My Documents
Become a Patron!
Explorer's Guide to Wildemount (v0.2)
SECOND EDITION
\pagebreakNum
## Introduction
Critical Role is a cultural powerhouse in TTRPGs, and has been the start of many a new roleplayer's hobby. For this reason, many people want to play in the incredible world of Matthew Mercer. This document will allow you to recreate the custom content found in Critical Role to Pathfinder 2e. ### Copyrighted Content For both copyright and moral reasons, attempts have been made to make the content in this document as setting-neutral as possible. This document should be used in conjunction with a legally purchased copy of Explorer's Guide to Wildemount, to allow players to create the characters they want to. Apart from the edicts for Deities, any lore, backstory, or narrative has been removed. Refer to this document when you want the mechanical benefits of something in the Explorer's Guide. ### But In 5e It Worked Like This! Efforts have been made to copy the flavor and theme of Wildmount, but no efforts have been made to create a 1 to 1 mechanical equivalency. Pathfinder 2e has different balancing concerns than 5e, and also is more open when it comes to character options. Archetypes may be available to more classes than the 5e subclass would allow, or options which would be game-breaking have been downgraded or removed. Hopefully the openness of the system rules will encourage players to branch out.
And to the naysayers who feel that 1 to 1 mechanics should be the default, I say...
I can make a paladin with a shotgun using these rules. In my mind, that's all that matters. ### GM Discretion Most of the feats, equipment, and Ancestries in this document are marked with the UNCOMMON tag. This means that they are known and exist in the world, but players may not take them without Justified backstory and GM approval. This is especially important as the rules in this document may allow for things not normally seen in Wildemount, or combinations not allowed in your story. \columnbreak
## TABLE OF CONTENTS - ### I Want To Make - [
3
A Specific 5e Class
](#p3) - [
3
A Critical Role Character
](#p3) - ### Ancestries - [
4
Quick Guide
](#p4) - [
5
Aarakocra
](#p5) - [
7
Dragonborn
](#p7) - [
9
Firbolg
](#p10) - [
11
Goliath
](#p12) - [
13
Kenku
](#p14) - [
15
Tortle
](#p16) - [
17
Versatile Heritage: Genasi
](#p18) - ### Backgrounds - [
Backgrounds
](#p20) - ### Archetypes - [
20
Gunslinger
](#p21) - [
22
Echo Knight
](#p23) - ### Class Options - [
24
Dunamancer
](#p25) - ### Equipment - [
26
Firearms
](#p27) - ### Spells - [
27
Dunamancy
](#p28) - ### Deities - [
30
Dieties
](#p31) - ### Legal Stuff - [
34
Open Game License
](#p35)
\pagebreakNum # Quick Reference: I Want To Make... ### A Specific 5e Class ##### Warlocks Warlocks are a uniquely 5e class that doesn't have a direct counterpart in pathfinder 2e. To figure out how to create or convert one, figure out what interests your player most about the class.
If they are intrigued about the relationship between the warlock and their patron,
consider using the Witch class, from the Advanced Players Guide.
If they like being a Hexblade and combining martial and magical prowess,
consider the (currently in development) Magus class, in the upcoming Secrets Of Magic book
ELDRITCH BLAST!!!
Point them to the Sorcerer and let them blow things up. ##### Blood Hunters Mechanically, the Blood Hunter is about marking targets and taking them down with various abilities that deal extra damage or shut them down. This is basically the P2e Ranger class's stick, which also covers some of the stealth or tracking abilities often associated with Blood Hunters. If they also like the Witcher-style mutagens, have them pick up the Alchemist Dedication, which lets them craft Mutagens for not only themselves, but the rest of the party.
Remember that as long as abilities don't change mechanically, feel free to reflavour various abilities as mystical. Does bonus precision damage represent a keen eye, or burning blood? You get to decide. ##### Artificers There is currently no good way to represent an Artificer in P2e. The closest I've found is the Alchemist class, which similarly allows you to create short-term use magical items on the fly. ### A Critical Role Character ##### Grog Strongjaw Goliath Barbarian (Giant Instinct) with the Fighter Dedication ##### Keyleth Human (Half-Elf Heritage) Druid (Wild Order) \columnbreak ##### Percival Human Fighter with the Gunslinger Dedication ##### Pike Gnome Cleric (Cloistered Doctrine, Sarenrae Deity) ##### Scanlan Gnome Bard (Maestro Muse) ##### Vax'ildan Human (Half-Elf Heritage) Rogue (Thief Racket) with Assassin Dedication (Later, Paladin Dedication as well) ##### Vex'ahlia Human (Half-Elf Heritage) Ranger (Precision Edge) with Rogue Dedication
Note that Rangers do not get spells by default in P2e. If you want to lean into the spell-casting side of ranger, consider also picking up a dedication on Druid, or picking up Warden Spells from the Advanced Players Guide (p132)
##### Beauregard Human Monk, specializing in Ki Feats ##### Caduceus Firbolg Cleric (Cloistered Doctrine, Melora Deity) ##### Caleb Human Wizard (Spell Blending Thesis, Transmutation School) ##### Fjord Sorcerer (Aberrant or Fey bloodline) with Paladin Dedication ##### Jester Human (Tiefling Heritage) Cleric (Cloistered Doctrine)
or if you want to emphasize her connection to the Traveler...
Human (Tiefling Heritage) Witch (Fey Patron) ##### Nott/Veth Goblin/Halfling Rogue (Thief Racket) ##### Yasha Human (Aasimar Heritage) Barbarian (Spirit Instinct) ##### Mollymauk Human (Tiefling Heritage) Ranger with Alchemist Dedication
Take Twin Takedown at level 1 to represent his fighting style.
\pagebreakNum # Ancestries ## Common Ancestries In most cases, the ancestries of 5e and P2e can be mapped 1:1. Here are the core ancestries available, with some notes on each: ##### Dwarf The Dwarf Ancestry can basically be used as is. No major changes needed. ##### Elf Players may also select from the following Heritages:
Pallid Elf:
You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to Perception checks to Sense Motive.
Sea Elf:
You gain a 20-foot swim Speed. ##### Gnome Gnomes in Golarion are magical and Fey in nature, while Wildemount gnomes are more traditional D&D style gnomes. If a player wants to play a Gnome, consider either reflavouring most of their abilities as coming from an innate knowledge of magic rather than fey bloodlines, or have them use the Halfling Archetype rules instead. ##### Goblin Goblins can mostly be used as is, although consider restricting or reflavouring Goblin feats around singing, as that is lore specific to Golarion Goblins. ##### Human The quintessential basic Ancestry. No extra considerations needed. ##### Halfling Players may also select from the following Heritages:
Lotusden Halfling:
You are trained in the Lotusden Lore skill. Enemies have a -2 circumstance bonus to track you when you are traveling in nonmagical undergrowth. ##### Half-Elf Can be used as is, although remember that under certain variant rules it is possible to take these Heritages from Ancestries other than Human. ##### Half-Orc Can be used as is, although remember that under certain variant rules it is possible to take these Heritages from Ancestries other than Human. \columnbreak ## Uncommon Ancestries ##### Aarakocra Use the custom Ancestry detailed below. Note that flight is powerful in P2e, and as such true flight is locked behind Ancestry feats. ##### Aasimar Use the Aasimar Versatile Heritage in the Advanced Player's Guide (p34) ##### Dragonborn Use the custom Ancestry detailed below. ##### Firbolg Use the custom Ancestry detailed below ##### Genasi Use the custom Versatile Heritage detailed below ##### Goliaths Use the custom Ancestry detailed below. ##### Hollow One Use the Duskwalker Versatile Heritage in the Advanced Player's Guide (p37). Consider reflavouring powers as originating from their death and rebirth, rather than any connection to psycopomps. ##### Kenku Use the custom Ancestry detailed below. ##### Orcs For full-blooded orcs, use the Orc Ancestry in the Advanced Player's Guide (p16). For Half-Orcs, use the Versatile Heritage in the Core Book (p55) ##### Tabaxi Use the Catflk Ancestry in the Advanced Players Guide (p8) ##### Tieflings Use the Tiefling Versatile Heritage in the Advanced Player's Guide (p39) ##### Tortles Use the custom Ancestry detailed below \pagebreakNum # Ancestry: Aarakocra
## Aarakocra Glide All Aarakocra have access to the Glide action: #### Glide{1A}
Using your spread wings, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
## Aarakocra Heritages ##### Lightbone Aarakocra You take no damage from falling, regardless of the distance you fall ##### Stormborn Aarakocra You gain electricity resistance equal to half your level (minimum 1). You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by rain or fog. ##### Hawkeye Aarakocra You do not take penalties to Seek when precision is necessary, as long as you are looking for something within 100ft and within line of sight. ##### Nighteye Aarakocra You gain darkvision.
