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GPG 05

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456 views26 pages

GPG 05

Uploaded by

Harold Hughes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Issue

The Zephyr’s Complement


Steamfantasy Archetypes for an Airship Crew

Synergy Feats
for Extraordinary
Heroes

The Western
Shore

Canticle
of the Wing
Welcome!
G
reetings and salutations to heroes and
Narrators alike, and thank you for
picking up the Gate Pass Gazette, the Credits
official publication for all things Level Up:
Editor:
Advanced 5th Edition! This month’s lineup Savannah Broadway
comes jam-packed with superpowered synergy
feats and several steamfantasy archetypes Cover Art:
worthy of any airship. We’ll also introduce a Jori Hollander
new heritage in the birdfolk and three cultures Interior Art:
related to a specific group of avian people Jori Hollander, Ellis Goodson,
known as the simirengo, as well as a beach’s pixabay.com
worth of monsters, NPCs, and exploration Graphic Design:
challenges to populate your game. Xanditz

Gate Pass Logo:


Drop in for future issues to find a variety of Xanditz
new articles for each side of the Narrator’s EN Publishing - PO Box 1945
screen, including new destinies, treasures, SOUTHAMPTON, SO18 9QW
monsters, and spells. In the meantime, don’t
forget your 10-foot pole and always remem-
ber to… ©2022 EN Publishing

Level Up!

- Savannah Broadway

Tab l e o f Co n t e n t s
Sy nergy Feat s for E x t raord i n a ry He r o e s By Mike Myler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 5
The West er n Sho re by Marc Kenobi .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 8
Cant ic le of t h e W i n g by TThiago Rosa .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... 1 4
The Zephyr’s Complement, Steamfantasy Archetypes for an Airship Crew by Rachel WIlliamson . . . . . . . . . .. 1 8

3
4
By Mike Myler

Synergy Feats for


Extraordinary Heroes
F inding oneself is often a strange endeavor,
and the places these journeys take a hero
can reveal uncanny powers and astonishing
Steel Protector
truths. As always, check with your Narrator Prerequisites: Bronze Protector feat
to make sure that these feats are appropriate The metallic power you’ve developed makes
for the story you’re all telling. your skin into a thing of shining steel. Whenever
you use your Metal Skin feature with a spell slot
Bronze Protector of 2nd-level or higher, your skin instead takes
on a silvery sheen that gives you resistance to
Prerequisites: 3 levels in fighter, 3 levels in bludgeoning, piercing, and slashing damage, and
herald increases the damage of your unarmed strikes by
1d4, in addition to the benefits of Metal Skin.
Though learning how to harness your divine
power was rigorous and involved a great deal
of suffering, you have learned to transform Adamantine Protector
some of it into a shining second skin that
protects you from harm. Prerequisites: Steel Protector feat

Metal Skin. You can use a bonus action Now when you enshroud yourself with divine
and expend a herald spell slot to cover your metal you can feel the strength of it in your
body in a bronze alloy of divinity and metal very bones. Whenever you use your Metal Skin
that protects you from harm. For the next feature with a spell slot of 3rd-level or higher,
minute, whenever you take damage other you gain the following additional benefits:
than lightning or psychic damage, you • Your carrying capacity doubles.
reduce the damage you take by an amount • Your unarmed strikes deal an extra 1d8
equal to the level of the expended spell slot damage (instead of 1d4) and count as
(before calculating resistances). You can end magical for the purposes of overcoming
the effect as a free action. damage resistances and immunities.

5
• You gain proficiency with the Hurl Ally bonus on a success. Unwilling targets can only
maneuver and do not have to spend be teleported onto solid surfaces; for example,
exertion to activate it. In addition, you count any attempt to teleport them into the air or into
as one size category larger when using it. water immediately fails. In this case, you teleport
without them, spending exertion as normal.
Additionally, when using a spell slot
of 4th-level, your Metal Skin lasts for 10
minutes, and when using a 5th-level or higher Crawling Teleporter
spell slot your Metal Skin lasts for 1 hour.
Prerequisites: Teleporting Combatant feat

Dimensional Step Not only does your ability to step between


reality’s folds become as easy as walking,
Prerequisites: 3 levels in adept, 3 levels in rogue your control over this unique power becomes
so complete that you can place the ground
Throughout the process of honing your beneath your feet no matter what the surface,
body and mind, your keen senses revealed enabling you to safely teleport onto walls,
folds within the very firmament of reality— ceilings, and the like.
anomalies that you have learned how to
exploit to move between increasingly distant You also gain the Spider Climb feature.
points with just a step. You gain the following
special focus feature: Spider Climb. You gain a climb speed equal
to your Speed, and you can climb even on
Dimensional Step. Once on your turn, you difficult surfaces and upside down on ceilings.
can use a reaction to spend up to a number
of exertion points equal to your proficiency
bonus to teleport to an unoccupied space
Hulking
that you can see at a cost of 1 exertion point Prerequisites: 3 levels in berserker, 3 levels in fighter
per 10 feet of distance. Additionally, each
time you teleport you can choose to appear Rage sets a berserker apart from other
in your chosen space lightly obscured by a warriors and makes them monoliths
5-foot square area of fog, allowing you to of combat able to withstand incredible
immediately take the Hide action. The fog punishment—but it can also be a source of
dissipates at the start of your next turn or tremendous might. You have discovered how
can be dispersed by a moderate wind (at to tap into your fury to magnify your prowess
least 10 miles per hour). and prove you are the strongest of all.

