
for later and cast by anyone capable of using them.
To prepare an Extract, you must spend a number of hours in
concentration with Alchemist's Supplies equal to the level of
infused spell, and an equal number of Sekhem Points. You can do
this as part of a rest. You can prepare it at a higher level so that
when it is used the spell is cast as though using a higher level spell
slot, but no higher than the highest spell level for which you have
Mummy spell slots. You must have the spell prepared, and the
spell must be on the Alchemist spell list.
You can have any number of extracts prepared whose combined
total spell levels are less than or equal to your Mummy level. If you
prepare more extracts than your allowed maximum, a number of
your extracts of your choice immediately become inert and useless
so that you only have your allowed number of extracts prepared.
All spell components must be provided when the extract is
prepared, after which the spell is ready to be cast at any time by
drinking it, smearing it on a creature or object, or throwing it at a
target (as indicated in the Alchemist spell list). You must make all
choices for the spell (other than target) when preparing the extract
(for example, choosing between Enlarge and Reduce).
Extracts detect as magical as though they were potions.
Extracts with harmful effects also detect as poisons.
Using an Extract counts in all ways as casting a spell (it can be
countered with counterspell, for example), but does not require
components (as these were spent when preparing the extract) and
can be done by anyone capable of drinking, smearing, or throwing
it. The user uses their own game statistics for throwing or
smearing, but the spell is cast using your game statistics no matter
who uses the extract. Concentration spells use your concentration
no matter who uses the extract. Be careful who you give your
concentration extracts to!