##### Hit Points 6 ##### Size Medium ##### Speed 25 ft. ##### Ability Boosts Dexterity, Free ##### Languages Common, Aarakocra, Auran, and additional languages equal to your Intelligence modifier (if positive). ##### Traits Uncommon Medium Humanoid Aarakocra ##### Aarakocra Glide You have access to the Glide action as long as your wings are not bound or rendered non-functional.
## Ancestry Feats ###### 1st level #### Talons
ANCESTRY 1
Aarakocra
You have sharpened talons. You gain a talons unarmed attack that deals 1d6 piercing damage. Your talons are in the brawling group and have the finesse and unarmed traits.
#### Storm Herder
ANCESTRY 1
Aarakocra
You can cast the electric arc cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
#### Extended Glide
ANCESTRY 1
Aarakocra
When you Glide, you may spend an extra action to move twice as far before dropping 5 feet.
\columnbreak #### Aarakocra Lore
ANCESTRY 1
Aarakocra
You gain the trained proficiency rank in Nature and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Aarakocra Lore.
#### Weapon Familiarity
ANCESTRY 1
Aarakocra
Your kin have instilled in you an affinity for weapons that allow you to strike from a distance. You are trained in the shortbow, longbow, and the flight lance. | Name | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| Flight Lance | 2 sp | 1d6 P | 60ft | - | L | 1 | Dart | Fatal d8, Thrown
###### 5th level #### Fluttering Hop
ANCESTRY 5
Aarakocra
Assuming a peculiar stance, you make a short hop on each toe. You make a vertical Leap without triggering reactions that can be triggered by move actions or upon leaving or entering a square.
\pagebreakNum #### Sense Allies
ANCESTRY 5
Aarakocra
Having been raised in a tight-knit tribe, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.
#### Weapon Precision
ANCESTRY 5
Aarakocra
Aarakocra Weapon Familiarity
You know how to wield your people’s precise weapons. Whenever you score a critical hit using a shortbow, longbow, or flight lance, you apply the weapon’s critical specialization effect.
###### 9th level #### Soaring Flight {2A}
ANCESTRY 9
MORPH
PRIMAL
Aarakocra
TRANSMUTATION
Frequency
once per day
You expand your existing wings for flight. For 15 minutes, you gain a fly Speed equal to your land Speed.
#### Height Advantage
ANCESTRY 9
Aarakocra
Non-Aarakocra creatures that are at least 20ft below you are flat-footed to you.
###### 13th level #### Aarakocra Aerialist
ANCESTRY 13
Aarakocra
You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and a +5-foot status bonus to your fly Speed whenever you are flying.
#### Weapon Expertise
ANCESTRY 13
Aarakocra
Aarakocra Weapon Precision
Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the shortbow, longbow, and flight lance.
###### 17th level #### Soaring Flight {2A}
ANCESTRY 17
MORPH
PRIMAL
Aarakocra
TRANSMUTATION
Soaring Flight
You gain the effect of Soaring Flight at all times, rather than just once per day for 15 minutes.
\pagebreakNum # Ancestry: Dragonborn
## Dragonborn Heritages Regardless of your Heritage, choose a metallic or chromatic dragon that you are descended from. This affects some feats and Heritages. | Dragon Exemplar | Element |:---:|:---:| Gold, Brass, or Red | Fire Blue or Bronze | Electricity Black or Copper | Acid Green | Poison White or Silver | Cold ##### Draconblood Noble You or your ancestors were part of the nobility before Chromacrisis. You receive a boost to Intelligence and a flaw to Strength. When you use your poise and stature to Make An Impression, you get a +2 circumstance bonus to the roll. ##### Ravenite Rebel You or your ancestors were part of the underclass before the Chromacrisis. You receive a boost to Wisdom and a flaw to Charisma. ##### Dragon Blooded You more strongly exhibit the traits of your dragon ancestry. You gain elemental resistance based on your dragon type equal to half your level (minimum 1). Double this resistance versus dragon's breath weapons.
##### Hit Points 8 ##### Size Medium ##### Speed 25 ft. ##### Ability Boosts Strength, Charisma, Free ##### Ability Flaw Dexterity ##### Languages Common, Draconic, plus a number of additional languages equal to your Intelligence modifier. ##### Traits Uncommon Humanoid Medium Dragonborn ##### Exemplar Dragon Choose a dragon type at 1st level to represent your exemplar dragon.
## Ancestry Feats ###### 1st level #### Dragon Breath{2A}
ANCESTRY 1
Dragonborn
You channel your draconic exemplar’s power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing 1d4 damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can’t use this ability again for 1d4 rounds.
At 3rd level and every 2 levels thereafter, the damage increases by 1d4. The damage type of the breath matches the type of your draconic exemplar (see Table 1–1). This ability has the trait associated with the type of damage it deals.
#### Dragonborn Lore
ANCESTRY 1
Dragonborn
You attentively learned from your Dragonborn elders. You gain the trained proficiency rank in Arcana and Athletics. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dragonborn Lore.
#### Draconic Magic
ANCESTRY 1
Dragonborn
Your draconic blood grants you a arcane innate spell. Choose one cantrip from the arcane spell list (page 314). You can cast this spell as a arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
#### Sharp Fangs
ANCESTRY 1
Dragonborn
Your teeth are formidable weapons. You gain a fangs unarmed attack that deals 1d8 piercing damage.
###### 5th level #### Elemental Fangs{1A}
ANCESTRY 5
Dragonborn
Sharp Fangs
Frequency
a number of times per day equal to your level
You can empower your fangs with a touch of your draconic elemental power. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 elemental damage, based on your exemplar damage type. On a critical failure, the effect is wasted.
\pagebreakNum #### Press Towards Victory{R}
ANCESTRY 5
Dragonborn
You bring a foe to 0 Hit Points.
Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.
#### Prideful Bulwark
ANCESTRY 5
Dragonborn
You know your own destiny, and refuse to let others decide it for you. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.
###### 9th level #### Advanced Breath
ANCESTRY 9
Dragonborn
Dragon Breath
You enhance your fangs with a touch of draconic magic. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d6 damage (of the type associated with your Exemplar Dragon).
#### Unstoppable
ANCESTRY 5
Dragonborn
Press Towards Victory
You resist death’s clutches with supernatural vigor. When you use Press Towards Victory, you gain temporary Hit Points equal to your level.