Teleporting Combatant While you are raging, you can spend


exertion in the following ways:
Prerequisites: Dimensional Step feat • When you hit with a melee weapon attack, you
can spend up to a number of exertion points
The more you step through reality’s folds,
equal to your proficiency bonus, dealing 1d4
the easier it becomes. You can forgo your
extra damage for each exertion point spent.
movement during your turn to instead
spend exertion to use Dimensional Step an • When you make a Strength ability check,
additional time, though its range is limited you can spend exertion (up to a maximum
to a number of feet equal to your movement equal to your proficiency bonus) to gain
speed when used in this way. a 1d4 bonus to the check for every 2
exertion points spent.
In addition, you can spend double the number
of exertion points when using Dimensional Step • When you attempt to grapple a creature or
to take a single adjacent creature of your size when a creature you are grappling attempts
or smaller with you, as long as there is enough to break the grapple, you can spend
unoccupied space. An unwilling creature makes exertion (up to a maximum equal to your
a Charisma saving throw against your focus save fighter level) to increase your maneuver DC
DC, teleporting with you on a failed save and by 1d4 for every 3 exertion points spent.
taking damage equal to 2d8 + your proficiency

6
Ice Armor. When you deal cold damage with
Tremendously Hulking a spell of 1st-level or higher, you can spend
2 sorcery points to briefly encase yourself in
Prerequisites: Hulking feat form-fitting magical ice that protects you from
The incredible fury that boils within you can harm without hindering you in any way. While
come forth with terrifying effect, rage making encased in this magical ice you gain immunity
your body literally grow in size and stature. to cold damage, resistance to fire damage,
and resistance to bludgeoning, piercing, and
When you enter a rage, you can spend 4 slashing damage from nonmagical weapons.
exertion points to increase your size category The magical ice evaporates when you take
by one step (from Small to Medium, or from damage equal to or greater than your level, or
Medium to Large) for the duration of your at the start of your next turn.
rage. While your size is increased, your Speed
increases by 10 feet, your weapon attacks deal an
extra 1d4 damage, your maneuver DC increases
Frozen Steps
by 2, and your reach increases by 5 feet. Prerequisites: Iceborn feat

Impossibly Hulking With little more than a thought you can project
an arctic chill in front of you to propel yourself
Prerequisites: Tremendously Hulking feat through the world. You can use a bonus action to
spend 2 sorcery points and freeze the ground just
There are countless legends speaking of ahead of you as you move, creating a pathway
warriors as mighty as you, their weaponry of ice that increases your movement speed by
cast away in their fury and replaced by trees a number of feet equal to 10 × your proficiency
or boulders. bonus until the end of your turn. Your ice pathway
remains until the end of your next turn. Other
When you enter a rage, you can spend 8 creatures treat the ice pathway as difficult terrain,
exertion points to increase your size category by and when it moves across your ice pathway or
two steps (from Small to Large or from Medium ends its turn there it must make a Dexterity saving
to Huge) for the duration of your rage. While throw against your maneuver DC or fall prone.
your size is increased, your Speed increases by
15 feet, your weapon attacks deal an extra 2d4 You can create an ice pathway to tread on air
damage, your maneuver DC increases by 4, and or across other surfaces that could not support
your reach increases by 5 feet. your weight as long as you end your turn on a
square that can support your weight or above an
In addition, you gain proficiency with unoccupied square no further beneath you than a
improvised weapons. Improvised weapons that number of feet equal to 10 × your proficiency bonus,
you throw have a range of 50/150 feet. While you in which case you can use an action to create a
are raging, one-handed improvised weapons temporary ice pylon to support your ice pathway.
you wield deal 1d8 for Small, 1d10 for Medium, Otherwise, you fall as normal. An ice pylon has an
or 1d12 for Large; two-handed improvised AC equal to your maneuver DC, hit points equal
weapons you wield deal 2d4 for Small, 2d6 for to your level, and disappears with the ice pathway.
Medium, or 2d8 for Large; and your range for You cannot ascend at a greater angle than 45
thrown improvised weapons doubles. degrees, moving half your Speed while doing so.

Iceborn In addition, when using Ice Armor you can


spend 2 additional sorcery points at the start of
Prerequisites: 3 levels in adept, 3 levels in your next turn to increase its duration by 1 round.
sorcerer, Manifestation (Blizzard)

In the depths of your heart there is a chill you


Subzero Soul
have learned how to truly harness, turning Prerequisites: Frozen Steps feat
your deep connection to the cold to manifest
it around yourself. You gain the Ice Armor The frozen powers you have mastered spread
feature. throughout your body, your mind, and your

7
very essence. You have advantage on saving You can use a bonus action to briefly observe
throws against spells and magical effects. the world through the senses of one creature
in the Telepathic Link. While doing so you
In addition, you can spend 4 sorcery points experience the world as it does, gaining the
to create Ice Armor that lasts for 1 minute. benefit of any special senses it has. Alternately,
When you do so, it also grants resistance to you can choose to continue to observe through
bludgeoning, piercing, and slashing damage the senses of the creature until the start of your
from magical weapons. next turn, and while doing so are blind and
deaf to your body’s surroundings. This does
Talented Telepath not grant you any control over the creature’s
actions, and if it is killed or falls unconscious
Prerequisites: 3 levels in marshal, 3 levels in wizard while you are using its senses, you gain a level
of strife. Strife gained in this way is removed
The bonds forged in battle can be exceptionally upon finishing a short or long rest.
strong among some marshals, the pressures of
combat unlocking mental powers that grant
a baffling mastery over the battlefield. Your Mental Mastery
capacity for coordinating with allies is so
Prerequisites: Talented Telepath feat
sublime that you make a connection with their
minds that allow you all to act in concert. With experience your telepathic powers grow
stronger, creating a bond not just between minds
You gain telepathy to a range of 60 feet. You
but between souls as well. Once between rounds,
can telepathically communicate with a creature
you can choose to expend a spell slot to grant
you can see so long as it knows at least one
exertion points to a creature that is part of your
language. If you are already telepathic, the
Telepathic Link. The creature gains 2 exertion
range of your telepathy increases by 60 feet. In
points for a 1st-level spell slot, and 2 more for
addition, you gain the Telepathic Link feature.
each spell slot level above 1st. Alternatively, you
Telepathic Link. At the end of each short or can instead spend exertion points to restore a
long rest, choose up to a number of willing spell slot to a creature within your Telepathic
creatures equal to your proficiency bonus Link. The creature gains a 1st-level spell slot
plus your Intelligence modifier and spend a for 3 exertion points, a 2nd-level spell slot for
number of exertion points equal to half the 6 exertion points, a 3rd-level spell slot for 9
number of chosen creatures (minimum 1). exertion points, or a 4th-level spell slot for 12
The chosen creatures must know at least one exertion points. The creature must be able to cast
language (though it need not be the same one). spells of that level to benefit from this feature.
So long as you remain conscious a telepathic
Additionally, your Telepathic Link feature now
link connects your mind and the minds of the
has no range limit as long as those benefiting
chosen creatures until the next time you take
from it are on the same plane.
a short or long rest. If you do fall unconscious,
the link is severed and must be established
anew on a short or long rest. Boundless Mind
So long as they remain on the same plane Prerequisites: Mental Mastery feat
of existence, the chosen creatures may
communicate telepathically with each other Your mental prowess reaches incredible heights
regardless of language if they are within a and lesser minds are as open to you as a
number of miles equal to your proficiency tavern’s door. You can spend 2 exertion points
modifier of you. Creatures that are out of range to cast detect thoughts without the need for any
regain these benefits once they re-enter it. This components. When a creature makes a saving
means a creature on the Ethereal Plane cannot throw against your detect thoughts, you can spend
benefit from this feature, no matter how close another 2 exertion points to give it disadvantage.
it seems to be to your location in the Waking, Finally, you can spend an additional 2 exertion
though it regains these benefits upon returning points to also affect a creature under the effects
to the appropriate plane if it is within range. of your detect thoughts with a zone of truth spell
without the need for any components.

