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Table of Contents

Craftsman ....................................................................................................................................................... 1
Profession: Armiger ................................................................................................................................. 5
Profession: Weaponsmith ...................................................................................................................... 6
Crafting Techniques................................................................................................................................7
Exotic Arms and Armor .............................................................................................................................. 14
New Feats ...................................................................................................................................................... 15

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots,
storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Cont ent or are
in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than
the material designated as Open Game Content may be reproduced in any form without written permission.

Craftsman is published by Mage Hand Press under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc.
The Craftsman

Craftsman Level
1st
Proficiency
Bonus
+2
Features
Smithy, Tool Belt
A burly dwarf brings his hammer down on a glowing hunk
Beginner Craftsman,
of steel, launching a shower of sparks into the air. Sweat +2
2nd Metallurgy
pours down his back, and his arms strain with each strike,
3rd +2 Profession
revealing thick cords of muscle, yet he does not tire. The
air resonates with the sound of metal impacting metal, 4th +2 Ability Score Improvement
while the bright, hot piece of steel in his tongs begins to 5th +3 Extra Attack
take shape. Gradually, it flattens, widens, hardens, and
6th +3 Apprentice Craftsman
cools. He quenches the newly formed blade in an oil bath,
then sets his mind to preparations for polishing, sharpening, 7th +3 Profession feature
and fitting the weapon with a handle and guard. 8th +3 Ability Score Improvement
An elf threads a needle with an almost impossibly thin 9th +4 Journeyman Craftsman
metallic wire, preparing to set the stitches into a set of what
10th +4 Profession feature
looks to be leather armor, but made of dragon's hide. She
checks the placement and attachment of the owlbear down 11th +4 Craftsmans Strike
lining, and ensures that her apprentice set the deep crystal 12th +4 Ability Score Improvement
studs into the surface properly. Once satisfied, she sets 13th +5 Master Craftsman
about her work in a flurry of dexterous stitches.
14th +5 Profession feature
A gnome with an intricate set of goggles examines the
stock for his latest work, a portable ballista. He examines 15th +5 Uncanny Tool Belt
the gearing and loading crank, ensures the tautness and 16th +5 Ability Score Improvement
tension of the bowstring, and examines the bolt rail for
17th +6 Legendary Craftsman
imperfections. He smiles, for he knows his work is without
flaw. 18th +6 Profession feature
19th +6 Ability Score Improvement

20th +6 Magnum Opus

Master of Craft
Artisans of all types are an integral part of every culture:
buildings must be erected, pots must be set to the kiln, tools
must be smithed. In spite of their pervasiveness, master
craftsmen are still as rare as they are prized. These
craftsmen, creators and inventors, can smith items of
mythic quality, and can solve most any problem simply by
using the right tool and the appropriate amount of force.

Secret of Steel
Adventuring craftsmen come in two varieties: the plate-
laden armiger and the deadly weaponsmith. Both use their
advanced knowledge of metallurgy, smelting, construction,
and mechanics to forge arms and armor rarely seen, even
by other adventurers. The smiths themselves test their
schematics and designs, building prototype and
experimental gear that can later be refined into mass-
production items.

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Creating a Craftsman
When you create a craftsman, the most important thing to
consider is what kind of craftsman you eventually want to
become: do you want to forge unstoppable weapons, or
invincible armor? Though all craftsmen can create both,
only those who dedicate themselves to learning the secrets
of one or the other can eventually attain legendary status in
their works. Both have their place in any setting, and
neither is singularly more important than the other, so this
choice is largely a matter of preference.
As well, few craftsmen are self-taught; most start under Equipment
the tutelage of a master artisan of some sort, whether or not You start with the following equipment, in addition to the
that master was, in fact, a craftsman in the conventional equipment granted to you by your background:
sense. Did you have a master, and if so, when did the spark (a) scale mail, or (b) leather armor
of creation ignite, turning you towards mastery? A dagger and (a) a warhammer or (b) any simple
Also, consider how you view your work: are you weapon
pragmatic, viewing your creations as nothing more than (a) a light crossbow and 20 arrows or (b) a shortbow and
tools, are you romantic, seeing them as art, or are you 20 arrows
somewhere in between? Smith's tools and (a) leatherworker's tools or (b) tinker's
tools
Quick Build a traveler's pack or (b) one kit you're proficient with
You can make a craftsman quickly by following these
suggestions. First, make Intelligence your highest ability
score, followed by Strength. Second, choose the Guild
Smithy
Artisan background. Next, select Athletics and At 1st level, you learn to craft not only with skill and
Investigation as your skills. Finally, if you are a human and precision, but with speed. Whenever you are working
have the option to take a feat at 1st level, select the Tough towards crafting an item, you make progress equal to your
feat. 50 x your Craftsman level gp per day, and you can
complete a days worth of progress towards an item during

Class Features a long rest. You also have advantage on all crafting checks
made to speed your process.
As an alchemist, you gain the following class features. Items you craft are also higher quality than normal items
of their type: you add your Intelligence modifier + your
Hit Points craftsman level to the damage threshold and HP of any item
Hit Dice: 1d10 per Craftsman level your craft.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Tool Belt
Constitution modifier per Craftsman level after 1st
While other adventurers may rely on spells, or luck, or
Proficiencies brute strength to solve a problem, you believe in always
Armor: Light armor, medium armor, shields having the right tool on hand. Starting at 1st level,
Weapons: Simple weapons, crossbows, warhammer following a long rest, you can use your action to retrieve a
Tools: Leatherworker's tools, smith's tools, tinker's tools piece of non-magical gear from your belt, apron, pack, cart,
or wherever you keep your tools, even if you did not have it
Saving Throws: Intelligence, Constitution
in your inventory before. This item cannot have a gp cost
Skills: Two from: Arcana, Athletics, History,
higher than 5 times your craftsman level. Items retrieved
Investigation, Medicine, Perception, and Persuasion
this way remain in your inventory until you take a long rest.
You can use this ability a number of times equal to your
Intelligence modifier, and you gain back all uses following
a long rest.

