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GPG 06a

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0% found this document useful (0 votes)
114 views

GPG 06a

Uploaded by

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

Hardwired Heresies:
The Mechanoskulls
Forensic Magic:
Spells of the
School of Law
Pet Chaos:
The Beast Unity
Combat Tradition
Playing
Against Type
Welcome!
W
elcome one and all to the latest
installment of the Gate Pass Gazette, Credits
the official publication for all things Editor:
Level Up: Advanced 5th Edition! This month Savannah Broadway
we have a variety of articles on offer, including
an unsettling lineup of augmented undead and Cover Art:
Jori Hollander
a collection of specialized forensic magic. We
also have some player-focused options in the Interior Art:
form of an unorthodox set of archetypes and Phil Stone, Ellis Goodson,
Herman Lau, pixabay.com
a new combat tradition to help you and your
animal companion work together. Graphic Design:
Xanditz
Be sure to check in next month for another
dungeon’s worth of articles, including new Gate Pass Logo:
classes, rules systems, and more. Remember to Xanditz
grab your healing potions on your way there, EN Publishing - PO Box 1945
and as always, make sure to take time to… SOUTHAMPTON, SO18 9QW

Level Up! ©2022 EN Publishing

- Savannah Broadway

Tab l e o f Co n t e n t s
Play ing Agai n st Ty p e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 5
By Pe te r N. M a r tin

Pet Chaos: T he B east Un i t y Comb at Tra d i t i o n By D avid “Boo” Ludlow . . . . . . . . . . . . . . . . . . . . . . . . .... 9


Forensic Ma gi c: Sp e l l s o f t he Sch oo l o f Law By Paul Hughes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 1 3
Hardwired Heresies: The Mechanoskulls By Mike Myler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... 1 7

3
4
By Peter N. Martin

Playing Against Type

T he classes in Level Up are far more


versatile than they have been in any
previous incarnation of the game, but even
Bodyguard (Rogue)
given that there are certain baselines that Rogues are typically thought of as more selfish
people expect: adepts are quick and agile than selfless and more likely to end a life than
rather than strong and tough; druids don’t save one, but this is far from universally true.
use metal armor; rogues are better at doing Covert skills and protective ones can complement
harm than preventing it. But even theseA each other nicely, allowing a motivated rogue
baselines need not be so! Here you will to become a highly-skilled (and highly-discreet)
find an adept that can happily trade blows protector of their chosen charges.
with an ogre, a druid who is comfortable in
plate armor, and a rogue that could be your Bonus Expertise
best chance of making it out of a dangerous
When you choose this archetype at 3rd level,
situation intact.
you gain proficiency with Insight and Medicine,