\columnbreak #### Dracomancer
ANCESTRY 9
Dragonborn
Your inborn arcane power manifests as your exemplar’s most time-honored spells. Choose one 1st-level spell and one 2nd-level spell from those listed for a dragon spellcaster of your draconic exemplar’s type, as presented on pages 104–126 of the Bestiary (such as alarm, blur, invisibility, and true strike for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma.
| Dragon | 1st Level Spells | 2nd Level Spells |:---:|:---:|:---:| Black | alarm, ray of enfeeblement, true strike | blur, glitterdust, invisibility Blue | alarm, charm, unseen servant | dispel magic, invisibility, mirror image Green | illusory object, true strike, ventriloquism | humanoid form, mirror image, see invisibility Red | charm, ray of enfeeblement, true strike | comprehend language, resist energy, see invisibility White | ray of enfeeblement, true strike | dispel magic, invisibility, resist energy Brass | alarm, sleep, ventriloquism | humanoid form, mirror image, resist energy Bronze | alarm, hydraulic push, true strike | comprehend language, mirror image, resist energy Copper | fleet step, illusory object, magic aura | glitterdust, invisibility, see invisibility Gold | alarm, mending, protection, spirit link | restoration, resist energy, see invisibility, silence Silver | alarm, bless, protection, true strike | augury, calm emotions, restoration, see invisibility \pagebreakNum ###### 13th level #### Claw And Fang
ANCESTRY 13
Dragonborn
Your unarmed attacks blend tradition and training. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the claw and unarmed attacks you gained from dragonborn ancestry feats.
#### Elite Dracomancer
ANCESTRY 13
Dragonborn
Dracomancer
Your magic rivals that of lesser dragons. Choose one 3rd-level spell and one 4th-level spell from those listed for a dragon spellcaster of your draconic exemplar’s type, as on pages 104–126 of the Bestiary (such as paralyze and stinking cloud for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells.
| Dragon | 3rd Level Spells | 4th Level Spells |:---:|:---:|:---:| Black | slow, stinking cloud, paralyze | clairvoyance, dimension door, suggestion Blue | dream message, hypnotic pattern, paralyze | dimension door, hallucinatory terrain, clairvoyance Green | dispel magic, locate, mind reading | clairvoyance, dimension door, stoneskin Red | grease, haste, mind reading | crushing despair, invisibility, stoneskin White | earthbind, haste, vampiric touch | charm, dimension door, freedom of movement Brass | earthbind, paralyze, locate | confusion, dimensional anchor, dimension door Bronze | dispel magic, mind reading, slow | dimension door, solid fog, suggestion Copper | dispel magic, haste, meld into stone | confusion, creation, stoneskin Gold | dispel magic, haste, heal | discern lies, heal, restoration Silver | heal, paralyze, wall of wind | freedom of movement, read omens, restoration \pagebreakNum # Ancestry: Firbolg
## Firbolg Heritages ##### Horned Firbolg You took on the traits of a herd animal with fearsome horns. You gain a horns unarmed attack that deals 1d6 piercing damage. Your horns are in the brawling group and have the forceful and unarmed traits. ##### Thick Furred Firbolg You took on the traits of a herd animal with exceptionally tough skin and heavy fur. You gain 14hp from your Ancestry instead of 10, and treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on). ##### Mountain Firbolg You took on the traits of a herd animal that was exceptionally good at surviving on sheer rock faces. When Climbing, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn’t affect you if you're using a climb Speed. ##### Irongut Firbolg You took on the traits of a herd animal known for eating.... well, just about everything. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.
##### Hit Points 10 ##### Size Medium ##### Speed 25 ft. ##### Ability Boosts Constitution, Wisdom, Free ##### Ability Flaw Dexterity ##### Languages Common, Sylvan, and additional languages equal to your Intelligence modifier (if positive) ##### Traits Uncommon Medium Humanoid Firbolg
## Ancestry Feats ###### 1st level #### Animal Fellowship
ANCESTRY 1
Firbolg
You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar using the rules on page 217. The type of animal is up to you, but many firbolg pick up animals from where they grew up.
#### Fey Fellowship
ANCESTRY 1
Firbolg
Your ancestries connection to the Feywilds affords you a warmer reception from creatures of the Feywilds as well as tools to foil their tricks. You gain a +2 circumstance bonus to both Perception checks and saving throws against fey. In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. Special If you have the Glad-Hand skill feat, you don’t take the penalty on your immediate Diplomacy check if the target is a fey.
#### Fey Magic
ANCESTRY 1
Firbolg
Your connection to the Feywilds grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list (page 314). You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
#### Stoisism
ANCESTRY 1
Firbolg
Others’ attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a fear effect, you get a critical success instead, and the source of the fear effect is flatfooted to you until the end of your next turn.
#### Life-Giving Magic{R}
ANCESTRY 1
Firbolg
Frequency
once per minute
You cast an innate spell from an ancestry feat.
The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.
\pagebreakNum ###### 5th level #### Natural Connection
ANCESTRY 5
Firbolg
You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).
#### Natural Resiliance{R}
ANCESTRY 5
Firbolg
you receive damage that would take you below half health
Your giant heritage gives you the strength to fight on. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.
#### Find Shelter
ANCESTRY 5
Firbolg
As long as you remain on the ground and are adjacent to a piece of natural terrain, like a boulder, tree, or cliff that rises to your height or taller, you aren’t flat-footed against attacks as a result of being flanked.
#### Shoulder Aside{2A}
ANCESTRY 5
Firbolg
Your massive build allows you to push foes around. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Shoulder Aside has no effect.
###### 9th level #### Fey Adept
ANCESTRY 9
Firbolg
at least one primal innate spell.
Over time your fey magic has grown stronger. You gain faerie fire and barkskin as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day.
#### Natural Healing
ANCESTRY 9
Firbolg
Your giant nature allows you to quickly recover from wounds. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from Treat Wounds.
\columnbreak #### Boulder's Stoutness
ANCESTRY 9
Firbolg
Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.
###### 13th level #### Shifting Visage
ANCESTRY 13
Firbolg
While all firbolg tend to take on the traits of animals they spend time around, you have traveled so widely and become attuned to so many environs that your form automatically shifts to fit in. After spending a week with an animal that shares a trait with a Firbolg Heritage, you may change your Heritage to it.
\pagebreakNum # Ancestry: Goliath
## Goliath Heritages ##### Heritage ##### Heritage ##### Heritage ##### Heritage ##### Heritage
##### Hit Points ##### Size ##### Ability Boosts ##### Ability Flaw ##### Languages ##### Traits
## Ancestry Feats ###### 1st level ###### 5th level ###### 9th level ###### 13th level \pagebreakNum \pagebreakNum # Ancestry: Kenku
## Kenku Heritages ##### Heritage ##### Heritage ##### Heritage ##### Heritage ##### Heritage
##### Hit Points ##### Size ##### Ability Boosts ##### Ability Flaw ##### Languages ##### Traits
## Ancestry Feats ###### 1st level ###### 5th level ###### 9th level ###### 13th level \pagebreakNum \pagebreakNum # Ancestry: Tortle
## Tortle Shell As a Tortle, you have no need for hand-crafted armor - your shell is more than sufficient. You are always considered to be wearing the following armor, and cannot wear normal armor. You are trained in your shell. You can sleep, travel, and perform other normal activities in your shell. You may engrave runes into your shell and attack trinkets as if it were a normal suit of armor. Like a normal suit of armor, if your shell becomes broken, it loses AC. You may use the Repair downtime action to restore its functionality. #### Tortle Shell
MEDIUM ARMOR
AC Bonus
+3;
Dex Cap
+2
Strength
14;
Check Penalty
-2;
Speed Penalty
-5 ft.