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Metallurgy Crafting Techniques
As well, you learn secret techniques that you can use to
At 2nd level, you begin to learn the deeper intricacies of
upgrade and enhance your Well-Built Equipment. Crafting
weapon and armor craftsmanship.
Techniques are separated into 5 levels: Beginner,
Apprentice, Joruneyman, Master, and Legendary. Unless
Well-Built Equipment
otherwise noted, a given weapon or suit of armor can only
You can convert a weapon you are proficient in into a
have one of each type of technique applied to it. Ranged
Well-Balanced Weapon or a suit of armor into a Well-
weapons that have a crafting technique applied to them
Fitted Suit of armor. These particular items are fitted to
apply the benefits to their ammunition, unless otherwise
your exact specifications, and can only be used proficiently
noted. Applying a crafting technique to an item requires
by you. A Well-Balanced Weapon gains a +1 magical
time, tools, and the appropriate materials:
bonus to attack and damage rolls (or increases it's bonus by
+1 to a maximum of +3), while a Well-Fitted Suit gains a Beginner: 100 gp and 1 day of work
+1 magical bonus to AC (or increases it's bonus by +1 to a Apprentice: 200 gp and 3 days of work
maximum of +3), the armor's Strength requirement is Journeyman: 300 gp and 5 days of work
reduced by 1, and donning and doffing the suit requires Master: 400 gp and 1 week of work
1/10 of the normal amount of time. Legendary: 500 gp and 2 weeks of work
You can craft an additional Well-Built Equipment item
When you learn a new level of crafting techniques, you
by working for one long rest. Doing so costs 100 gp in
can apply one technique of that level to a Well-Balanced
materials, plus the cost of the original item, and the cost of
Weapon or Well-Fitted Suit immediately, at no cost, though
any crafting techniques you wish to apply to it.
you must still pay for any additional materials required in
the Technique description if any.

Crafting Ability
Intelligence is your primary ability when it comes to
crafting. In addition, you use your Intelligence modifier
when setting the saving throw DC when a Crafting
Technique calls for one.

Crafting checks = your proficiency bonus + your


Intelligence modifier

Crafting technique save DC = 8 + your proficiency bonus


+ your Intelligence modifier

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Beginner Craftsman
You gain access to Beginner level Crafting techniques.
Additionally, you gain the mending cantrip.

Profession
At 3rd level, you pick your crafting specialization. Select
one of the Professions from those listed below; you gain the
3rd level ability of that profession. You gain an additional
Profession ability at 7th, 10th, 14th and 18th level.

Ability Score Improvement


When you reach 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. As normal, you cant increase an ability score
Master Craftsman
above 20 using this feature. Starting at 13th level, you gain access to Master crafting
techniques, and any creature wearing or wielding an item
Extra Attack made by you can add half your proficiency bonus to any
Persuasion, Deception, or Intimidation checks involving
Beginning at 5th level, you can attack twice, instead of
that item.
once, whenever you take the Attack action on your turn.

Apprentice Craftsman Uncanny Tool Belt


You have a knack for finding the most useful things buried
Starting at 6th level, you gain access to Apprentice crafting
away in your cart. Starting at 15th level, you can produce a
techniques, and you gain resistance to both fire damage and
single uncommon magic item from your tool belt. The item
bludgeoning damage from nonmagical sources.
remains in your possession until you take a short or long
Additionally, you can apply Beginner crafting
rest. Once you use this ability, you must take a long rest
techniques to items that are not Well-Built Equipment,
before you can do so again.
expending gold and work as usual to do so.

Journeyman Craftsman Legendary Craftsman


Starting at 17th level, you gain access to Legendary
At 10th level, you gain access to Journeyman crafting
crafting techniques, and any item you craft or forge is
techniques, and you can cast the spell fabricate without
indestructible.
using a spell slot. Once you do so, you must take a short or
long rest before you can do so again.
Additionally, you can add half your proficiency
Magnum Opus
modifier to any rolls involving an artisan's tool set that you At 20th level, you complete an object of unparalleled
are not already proficient in. majesty. You can retreat into your forge for a period of 30
days; during this time, you are feverishly working. At the
Craftsman's Strike end of the 30 days, you emerge from your forge, carrying
your creation: a single legendary magic item. This item is
You've learned how to build, but you also know how to
tied to your very soul: regardless of type, you are always
destroy. At 11th level, once per turn, you can add 1d8
considered attuned to it, and no other creature can attune to
damage to an attack you make against an object, construct,
it while you still live. As well, as long as you are on the
or a creature wearing manufactured armor, and your attacks
same plane as your item, you can call it to your hand or
always bypass an object's damage threshold.
onto your body (as appropriate). You can only craft a
Magnum Opus once.

