Shaman Subclass DND 5e
Shaman Subclass DND 5e
ancestors to allow the village to harvest healing plants from the sacred burial grounds.
Rising his sword high, the northern barbarian shouts out a chant to the Hraesvelg, spirit of the north
wind before covering his enemies in freezing rain and sleet.
Standing before the dead mammoth, the elven hunter holds his amulet high and thanks Wolf for
providing his village with food for another month before chipping away a piece of the ivory into the bag
with the rest of his magic fetishes.
The shaman is the most common subclass of the Warlock in Ionia. Unlike those who serve the Archfey,
Fiend, or the Great Old Ones, shamans are accepted by society as a necessary bridge between mortals and
the spirit world. Found mainly in so-called barbarian cultures with animist beliefs the shaman sees spirits
(collectively called the Amagandar) in everything and can call on them for aid.
The shaman gets all the normal class features of the Warlock but choose the Armagandar as their patron.
The Amagandar is a collective term for the many totem spirits that inhabit the land from the meek yet
resourceful Mouse to the massive Wooly Mammoth, ancestor spirits, and even the spirits of stones and the
weather.
The first of these is always a tiny statuette in the shape of your totem and a piece of the totem. This piece
may be the claw of a bear if your totem is Bear, a feather for Wind, a charred piece of lightning burned
bark for Thunderbird, etc. The piece of totem is always found by the shaman after he carves his choice of
totems.
The pact of the Fetish gives the same benefits as the pact of the tome and can be considered that pact for all
intents and purposes when replacing it or when choosing feats or eldritch invocations. If you choose the
Book of Ancient Secrets Eldritch Invocation than the new spells are not written magical inscriptions but
certain small items given to you by your totem. These signs are added to your fetish bag and give you the
ability to draw upon their power to perform rituals. For example the Comprehend Languages ritual may be
a dried tongue taken from an enemy while Detect Poison and Disease may be a rat’s tooth.
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and knowledge. There are many totems in the world (see the chapter on Religion & Gods for more) but
they all have the following abilities.
Detect Spirits: Starting at 1st level the shaman can detect spirits at will. This ability works exactly like
Detect Evil and Good except that it reveals the presence of celestials, elementals, fey, fiends, incorporeal
undead, and creatures reaching into the physical world from the astral or ethereal plane.
Spirit Talker: Starting at 6th level you gain the ability to speak to spirits using their own mystical tongue.
In game turns the shaman commands or negotiates with the spirit in the name of his totem. The spirits to
must be within 30 feet of you and the shaman then rolls a d20 + Proficiency and Charisma modifier against
a Difficulty equaling the spirit’s Wisdom score. On a failure the spirit refuses to do your bidding on a
success you can do one of the following...
Rebuke: The spirit cowers in awe of the shaman for 1 minute and if possible (some spirits are ties
to their place of origin and cannot move) will flee just like a turned undead. A cowering spirit is
+2 to hit during this time. A shaman may rebuke a number of spirits equal to his level.
Command: If the Shaman’s roll is a critical success or twice that of the spirit’s Willpower than
the spirit may be commanded instead of rebuked. The shaman may command a spirit to do
anything within its power 1 minute of time. At this point the spirit can make Wisdom saving throw
at a difficulty equaling the shaman’s original roll to break free. Most shaman do not command the
spirit to do things outside its alignment, or at least promise to give some gift to the spirit as
payment for services rendered, or suffer the consequences of being thought a bully by the rest of
the spirit world.
Bolster: The shaman can help prevent a spirit from being rebuked or commanded by another
creature. In this case the shaman can add his Charisma bonus to the spirit’s Wisdom score to
bolster its willpower. If the creature is another shaman then the shaman makes a rebuke check. If it
is equal or higher than the other shaman’s rebuke check than the effects of the rebuke are
canceled.