Hardness
9;
Hit Points
36;
Broken Threshold
18;
Repair DC
14
Armor Specialization Effect
thick skin and a hard shell protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor’s potency rune for medium armor, or 2 + the value of the armor’s potency rune for heavy armor.
## Tortle Heritages ##### Slight Tortle Your shell is unusually light and flexible. Your Tortle Shell's Dexterity Cap raises to +4 and its Strength requirement lowers to 12, but its AC Bonus lowers to +1. ##### Heavy Tortle Your shell is unusually heavy and tough. Your Tortle Shells Dexterity cap lowers to +1 and its Strength requirement raises to 16, but your AC Bonus raises to +4. ##### Sea Tortle You have wide webbed paws. You have a swim speed of 15ft and suffer no check penalties for swimming in your shell. ##### Well Travelled Tortle In your long life, you’ve dabbled in many paths and many styles. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.
##### Hit Points 8 ##### Size Medium ##### Speed 20 ft. ##### Ability Boosts Constitution, Wisdom, Free ##### Ability Flaw Dexterity ##### Languages Common, Tortle, and additional languages equal to your Intelligence modifier (if positive) ##### Traits Tortle Shell
## Ancestry Feats ###### 1st level #### Tortle Longevity
ANCESTRY 1
Tortle
you are at least 100 years old.
You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.
\columnbreak #### Tortle Lore
ANCESTRY 1
Tortle
Your thirst for new experiences rivals even other Tortles. Choose three different Lore skills. You become trained in all 3.
#### This will pass
ANCESTRY 1
Tortle
You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.
#### Unassuming Dedication
ANCESTRY 1
Tortle
Your ancestry instilled the values of care and patience into you from a young age. You gain a +1 circumstance bonus to checks to perform a downtime activity.
\pagebreakNum #### Hole Up {1A}
ANCESTRY 1
Tortle
You retreat into your shell, shrugging off blows from your enemies. Until you attack or move, you gain a +2 circumstance bonus to AC.
###### 5th level #### Radical Tortle
ANCESTRY 5
Tortle
Extra Rare
Joke
you are less than 100 years old.
You have been trained from a young age in ancient Tortle arts. Your shell Dex cap is raised by 2, and you gain the Assassin Dedication feat, even if you do not meet it's requirements. You are trained in the staff, katana, sai, and nunchaku.
No, this is not a real thing. Do not let your players take this.
#### Patience
ANCESTRY 5
Tortle
You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don’t treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature. #### Implacable
ANCESTRY 5
Tortle
If you would start your turn confused, controlled, or fleeing due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become paralyzed until your next turn, rather than act against your will.
###### 9th level #### Expert Longevity
ANCESTRY 9
Tortle
Tortle Longevity
You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Tortle Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Tortle Longevity expires. When the effects of Tortle Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Tortle Longevity or make you an expert in the skill you chose with Expert Longevity.
\columnbreak #### Stoutness
ANCESTRY 9
Tortle
Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.
#### Stout Shell {R}
ANCESTRY 9
Tortle
Trigger
You are struck by a critical hit that deals physical damage.
Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.
###### 13th level #### Universal Longevity {1A}
ANCESTRY 13
Tortle
Expert Longevity
Frequency
once per day
You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Ancestral Longevity and Expert Longevity.
#### Ultimate Refuge
ANCESTRY 13
Tortle
Hole Up
While under the effects of Hole Up, you may use the Take Cover action to gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection.
\pagebreakNum # Genasi (Versatile Heritage) #### Genasi
VERSATILE HERITAGE
Uncommon
Genasi
You were born during a power elemental event, infusing you with the power of the elements. When you choose this Heritage, also choose an Exemplar Element. You receive a boost and flaw based on your Exemplar Element, and you gain resistance to the specified damage type of that element equal to one-third of your level (minimum 1) You can select from Genasi feats and feats from your parent's ancestry whenever you gain an ancestry feat. | Element | Boost | Flaw | Damage Type |:---:|:---:|:---:|:---:| | Fire | Int | Wis | Fire | | Earth | Str | Dex | Acid | | Water | Dex | Str | Cold | | Air | Wis | Int | Electricity |
## Ancestry Feats ###### 1st level #### Flow Through Element
ANCESTRY 1
Genasi
You gain new movement abilities based on your Exemplar Element:
Fire:
Increase your base speed by 5ft.
Earth:
You gain a Burrow speed equal to your base speed minus 5ft.
Water:
You gain a Swim speed equal to your base speed minus 5ft.
Air:
Add 10ft horizontally or vertically (your choice) to the distance you move when you Leap, High Jump, or Long Leap
#### Infused
ANCESTRY 1
Genasi
You gain new abilities based on your Exemplar Element:
Fire:
You gain darkvision. If you already have darkvision, you gain greater darkvision instead.
Earth:
You ignore Difficult Terrain made of earth and stone.
Water:
You may breathe in water as if it were air.
Air:
You gain the Breath Control general Feat.
\columnbreak #### Elemental Blast{2A}
ANCESTRY 1
Genasi
You channel your exemplar element's power into a gout of energy that manifests as a 30-ft ranged Strike, dealing 1d8 damage. You can’t use this ability again for 1d4 rounds.
At 3rd level and every 2 levels thereafter, the damage increases by 1d8. The damage type of the blast matches the type of your exemplar element. This ability has the trait associated with the type of damage it deals.
###### 5th level #### Elemental Magic
ANCESTRY 5
Genasi
Choose a spell from the table below based on your exemplar element. Once per day, you may cast that spell as a first level primal innate spell. You may take this feat a second time to gain the other spell as well.
Fire:
Burning Hands or Fleet Step
Earth:
Scouring Sand or Pass Without Trace
Water:
Hydraulic Push or Create Water
Air:
Shocking Grasp or Gust Of Wind
#### Elemental Resistance
ANCESTRY 5
Genasi
Your growing connection to raw primal forces has granted you increased resistances. Your damage resistance against your exemplar element is equal to half your level instead of one-third your level. In addition choose a Damage type based on your Exemplar Element. You gain resistance to the specified damage equal to one-half your level.
Fire:
Acid or Electricity
Earth:
Fire or Cold
Water:
Acid or Electricity
Air:
Fire or Cold
###### 9th level #### Primal Resistance
ANCESTRY 9
Genasi
Your innate connection to primal forces manifests as a natural resistance to them. You gain a +1 circumstance bonus to all saving throws against primal effects.
\pagebreakNum #### Deep Primal Magic
ANCESTRY 9
Genasi
Once per day, you may cast each spell from the list below spell as a second level primal innate spell.
Fire:
Flaming Sphere and Heat Metal
Earth:
Enlarge and Barkskin (stone instead of bark)
Water:
Quench and Water Breathing
Air:
Obscuring Mist and Faerie Fire
###### 13th level #### Elemental Ascendance{2A}
ANCESTRY 13
Genasi
once per hour
You can transform into an elemental. You gain the effects of a 5th level Elemental Form, except you always transform into your exemplar element.
#### Primal Strikes
ANCESTRY 13
Genasi
Your connection to primal forces infuses your weapons with raw elemental power. All your weapon and unarmed strikes deal 2 additional damage of your exemplar type, and have the primal and magical traits.
###### 17th level #### Primal Connection
ANCESTRY 17
Genasi
Your connection to primal forces is so deep that you are drawn to your elemental plane. Once per day, you can cast Plane Shift as a 7th level primal innate spell. You may only use this ability to shift to the plane of your exemplar element, or from that plane to the Material plane.