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Professions Craftsmans Eye
All master craftsmen learn the basics of smithing, Starting at 14th level, as an action, you can make a single
leatherworking, woodworking, and other necessary melee attack against a creature that you can see wearing
disciplines on the path to mastery. However, as they hone manufactured armor. On a hit, the target must make a
their skills, craftsmen must narrow their field of expertise Dexterity saving throw or attacks made against it have
to achieve excellence, and each selects a profession which advantage until it removes that suit of armor. At the end of
defines them. each of the creature's turns, the target can repeat this saving
throw, ending the effect on a success.
Armigier Additionally, you can spend 10 minutes to reinforce an
You have devoted your life to the art of armor smithing, ally's suit of armor. While reinforced, this armor negates
with the firm belief that the right plate in the right place can the first critical hit received by its wearer, turning it into a
make you invincible. normal hit. After this attack, the armor is no longer
reinforced.
Bonus Proficiencies
When you choose this profession at 3rd level, you gain Master Armorsmith
proficiency with heavy armor, exotic armor, and exotic At 18th level, you learn to craft adamantine armor, mithral
shields. armor, and dragonscale armor. Doing so requires 1 week
of time and 500 gp (for mithral or adamatine) or 5000 gp
Exotic Smithing (for dragonscale) in special tools and raw materials, plus
At 3rd level, you learn to craft exotic gear. You may craft the cost of the suit of armor. Adamantine and mithral
any suit of exotic armor or exotic shield. armor can be any form of medium or heavy armor, and
dragonscale can be any form of light or medium armor.
Shining Armor
Starting at 7th level, when you roll initiative, the first
hostile creature that sees you wearing your Well-Fitted Suit
(or the nearest hostile creature, if multiple creatures can see
you) must make a Wisdom saving throw. On a failure, the
creature has disadvantage attacking any target other than
you for up to 1 minute. At the end of each of its turns, an
affected target can repeat this saving throw, ending the
effect on a success. The effect also ends if you are knocked
unconscious or the target loses sight of you. Any creature
that succeeds this saving throw cannot be affected by this
ability again for 24 hours.

Wall of Iron
Starting at 10th level, as a reaction, you can move up to
half your movement speed and interpose yourself between
a willing ally and an attack or damaging effect that you can
see, either stepping in front of an ally or pushing that ally 5
feet. If you block an attack, the attack now targets you
instead, and your ally is unaffected. If you block a
damaging effect, you take on the whole effect, though you
are allowed a saving throw. Your ally is unaffected, even if
it is still within the area of the effect.

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Sundering Strike
Starting at 14th level, you can use your knowledge of the
weak points of weapons and armor to strike and
render them useless. As an action on your turn, you
can make a single attack against an enemy, targeting
their weapon or armor and attempting to sunder it. A
weapon has 10 hit points and armor has hit points equal
to its wearer's Armor Class. Weapons reduced to 0 hit
points break and become unusable, and armor reduced to
0 hit points offers no Armor Class bonus.

Master Weaponsmith
At 18th level, you have learned the secrets of forging
adamantine and mithral weapons. For an additional 500 gp
to the crafting cost, you can craft a weapon or armor set
from one of these materials. An adamantine weapon
ignores resistance to its damage type, deals an extra 1d4

Weaponsmith damage of the same type and is unbreakable, though it


loses the Light and Finesse properties if it had them before
Blade and bow, axe and mace: these are the tools with or gains the Heavy property if it did not. A mithral weapon
which you try to change the world. You believe that the weighs half as much as normal, counts as a silver weapon
right blade, in the right hand can make you unstoppable. for the purposes of overcoming damage resistance, is
unbreakable, and loses the Heavy property if it had it
Bonus Proficiencies before or gains the Light and Finesse properties if it did
When you choose this profession at 3rd level, you gain
not.
proficiency with martial weapons and exotic weapons.

Exotic Smithing Crafting


At 3rd level, you learn to craft exotic gear. You may craft Central to the Craftsman is the ability to forge and create items.
any exotic weapon. In order to craft an item, a character requires three things:
materials, tools, and time:
Wicked-Looking Blade In most cases, the requisite materials for an item can be
Starting at 7th level, when you roll initiative, the first obtained for 1/2 the standard market value of the item. This
hostile creature that sees you wielding your Well-Balanced cost can be mitigated or increased depending on the
characters current circumstances, contacts, or access to
Weapon (or the nearest hostile creature, if multiple
natural resources
creatures can see you) must make a Wisdom saving throw.
A set of the appropriate crafting tools and proficiency in
On a failure, the creature has disadvantage on attacks
their use is generally all that is required to craft an item,
against you for up to 1 minute. At the end of each of its though occasionally use of a larger shop is needed for more
turns, an affected target can repeat this saving throw, complex items, and proper scaffolding and earth-moving
ending the effect on a success. The effect also ends if you equipment is needed for building and wall construction.
are knocked unconscious or the target loses sight of you. The time required to craft an item is measured against its
Any creature that succeeds this saving throw cannot be market value: for every day of downtime work spent
affected by this ability again for 24 hours. crafting, you make progress equal to 50 gp your craftsman
level towards the item's overall value. Each day, you can
Weapon Master make a crafting check to attempt to speed your progress:
You not only forge great weapons, you fight with them as the DC is based on the material being worked:
well. At 10th level, you gain one of the following fighting o Soft materials (hide, cloth, dirt): DC 5
styles: Dueling, Great Weapon Fighting, Two-Weapon o Medium materials (bone, leather, wood, horn): DC 7
o Hard Materials (stone, ironwood, mortar): DC 10
Fighting.
o Tough Materials (iron, lead, obsidan, gold): DC 13
o Complex Materials (steel, glass, crystal, gemstone): DC 15
o Legendary Materials (Adamantine, Mithral,
Dragonscale/bone): DC 18
Success on this check adds an additional amount to your
progress in GP equal to the total of the check.
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Crafting Mighty
Techniques
You inlay strong, yet slightly flexible strips of metal over
the arms of your bow, increasing its pull. A Mighty bow
If a crafting technique has prerequisites, it must them to increases its damage die by one step, but requires you to
use your Strength modifier instead of your Dexterity
learn it.
modifier for attack and damage rolls. You can only apply
Beginner Weapon this technique to a longbow or shortbow.