Dispel: The shaman may dispel any magic caused by a spirit or another warlock by making a
rebuke check. The difficulty in this case is 11 + the spell’s caster level. If the roll succeeds than
the spell is countered. The roll automatically succeeds against any spell the caster cast himself.
This ability does not work against magic casts by non-spirits, bards, druids, clerics, wizards or
other magic-using class other than those of other warlocks.
Confront Spirit: Starting at 10th level you can break an enchantment, reverse a possession, or cure a
disease affecting a number of targets equaling ¼ of your warlock levels. You do this by gathering the
affected together within 5 feet of your location and then putting yourself into a trance. While in this state
your soul (and that of your familiar if you have one) enters the spirit world and confronts a spiritual
reflection of the disease or spell in mortal combat. The spirit always takes the form of a creature with a
challenge rating equal to the following...
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Cause of Effect CR Equals
Curse or Spell: caster’s level minus 2 (minimum of 1)
Monster’s Attack or Ability The monster’s CR
A Natural Disease The diseases’ DC to resist divided by 3 (minimum of 1)
For example someone affected by Cackle Fever will have a disease spirit with a CR of 4 (and possibly be a
particularly large spirit leucrotta) causing its illness while a case of rat bite fever caused by a giant rat
would have a CR 1/8 spirit (and probably a spirit rat) as its vector.
.The combat occurs as if it is normal combat except that all damage done by both parties is psychic
damage. If the shaman wins the contest than the spirit is forced out of the body and the victim is cured. If
the shaman is loses and is reduced to 0 hit points than he awakens with one hit point and a level of
exhaustion and cannot try to confront the same spirit again until he has gained an additional level in
warlock.
Mass Confrontation: Starting at 14th level you can bring other beings with you to combat spirits when
using your Confront Spirit ability. You can bring along a number of willing large sized or smaller creatures
per Charisma bonus or a number of huge or larger creatures per every two points in your Charisma bonus.
All those brought over may combat the spirit as in the rules for Confront Spirit. This ability is usually done
to confront especially powerful spirits (like possessing demons) or multiple spirits.
ELDRITCH INVOCATIONS
In addition to the eldritch invocations given in the core rulebooks and those given in this chapter each
totem also has at least one eldritch invocation that it gives in exchange for the character choosing a taboo.
A list of these abilities will be given with each totem in the Religion and Gods chapter.
Greater Familiar
Prerequisite: Pact of the chain feature with the selection of a normal animal as a familiar.
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You add one of the following templates to your familiar Celestial Creature, Fey Creature, or Fiendish
Creature. If you already have a familiar of a certain type (celestial, fey, or fiend) then you can only add the
template of the same type. For example, if your cat familiar is of the fey type than you can only add the Fey
Creature Template to your familiar. See the Bestiary chapter for these templates.
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Tattoo Magic
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You can have your body marked with ritual tattoos or scares and imbue them with your patron’s magic.
You can perform any spell you know with the ritual tag and store the spell’s magic in the tattoo. Once
imbued the spell can be stored indefinitely and cast without using up a spell slot just as if it were a magic
scroll. Once cast the ink or scar will fade until once again empowered. A new tattoo must be inscribed for
each new spell you use in this fashion and one can only have one ritual tattoo for every 4 levels you have in
the Warlock class.
The Amagandar
The lords of the spirit world are the Amagandar or totem spirits. The amagandar will happily take a
warlock under their patronage but in exchange for this power the one must take up certain taboos given to
them by their patrons. A taboo is either something one must do on a regular basis or something one must
avoid doing. If a shaman ignores his taboo than his totem may abandon him, leaving him powerless for at
lest 24 hours. If a taboo is ignored multiple times by the shaman than he will have a hard time convincing
the totem to restore his powers unless he goes on a quest (usually reinforced with a geas) to prove his
loyalty.
Eldritch Invocations
Rainbow Radiance: You can cast Color Spray at will, without expending a spell slot.