\pagebreakNum # Backgrounds ## Using Backgrounds Most backgrounds from the Core Book can be used as-is or with minor alterations. However, players may be interested in the following backgrounds, representing specific factions in Wildemount. \columnbreak ## Faction Backgrounds #### Grinner
BACKGROUND
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You’re trained in the Performance skill and the Minstrel Lore skill. You gain the Glean Contents skill feat. #### Volstrucker Agent
BACKGROUND
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You’re trained in the Deception skill and the Cerberus Assembly Lore skill. You gain the Lie To Me skill feat. #### Luxonborn
BACKGROUND
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You’re trained in the Occultism skill and the Luxon Lore skill. You gain the Oddity Identification skill feat. #### Myriad Operative
BACKGROUND
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You’re trained in the Society skill and the Myriad Lore skill. You gain the Streetwise skill feat. #### Revelry Pirate
BACKGROUND
Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.
You’re trained in the Intimidation skill and the Pirate Lore skill. You gain the Quick Coercion skill feat. #### Cobalt Scholar
BACKGROUND
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You’re trained in the Arcana skill and the History Lore skill. You gain the Dubious Knowledge skill feat. #### Augen Trust Spy
BACKGROUND
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You’re trained in the Stealth skill and the Augen Trust Lore skill. You gain the Stealth Assurance skill feat. \pagebreakNum # Archetype: Gunslinger
##### Custom Content Warning This Archetype is meant to be used in conjunction with the rules for [
Firearms
](#p26), and many feat requirements will not make sense until you read those rules.
If you want to make a character that can use firearms without dedicating themselves to it like a Gunslinger, look at the Firearm Training general feat.
#### Gunslinger Dedication
ARCHETYPE 2
UNCOMMON
ARCHETYPE
DEDICATION
Trained in martial weapons
You become trained in all weapons in the Firearm group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons in the Firearm group. If you are at least an expert in the firearm you are using, you gain access to the critical specialization effect with that firearm.
You can’t select another dedication feat until you have gained two other feats from the gunslinger archetype..
#### Point-blank shot
GUNSLINGER FEAT 4
ARCHETYPE
OPEN
STANCE
You are wielding a ranged weapon
You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.
#### Assisting Shot
GUNSLINGER FEAT 4
ARCHETYPE
PRESS
You are wielding a ranged weapon
With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
#### Bullying Shot {2A}
GUNSLINGER FEAT 4
ARCHETYPE
EMOTION
FEAR
MENTAL
You are wielding a ranged weapon
Your shot not only wounds creatures but also shatters their confidence. Make a ranged Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
\columnbreak #### Sure Grip
GUNSLINGER FEAT 6
ARCHETYPE
You're a badass pistol expert, probably with a BAMF belt buckle. You gain a +2 circumstance bonus to damage with one-handed firearms.
#### Rolling Reload {1A}
GUNSLINGER FEAT 6
ARCHETYPE
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
#### Double Shot {2A}
GUNSLINGER FEAT 6
ARCHETYPE
FLOURISH
You are wielding a firearm with at least Capacity 2
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
#### Deadeye Shot {2A}
GUNSLINGER FEAT 6
ARCHETYPE
CONCENTRATE
You are wielding a firearm
You slow down, focus, and take a careful shot. Make a ranged Strike. You gain a +2 circumstance bonus to the attack roll and ignore the target’s concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5.
#### Disarming Shot {1A}
GUNSLINGER FEAT 8
ARCHETYPE
FLOURISH
You are wielding a firearm.
You attempt to shoot an object out of someone's hands. Make a ranged Strike; if you hit, choose an item your target is holding, and they must make an Athletics check against your class DC.
You lose your cool and become flat-footed until the start of your next turn.
Until the start of that creature’s turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
You knock the item out of the opponent’s grasp. It falls to the ground in the opponent’s space.
#### Piercing Shot {R}
GUNSLINGER FEAT 8
ARCHETYPE
Your ranged Strike kills a creature or knocks it unconscious, and another foe is directly behind that creature
Your shot goes through the first foe and into the one behind it. Make a ranged Strike against the second foe.
\pagebreakNum #### Fan The Hammer {3A}
GUNSLINGER FEAT 8
ARCHETYPE
CONCENTRATE
Double Shot
You are wielding a firearm
You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made all of them.
#### Mobile Shot Stance {1A}
GUNSLINGER FEAT 10
ARCHETYPE
STANCE
You are wielding a firearm
Your shots become nimble and deadly. While you’re in this stance, your ranged Strikes don’t trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have Attack of Opportunity, you can use it with a loaded ranged weapon you’re wielding. The triggering creature must be within 5 feet of you for you to do so.
#### High Noon {1A}
GUNSLINGER FEAT 18
ARCHETYPE
STANCE
Fan The Hammer
You are wielding a firearm with the Capacity trait
You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for Double Shot is reduced to –1, or –2 if you add the extra action to make three Strikes. If you move from your position, this stance ends.
\pagebreakNum # Archetype: Echo Knight #### Echo Knight Dedic.
ARCHETYPE 2
UNCOMMON
ARCHETYPE
DEDICATION
Trained in martial weapons
You gain access to the Summon Echo focus spell. You can have at most one Echo summoned at any time. If you summon additional Echoes, previous one disappear.
You can’t select another dedication feat until you have gained two other feats from the echo knight archetype.
#### Summon Echo
FOCUS 1
UNCOMMON
Echo Knight
CONJURATION
{2A} somatic, verbal
1 minute
30 ft.
You access the nature of potentiality to summon an echo of yourself on the battlefield. This echo is a creature your size, wields a non-magical copy of any weapons and armor you were wielding when you cast this spell, and is Trained in any weapons, armor, and skills you are (including Perception). It has half your HP, and has Attributes equal to either your attribute, or 16, whichever is lower. Like any summon, it has the minion trait, gains 2 actions when you summon it, and in later turns you may Command it to give it two actions on your turn. At the end of the spells duration, if the Echo is ever further than 60ft from you, or if the Echoes HP drops to 0, the Echo disappears, along with any items it was created with. If it was dropped to 0 HP or left its range limit, you immediately take psychic damage equal to half of it's starting HP.
#### Reality Shift{2A}
EKNIGHT FEAT 6
ARCHETYPE
You shift realities into one where you went a different direction. Switch places with your Echo, then Strike.
#### Advanced Echo
EKNIGHT FEAT 6
ARCHETYPE
Your Echo grows in power. It deals two dice of damage on all of its Strikes instead of one, and its attributes are equal to your Attribute or 18, whichever is lower.
#### Skilled Echo
EKNIGHT FEAT 6
ARCHETYPE
Advanced Echo
Your Echo is an Expert in any skills that you are an Expert in.
\columnbreak #### Coordinate Echo
EKNIGHT FEAT 6
ARCHETYPE
You can spend 2 actions to Command instead of 1 when commanding your echo. If you do, your echo uses an additional action.
#### Possess Echo{3A}
EKNIGHT FEAT 6
ARCHETYPE
For the next 10 minutes, your Echo can be up to 1000ft from you without disappearing, and you can sense anything that it can sense. You can Command the Echo mentally, without speaking.
#### Martial Echo
EKNIGHT FEAT 8
ARCHETYPE
Advanced Echo
Your Echo is an Expert in any weapons that you are an Expert in. It has an additional +1 to hit with any Strike.
#### Defensive Echo
EKNIGHT FEAT 8
ARCHETYPE
Martial Echo
Your Echo is an Expert in any armor that you are an Expert in. It has an additional +1 to AC
#### Waypoint Echo
EKNIGHT FEAT 8
ARCHETYPE
You have access to the Cast A Spell activity
When you Cast A Spell, you may spend an additional action to treat your Echoes position as if it were your own for the purposes of line of sight or distance restrictions.