7
Mummy Spell List Petseba Mummy Spell List
Level Spell
Cantrips 3rd-Level
Light Counterspell 0th dancing lights, guidance
Mage Hand Create Food and Water 1st fog cloud, guiding bolt
Mending Daylight
Message Dispel Magic 2nd augury, gust of wind
Resistance Fear 3rd call lightning, clairvoyance
Sacred Flame Fly
Spare the Dying Gaseous Form 4th divination
Thaumaturgy Haste 5th legend lore, scrying
True Strike Magic Circle
Mass Healing Word Hesneser Mummy Spell List
1st-Level Protection from Energy
Bane Remove Curse Level Spell
Bless Revivify 0th fire bolt, ray of frost, shocking grasp
Command Speak with Dead
Comprehend Languages Spirit Guardians 1st burning hands
Create or Destroy Water Tongues 2nd flame blade, flaming sphere
Cure Wounds Vampiric Touch
Detect Evil and Good 3rd fireball, lightning bolt
Detect Magic 4th-Level 4th ice storm, wall of fire
Detect Poison and Disease Banishment
Disguise Self Blight 5th cone of cold
Divine Favor Death Ward
Expeditious Retreat Freedom of Movement Wedja Mummy Spell List
Feather Fall Guardian of Faith
Healing Word Polymorph Level Spell
Heroism Stone Shape 0th acid splash, poison spray
Inflict Wounds
Protection from Evil and Good 5th-Level 1st entangle, grease
Purify Food and Drink Antilife Shell 2nd invisibility, lesser restoration
Sanctuary Arcane Hand
Shield of Faith Commune 3rd stinking cloud
Sleep Contagion 4th fabricate, greater invisibility
Thunderwave Dispel Evil and Good
Flame Strike 5th cloudkill, greater restoration
2nd-Level Geas
Aid Hallow
Blindness/Deafness Hold Monster
Blur Insect Plague
Branding Smite Mass Cure Wounds
Calm Emotions Modify Memory
Continual Flame Passwall
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gentle Repose
Hold Person
Levitate
Locate Object
Mirror Image
Misty Step
Prayer of Healing
Protection from Poison
See Invisibility
Shatter
Silence
Spiritual Weapon
Zone of Truth
4. Grant and Consideration: In consideration for agreeing to use this
Credits License, the Contributors grant You a perpetual, worldwide, royalty-
free, nonexclusive license with the exact terms of this License to
Written and designed by Caleb Wichman, with advice and suggestions Use, the Open Game Content.
from the Storyteller's Vault Monday Writers' Group.
Inspired by the history and mythology of ancient Egypt, the Universal 5. Representation of Authority to Contribute: If You are contributing
Mummy movies, and the World of Darkness series of roleplaying games. original material as Open Game Content, You represent that Your
All art is from Unsplash.com. Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
Open Game Content
Such elements that already appear in the System Reference Document - and 6. Notice of License Copyright: You must update the COPYRIGHT
are already Open Game Content by virtue of appearing there - are Open NOTICE portion of this License to include the exact text of the
Game Content. Such elements that do not appear in the System Reference COPYRIGHT NOTICE of any Open Game Content You are copying,
Document are designated Product Identity and are not Open Game Content. modifying or distributing, and You must add the title, the copyright
date, and the copyright holder's name to the COPYRIGHT NOTICE
OPEN GAME LICENSE Version 1.0a of any original Open Game Content you Distribute.
The following text is the property of Wizards of the Coast, Inc. and is 7. Use of Product Identity: You agree not to Use any Product Identity,
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights including as an indication as to compatibility, except as expressly
Reserved. licensed in another, independent Agreement with the owner of each
1. Definitions: (a)"Contributors" means the copyright and/or trademark element of that Product Identity. You agree not to indicate
owners who have contributed Open Game Content; (b)"Derivative compatibility or co-adaptability with any Trademark or Registered
Material" means copyrighted material including derivative works and Trademark in conjunction with a work containing Open Game
translations (including into other computer languages), potation, Content except as expressly licensed in another, independent
modification, correction, addition, extension, upgrade, improvement, Agreement with the owner of such Trademark or Registered
compilation, abridgment or other form in which an existing work Trademark. The use of any Product Identity in Open Game Content
may be recast, transformed or adapted; (c) "Distribute" means to does not constitute a challenge to the ownership of that Product
reproduce, license, rent, lease, sell, broadcast, publicly display, Identity. The owner of any Product Identity used in Open Game
transmit or otherwise distribute; (d)"Open Game Content" means Content shall retain all rights, title and interest in and to that
the game mechanic and includes the methods, procedures, Product Identity.
processes and routines to the extent such content does not embody 8. Identification: If you distribute Open Game Content You must clearly
the Product Identity and is an enhancement over the prior art and indicate which portions of the work that you are distributing are
any additional content clearly identified as Open Game Content by Open Game Content.
the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but 9. Updating the License: Wizards or its designated Agents may publish
specifically excludes Product Identity. (e) "Product Identity" means updated versions of this License. You may use any authorized version
product and product line names, logos and identifying marks of this License to copy, modify and distribute any Open Game
including trade dress; artifacts; creatures characters; stories, Content originally distributed under any version of this License.
storylines, plots, thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses, formats, poses, 10. Copy of this License: You MUST include a copy of this License with
concepts, themes and graphic, photographic and other visual or every copy of the Open Game Content You Distribute.
audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and 11. Use of Contributor Credits: You may not market or advertise the
special abilities; places, locations, environments, creatures, Open Game Content using the name of any Contributor unless You
equipment, magical or supernatural abilities or effects, logos, have written permission from the Contributor to do so.
symbols, or graphic designs; and any other trademark or registered 12. Inability to Comply: If it is impossible for You to comply with any of
trademark clearly identified as Product identity by the owner of the the terms of this License with respect to some or all of the Open
Product Identity, and which specifically excludes the Open Game Game Content due to statute, judicial order, or governmental
Content; (f) "Trademark" means the logos, names, mark, sign, motto, regulation then You may not Use any Open Game Material so
designs that are used by a Contributor to identify itself or its affected.
products or the associated products contributed to the Open Game
License by the Contributor (g) "Use", "Used" or "Using" means to 13. Termination: This License will terminate automatically if You fail to
use, Distribute, copy, edit, format, modify, translate and otherwise comply with all terms herein and fail to cure such breach within 30
create Derivative Material of Open Game Content. (h) "You" Not for days of becoming aware of the breach. All sublicenses shall survive
resale. Permission granted to print or photocopy this document for the termination of this License.
personal use only. System Reference Document 5.1 2 or "Your"
means the licensee in terms of this agreement. 14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
2. The License: This License applies to any Open Game Content that necessary to make it enforceable.
contains a notice indicating that the Open Game Content may only
be Used under and in terms of this License. You must affix such a 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
notice to any Open Game Content that you Use. No terms may be Wizards of the Coast, LLC. System Reference Document 5.1
added to or subtracted from this License except as described by the Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
License itself. No other terms or conditions may be applied to any Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
Open Game Content distributed using this License. James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
Steve Townshend, based on original material by E. Gary Gygax and
3. Offer and Acceptance: By Using the Open Game Content You Dave Arneson.
indicate Your acceptance of the terms of this License.
©2021 Caleb Wichman
Thanks for
Reading!

⠀⠀©2021 Caleb Wichman

For use with CreatorWorks' Classic Monsters

WWW.GMBINDER.COM

You might also like