Techniques Switch Weapon


Your weapon gains an alternate form and becomes a switch
Collapsible weapon. This alternate form can be any other simple,
You hollow out portions of your Well-Balanced Weapon, martial, or exotic weapon that is not already a switch
allowing you to collapse it in on itself making it much weapon, or it can be a pair of light, simple, martial or
easier to conceal. When your weapon is stowed, you gain exotic weapons. You can swap between your weapon's
advantage on all Sleight of Hand checks made to conceal it. forms as a bonus action.
You can apply additional crafting techniques and
Hollow enchantments to each of the switch weapons forms as if
You alloy a trace amount of adamantine into the steel of
they were separate weapons. However, you can only apply
your weapon or carve it out of impossibly sturdy
one crafting technique, in addition to this one, to each form.
heartwood, then hollow out the blade or haft. A hollow
weapon weighs half as much as it did before, becomes a Weighted
light, finesse weapon, and loses the Heavy property if it had You alloy a measure of lead into the steel of your weapon
it. A hollow weapon's damage dice all decrease by 1 step or inlay a core of steel into its haft. A weighted weapon
(d12/2d6 -> d10 -> d8 -> d6 -> d4), to a minimum of 1d4. weighs twice as much as it did before, becomes a heavy
You can only apply this technique to a melee weapon weapon, and loses the Light or Finesse properties if it had
which is not light. them. All of a weighted weapon's damage dice increase by
1 step (d4 -> d6 -> d8 -> d10 -> d12), to a max of 1d12.
You can only apply this technique to a melee weapon
which is not heavy.

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Beginner Armor
Techniques
Braced Spiked
You add a layer of retractable spikes onto the knees,
You smooth out and interlock the plates of your armor, and
shoulders, gauntlets, helmet, and boots of your armor.
add a number of weights all around the suit, allowing you
While wearing your Well-Fitted Suit, your unarmed strikes
to lock your limbs and brace yourself for a coming impact.
deal 1d4 piercing damage. Your suit must be medium or
While wearing your Well-Fitted Suit, as a reaction, you can
heavy armor to accept this upgrade.
ignore a source of involuntary movement (such as from a
warlock's Repelling Blast) or avoid being knocked prone.
Your suit must be heavy armor to accept this upgrade, and Apprentice Weapon
your suit's Strength requirement increases by 1.
Techniques
Cleats
You install a set of spikes onto the front and rear of your
Bastard
You lengthen the handle and readjust the balance of your
armor's boots, giving you remarkable traction on even the
weapon, allowing you to wield it with two hands for
roughest ground. While wearing your Well-Fitted Suit, you
increased power. This weapon becomes a versatile weapon:
can move through rough terrain as if it were normal terrain.
while wielding your weapon with two hands, the damage
Hooked die of your weapon increase by one step. You can only
You add a series of discrete, retractable hooks to the apply this technique to a melee weapon that is not a reach,
gauntlets and boots of your armor. While wearing your two-handed, or versatile weapon.
Well-Fitted Suit, you gain a climb speed equal to your
movement speed. Your suit must be light or medium armor
Chained
You attach long, light, flexible chain links from pommel of
to accept this upgrade.
your weapon to a special bracer, allowing you to swing
Modular your weapon in a long, wide arc. This weapon becomes a
You alter your Well-Fitted Suit to be adjustable on the fly. reach weapon. If you are disarmed of your chained weapon,
As an action, you can readjust, remove, or attach parts of you can use a bonus action to pull it back to your hand.
your armor; doing so allows you to shift your suit between Once per round, when you use the Attack action to
light (studded leather), medium (half plate), or heavy (full attack a creature with this weapon, you can make a second
plate) armor forms. attack with that weapon against another creature within 5
You can apply additional crafting techniques to a feet of the target. If you are wielding two chained weapons,
modular suit. One of the forms maintains this technique, you can use this ability once for each weapon on your turn.
and the other forms are upgraded as if they were separate You can only apply this technique to a melee weapon that
suits. Applying this technique to any type of armor other is not a two-handed or reach weapon.
than full plate requires additional materials: 1500 gp if the
suit is light armor, 1000 gp if the suit is medium, and 500 Hooked
Your weapon either ends with a long, curved hook, or has
gp if the suit is heavy.
such a hook jutting out from one end. When you hit a
Retractable Shield creature with a hooked weapon, in lieu of dealing damage
You install a retractable shield into one of your bracers. As you can use your bonus action to attempt to shove the
a bonus action, you can deploy or retract your shield. You creature prone. When you do so, you make the check with
can enchant this shield or install any other magic shield in advantage. You can only apply this technique to a melee
its place. Your suit must be medium or heavy armor to weapon.
accept this upgrade.