8
by Marc Kenobi

The Western Shore


T he Western Shore is a long, seemingly
barren beach that stretches for many
miles, with an unbroken granite cliff wall
Hazards of the Western Shore
separating the beach from the high plateau Alongside the specific challenges below,
above. With its rapidly shifting tides and the Western Shore is challenging due to its
fierce storms, any stretch of its sandy beach geography.
can be transformed in minutes into a deep Churning Waters. The seabed along
and dangerous sea. the shore swiftly drops away, becoming
Alongside its own dangerous wildlife, extremely deep just a few dozen feet out,
strange things are washed up along this and the shifting tides make swimming a
stretch of coast; creatures from the depths, continuous effort. In addition to Athletics
lost treasures, and even the occasional person. checks made to swim, a creature without a
Some of the latter survive to scratch a meager swim speed must make a successful DC 15
living on the narrow shoreline. Others come Constitution saving throw every 10 minutes
seeking their fortunes by searching the it remains in the water, gaining a level of
flotsam of wrecked ships or hunting deadly fatigue on a failure.
creatures that call the shoreline home. Harrowing Climb. The granite cliff that
The following exploration challenges, creatures, forms its eastern limit is almost sheer
and NPCs can be used together or wherever an and rises over 300 feet at its highest. A
adventure calls for a breath of sea air. successful DC 15 Athletics check is required
to climb a 50 ft vertical section of the wall.

9
Critical Failure. Adventurers who fail the
Exploration Challenges check have the air knocked out of them as
they are dragged under. In this state, they
Dangers lie hidden beneath smooth sand and can only hold their breath for a number of
dark seas alike. rounds equal to twice their Constitution
modifier before running out of breath and
Grip Current beginning to suffocate. They (or an ally)
must succeed on an Athletics check to
1st tier (supernatural) free themselves; however the mental and
physical stress leaves them with a level
Challenge 4 (1,100 XP); DC 15/14
of strife and fatigue. Adventurers able to
Area Immediate breathe in water ignore these effects. In
addition, each adventurer loses 4 (2d4)
The water you’re standing in swirls suddenly supply.
and in the frothy surface you see a thousand
hands reaching for you. Clamping down hard, Failure. Each adventurer loses 4 (1d4+2)
the hands drag you away from the shore, supply.
pummeling the breath out of you as they do.
Success. The party manage to escape the
Magical energies have converted a mundane grip current, swimming clear and back to
rip current into an active and terrible threat shore
that is able to form in even the shallowest
Critical Success. Escaping the current,
waters. Fortunately such a current ebbs and
the party finds some benefit stirred up by
flows with the tides, typically only being able
the frothing sea. Roll on the Boons and
to strike at high tide and then only once.
Discoveries table.
Magical Emanations. An adventurer
proficient with Arcana or under the effects Giant Crab Traps
of detect magic can make a Perception check
to identify a gathering of power before they 1st tier (constructed)
enter the area.
Challenge 5 (1,800 XP); DC 15/14
Up and Away. The use of fly, levitate,
or similar magic to stay out of the water Area Immediate
triggers success for that adventurer. Set up in clusters at narrow parts of the beach,
Spell Solve. Adventurers can make a each trap is baited with chunks of buried
spellcasting ability check to disrupt the shark meat and is composed of multiple sets
current by casting create or destroy water to of long steel-tipped claws that flash out of
destroy 10 gallons of water. Each additional the sand when triggered. The claws strike
10 gallons destroyed grants a +1 to the with enough force to punch through the thick
spellcasting ability check. Alternately, they shells of their prey and clamp them in place.
could use any magic that affects weather or Each trap is constructed in place and takes
dispel magic. Successfully doing so triggers a around an hour to set up.
critical success. Escape. If the adventurers are caught in
Possible Solutions the trap, an Athletics check allows them to
free themselves. Small or smaller creatures
Once caught in the grip current, a group make this check with advantage.
check by the adventurers can help them
escape either by using a Wisdom (Survival) Trap. This trap can be detected with
check to swim across its strength, or powering a passive Perception of 14 or with a
through with a Strength (Athletics) check. Perception check to spot the tip of one of
Adventurers with a swim speed make this the steel points showing through the sand
check with advantage. as the tide comes in, as well as several

10
sticks placed as markers in an area around them, annoyed that they’ve been setting off
20ft in radius. If the trap is not detected, it his traps and demanding recompense.
automatically triggers a Critical Failure.
Success. The party moves through the area
Up and Away. The use of fly or similar without triggering any of the traps
magic (except levitate) to avoid the trap
triggers success for that adventurer. Critical Success. As well as managing not
to trigger any of the traps, the party finds
Possible Solutions something useful a short way up the beach.