Aino’s Breath: Prerequisite: 13th level. You can cast Prismatic Spray once using a warlock spell
slot. You cannot do so again until you have taken a long rest.
Aino’s Coils: Prerequisite 17th level. You can cast Prismatic Wall using any Warlock spell slot.
Taboo: Followers of Aino must never refuse a mother or child in need of aid or healing for Aino is a
fertility spirit as well as the spirit of the rainbow.
Ancestors
These are the collective spirits of a tribe’s ancestors. They are not ghosts but rather the collective memory
of a people. The spirit usually manifests as an elderly man or woman of the tribe, an elder of great
experience and knowledge. Often the ancestor is a well known hero or shaman of the past such as Khadau
(the first Shaman) or Malmaldi (the mother of humanity) or a beloved grandparent who has passed into the
great beyond.
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Eldritch Invocations
Guidance
Tongues: You may cast Comprehend Languages without using any spell slots.
Memory of the Ancient Ones: Prerequisite 9th level. You may cast the spell Commune once
using a warlock spell slot. You can only contact your ancestors with this spell and you can only
use it once before taking a long rest.
Taboo: once a week you need to leave an offering of herbs upon the hearth or burnt in a fire in honor of the
ancestors.
Bear
Bear is both a warrior and a healer. He is firm in his beliefs yet prone to introspection and waiting for the
right time to take action. Never taking more than is needed, great Bear teaches how to survive using the
bare necessities of what nature gives.
Eldritch Invocations
Healing Word: You can cast Healing Word without expending a spell slot.
Bear’s Endurance: Prerequisite 3rd level. You may cast Enhance Ability (Bear’s Endurance
version only) using any Warlock spell slot.
Hibernate: Prerequisite 13th level. You can cast a variant of Sequester upon yourself or others
using a Warlock spell slot. This spell works just like the typical spell except that you are not
invisible or non-detectable by divination spells. You do not need to eat or drink and do not age and
can be awakened when the conditions are met or by taking damage. Shamans of Bear typically use
this power to survive cave-ins and other disasters until help arrives. At level 13 you can use this
ability on one person (including yourself) and you can add one additional creature per level to a
maximum of seven. All targets must be willing participants in the mass hibernation. You may only
cast this spell once before needing a long rest.
Buffalo
Buffalo is the spirit if all cattle from the meek milk cow to the mighty bison of the plains. She is a totem of
strength and plenty, the holy cow whose milk feeds the young, whose meat feeds the old, and whose hide
provides clothing. Fierce in war and patient in peace, buffalo is totem for the unselfish and nurturing.
Eldritch Invocations
Buffalo’s Might: Prerequisite 3rd level. You may cast Enhance Ability (Bull’s Strength version only) using
any warlock spell slot.
Feed the Masses: Prerequisite 5th level. You can cast Create Food & Water using any warlock spell slot.
Create Item: Prerequisite 7th level. You can cast Fabricate using any warlock spell slot.
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Taboo: Never kill an animal except in self defense or for food and always use every part of the kill.
Eagle
High soaring eagle, the king of birds, sees all from a great height. Eagle sees all and can give both insight
and clarity of mind as well as keen eyesight. A bird of prey, eagle is a fierce warrior who is a favorite of
shamans from mountain and forest tribes.
Eldritch Invocations
Eyes of a Hawk: Your vision becomes much more acute than normal. You now have advantage to
all Perception (Vision) rolls for as long as you have Eagle’s favor.
Eagle’s Splendor: Prerequisite 3rd level. You may cast Enhance Ability (Eagle’s Splendor version
only) using any Warlock spell slot
Eagle’s Flight: Prerequisite 5th level. You can cast Fly using any warlock spell slot.
Taboo: Must protect the young and eggs of predatory birds (especially eagles) and avenge any harmed.
Eldritch Invocations
Gabija’s Flame: You can cast the Sacred Flame cantrip at will.
Rise from the Ashes: Prerequisite 9th level. You can cast Raise Dead using any warlock spell slot.