#### Echo Equipment
EKNIGHT FEAT 10
ARCHETYPE
Martial Echo
When you Summon Echo, your echo appears with a copy of one Consumable item of 8th or lower level you have on your person. This Consumable item and any effects (other than damage or healing) from using it disappear when the Echo does.
#### Coordinated Strike
EKNIGHT FEAT 12
ARCHETYPE
You and your echo fight in tandem, distracting your foes and keeping them off balance. Whenever you and your echo are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.
\pagebreakNum #### Perfect Echo
EKNIGHT FEAT 14
ARCHETYPE
Advanced Echo
Your Echo deals three dice of damage on its Strikes instead of two. Its attributes are equal to your attributes.
\pagebreakNum # Class Options: Dunamancers \pagebreakNum \pagebreakNum # Equipment: Firearms
#### Firearms of Wildemount | Firearm | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| Palm Pistol | 2 gp | 1d6 P | 20ft | 1 | L | 1 | Firearms | Fatal d8, Loud Black Powder Pistol | 3 gp | 1d8 P | 50ft | 1 | L | 1 | Firearms | Fatal d10, Loud Pepperbox Pistol | 5 gp | 1d8 P | 60ft | 2 | L | 1 | Firearms | Capacity 6, Deadly d8, Loud Black Powder Rifle | 5 gp | 1d10 P | 80ft | 1 | 2 | 2 | Firearms | Fatal d12, Loud, Volley 15ft Repeating Rifle | 7 gp | 1d10 P | 100ft | 2 | 2 | 2 | Firearms | Capacity 6, Deadly d10, Loud, Volley 15ft Blunderbuss | 5 gp | 1d12 P | 20ft | 2 | 2 | 2 | Firearms | Deadly d6, Loud, Shot Package, Volley 5ft
### Rarity Firearms in Wildemount are less than 20 years old, but are already changing the landscape of war. They are known of but rarely seen, and nations or factions would kill for new designs or stockpiles of these new, deadly weapons. All weapons, items, and archetypes associated with firearms are Uncommon by default. ### Proficiency Firearms are not part of any traditional weapon proficiency group. Proficiency in Firearms must be obtained through the Gunslinger Archetype or the Firearms Training General Feat. ### Firearms Critical Specialization On a critical hit with a firearm, the target must succeed at a Fortitude save against your class DC or be stunned 1. With a grievous rune, the target also takes a -10 foot penalty to their speed. ### Additional Feats #### Firearm Training
FEAT 1
Uncommon
General
You become trained in all Pistols in the Firearms group (Palm Pistol, Black Powder Pistol, and Pepperbox Pistol). If you were already trained in all Pistols, you become trained in all Firearms.
You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.
\columnbreak ### New Weapon Qualities ##### Capacity The weapon is designed to fire multiple times before it has to reload. Each time you fire the weapon, reduce its capacity value by one. Until the capacity value reaches 0, treat the weapon as having a reload of "—". A weapon with capacity 6 can be fired six times before the user needs to reload. ##### Deadly On a critical, this weapon adds an additional weapon die of this type after doubling the damage. With a greater striking rune, increase this to two dice, and with a major striking rune it increases to three dice of the listed type. ##### Fatal These weapons are exceptionally dangerous with a well placed shot. On a critical hit, roll and then double the listed die type instead of using the standard die type. ##### Loud Firing firearm is loud enough that it makes it impossible to hide the sound. Any Undetected creature firing or adjacent to a creature that fires a loud weapon becomes Hidden, and any Hidden creature not in greater cover becomes Observed, if possible. You take a -4 penalty to Stealth checks leaving that area. ##### Shot Package This weapon fires a narrow spread of small projectiles instead of one large bullet. A weapon with this quality only takes a -1 penalty per range increment, but can only fire out to three range increments. ##### Volley This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty. \pagebreakNum # Spells: Dunamancy ## Dunamancy Rarity All spells with the Dunamancy tag are considered Rare by default. Some of the effects provided by Dunamancy Spells can be extremely powerful when used by clever and resourceful players. GMs, you have been warned. ###### Dunamancy Spells #### Sapping Sting
CANTRIP 1
DUNAMANCY
Attack
CANTRIP
NECROMANCY
arcane, occult
{2A} somatic, verbal
30ft
1 creature
basic Fortitude
You sap the vitality of one creature you can see in range. The target takes 1d4 necrotic damage, and on a Critical Failure becomes Clumsy 1.
Increase the damage by 1d4
The creature becomes Enfeebled 2 on a critical failure.
#### Gift Of Alacrity
SPELL 1
DUNAMANCY
Transmutation
arcane, occult
{2A} somatic, verbal
touch
1 creature
2 hours
You touch a willing creature. The target gains a +1 status bonus to its next initiative roll, after which the spell ends.
The status bonus increases by 1, to a maximum of +4 at 7th level.
#### Wristpocket
SPELL 1
DUNAMANCY
CONJURATION
arcane, occult
{1A} somatic
self
one object held in your hand.
1 hour
With a flick of your wrist, you cause one object of Bulk 1 or less held in your hand to disappear. The disappeared object is teleported to a small pocket dimension for the duration. At any time, you may use a Manipulate action to return the object to one of your free hands. If the spell ends before you have returned the object, it appears at your feet.
Increase the spells duration by 2 hours.
\columnbreak #### Magnify Gravity
SPELL 2
DUNAMANCY
Transmutation
arcane, occult
{2A} somatic, verbal
60ft
10-foot burst
Fortitude
The gravity in the area affected by the spell is temporarily increased to bone-crushing levels. Each creature within the burst must make a Fortitude save.
The target takes a -5ft status penalty to all its speeds until the end of its next round.
The target takes a -10ft status penalty to all its speeds until the end of its next round, and becomes prone.
The target also takes 2d10 force damage.
Any target that fails its saving throw takes an additional 1d10 force damage (this also applies to critical failures)
#### Fortunes Favor
SPELL 2
DUNAMANCY
DIVINATION
FORTUNE
arcane, occult
{R} somatic
An ally within 30 ft of you makes an attack roll saving throw
The ally making the attack roll or saving throw rolls twice and uses the better result.
The range of this spell increases to 60 ft.
The ally also receives a +2 luck bonus to the roll.
#### Immovable Object
SPELL 3
DUNAMANCY
TRANSMUTATION
arcane, occult
{2A} somatic, verbal
touch
One contiguous object that can fit inside a 5ft x 5ft cube
10 minutes
You reach out and touch an object, halting it's ability to move in any direction. If the object is being carried or used by any creature, they can attempt a Reflex save , which avoids the effect on Success. The affected object does not move, defying gravity if need be. It can only be moved if 8,000lbs of pressure is applied to it, at which point the effect ends.
You can dismiss the effects of this spell early by touching the object again and speaking a command word.
You can affect objects that fit within a 50ft x 50ft cube, and the pressure needed to break it is increased to 20,000lbs.
The duration of the effect becomes unlimited.
\pagebreakNum #### Pulse Wave
SPELL 3
DUNAMANCY
EVOCATION
arcane, occult
{2A} somatic, verbal
30-foot cone, originating from you.
basic Fortitude
You create intense pressure, and unleash it. The pressure deals 4d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude save. Creatures that fail the save are also knocked back 10 feet (20 feet on a critical failure).
The damage increases by 1d6, and the push increases by 5ft.
You may choose to have this spell pull creatures towards you instead of pushing them. Creatures can be pulled past you, or up to a space adjacent to you.