As part of a group check, adventurers can make


an Acrobatics check to avoid triggering the trap Monster Variants
as they walk across the area or an Athletics check
The Western Shore is home to two unique
to climb past the area of the trap. Additionally,
monster variants.
an Engineering check over the next hour can be
used to examine the mechanism and identify its
trigger points, giving the party advantage on Giant Crab: Lance Crab
Acrobatics checks.
Lance crabs are a particularly dangerous
Critical Failure. The party takes 15 (4d6) denizen of the western shore, moving in
piercing damage and becomes restrained by groups as large as ten individuals. In addition
the mechanism’s arms. At the end of the next to a natural aggressiveness that drives
round 2 lance crabs exit the water and attack. them attack anything they can eat, these
If they survive the encounter but cannot crustaceans have a series of spines growing
free themselves, Brengad the lance crab forward from the rear of their shells that can
hunter arrives a minute later, annoyed that be launched at their prey.
they’re setting off his traps. He is placated
by the presence of any lance crab corpses but The Lance Crab is CR 1 (200 XP), has 32
otherwise demands recompense. (5d12; bloodied 16) hit points and has the
following additional actions:
Failure. The party takes 7 (2d6) piercing
damage, but they manage not to be captured
by the trap. A minute later Brengad the
lance crab hunter arrives
to free

11
Multiattack. The lance crab makes two The bay witch can use the following
claw attacks reaction:

Claw. Melee Weapon Attack: +3 to hit, reach Reactions: Foretelling (Recharge 5-6).
5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning When a bay witch is attacked or forced
damage and the target is grappled (escape to make a saving throw it can draw on
DC 12). The crab has two claws and can its kaleidoscope of visions to foresee the
grapple one creature with each. outcome. The bay witch gains advantage on
its next saving throw and its AC increases
Spine Barrage (2/day). The lance crab by 3 until the start of its next turn.
flicks its shell upwards, sending a number
of its spines arcing towards its enemy. A
5-foot-radius area within 30 feet is pelted NPC Spotlight
with falling spines. Each creature in the
A few brave loners have managed to make
area makes a DC 12 Dexterity saving throw,
their homes or ply their trades on the Western
taking 9 (2d6 + 2) piercing damage on a
Shore.
failed save or half damage on a success. On
a failure, the creature is also slowed until
the end of its next turn as it attempts to free Brengad, Lance Crab Hunter
itself from the spines.
Pulling on his short beard as he talks,
Brengad describes himself as a simple
Sea Hag: Bay Witch man, but his slabs of taught muscle, criss-
crossing scars, and swaggering walk suggest
Sometimes a sea hag develops the ability to
something more. An adventurer succeeding
see the future, visions dancing around every
on a DC 16 History check will recall a
individual they meet. As this power grows, the
pitfighter (use stats for a pugilist) named
overwhelmed hag tends to become more and
Brengad the Bold who retired undefeated
more solitary, even to the point of abandoning
from the grand arena over a decade ago. If
its coven. Ultimately this effect clouds the hag’s
this is mentioned Brengad will confirm it, but
sight, leaving it blind to all but the visions.
states that those days are long behind him.
When receiving visitors, a bay witch will
Brengad now hunts lance crabs each season
agree to foresee their future for a price. These
to support his family, claiming he makes
visions often seem innocuous, but will have
more money for less risk than he ever did
some terrible meaning that will only later
in the arena. The injury on his left forearm
become apparent.
suggests there is still plenty of risk in his new
The witch loses its darkvision and gains profession, however, and he will admit to
the following traits: struggling with his last set of traps.

Blindsight 60 ft. Adventurers who offer healing or to help


him set up traps will be offered a chance to
Expanded Spellcasting. The bay witch can rest at his camp, a taste of his lance crab stew,
cast augury at will. and a map that seems to indicate hidden
treasure a few days travel in the direction the
The bay witch loses its horrific party are traveling.
transformation and death glare and gains
the following bonus action:
The Second, Shipwrecked Hermit
Terrifying Visions. The witch sends
waves of visions, filling its enemies minds Referring to herself only as “the Second”, you
with images of their own death. This can only surmise how this woman (use stats for
ability operates identically to Horrific a guard, AC 11) came to live on this forsaken
Transformation except that creatures failing shore and how she continues making a living.
the save gain an expertise die on their next Carrying a long fishing spear, her dark hair is
Wisdom or Dexterity saving throw, guided knotted and brine soaked, and her filthy sailcloth
by the premonitions of the future. tunic is cinched with a seaweed belt. She speaks

12
with a musical voice of surprising clarity, but
responds to personal questions with giggles and
Sail of the Black Opal
nonsensical snippets of sea shanties. Wondrous Item, rare (requires attunement; 2,350
gold)
If treated with kindness she will lead the party
to her cave which contains her sleeping pallet, Crafting Components: Yard sail from a ship on
firepit, supply of smoked fish, and her treasures, its first voyage as a pirate or slaver ship, hair
which she is willing to trade. The Second will only from a humanoid
accept gems (at double their typical value) food
(at 10 gold per point of Supply), or magic items of Rumored to be crafted from the sailcloth of the
comparable value (which she is shockingly good notorious Black Opal, this heavy black canvas has
at assessing). If the party still cannot afford what been roughly sewn with human hair into a cloak.
they want, she may ask the party to perform a task
for her, such as retrieving an off-shore treasure or As a bonus action you can expend one charge
eliminating a dangerous sea creature. to call on the ship’s necromantic power and
gain 1d4+4 temporary hit points. The sail has
Most of the Second’s collection is shells, pretty 3 charges and regains 1 charge for every hour
stones, and odd objects that have been swept ashore, spent submerged in seawater.
but among the detritus there are a few items of note.
Additionally, if you are reduced to 0 hit points
Hippocamp Ambergris. This soft teal while attuned to this item, you immediately
ambergris smells like musky sandalwood and become stable as the hair burns to ash, blowing
is highly prized by transmuters for its ability away at the faintest breeze and leaving behind a
to extend and enhance certain magics. When mundane piece of bone-dry sailcloth.
casting a transmutation spell, you may use a
piece of the ambergris as an additional material
component to either double its duration or treat
your spell save DC as 1 higher (chosen at the
time of casting). Only one piece of ambergris
can be used on a given spell.

A hippocamp ambergris can be portioned


out into 1d4 usable chunks and costs 105 gold
pieces per portion.

Kraken Scale
Wondrous Item, uncommon (110 gold)

Crafting Components: The shed scale of a living


kraken

This plump, palm-sized scale is pliant, and its


mustard-green surface is tattooed with figures of
sea monsters. It is also always slightly damp to
the touch and gives off the faintest smell of brine.