You may do this once before taking a long rest.
Phoenix Fire: Prerequisite 15th level. You may cast Sunburst using any warlock spell slot.
Taboo: Always perform a ritual honoring the sunrise every morning (taking at least 30 minutes).
Horse
The horse is the very symbol of freedom, roaming across the endless plains with the wind whipping his
mane about and the ground thundering under his hooves. Horse prefers adventurous followers who are not
afraid of taking long journeys or pulling his own weight in battle.
Eldritch Invocations
Healthy as a Horse: You have advantage on all constitution checks for as long as you have
Horse’s favor.
Foxtrot: You can cast Longstrider using any warlock spell slot.
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Spirit Steed: Prerequisite 5th level. You can cast Phantom Steed using any warlock spell slot.
Taboo: The followers of Horse must always be hard working and honest; He cannot stand the lazy liars.
Eldritch Invocations
Trumpet of the Heavens: You can cast Thunderwave using any warlock spell slot.
Never Forget: Prerequisite 9th level. You may cast the spell Modify Memory using any warlock
spell slot. This ability may also be used to restore memories lost or changed due to previous uses
of Modify Memory, amnesia, brain injuries, or other events that have caused loss of memory.
Once used the warlock must take a long rest before he can use this ability again.
Footprints of Thunder: Prerequisite 15th level. You can stomp your foot and cast an Earthquake
spell using any Warlock spell slot. This can be done once per long rest.
Lion
Lion is the king of beasts who represents leadership and emotional strength. His mighty roar deafens his
foes and his shining mane gleams like a golden shield. Lion prefers decisive and responsible shamans who
meets danger with courage and can respond to any situation promptly and bravely.
Eldritch Invocations
Hero’s Might: You may cast Heroism using any warlock spell slot.
Mighty Roar: Prerequisite 13th level. You can cast Divine Word using any warlock spell slot.
Dominate: prerequisite 15th level. You can cast Dominate Monster using any warlock spell slot.
Taboo: You must always be a fair and just leader and act in a dignified and responsible manner befitting a
follower of Lion.
Eldritch Invocations
A Touch of Frost: You can cast the Ray of Frost cantrip at will.
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A Blanket of Snow: Prerequisite 5th level. You can cast Protection from Energy using any
warlock spell slot.
Grandfather’s Gift: Prerequisite 9th level. You can cast Creation using any warlock spell slot.
This ability works just like the normal spell but can also form items of fur and cloth.
Monkey
Monkey is a trickster and magician with many tales of both thievery and heroism. He can be cowardly or
brave, wise yet ignorant, and often loses his temper and does foolish things in his rage. A force for chaos,
monkey knows that change can be for the better and that imagination is a necessity.
Eldritch Invocations
Monkey’s Gifts: Prerequisite 3rd level. You may cast Enhance Ability (Cat’s Grace or Fox’s
Cunning versions only) using any spell slots
Monkey’s Hairs: Prerequisite 5th level. You may cast Mirror Image at will without using a spell
slot
Silver Tongue: Prerequisite 15th level. You may cast Glibness using any Warlock spell slot
Owl
Silent flying owl is the bird of the moon, night, and magic. A totem of prophecy and wisdom, owl gives his
followers the ability to find out the secrets of the dark and what is hidden in plain sight.
Eldritch Invocations
Taboo: Each new moon you must place an offering to Owl in the branches of a tree.
Panther
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Panther is the cat of the moon whose fragrant breath is the west wind; lithe spotted leopard, fierce jaguar,
and the pale-furred ounce are all aspects of Panther. A creature of magic, the night, and ferocity, Panther
hides in the dark and takes down her prey with fierce claws.
Eldritch Invocations
Cat’s Leap: You always land on your feet, you can cast Feather Fall using a warlock spell slot.
Cat’s Grace: Prerequisite 3rd level. You may cast Enhance Ability (Cat’s Grace version only)
using any Warlock spell slot.