#### Gravity Sinkhole
SPELL 4
DUNAMANCY
EVOCATION
arcane
{2A} somatic, verbal
300 feet
20-foot burst
basic Fortitude
A sphere of crushing force forms and tugs at the creatures there, dealing 6d6 damage and pulling them 5 ft towards the origin of the burst. Creatures that fail their Fortitude save are pulled 10ft instead.
The damage increases by 2d6
#### Temporal Shunt
SPELL 5
DUNAMANCY
Transmutation
arcane, occult
{3A} somatic, verbal, material
60 feet
one creature
Will
You temporally shunt the creature forward in time unless it fends you off with a Will save.
The target is slowed 1.
The target disappears until the start of its next turn, at which point it reappears on the same place. Time pauses for the creature while it has disappeared. Conditions and durations are not adjusted, nor does the creature remember anything of the time between.
The target is also slowed 2 when it reappears.
You may target one additional creature with this spell. You are slowed X, where X is the number of creatures you target with this spell, minus 1.
#### Gravity Fissure
SPELL 5
DUNAMANCY
EVOCATION
arcane
{2A} somatic, material
60 foot line
basic Fortitude
You manifest a ravine of gravitational energy, dealing 5d12 force damage. Any creatures (other than the caster) within 10ft of the area of the spell must make a Fortitude save, or be pulled until they are within the area of the spell. They do not take damage.
\columnbreak #### Tether Essence
SPELL 7
DUNAMANCY
NECROMANCY
arcane, occult
{2A} somatic, material
60 ft
two creatures
1 hour
Will (for both)
You tether the fates of both creatures together. Each creature makes a Will saving throw. Use the best result to determine the effects of the spell. A creature may choose to Fail the roll instead of rolling.
For the duration of the spell, or until one creature falls below half health, any time one creature takes damage or receives healing, the other creature receives the same amount and type of damage or healing.
The spell lasts until the duration has expired, or one creature falls to 0 hit points.
The spell lasts 1 day, or until one of the creatures dies.
#### Dark Star
SPELL 8
DUNAMANCY
Evocation
arcane, occult
{3A} somatic, verbal, material
150 feet
40-foot burst
sustained, up to 1 minute
basic Fortitude
You summon a sphere of raw nothingness. The affected area is continually under the effects of a 4th level
darkness
and
silence
spell. When you use an Action to Sustain this spell, all creatures in the area also take 7d10 damage. A creature reduced to 0 HP this way is reduced to fine powder; its gear remains.
The spell deals +1d10 damage
\pagebreakNum #### Reality Break
SPELL 8
DUNAMANCY
Conjuration
arcane, occult
{2A} somatic, verbal
60 feet
one creature
sustained, up to 1 minute
Will
You shatter the barriers between realities and timelines, thrusting a creature into an ever-churning state of change and madness. When you cast this spell, and each time you Sustain it, the creature must make a Will saving throw.
Roll once on the Shifting Realities table, then the spell ends, and may not be Sustained again.
Roll once on the Shifting Realities table.
Roll twice on the Shifting Realities table.
| Result (1d10) | Effect | |:---:|:---------------------:| | 1-2 |
Vision of the Far Realm
The target takes 6d12 psychic damage and becomes Stunned 2 | | 3-5 |
Rending Rift
The target takes 6d12 force damage and becomes Grabbed until the end of its next turn. | | 6-8 |
Wormhole
The target is teleported 30 feet in a random direction, and becomes prone. | | 9-10 |
Chill of the Dark Void
The target takes 8d12 cold damage and is Blind until the end of its next turn. |
#### Ravenous Void
SPELL 10
DUNAMANCY
Evocation
arcane, divine, occult, primal
{3A} somatic, verbal, material (a pure black opal worth at least 500gp, which is destroyed as part of the cost of the spell.)
1000 feet
20-foot burst
basic Fortitude
You create a miniature sphere of pure destructive gravitational force. When you cast the spell and each time you Sustain it the following effects happen.
Destruction:
All creatures within the sphere take 14d10 damage. A creature reduced to 0 HP this way is reduced to fine powder; any unattended objects or magic items within the sphere are also reduced to fine powder. Relics and other items of godly power are unaffected
Gravitational Pull:
All loose objects within 100 feet of the origin are pulled 20 feet towards it. Creatures within 100 feet must make an Athletics check against the spell DC
The target takes 8d10 damage and becomes Enfeebled 2, Clumsy 2, and Stupefied 2
They are pulled 20 feet towards the origin
They are pulled 40 feet towards the origin
\columnbreak #### Time Ravage
SPELL 10
DUNAMANCY
Transmutation
arcane, divine, occult, primal
{3A} somatic, verbal, material (An hourglass filled with at least 500gp of diamond dust, which is destroyed as part of the cost of the spell.
90 feet
one creature
Fortitude
You subject the targets body to the ravages of time, rapidly aging it to near death.
No effect. The diamond dust is not destroyed as part of the spells cost.
The target takes 8d10 damage and becomes Enfeebled 2, Clumsy 2, and Stupefied 2 for one day.
As Success, but the conditions applied are permanent, increase to 3, and can only be removed by a Wish spell.
As Failure, but the value of all conditions increases to 4, and the target is also aged to the point where they have only 30 days before they die of natural causes.
\pagebreakNum # Deities ####
Avandra [CG]
Edicts
Luck favors the bold. Your fate is your own to grasp, and to do so is to have the Change Bringer behind you. Change is inevitable. The righteous can ensure that such change is for the better. Rise against tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Survival
Favored Weapon
Staff
Domains
Freedom, Luck, Travel, Wealth
Cleric Spells
1st:
fleet steo
3rd:
dream message
5th:
hallucination
####
Bahamut [LG]
Edicts
Stand as a paragon of honor and justice. Smite evil wherever it is found, yet show compassion to those who have strayed from the path of righteousness. Defend the weak, bring freedom to the persecuted, and protect the ideals of justice and order.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Intimidation
Favored Weapon
Shield
Domains
Confidence, Protection, Truth, Zeal
Cleric Spells
1st:
true strike
2nd:
see invisibility
4th:
fire shield
####
Corellon [CG]
Edicts
Create, inspire, and find beauty in all that you do. Follow the echoes of lost magics, forgotten sites, and ancient art, for within these lie the Arch Heart's first works. Combat the followers of Lolth wherever they might be.