When you are hit with an attack that would


deal lightning damage, you can, as a reaction
before damage is dealt, press the scale to give
yourself Lightning resistance until the start of
your next turn. Each time you do, roll 1d20 and
subtract the amount of damage prevented. If the
total is less than 1, the scale pops with a burst of
seawater and a splash of seawater bursts from it
as it loses its magical properties.

13
by Thiago Rosa

Canticle of the Wing:

T
here are many kinds of birdfolk in
the world, all with their own cultures Mythic Beginnings
and origin stories. As they inherit
characteristics from the creatures their Due to their intrinsic connection to various
ancestors bonded with, there are many kinds of birds, birdfolk have a variety of
heritage gifts birdfolk may have, some of stories of how this bond, and thus their
which will be explored in future publications. people, came to be. The following is that of the
This article introduces mechanics for a specific simirengo and is known as the “Canticle of the
group of birdfolk known as the simirengo, Wing.”
though they can be used for a variety of
birdfolk peoples, as well as three related When the world was young and the words
simirengo cultures. In the meantime, if you’re were few, a hunter wished to be as a bird
interested in playing a different sort of avian and fly aloft. They could already fight from
character, speak with your Narrator to either afar with bow and arrow; they could heal the
tweak these mechanics. Alternatively, you can sick by lending nature’s strength; they could
utilize those from O5E, as Level Up: Advanced understand the sky and what lies beyond
5th Edition is fully compatible with the with wisdom passed down from their parents.
original version of the game. However, even living up in the high places,

14
even watching the flocks and trying to follow At this, the hunter felt sympathy for Ibis.
their example, they still could not be as a bird. Though they envied the birds, they hadn’t
realized how limited the creatures were in
This both saddened the hunter, who felt their own way. More than flying, more than
most of the difficulties in their life would be being a bird, now the hunter wanted to share
made easier if they could just learn to ride the everything it had with their new friend. They
winds and be free like their feathered friends. prayed one last time, thanking the small
So they approached the extravagant Sunbird, gods for their aid and for leading them to
and asked it how to be a bird. Sunbird chirped such a wise bird. Then, as thanks for Ibis’s
and declared the hunter didn’t have feathers wise council, they asked if they could travel
like it did, so of course it was not possible. together and share their gifts. And they could.
And so the hunter prayed, asking for feathers And so the simirengo were born.
like Sunbird’s. The small gods of nature,
who loved the hunter, answered this prayer.
However, their new feathers didn’t allow the Birdfolk (Heritage)
hunter to be as a bird.
True to their avian roots, birdfolk have
Still determined, the hunter went into the feathers instead of hair, as well as flight
high foothills to visit the proud Eagle and feathers along the sides of their forearms.
asked it how to be a bird. Eagle said it was Beyond that, however, their feather coloration
impossible, asking what the hunter would do can vary greatly, and their skin color runs the
with their feathers if they did not have keen gambit of human coloration and occasionally
eyes like it did. And so the hunter prayed for beyond. A birdfolk connected with a kind of
eyes like Eagle’s, which the gods gave them. parrot may be bright green with deep brown
However, their new eyes didn’t allow the skin and brown eyes without whites to them,
hunter to be as a bird. while one connected to a gyre falcon may
have gray feathers, pale skin, and yellow eyes.
Disappointed, the hunter went still higher,
up to the mountain cliffs to speak with the In simirengo, their feathers are commonly
swift Falcon and ask it how to be a bird. gray, brown, or black, with deep brown to
Falcon shook its head, asking the hunter what black skin, and their eyes are those of a bird of
good were their fine feathers and their keen prey, most commonly amber, gray, or brilliant
eyes if they did not have powerful talons? blue. Occasionally a chick is born with starkly
So the hunter prayed a third time, asking for contrasting plumage, which is considered to
talons like Falcon. However, even their new be a mark of future greatness.
talons didn’t allow the hunter to be as a bird.

Now despondent, the hunter went down Birdfolk Traits


the other side of the mountain, until they
Characters with the birdfolk heritage share a
found the wise Ibis and asked it how to be
variety of traits in common with one another.
as a bird. Seeing the hunter’s distress, Ibis
instead asked what was the matter. And so the Age: Birdfolk reach physical maturity
hunter explained, speaking of their discontent around age 20, when they shed their drab
and of their meetings with Sunbird, Eagle, juvenile feathers for a new, adult coloration.
and Falcon. Hearing this, Ibis laughed until It is very rare for them to live past 100 years.
its feathers shook. Indignant, the hunter
asked what it found amusing, if Ibis with all Size: Birdfolk often have lean builds. They
its wisdom had a better way to be as a bird. stand between 5 to 7 feet tall, though due to
With some sadness, Ibis explained that birds their hollow bones they average 90 pounds.
couldn’t fight from afar with bow and arrow, Your size is Medium.
couldn’t heal the sick by lending nature’s
strength, and couldn’t even understand the Speed: Your base walking speed is 30 feet.
sky they soared through everyday. Why Avian Senses. You gain an expertise die
would the hunter, then, seek to give up their on Perception checks that rely on sight or
own gifts? hearing.