Panther’s Breath: Prerequisite 15th level. You can cast Antipathy/Sympathy using any Warlock
spell slot.
Taboo: Panther requires her followers to always wear the color black.
Rat
Small and sneaky rat is often overlooked as a totem. While meek, Rat can be cunning, shrewd, and fiercely
aggressive if necessary. Rat is associated with disease and filth as sewer rats are the bane of cities. Yet rats
are also symbols of wealth and success for the pack rat is one of the few animals that trade for the things it
steals. Above all Rat is a survivor and so are his followers.
Eldritch Invocations
Stealth of the Rat: Prerequisite 2nd level. You can cast Blur using any warlock spell slot.
Rodent’s Size: Prerequisite 2nd level. You can cast Enlarge/Reduce upon yourself without
spending a spell slot or cast it upon others using any warlock spell slot.
Filth Fever: Prerequisite 9th level. You can cast Contagion without spending a spell slot once
before needing a long rest.
Taboo: Rat requires his followers to always pay for anything they take. The payment need not be valuable
but it must be made even to plants and inanimate objects. For example, if sticks are gathered for firewood
rat requires that an offering (perhaps of a few drops of water) be made to the donor trees.
Raven
Raven was once Quikinna’qu, a great shaman who used a magical feather cloak to change himself into a
raven. In this form he flew into the Underworld and stole back the sun which the gods of darkness had
stolen. He died before he completed his quest but his kin succeeded in returning the sun to the sky and the
god Es rewarded him by making him lord of Ravens, chief messenger of the heavens.
Eldritch Invocations
Favor of the Sun: You can cast Divine Favor using any warlock spell slot.
Raven Messenger: Prerequisite 2nd level. You can cast Animal Messenger without using up a
spell slot as long as the target animal is a raven or crow. For other animals the spell uses any
warlock spell slot.
Sleep of Death: Prerequisite 3rd level. You can cast the spell Gentle Repose using any warlock
spell slot.
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Taboo: Followers of Raven must hang a small shiny object (tinsel, a necklace, ring, coin etc) upon a ledge
or tree branch and leave it for the ravens at least once a month.
Stag
Stag is a totem that rules all antlered deer, elk, and the smaller antelope. He is a noble totem of the east
wind, usually taking the shape of a white hart or impala that straddles the land of the living and the dead.
Fleet and surefooted among the roots of the forest floor or the thorns of the savannah Stag teaches one to be
light on his feet and to trust in one’s instincts.
Eldritch Invocations
Fleet Hooves: You can cast Expeditious Retreat using any warlock spell slot.
Silver Antlers: Prerequisite 3rd level. You can cast Magic Weapon using any warlock spell slot.
Entangling Brush: Prerequisite 3rd level. You can slow down foes by casting Spike Growth using
any warlock spell slot.
Taboo: Whenever you kill a beast you must always perform a ritual thanking the creature for providing
you with food, clothing, or other goods necessary for your (or someone else’s) survival.
Tiger
The largest of the great cats
Tiger burns brightly in the
darkness as the opponent of
evil. Unlike his sister Panther
the tiger disdains magic in
favor of martial powers. Tiger
revels in the speed and strength
of his mighty blows and his
roar brings the fertile south
wind. A warrior born, Tiger is
also a healer who guards the
waters of life that can cure any
scars, physical or emotional.
Eldritch Invocations
Tiger’s Claws:
Prerequisite 5th level.
You can cast Haste
using any warlock
spell slot.
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Water of Life: Prerequisite 13th level. You can cast Regenerate using any warlock spell slot.
Thunderbird
Thunderbird is the storm crow, the great roc Hraesvelg (also called Bmola), whose flapping wings bring the
cold north wind and whose eyes flash lightning. A fierce killer of serpents, thunderbird wars with the evil
horned serpents of the waters and sears the flesh from their bones with his flashing lightning.