Anathema
##### Devotee Benefits
Divine Font
heal
Divine Skill
Performance
Favored Weapon
Spear
Domains
Creation, Nature, Indulgence, Passion
Cleric Spells
1st:
color spray
3rd:
enthrall
4th:
creation
\columnbreak ####
Erathis [LN]
Edicts
Utilize the company and aid of others. The efforts of the individual often pale against the capabilities of the community. Strive to tame the wilds in the name of civilization, and defend the points of light and order against the chaos of darkness. Uphold and revere the spirit of invention. Create new settlements, build where inspiration strikes, and expand the edicts of the Law Bearer.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Society
Favored Weapon
Battleaxe
Domains
Cities, Creation, Knowledge, Perfection
Cleric Spells
1st:
illusory object
4th:
creation
7th:
magnificent mansion
####
Ioun [N]
Edicts
Unmask those who would destroy loun. Learn their secrets and unveil them to the world. Uphold and teach the importance of reason, perception, and truth in guiding one's emotions and path. Condemn those who lie without moral cause, for evil folk gain power when their followers obscure the truth. Never stoop to the level of selfish liars.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Occultism
Favored Weapon
Staff
Domains
Dreams, Knowledge, Magic, Truth
Cleric Spells
2nd:
magic mouth
5th:
prying eye
7th:
warp mind
8th:
maze
\pagebreakNum ####
Kord [CN]
Edicts
Bravery above all. There is no glory in cowardice. Strength is the path to greatness, but greatness is the responsible use of strength. The glory of the Storm Lord lives through your own glory on the battlefield.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Athletics
Favored Weapon
Gauntlets
Domains
Ambition, Destruction, Might, Zeal
Cleric Spells
1st:
first
4th:
fourth
7th:
seventh
####
Melora [N]
Edicts
Protect the untamed wilderness from exploitation and destruction. Slay abominations and other mockeries of nature. Embrace and respect the savage nature of the world. Exist in harmony with it.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Nature
Favored Weapon
Quarterstaff
Domains
Cleric Spells
1st:
first
4th:
fourth
7th:
seventh
####
Moradin [LG]
Edicts
Remain stoic and tenacious in the face of catastrophe. Uphold and promote loyalty to your family, loyalty to your clan, and loyalty to your people. Legacy is paramount. To create something that lasts is to change the world for the better.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Crafting
Favored Weapon
Warhammer
Domains
Creation, Earth, Family, Protection
Cleric Spells
1st:
mindlink
3rd:
earthbind
4th:
creation
\columnbreak ####
Pelor [NG]
Edicts
Be ever vigilant for evil. People are quick to forget the lessons of the past. Help relieve the suffering of the innocent. Deliver the light of Pelor where darkness dwells, with kindness, compassion, and mercy.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Medicine
Favored Weapon
Mace
Domains
Fire, Healing, Sun, Truth
Cleric Spells
1st:
burning hands
3rd:
fireball
4th:
wall of fire
####
Sarenrae [NG]
Edicts
Lead with mercy, patience, and compassion. Inspire others to unite in fellowship. Aid those who are without guidance. Heal those who are without hope. Those who are beyond redemption, who revel in slaughter and remorseless evil, must be dispatched with swift justice.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Diplomacy
Favored Weapon
Scimitar
Domains
Family, Healing, Passion, Protection
Cleric Spells
1st:
first
4th:
fourth
7th:
seventh
####
The Raven Queen [LN]
Edicts
Death is the natural end of life. There is no pity for those who have fallen. The path of Fate is sacrosanct. Those who pridefully attempt to cast off their destiny must be punished. Undeath is an atrocity. Those who would pervert the transition of the soul must be brought down.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Occultism
Favored Weapon
Dagger
Domains
Death, Fate, Healing, Knowledge
Cleric Spells
1st:
mindlink
3rd:
ghostly weapon
4th:
phantasmal killer
\pagebreakNum ####
Sehanine [CG]
Edicts
Seize your own destiny by pursuing your passions. Let the shadows protect you from the burning light of fanatical good and the absolute darkness of evil. Walk unbridled and untethered, forging new memories and experiences.
##### Devotee Benefits
Divine Font
heal
Divine Skill
Stealth
Favored Weapon
Longbow
Domains
Darkness, Moon, Freedom, Secrecy
Cleric Spells
1st:
illusory disguise
2nd:
invisibility
5th:
shadow walk
####
Asmodeus [LE]
Edicts
Assert dominance and power over others. Show your strength of will in the image of the Asmodeus. Repay cruelty done unto you with further evil. If others show you kindness, exploit it. As you ascend to power, do not pity or show mercy to those you climb over to get there. Compassion is for the weak.
##### Devotee Benefits
Divine Font
harm
Divine Skill
Deception
Favored Weapon
Mace
Domains
Confidence, Fire, Trickery, Tyranny
Cleric Spells
1st:
charm
4th:
suggestion
6th:
mislead
####
Bane [LE]
Edicts
Fear is your ally. Conquer your fear and inspire it in your foes. Disorder and rebellionare to be punished severely. Combat is the greatest gift, and perfecting your skills to master it is the greatest pursuit.
##### Devotee Benefits
Divine Font
harm
Divine Skill
Intimidation
Favored Weapon
Morningstar
Domains
Destruction, Pain, Tyranny, Zeal
Cleric Spells
1st:
burning hands
2th:
enlarge
6th:
mislead
\columnbreak ####
Gruumsh [CE]
Edicts
Ruin. Conquer. Kill. The weak exist to be crushed by the strong. Be the strong. There are no emotions but fury and joy. The rest are weakness .
##### Devotee Benefits
Divine Font
harm
Divine Skill
Athletics
Favored Weapon
Spear
Domains
Destruction, Earth, Might, Zeal
Cleric Spells
1st:
magic fang
2nd:
enlarge
6th:
disintegrate
####
Lolth [CE]
Edicts
It is better to be loved than feared, but you may certainly try to be both. Misdirection, slander, and shadowed steps have more function than direct conflict. Death to the elves who live under the sun, and death to all their allies!
##### Devotee Benefits
Divine Font
harm
Divine Skill
Deception
Favored Weapon
Rapier
Domains
Death, Darkness, Secrecy, Trickery
Cleric Spells
1st:
spider sting
2nd:
invisibility
4th:
phantasmal killer
####
Tharizdun [CE]
Edicts
Offer and siphon power to Tharizdun until his liberation comes. Uncover, restore, and exalt forgotten shrines and relics in his honor. Ruin and raze the realms to prepare for the Epoch of Ends.
##### Devotee Benefits
Divine Font
harm
Divine Skill
Crafting
Favored Weapon
Dagger
Domains
Darkness, Destruction, Fate, Nightmares
Cleric Spells
1st:
fear
4th:
nightmare
6th:
disintegrate
\pagebreakNum ####
Tiamat [LE]
Edicts
Amass wealth, but spend little. The gold-and the power that comes with it is sufficient reward in itself. Do not forgive nor forget an indignity to yourself. Let no affront go unpunished. Take what you covet. Those without the strength to defend their dominion are not worthy to have one.
##### Devotee Benefits
Divine Font
harm
Divine Skill
Thievery
Favored Weapon
War Pick
Domains
Ambition, Earth, Protection, Wealth
Cleric Spells
1st:
charm
2th:
enlarge
5th:
fireball+2
####
Torog [NE]
Edicts
Seek and exalt places where no light touches. Revel in the pain you inflict on others, and relish the pain you suffer yourself as an offering to Torog. Imprison those who cannot resist you, and drag all life into the darkness.
##### Devotee Benefits
Divine Font
harm
Divine Skill
Stealth
Favored Weapon
Warhammer
Domains
Darkness, Nightmares, Pain, Tyranny
Cleric Spells
1st:
magic fang
2nd:
animal form
4th:
nightmare
####
Vecna [NE]
Edicts
Learn all you can , and keep hidden that which you know. Reveal what pieces you must, but never the whole. Express and cultivate the evil within yourself, and in doing so, recognize it in others to exploit them for your own benefit. Seed the ruin of all who worship other deities, until only those who kneel before Vecna remain.
##### Devotee Benefits
Divine Font
harm
Divine Skill
Arcana
Favored Weapon
Quarterstaff
Domains
Cleric Spells
1st:
magic missile
2nd:
false life
7th:
mask of terror
\columnbreak ####
Zehir [CE]
Edicts
Keep your acts obfuscated and secret. The night is your greatest ally. Strike quickly and without reason. Blind the target with their own confusion. Kill slowly. Agonizingly. Or worse, make them enjoy it.
##### Devotee Benefits
Divine Font
harm
Divine Skill
Stealth
Favored Weapon
Whip
Domains
Death, Moon, Pain, Secrecy
Cleric Spells
1st:
phantom pain
2nd:
invisibility
5th:
cloudkill
\pagebreakNum
### OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. \columnbreak 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 1.0 Copyright 2000, Wizards of the Coast, Inc.