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Serrated
You cut out or forge in wickedly sharp teeth into the blade Apprentice Armor
of our weapon, which cut deeply into unprotected flesh. A
serrated weapon deals an additional 1d4 damage to any
Techniques
creature that is not wearing manufactured armor and has a Adamantine Plating
natural Armor Class of 20 or less. You can only apply this Your Well-Fitted Suit gains the abilities of a suit of
technique to a weapon which deals slashing or piercing adamantine armor. You cannot apply this and the Mithral
damage. Plating technique to the same suit. Your suit must be
medium or heavy armor to accept Adamantine Plating.
Sighted
You install a set of sights and a balancing rod onto your Bladed Armor
bow, allowing you to make long distance shots with ease. You install a pair of retractable blades on the bracers of
Long range attacks made with a sighted bow do not have your Well-Fitted Suit. Your blades are light, finesse
disadvantage. You can only apply this technique to a bow weapons that deal 1d4 slashing or piercing damage. You
or crossbow. cannot be disarmed of these blades, and you have
advantage on Sleight of Hand checks made to conceal
Spiked them. You can hold or otherwise manipulate a weapon,
You fashion large, heavy spikes onto the business end of
shield, or other object on the same arm as your arm blade,
your weapon, allowing it to punch through armor. A spiked
though you cannot attack with your arm blade and use an
weapon deals an additional 1d4 damage to any creature that
object or weapon held in that hand on the same turn. You
is wearing manufactured armor or has a natural Armor
can also apply one crafting technique to these arm blades.
Class of greater than 20. You can only apply this technique
to a weapon which deals bludgeoning or piercing damage. Juggernaut Plating
You install a set of heavy shoulder plates and a reinforced
helmet on your armor, turning you into a veritable battering
ram. While wearing your Well-Fitted Suit, you may, as an
action, move up to your speed towards an inanimate object.
At the end of this movement, you hit the object, dealing
3d6 + twice your level bludgeoning damage, which ignores
the object's damage threshold. Your suit must be heavy
armor to accept Juggernaut Plating.

Mithral Plating
Your well fitted suit gains the abilities of a suit of mithral
armor. You cannot apply this and the Adamatine Plating
technique to the same suit. Your suit must be medium or
heavy armor to accept Mithral Plating.

Reinforced
You learn how to increase the toughness of your steel.
While wearing your Well-Fitted Suit, you reduce all non-
magical slashing, piercing, or bludgeoning damage by 2
points. This reduction does not stack with other forms of
damage reduction, but does stack with resistance. You suit
must be medium or Heavy armor to accept this upgrade.

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Journeyman Weapon
Techniques
Basket Hilt
You craft a caged guard for your weapon, making it much Journeyman
more suitable for turning aside deadly blows. A weapon
with this technique gain the Shield property.
Armor Techniques
Darksteel Plating
Deadblow You learn how to blend darkstone, stone infused with
You hollow out a portion of your weapon, and fill the necrotic energy, into your steel. You gain resistance to
cavity with lead pellets, quicksilver, or some other shifting
necrotic and radiant damage while wearing your well fitted
material. The weapon's weight, while now somewhat off
suit. Your suit must be heavy armor to accept Darksteel
balance, constantly shifts, and a quick swing will shift the Plating.
material inside forward, increasing the force of the impact.
When you hit a creature with your weapon, you deal an Deep Crystal Studding
additional 1d6 damage of that weapon's type, and the You learn how to stud your underlying leather with deep
creature hit must make a Strength saving throw; failure crystal, crystal infused with latent psychic energy. You gain
causes them to be shoved 5 feet away from you. You can resistance to force and psychic damage while wearing your
only apply this technique to a melee weapon. If that well fitted suit. Your suit must be light or medium armor to
weapon has the Light or Finesse properties, it loses them. accept Deep Crystal studding.

Magnetic Blade Durable Plating


You learn to blend lodestone into your steel, pulling your The magical AC bonus of your Well-Fitted Suit increases
attacks towards those who cover themselves in metal. by 1, to a maximum of +3.
When attacking a creature either wearing armor composed
primarily of metal or who is itself made mostly of metal Installed Crossbow
(such as an iron golem), you gain advantage on the attack You attach a hand crossbow and loading mechanism to a
roll. When attacking another creature within 5 feet of such gauntlet on your Well-Fitted Suit. This hand crossbow
a creature, you have disadvantage on the attack roll. deals 1d6 damage, and ignores the loading property. You
have advantage on Sleight of Hand checks to conceal this
Tempered Blade crossbow. Should you wish to, you can replace this
The magical attack and damage bonus of your Well- installed crossbow with any magical light or hand
Balanced Weapon increases by 1, to a maximum of +3. crossbow, or you can have it enchanted. You can hold or
otherwise manipulate a weapon, shield, or other object on
Twinshot the same arm as your Installed Crossbow, though you
You attach a specialized frame and bowstring set, allowing
cannot attack with your Installed Crossbow and use an
you to nock and fire two arrows at once. Once per turn, object or weapon held in that hand on the same turn.
when you use the Attack action to make an attack with your
bow, you can make a second attack against another creature Installed Wand
within 10 feet of the target. This technique can only be With a bit of assistance, you learn how to install a
applied to a longbow or a shortbow. functional wand in one of the arms or in a special casing on
the shoulder of your armor. While wearing your Well-
Fitted Suit, you gain access to two cantrips. These can be
selected from either the wizard, sorcerer, or warlock spell
list, and your spellcasting modifier for these cantrips is
Intelligence. You can replace this wand with another magic
wand of any sort.
You can apply this technique to a single suit up to 3
times.