Eldritch Invocations
North Wind: Prerequisite 7th level. You can cast Ice Storm using any warlock spell slot.
As the Crow Flies: Prerequisite 11th level. You can cast Find the Path using any warlock spell
slot.
Eye of the Storm: Prerequisite 17th level. You can cast Storm of Vengeance using any warlock
spell slot. You can use this ability once before needing a short rest.
Taboo: You must slay any snake or evil snake-like monster you find.
Unicorn
The unicorn is a spirit of love and justice who pierces the guilty with her spiral horn while protecting the
innocent. Able to teleport outside if any enclosure Unicorn represents purity of both mind and body,
healing all sickness and vanquishing poison with but a touch of her horn.
Eldritch Invocations
Unicorn’s Blessing: You can cast Lesser Restoration as many times as your Charisma bonus
(minimum 1) before needing to take a long rest.
Unicorn’s Step: Prerequisite 3rd level. You can cast Misty Step without spending a spell slot once
per long rest.
Water Conning: You can cast Purify Food & Drink using any warlock spell slot.
Taboo: You must remain pure, ether as a physical virgin or by performing various purification rituals
regularly. In addition your alignment must always be good.
Weasel
Weasel is lord of the small darting stoat, the glamorous mink, the stinky skunk, and even the quick jumping
mongoose. These are all small, long-bodied mammals that will attack creatures many times their size and
will do so with ferocity. The only creature immune to the venom of the basilisk and cockatrice, these little
beasts defend themselves with stinking musk and compel their victims to approach them using a
complicated dance.
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Eldritch Invocations
Mongoose’s Shield: Prerequisite 3rd level. You can cast Protection from Poison using any
warlock spell slot.
Polecat’s Musk: Prerequisite 5th level. You can cast Stinking Cloud using any warlock spell slot.
Dance of the Ferret: Prerequisite 7th level. You can cast Compulsion using any warlock spell list.
Taboo: You must never give up when in a fight, all fights must end in the enemies defeat or your death.
Wolf
Wolf is the teacher of the Totems. He among the best hunters of the animal kingdom but he does not hunt
alone for he is part of the pack. Wolf teaches faithfulness and harmony among his warriors and his family,
for unlike most animals wolf mate for life. Wolf is also a fierce enemy of vampires and other undead for
they are abominations in the eyes of the natural world.
Eldritch Invocations
Mark of the Prey: You can cast Hunter’s Mark using any warlock spell slot.
Hunting the Prey: Prerequisite 7th level. You can cast Locate Creature using any warlock spell
slot.
Spirit Wolf: Prerequisite 7th level. You can cast Faithful Hound once per long rest. This ‘hound’
takes the shape of a large wolf instead of a dog.
Taboo: You must slay or lay to rest any undead you encounter.
One thing that needs to be done is to choose a taboo to fit your totem. Taboos vary widely but should
reflect the attitudes of your totem. For example a follower of Boar can have the taboo of never bathing
(though swimming or being rained upon is acceptable) while a follower of Rhinoceros (a notoriously
choosy totem about campfires) may demand that his followers never start a fire.
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sublicenses shall survive the termination of this K.C. Stephens, Todd Stewart, James L. Sutter,
License. 14. Reformation: If any provision of Greg A. Vaughan, Jeremy Walker, and JD
this License is held to be unenforceable, such Wiker.