15
Wind Rider. Your arms function as proto- feathers to help them fly. While not capable
wings that allow you to glide safely to of sustained flight, such chicks are considered
the ground. Each round you can move blessed and often go on to hold roles of
horizontally 5 feet for every 5 feet you spiritual or political significance. You gain the
descend, up to a distance equal to your following trait:
Speed. You cannot hover and so must
move your full Speed each turn or land. Flight. You gain a fly speed of 30 feet.
Otherwise, you fall as normal. To use this To use this speed, you can’t be wearing
movement, you cannot be encumbered and medium or heavy armor. Whenever you
cannot wield a weapon. At the Narrator’s spend 3 full consecutive rounds airborne
discretion you may be able to hold a small without landing, you gain a level of fatigue.
weapon, such as a dagger, or a small item, Any fatigue gained in this way is removed
such as a potion, but cannot use them upon finishing a short or long rest.
while gliding. Whenever you spend 3
You can use your Wind Rider trait to glide
full consecutive rounds gliding without
on a following round, but if you resume
landing, you gain a level of fatigue. Any
flying before landing you gain fatigue as
fatigue gained in this way is removed upon
normal. Similarly, you can begin flying
finishing a short or long rest.
during a glide but are still subject to gaining
Additionally, you have resistance to falling fatigue if you resume gliding.
damage as long as you are not incapacitated.
Birdfolk Paragon
Birdfolk Gifts As a birdfolk matures, they achieve their full
Birdfolk can vary greatly from each other. potential, boosting their innate abilities to
These gifts are those of the simirengo, a kind higher levels. When you reach 10th level, your
of birdfolk connected to predatory birds, heritage gift improves considerably.
but can be used for birdfolk with a variety
of aesthetics. In addition to the traits found Greater Aspect of the Hunt
in your birdfolk heritage, select one of the The range of your darkvision increases to 120
following gifts. feet and your talons’ damage die increases
to 1d8. Additionally, you can now make an
Aspect of the Hunt attack roll with your talons as a bonus action.
Simirengo especially in tune with birds
of prey are never unarmed. You gain the Greater Wind Mastery
following trait: Your fly speed increases to 40 feet and you can
fly while wearing medium or heavy armor.
Sharp Talons. Your talons are sharp When you would suffer fatigue from using
enough to be used as deadly weapons. The your fly speed, you make a Constitution
talons are natural weapons with the finesse saving throw (DC 10 + 1 per previous save
trait, which you can use to make unarmed in the last minute). On a success, you do not
strikes that deal slashing damage equal to suffer fatigue from flying that round.and you
1d4 + your Strength or Dexterity modifier. do not suffer fatigue from flying that round.
They do not require an empty hand to use.

Darkvision. You have superior vision in Birdfolk Culture


dark and dim conditions. You can see in dim
Often deeply attuned to the spirits and small
light within 60 feet of you as if it were bright
gods of nature, most birdfolk flocks are a
light, and in darkness as if it were dim light.
reverent people culturally encouraged to
You can’t discern color in darkness, only
consider the effects their actions will have
shades of gray.
on the greater web of the community and
the land around them. No matter where it
Wind Mastery is found, community is the most important
Rarely, a simirengo is born with true wings
pillar of a birdfolk’s life, with protection of
sprouting from their back, as well as tail
and service to the flock seen as the highest

16
linked closely with this heritage: crag-keeper
simirengo, far-flyer simirengo, nomad,
sky-seeker simirengo, wildling.

Crag-Keeper
Simirengo
(Culture)
Most flocks of simirengo
live in their traditional
nesting areas in high foothills
or mountain crags, honing their
bodies in continual pursuit of
excellence. While all simirengo value
the hunt, such communities apply it
to other facets of their lives, focusing
on physical competition from an early
age to hone the next generation of hunters.
Leadership roles in particular are points
of fierce contention, causing some other
cultures to consider them individualistic.
Nothing could be further from the truth:
such contention is merely to ensure the best
possible candidate for the job. One’s position
inside the community is an important concern,
but very rarely does it go against the best
calling. Birdfolk who strike out as adventurers concerns of the group. Crag-keepers consider
or settle among other peoples tend to consider themselves the heart of the simirengo people.
party members and neighbors as part of their Characters raised in the crag-keeper
personal flock. simirengo culture share a variety of traits in
For the simirengo, regardless of where they common with one another.
call home, hunting is a sacred ritual, bonding Bird Speech. You have an innate ability
predator and prey, and every time they eat to communicate simple thoughts and ideas
meat, they offer a prayer of thanks for that with birds of size Small or smaller
life being sacrificed so that they might live.
Honing one’s innate gifts is highly valued in Crag Watch. You gain an expertise die
simirengo culture, and those that do not find on Perception checks made while keeping
their calling in one flock are encouraged to watch during a rest.
join another better suited to their personal
path. Some of these chicks ultimately return Patience of the Hunt. Once between long
home to share their developed talents, which rests, you can do one of the following:
others stay with the family they have made
Concentrate: You gain an expertise die on a
elsewhere. Despite their physical distance,
Constitution saving throw made to maintain
flocks remain connected to each other through
concentration.
both magical means and through the carried
correspondence of the traveling far-flyers. Persist: You may reattempt a failed ability
check.
Suggested Cultures
While you can choose any culture for your Skilled Hunter. Once per long rest, you
birdfolk character, the following cultures are can spend 4 hours of time to locate Supply

17
for yourself and one other creature, or Languages. You can speak, read, write, and
magical reagents worth up to 5 gold. sign Common, Auran and two additional
languages.
Ways of the Mountains. You are proficient
in Nature and Survival, and either Animal
Handling, Medicine, or Perception. Sky-Seeker Simirengo
Languages. You can speak, read, write, and
sign Common and Auran. (Culture)
Sky-seeker flocks live on the loftiest mountain
Far-Flyer Simirengo peaks, seeing the high places as a representation
of the last part of the hunter’s journey before

(Culture) their enlightenment. Such simirengo are focused


on spiritual perfection and the time they don’t
spend hunting is used for meditation and
Some simirengo flocks leave their native
communion with birds and spirits alike. Sky-
mountains, seeking wisdom in the new skills,
seekers tend to be reclusive, actively hiding
environments, and peoples of other lands as
from the outside world so they can find greater
the hunter gained wisdom from Ibis. They
spiritual understanding. They especially revere
settle in short-lived camps, learning, praying,
simirengo that are capable of true flight
and training as they wait for word from the
spirits that they have gained what wisdom the Characters raised in the sky-seeker simirengo
area has to offer. Once such a sign appears, culture share a variety of traits in common
the group readies to leave for the next stage of with one another
their spiritual journey. Given their transient
lifestyle, these flocks emphasize fighting skills Bird Speech. You have an innate ability
and frequently do mercenary work for other to communicate simple thoughts and ideas
communities in exchange for knowledge, with birds of size Small or smaller.
tutelage, and the like. They also take on the
job of escorting chicks to new flocks that Divinely Gifted. You know a cantrip of
better fit their talents. your choice chosen from the druid spell
list. Your spellcasting ability score for this
Characters raised in the far-flyer simirengo cantrip is Intelligence, Wisdom, or Charisma
culture share a variety of traits in common (whichever is highest).
with one another.
Mountain Spirit Guidance. When you
Martial Training. You learn one 1st- are in mountainous terrain, you can always
level maneuver from the Tooth and Claw choose to use your Wisdom modifier for
discipline. Athletics, Survival, and Stealth checks.