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Infernal Bloodstone Blade
Magnetic Plating Prerequisite: Weaponsmith profession
You learn to blend lodestone into your armor plating to You learn how to infuse Infernal Bloodstone, iron wrought
draw enemy attacks to your impenetrable shell. While from the Nine Hells, into your steel. Your weapon deals an
wearing your Well-Fitted Suit, any weapon attacks made additional 1d6 fire damage on a hit, and the target must
with metallic ammunition (such as arrowheads, metallic make a Constitution saving throw or take 1d6 necrotic at
sling bullets, or javelins) or metallic melee weapons attacks the start of your next turn.
that target a creature within 5 feet of you instead target you.
A creature wielding a metallic weapon can make a Strength Primordium Steel Blade
saving throw to target someone else. Your own attacks are Prerequisite: Weaponsmith profession
not affected by your Magnetic Plating. Your suit must be You learn to work with Primordium, an element mined in
heavy armor to accept Magnetic Plating. regions border the 4 elemental planes. As such, you can
impart the powers of the elements into your weapon. When
Second Skin you deal damage with your weapon, you deal an additional
You learn how to craft your armor to be breathable, light,
1d6 acid, cold, fire, or lightning damage, your choice.
and flexible, without compromising its protective ability.
Your Well-Fitted Suit's maximum Dexterity bonus Solanium Truesteel Blade
increases by 1, it no longer applies disadvantage on skill Prerequisite: Weaponsmith profession
checks, and no longer imposes any penalty for sleeping in You learn how to blend Solanium Iron, stone infused with
it. You suit must be medium armor to benefit from this radiant energy, into your steel. Your weapon deals an
upgrade. additional 1d6 radiant damage on a hit, or 2d6 against
demons, devils, and undead. Additionally, your weapon
Master Weapon glows, shedding light as a torch.

Techniques Master Armor


Abyssal Greenstone Blade Techniques
Prerequisite: Weaponsmith profession
You learn how to blend Abyssal Greenstone, stone from the Aquatic Plating
Abyss infused with sickly necrotic energy, into your steel. Prerequisite: Armiger profession
Your weapon deals an additional 2d4 poison damage on a You learn how to blend water elemental essence into your
hit, and a creature struck by your weapon must make a armor, allowing your armor to move effortlessly in the
Constitution saving throw or become poisoned until the water. While wearing your Well-Fitted Suit, you gain a
start of your next turn. swim speed equal to your movement speed, you gain
resistance to cold damage, and you can breathe underwater.
Darksteel Blade
Prerequisite: Weaponsmith profession Cushioning Underlay
You learn how to blend darkstone, stone infused with Prerequisite: Armiger profession
necrotic energy, into your steel. Your Weapon deals an You learn to pad your armor with owlbear down in just the
additional 1d8 necrotic damage on a hit. right spots to resist damage from falling. While wearing
your Well-Fitted Suit, you are immune to falling damage,
Deep Crystal Blade and you gain resistance to bludgeoning damage.
Prerequisite: Weaponsmith profession
You learn how craft blades and weapon heads out of deep
crystal, crystal infused with latent psychic energy. Your
weapon deals an additional 1d6 force damage on a hit.

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Dragon Scale Underlay
Prerequisite: Armiger profession
Legendary Weapon
You learn how to best utilize dragon scale in the production Techniques
of heavier armors. Select two damage types from among
acid, fire, lightning, poison, and thunder. While wearing
Destructive
Prerequisite: Weaponsmith profession
your Well Fitted Suit, you gain resistance to both of those
The magical attack and damage bonus of your Well-
damage types.
Balanced Weapon increases by 1, to a maximum of +3.
Living Wood Underlay
Prerequisite: Armiger profession
Devastating
Prerequisite: Weaponsmith profession
You apply a thin layer of living wood to the underside of
You fit mechanized saw teeth onto the edge of your
your armor's plating. This wood seeps a restorative sap into
weapon, allowing it to inflict grievous wounds on your
your skin. As long as you are wearing your Well-Fitted
foes. Once per turn, when you hit a creature with your
Suit, while you are below half your HP maximum and you
weapon, you can use your bonus action to rev the teeth of
are conscious, you gain 1 HP at the start of each of your
your weapon, causing it to deal an additional 2d6 slashing
turns.
damage to that creature. That creature then must make a
Molten Plating Constitution saving throw. On a failure, it bleeds profusely,
Prerequisite: Armiger profession and takes 1d6 damage at the start of each of its turns for 1
You learn how to blend fire elemental essence into your minute. Magical healing, regeneration, or use of a healing
steel, seeping heat into your attacks and providing you kit will stop the additional bleeding damage. This technique
protection from the same. While wearing your Well-Fitted can only be applied to a melee weapon that deals slashing
Suit, you gain resistance to fire damage, and each of your damage.
attached weapons deal an additional 1d6 fire damage on a
hit.
Penetrating
Prerequisite: Weaponsmith profession
Windswept Plating You attach a specialized gear and pulley set to you bow,
Prerequisite: Armiger profession allowing you to punch though your targets. As an action,
You learn to blend air elemental essence into your steel, you can fire an arrow, attacking all creatures in a 5 foot
allowing your armor to nearly float in the air and move wide line out to the Close range of your bow. Make an
swifter than the wind. While wearing your Well-Fitted Suit, attack roll: all creatures in this line must make a Dexterity
your base movement speed increases by 10 feet, and you saving throw with DC equal to your attack roll or take
gain the ability to fly at your normal movement speed. You damage equal to 1d8 + your normal bow damage, or half
must start and end your flight on solid ground; otherwise, on a successful save. This technique can only be applied to
you immediately fall. You suit must be light or medium a longbow or a shortbow.
armor to accept Windswept Plating.

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Pincer
Prerequisite: Weaponsmith profession
You fit a pair of mechanical pincers around the point of
your weapon, allowing you to trap foes effortlessly.
Whenever you hit a creature with your weapon, you can
automatically attempt to grapple that creature, using your
attack roll in place of your Athletics check. If you succeed,
that creature is Restrained until you release it or it succeeds
on a Strength saving throw to break free. This technique
can only be applied to a melee weapon that deals piercing
damage.