provision shall be reformed only to the extent
necessary to make it enforceable. Pathfinder Roleplaying Game Bestiary, © 2009,
Paizo Publishing, LLC; Author Jason Bulmahn,
15. COPYRIGHT NOTICE based on material by Jonathan Tweet, Monte
Cook, and Skip Williams
System Reference Document 5.0 © 2016,
Wizards of the Coast, Inc.; Authors Mike Pathfinder Roleplaying Game Bestiary 2, ©
Mearls, Jeremy Crawford, Chris Perkins, Rodney 2010, Paizo Publishing, LLC; Authors Wolfgang
Thompson, Peter Lee, James Wyatt, Robert J. Baur, Jason Bulmahn, Adam Daigle, Graeme
Schwalb, Bruce R. Cordell, Chris Sims, and Davis, Crystal Frasier, Joshua J. Frost, Tim
Steve Townshend, based on original material by Hitchcock, Brandon Hodge, James Jacobs, Steve
E. Gary Gygax and Dave Arneson. Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick
System Reference Document © 2000, Wizards of Renie, Sean K Reynolds, F. Wesley Schneider,
the Coast, Inc; Authors: Jonathan Tweet, Monte Owen K.C. Stephens, James L. Sutter, Russ
Cook, Skip Williams, based on material by E. Taylor, and Greg A. Vaughan, based on material
Gary Gygax and Dave Arneson by Jonathan Tweet, Monte Cook, and Skip
Williams
Artifice Domain ©2015, reddit.com/Unearthed
Arcana; Author: Zestesofos, Pathfinder Roleplaying Game Bestiary 3, ©
[email protected] 2011, Paizo Publishing, LLC; Authors Jesse
Benner, Jason Bulmahn, Adam Daigle, James
Classic Play Book of Dragons © 2003, Jacobs, Michael Kenway, Rob McCreary,
Mongoose Publishing, Author: Gareth Hanrahan. Patrick Renie, Chris Sims, F. Wesley Schneider,
James L. Sutter, and Russ Taylor, based on
Cleric Domains ©2016, Tripod Machine, material by Jonathan Tweet, Monte Cook, and
Author: R. J. Grady Skip Williams.
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Ponyfinder: Campaign Setting: Dawn of the 5th Tabaxi from the Tome of Horrors Complete, ©
Age © 2016, Silver Games, LLC; Authors: 2011, Necromancer Games, Inc., published and
David Silver, Byron Mulvogue, Stephen distributed by Frog God Games
Ritterbrush, & Ismael Alvarez
Aeries of Ionia™ Shaman Subclass, © 2017,
Ponyfinder: Princess Luminace’s Guide to the Google Books, by Tamara Henson.
Pony Pantheon © 2016, Silver Games, LLC;
Authors: David Silver, Byron Mulvogue
OPEN GAME LICENSE Version 1.0a
Primeval Thule Player’s Companion © 2015,
Sasquatch Game Studio LLC; Authors: Richard
Baker, David Noonan, & Stephen Schubert.
Product Identity: The following items are hereby
Midgard Heroes © 2015 Open Design; Author: identified as Product Identity, as defined in the
Dan Dillon Open Game License version 1.0a, Section 1(e),
and are not Open Content: all trademarks,
Nyambe: African Adventures© 2002, Trident registered trademarks, proper names (characters,
Inc. d/b/a Atlas Games; Author: Christopher W. deities, artifacts, places, etc.), dialogue, plots,
Dolunt storylines, locations, characters, artwork, and
trade dress. Elements that have previously been
Remarkable Races: The Anumus. Copyright designated as Open Game Content or are in the
2009, Alluria Publishing; Author: J. Matthew public domain are not included in this
Kubisz declaration.
The Shaman’s Handbook. ©2002, Green Ronin Open Content: Except for material designated as
Publishing; Author: Steve Kenson. Product Identity (see above), all rules related
content from this product, including racial traits,
Southlands Heroes © 2015 Open Design; racial and monster names and descriptions, racial
Author: Rich Howard. variants, class descriptions, cleric domains,
backgrounds, and archetypes are Open Game
Van Graaf's Journal of Dragons © 2011, Content, as defined in the Open Gaming License
Mongoose Publishing version 1.0a Section 1(e). No portion of this
work other than the material designated as Open
Fire Drake from the Tome of Horrors Complete, Game Content may be reproduced in any form
© 2011, Necromancer Games, Inc., published without written permission.
and distributed by Frog God Games
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