Simirengo Weaponry. You are proficient Skyborn. You’re acclimated to high altitudes,
with long bows and javelins. including elevations above 20,000 feet. You’re
also naturally adapted to cold climates.
Talented Student. You are proficient with
your choice of any one tool proficiency or Ways of the Spirit. You are proficient in
musical instrument. Arcana and Religion, as well as a musical
instrument of your choice.
Ways of the World. You gain proficiency
in two of the following skills: Culture, Languages. You can speak, read, write, and
Engineering, History, Insight, Religion. sign Common and Auran.

18
by Rachel WIlliamson

The Zephyr’s Complement:


Steamfantasy Archetypes for an Airship Crew

S
teampunk is more than an aesthetic.
It’s a narrative structure focused on Contriver (Rogue)
creative anachronism and ingenuity or Skilled at solving problems through
invention overcoming impossible odds. It unconventional means, contrivers look at
features characters who focus on using tools the world as a puzzle to solve with whatever
and weapons, even when magic is involved, to materials come to hand. A contriver could
push forward a central conceit of creation and be an engineer, inventor, or member of a
innovation. The crew of the Zephyr are such paramilitary group.
stalwart souls, and this article evokes three of
their number. Later issues will feature more
of their fearless band, including the Zephyr Bonus Expertise
herself. When you choose this archetype at 3rd level,
The following archetypes are written with you gain proficiency with Engineering and
the steampunk spirit in mind, but are playable your choice of a sewing kit, smith’s kit,
in a wide variety of campaigns. As always, thieves’ tools or any one artisan’s tool kit, and
consult with your Narrator before choosing you gain an expertise die on checks made with
any of these adventurous paths. The eldritch either. For you, expertise dice in Engineering
gunslinger in particular may not work for and the chosen tool kit can be upgraded
every game. from d8 to d10, exceeding the usual limit on

19
expertise dice. You also gain proficiency with action or your Cunning Action. Once you have
improvised weapons. used this feature a number of times equal to
your Intelligence modifier, you cannot do so
Contrivance again until you finish a long or short rest.

Also at 3rd level, you gain limited access to


the artificer’s Infusion ability (see Gate Pass Lasting Care
Gazette #0, Artificer). Your use of the Infusion At 17th level, if you have access to one of your
ability is identical to that of an artificer, except contrived items during a short or a long rest,
where specified here. You gain schematics for you may maintain that contrivance. This does
two common rarity magic items of your choice not require a use of your infusion ability, but
(see Chapter 9: Enchanted Gear in Trials & only one contrived item may be maintained in
Treasures) but do not need to record them in this way at a time.
a schematic book. You may choose to unlearn
one schematic and replace it with another
after you gain a rogue level, though you must Hotshot (Bard)
still fulfill the requirements of creating a Every bard performs to inspire, to demotivate,
new schematic. This choice does not need to to bring joy or hope or victory. Some are
be made immediately after gaining the new orators, some are musicians, others dance or
rogue level. paint. For hotshots, however, the movement of
You may spend an action to infuse an item the body isn’t enough. Instead, they perform
with a schematic that you know. You can on horseback or from behind the wheel of
perform 2 infusions and regain all uses after a flying machine, dazzling onlookers with
a short or long rest. When you take a short or daring maneuvers and spurring others to
long rest, all of your current infusions end. greatness.

Kitbasher Bonus Proficiencies and Specialties


Beginning at 9th level,with the help of your When you select this archetype at 3rd level,
arcane abilities and some careful reshaping, you choose where to focus your skills. Choose
you can turn any set of artisan’s tools or one of the following options.
miscellaneous tool kit into a different set
of artisan’s tools or miscellaneous tool kit Machine
of equal or lesser value (subject to Narrator You gain proficiency with Engineering and
approval) with 5 minutes of work. This ability a vehicle of your choice. If you are already
does not grant you proficiency with the new proficient, you gain an expertise die. In
tools. However, the tools briefly respond to addition, you gain additional specialties in
your matching magical signature, and you Engineering equal to your proficiency bonus,
gain an expertise die the first time you use and you gain another specialty whenever your
them, after which it becomes a mundane tool proficiency bonus increases. Additionally, you
of its kind. gain proficiency with your choice of smith’s
tools or woodworker’s tools. You also gain
Creatures other than you suffer an expertise die on checks made to repair a
disadvantage when using kitbashed tools and vehicle of the appropriate material with the
do not benefit from the expertise die, even chosen kit and may do so during a short or
if you later return the tool kit to its original long rest. See Repairing Vehicles in Chapter 4:
form. Once you have used this feature a Equipment of Adventurer’s Guide for details.
number of times equal to your proficiency Finally, when a vehicle you are operating has
modifier, you cannot do so again until you to roll on the Malfunction table, you may roll
have finished a long rest. twice and pick between the two results.

Quick Thinker Mount


You gain proficiency in Animal Handling and
At 13th level, you can take the Use an Object Medicine. If you are already proficient with
action for free once per turn without using an