Pulverizing
Prerequisite: Weaponsmith profession
You outfit a mechanized piston onto the head of your
weapon, increasing its destructive capability. Once per turn,
when you hit with this weapon, you may deal an additional
2d6 bludgeoning damage or 4d6 damage if you hit an
object or a construct. This technique can only be applied to
a melee weapon that deals bludgeoning damage.

Legendary Armor
Techniques
Immortal Plating
Prerequisite: Armiger profession
You learn how to blend celestial essence into your steel;
this essence knits your wounds back together, at a very
alarming rate. While wearing your Well-Fitted Suit, while
you are below half health and you are conscious, you heal 4
HP at the beginning of each of your turns. This stacks with
the bonus from Living Wood underlay.

Impenetrable Plating
Prerequisite: Armiger profession
The magical AC bonus of your Well-Fitted Suit increases
by 1, to a maximum of +3.

Invincible Plating
Prerequisite: Armiger profession
You learn how to blend in Earth Elemental essence into
your steel, making your armor nigh indestructible to certain
forms of strikes. Select either bludgeoning, piercing, or
slashing damage. While wearing your Well-Fitted Suit, you
are immune to that type of damage. You suit must be heavy
armor to accept Invincible Plating.

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Exotic Arms and Armor
Exotic weapons, armor, and shields are pieces of equipment
that require an incredible level of skill to wield or wear
properly, as they are often either unusually heavy, oddly Weapon Descriptions
balanced, or bizarre in construction. As such, no class gains Chakram. A chakram is a circular, aerodynamic metal
proficiency with any of the items presented below. To gain disc with a large hole at the center, looking like a flattened,
proficiency with an exotic weapon, you must take the razor-sharp ring. While functional in melee combat, the
Weapon Master feat, and instead of 4 martial weapons, you chakram is primarily a throwing weapon. Particularly
can choose 1 exotic weapon; to gain proficiency with an skilled users can direct the disc to ricochet after throwing,
exotic armor or shield, you must take the Armor Master returning back to their waiting grasp.
feat. Double-Sword. A double-sword can take many forms,
but the most common is that of two longsword blades
Weapon Properties attached to either end of a single handle. Fighting with such
Many exotic weapons have special properties related to a weapon grants the benefits of fighting with two swords,
their use, as shown in the Exotic Weapons table. with the power and control of a single weapon.
Bipod. This weapon has a brace mounted on its front Dwarven Waraxe. Also known as an urgosh, a dwarven
end. While prone, you can ignore the heavy or superheavy waraxe is a double weapon with a heavy axe head at one
properties of this weapon, if it has them. You do not have end and a wickedly barbed spike at the other.
disadvantage on attacks made with this weapon while Fullblade. Larger even than a greatsword, a fullblade is
prone. a massive sword with an almost axe-length haft. It is nearly
Double. This weapon has two damage-dealing ends. impossible to wield even in two hands, unless the wielder is
When engaging in two-weapon fighting with this weapon, exceptionally strong and well trained.
you can act as if you are wielding two weapons, and you Goliath Hammer. A goliath hammer is an exceptionally
can add your ability modifier to the damage of the second large hammer well suited to the heavy builds of several
roll. large species of humanoid.
Massive. This weapon is incredibly large and heavy. Grand Spear. While not overly long, a grand spear has a
When a creature wields this weapon, it reduces the number heavy, weighted head that gives it greater puncturing power
of attacks that creature can make with the Attack action by and a cleverly designed counterweight that maintains its
one, to a minimum of one. ability to be thrown or wielded one-handed.
Returning. When you throw this weapon, you can make Greatbow. Though not much greater than a longbow, a
a DC 15 Athletics check. If you succeed, the weapon greatbow is quite a bit heavier and has a substantially
returns to your hand at the end of your turn. stronger pull, firing arrows as powerful as a heavy
Shield. This weapon is large enough or shaped in a crossbow.
certain way so that you can use it to protect yourself from Great Scimitar. A larger version of the scimitar, great
damage. This weapon is treated as a shield in addition to scimitars are comfortable to use on one hand or two, yet
being a weapon, and offers the benefits of a shield when retain their namesake's speed and flexibility. Many great
held. warriors treat the great scimitar as a trophy weapon,
Superheavy. This weapon is unusually large for its type. adorning them with gems and complex inlays.
You must have a Strength score of at least 16 to Mountain Cleaver. A truly monstrous weapon, the
proficiently wield a superheavy weapon. Creatures smaller mountain cleaver is less like a large axe and more like a
than Meduim size cannot wield a superheavy weapon, massive meat cleaver. Though very slow and supremely
regardless of their Strength score. This property also counts unwieldy, the mountain cleaver is unmatched in its damage.
as the Heavy property. Portable Ballista. Even larger and heavier than the
Switch. This weapon has two forms. You can use a heavy crossbow, the portable ballista is designed to be
bonus action to swap between them. moved to a battlefield, placed in a spot on the ground or on
a movable tower, and fired from a fixed position.

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Armor Descriptions
Shield Axe. Not simply a shield with a sharpened edge,
Battle Plate. Sturdier than even full plate, battle place
a shield-axe is a cleverly constructed shield with a grip that
consists of a full suit of interlocking plates with a layer of
can be quickly shifted from use for defense to attack.
thick hide and chain underneath.
Spiked Chain. A spiked chain is a 10-foot length of
Hardened Leather. While similar in material to leather
chain with a pair of wickedly sharp weighted barbs at either
armor, hardened leather adds an additional layer of lacquer,
end. Designed to be a fluid, fast moving weapon, it offers
hardening the leather to an almost iron-like strength.
amazing flexibility and options in combat.
Hero Plate. Though not substantially heavier or more
Warpike. Similar to a glaive, a warpike is a heavy
cumbersome than half plate, hero plate is certainly more
polearm with a pair of weighted blades at one end, one
impressive: large pauldrons, a winged helmet, and
longer than the other. The warpike counts as a polearm.
decorative flair adds to the inspiring protection provided by
Whipsword. A complicated and flashy device, the
this suit of armor.
whipsword is a series of razor sharp bladed segments
running along a cable which is attached to a sword
pommel. With a flick of the wrist, you can change a
whipsword from its whip form to its sword form and back
again.