20
either skill, you instead gain an expertise die.
In addition, you gain additional specialties Eldritch Gunslinger
equal to your proficiency bonus, and you gain
another specialty whenever your proficiency
bonus increases. These bonus specialties must
(Warlock)
be in Animal Handling or Medicine. While all Warlocks make pacts to their
patrons for power, not all of them wield the
power they’ve been granted in the same way.
Evasive Maneuvers Eldritch gunslingers are defined more by how
Starting at 3rd level, your prowess inspires they wield their power than by the properties
the movements of others. When you have of the being they’ve bound themselves to,
granted a creature Bardic Inspiration, it can meaning that an eldritch gunslinger who
use the Bardic Inspiration to instead take the serves a fiend may have more in common
Dodge action as a bonus action. with one that is bound to a horror beyond the
stars than they do with other servants of their
In addition, you can use Bardic Inspiration own patron.
on yourself, but only for this purpose.
Alternative Pact
Mounted Artistry When choosing this archetype, you may
Also at 3rd level, you may now count a mount strike a deal with any kind of being capable
or vehicle as an instrument for the purposes of of becoming your patron. In addition, if you
using your visual Art Speciality, whether that choose Pact of the Blade at 3rd level, your
means rearing your horse in a picture-perfect revolver is considered your pact weapon with
pose or wheeling an airship into a daring the following alterations:
maneuver.
You can’t transform any other weapon
into your pact weapon. However, you may
Inspiring Dodge perform a 1 hour ritual using a magic weapon
At 6th level, when an attack misses you, or rare weapon as a ritual component to
you can use your reaction to grant Bardic impart certain qualities to your pact weapon,
Inspiration to a creature that meets the destroying the component weapon in the
requirements (excluding yourself). process. If the component weapon had a
bonus to attack or damage rolls, or if it dealt
Additionally, when you take the Dodge bonus damage, you now apply those bonuses
action you can apply its effects to your mount to your revolver. You can also apply these to
or the vehicle you are operating. Once you your Eldritch Ray; it has no effect on Eldritch
have used this feature a number of times per Disturbance or Eldritch Whip.
day equal to your proficiency bonus, you
cannot do so again until you finish a long rest. If you perform the ritual a second time with
a different weapon, your revolver loses any
bonuses it gained from the previous weapon
Galvanizing Figure and instead gains those of the new weapon.
At 14th level, your larger-than-life presence You cannot break your bond to your revolver.
is especially inspiring. You can grant Bardic If you die, the revolver disappears and is
Inspiration to a number of creatures equal immediately returned to you if you are later
to or less than your Charisma modifier as brought back to life.
a bonus action, as long as they meet the
requirements for Bardic Inspiration. Each
creature inspired still counts as one use of Arcane Sights
Bardic Inspiration. Once you have used this When you take this archetype at 1st level,
feature, you can’t use it again until you finish your patron grants you an arcane revolver
a long rest. (see Rare Ranged Weapons in Chapter 4:

21
Equipment of the Adventurer’s Guide). It acts pistol deal your choice of piercing damage
as a normal weapon of its kind in regards to or the chosen damage type. This damage
range and damage, except where specified is considered magical for the purpose
here. Its appearance varies depending on of overcoming damage resistances and
the sort of patron you chose. A fiend may immunities.
grant a gun of pitted black metal and bone
accents, while a Great Old One may provide
one that feels damp and yielding to the touch.
Inscribed Ammunition
When making a ranged weapon attack with At 10th level, you have delved especially
this revolver, you can choose to use your deep into the esoteric weaknesses of many
spellcasting ability for attack and damage monstrous entities. Choose two creature
rolls. You are always considered to be types from the following: aberration, celestial,
proficient with the revolver and can use it as a fey, fiend, monstrosity, and undead. Over
spellcasting focus for your warlock spells. the course of a short or long rest you may
prepare a number of bullets equal to your
Additionally, at 5th level, when you make proficiency bonus that are particularly deadly
a ranged weapon attack with your arcane to the chosen creature types by carving arcane
revolver you may attack twice instead of once. symbols into their surfaces and imbuing them
with your patron’s power. This confers the
All other creatures suffer disadvantage following benefits:
when making attacks with your arcane
revolver. If it is lost or destroyed, you may Inscribed ammunition is eager to get at its
recreate it during a short or long rest. Doing target, and so loading any number of these
so requires an hour-long ritual, but requires bullets into your arcane revolver only requires
neither materials nor tools. a bonus action (removing previously loaded
ammunition cannot be done as part of this
Eldritch Armaments bonus action). Additionally, an attack made
with inscribed ammunition against its target
At 6th level your increasing power allows you creature type deals additional damage equal
to invest your patron’s power in strange new to your warlock level and is a critical hit on a
ways. Choose one of the following: roll of 19–20.

Arcane Ammunition You must choose what creature type each


As a bonus action, you can spend a number bullet affects when you inscribe it. Bullets
of spell points up to a maximum equal to imbued in this way are only effective when
your proficiency modifier to conjure an equal fired from your arcane revolver; otherwise,
number of bullets made of magic into the they function as mundane ammunition.
chambers of your revolver. Damage inflicted You can only ever have a maximum number
by these bullets is considered magical piercing of these bullets equal to your proficiency
damage for the purpose of overcoming modifier, though you may change what
damage resistances and immunities. This does creature type existing inscribed ammunition
not increase the amount of bullets your arcane affects over the course of a short or long rest.
revolver can hold at one time. Bullets conjured
in this way disappear if they are removed
from the revolver or when you take a long or
Eldritch Aim
short rest. At 14th level, as a bonus action, you may call
upon your patron to give you implausible
Elemental Shot accuracy, if only for an instant. The next time
When you reduce a creature to 0 hit points, you hit a creature with an attack from your
or when a creature under a spell effect you arcane revolver or Eldritch Ray, the attack
control is reduced to 0 hit points, you can is considered a critical hit. If an effect forces
repurpose this additional energy and choose you to reroll this attack, you may do so with
acid, cold, fire, lightning, necrotic, poison, advantage. Once you have used this feature
psychic, radiant, or thunder damage. For three times, you can’t do so again until you
one minute, bullets fired by your arcane finish a long rest.

22
23
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Your Contributions are Your original creation and/or You have Jonathan Tweet, Monte Cook, and Skip Williams.
sufficient rights to grant the rights conveyed by this License.
Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing,
6. Notice of License Copyright: You must update the LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
COPYRIGHT NOTICE portion of this License to include the Monte Cook, and Skip Williams.
exact text of the COPYRIGHT NOTICE of any Open Game
Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott
Content You are copying, modifying or distributing, and
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
You must add the title, the copyright date, and the copyright
Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick
holder’s name to the COPYRIGHT NOTICE of any original
Lawinger, and Bill Webb; Based on original content from TSR.
Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product DECLARATION OF OPEN GAMING CONTENT
Identity, including as an indication as to compatibility, except as Please see the System Reference Documents on the official website
expressly licensed in another, independent Agreement with the for details of what constitutes Open Gaming Content.
owner of each element of that Product Identity. You agree not
to indicate compatibility or co-adaptability with any Trademark

24
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