Exotic Weapons
Weapon Cost Damage Weight Properties
Exotic Melee Weapons
Chakram 25 gp 1d6 slashing 1 lb. Finesse, light, returning, thrown (30/120)
Double-Sword 200 gp 1d8/1d8 slashing 10 lb. Double, heavy, two-handed
Dwarven Waraxe 200 gp 1d8 slashing/1d8 12 lb. Double, heavy, two-handed
piercing
Fullblade 150 gp 2d8 slashing 15 lb. Superheavy, two-handed
Goliath Hammer 150 gp 2d8 bludgeoning 20 lb. Superheavy, two-handed
Grand Spear 150 gp 1d8/1d10 piercing 10 lb. Thrown (20/60), versatile
Great Scimitar 350 gp 1d8/1d10 slashing 4 lb. Finesse, versatile
Mountain Cleaver 200 gp 2d12 slashing 45 lb. Massive, superheavy, two-handed
Shield Axe 100 gp 1d6 slashing 5 lb. Shield
Spiked Chain 100 gp 1d4/1d4 slashing 6 lb. Double, finesse, reach, two-handed
Warpike 150 gp 1d12 piercing 15 lb. Reach, superheavy, two-hamded
Whipsword 300 gp 1d8/1d6 slashing 4 lb. Finesse, switch (1d8/1d6 reach)
Exotic Ranged Weapons
Greatbow 200 gp 1d10 piercing 15 lb. Ammunition (150/600), superheavy, two-
handed
Portable Ballista 450 gp 1d12 piercing 25 lb. Ammunition (200/800), bipod, loading,
superheavy, two-handed

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Mountain Plate. Almost too heavy and cumbersome to
wear, even for the strongest of warriors, mountain plate
New Feats
The following feats are available to characters of all
consists of a suit of inch-thick plate armor with a bolted on classes.
helmet, gauntlets and boots. Donning mountain plate takes
nearly 15 minutes, and requires latching a number of
heavy-duty clamps and latches. Mountain plate is
Armor Master
exceptionally large and heavy: it requires an 18 Strength to You are practiced in wearing unwieldy and exotic armor,
wear, cannot be worn by creatures smaller than Medium and you gain the following benefits:
size, and reduces your walking speed by 5 feet regardless
Increase your Strength score by 1, to a maximum of 20.
of your Strength score.
You gain proficiency with a suit of exotic armor or an
Tower Shield. Substantially larger than a regular shield,
exotic shield.
a tower shield is a large, generally rectangular plank of
thick wood or metal sufficient to provide cover for nearly
your full body.
Exotic Craftsman
Wall Shield. Even larger than a tower shield, a wall You have discovered the secrets of forging unique, exotic
shield is a massive, door-sized shield with a set of imposing weapons or armor.
spikes set into the bottom edge, facing the ground. It is
Increase your Intelligence score by 1, to a maximum of
much more cumbersome to use and proves to be a bit less
20
effective than a tower shield in normal melee. The spikes
along the bottom row serve as a means to anchor the shield You learn to craft exotic armor and shields or exotic
into the ground: as an action, you can slam the shield into weapons
the ground and brace yourself behind the shield. While When crafting, you double the amount of progress you
anchored this way, a wall shield ceases to grant you a make towards completing an item each day.
bonus to AC and instead provides up to full cover for a
medium sized creature.

Armor Cost Armor Class (AC) Strength Stealth Weight


Light Armor
Hardened Leather 500 gp 13 + Dex modifier 15 lb.
Medium Armor
Hero Plate 1,500 gp 16 + Dex modifier (max +2) Disadvantage 50 lb.
Heavy Armor
Battle Plate 2,000 gp 19 16 Disadvantage 75 lb.
Mountain Plate 3.000 gp 20 Special Disadvantage 100 lb.
Shields
Tower Shield 150 gp +3 18 20 lb.
Wall Shield 100 gp +2/special 16 15 lb.

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Producers
Dylan VInyard Wes Decker
Tyler Fewell Travis Prosser
Vegard Marvik Helland Ryan Ely
Ron Clark Jaron Mortimer
Anthony Eike Schultz
Zackary D Szechenyi Patrick van der Linde
Sasha Hall Patrick Jackson
Fernando Fonseca Kurt C Yost
dragonelf68

Art Credits
Cover. "Blacksmith icon symbol - hammer and anvil" by Drsjpdc is licensed under the Creative Commons Attribution 3.0
License. To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/.
Pg. 1. "warrior sketch" by remzisan is licensed under the Creative Commons Attribution 3.0 License. To view a copy of this
license, visit http://creativecommons.org/licenses/by/3.0/. This work has been modified.
Pg 6. "Axe long version detail / Axt Langstiel Version" by SchmiedeTraum is licensed under the Creative Commons Attribution
3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/. This work has been modified.
Pg 10. "Shield Simple Wood 2" by cgartiste is licensed under the Creative Commons Attribution 3.0 License. To view a copy of
this license, visit http://creativecommons.org/licenses/by/3.0/. To view a copy of this license, visit
http://creativecommons.org/licenses/by/3.0/ All other art is original work or available through the public domain.

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