5
and you gain an expertise die on checks using round, when you can see your principal and
them. For you, expertise dice in Insight and they are targeted with an attack by a creature
Medicine can be upgraded from d8 to d10, you can see, you may use your reaction to
exceeding the usual limit on expertise dice. You make an immediate weapon attack with
can use these skills with your Cunning Action a ranged or finesse weapon against the
when they’d normally take an action. attacking creature as long as it is within range
of your chosen attack. If you hit, you also deal
Principal Protection your sneak attack damage. If this reduces the
creature to 0 hit points, it cancels the attack
Also at 3rd level, you can, as an action, against your principal.
designate another creature as your principal.
You have an expertise die on Perception and Once you have used this feature a number
Insight checks to discern threats toward your of times equal to your Dexterity modifier, you
principal (as determined by the Narrator) cannot use it again until you have finished a
and advantage on Medicine checks to treat short or long rest.
them. These effects last until the end of your
next short or long rest, at which point you can
renew the effect or choose a different creature
Safekeeper
as your principal. At level 17, your awareness of threats nearly
enters the realm of the supernatural. You
You also gain the ability to shield your always get a Perception check to locate traps
principal. If you are within 5 feet of your or hidden environmental hazards within 30
principal and a creature you can see attacks feet of you, even if you normally would not
them, you can use your reaction to hinder be able to detect them, and you always roll
the attack, forcing the creature to roll with such checks with an expertise die. If the check
disadvantage. fails, roll a d6. On a 6, you do not detect the
trap or hazard, but you do get a strong sense
Suspicious Eye that moving any further would put you in
danger. Otherwise, you remain unaware of
Finally, at 3rd level you can, as an action, the potential threat.
spend 2 exertion to enter a state of social or
spatial hyper-vigilance. Choose either Insight
or Perception. For the next minute you make
rolls for the chosen skill with advantage.
Bruiser (Adept)
While adepts are typically known for a certain
Situational Awareness level of grace and speed, there are other
traditions that value strength, resilience, and
Also at 9th level, your experience has given power more than agility and grace. Known
you a high degree of situational awareness. unflatteringly as bruisers, these formidable
Whenever you enter a building, you may adepts can stand toe-to-toe with foes that
spend an action to quickly scan your many of their contemporaries would prefer to
surroundings. You learn the location of dodge around.
any exits (except hidden doors and those
obfuscated by magic, which you must detect
as normal), and you also note sources of full Crusher
and half cover provided by the architecture Starting at 3rd level, you learn to use heavier
and furniture in the room you have entered. weapons than most adepts. Choose 2 melee
In a more open setting such as an outdoor weapons with the heavy, two-handed, or
market, you can spend a minute to identify versatile property. They become adept
escape routes and sources of cover within 100 weapons for you.
feet of your position.
You also gain proficiency in either the
Adamant Mountain or Tempered Iron combat
Neutralize Threat tradition and learn a first-level maneuver
At 13th level, those who would harm your from the tradition you selected that does not
principal will suffer your wrath. Once per count against your maneuvers known.

6
Dogged
Starting at 6th level your determination
becomes undeniable. When you fail
a saving throw against becoming
grappled, incapacitated, paralyzed,
prone, restrained, slowed, stunned, or
unconscious, you can use your reaction
to spend 2 exertion and reroll.

Additionally, a number of times per


day equal to your Strength modifier, you
can spend 1 exertion to add your martial
arts die to any melee attack roll with an
adept weapon if the target is at least a size
category larger than you. You regain all
expended uses when you finish a long rest.

Sunderer
Starting at 11th level, you become especially
skilled at wrecking the protective measures
of others. As an action, you may make a In addition, you can spend 1 additional
single melee weapon attack against a creature exertion to use your Dogged feature on any
within range. If you make this attack using saving throw. You must still pay the exertion
a weapon with the heavy or two-handed cost for the feature.
property, add an expertise die to your roll. If
you hit, the target takes additional damage
equal to your martial arts die and must
make a Strength save against your maneuver
Steel Renegade (Druid)
DC. On a failure, choose either its armor Some druids scorn the usual taboos around
or shield (if applicable). The chosen gear metal and technology while still drawing
gains the broken condition. On a success, upon nature magic. Scorned as heretics or
the creature takes additional damage equal even apostates by many other druids, they
to your martial arts die. Once you have used can nevertheless bring potent combinations of
this feature a number of times equal to your nature magic and technological advancement
Strength modifier (minimum once) you to bear.
cannot do so again until you finish a short or
long rest.
Taboo Armaments
At 2nd level, when you select this archetype,
Unfazed you cast off the usual druidic taboos around
At 17th level, you can shrug off almost the use of metal armor and technology. You
anything. As a bonus action you can spend gain proficiency with metal armor, metal
1 exertion to end one of the following shields, heavy armor, simple weapons, three
conditions on yourself: deafened, rattled. martial weapons of your choice, and one rare
ranged weapon.
As an action, you can spend 2 exertion
to end one of the following conditions on
yourself: blinded, frightened, poisoned, Verdant Repair
slowed, stunned. Also as an action, you can Also at 2nd level, you can meld nature and
spend 3 exertion to end one of the following technology to enact field repairs. You may
conditions on yourself: charmed, confused, repair gear, vehicles, and other objects by
incapacitated, paralyzed. Once you have coaxing vines and other natural materials
spent a total of 6 exertion on this feature, you into temporarily reinforcing them. When
can’t use it again until you finish a long rest. making a repair would require you to make a

7
or would force you to roll at disadvantage
on account of metal armor (such as Gabal’s
conductive lightning bolt).

Alternatively, you can use your


reaction to add this expertise die
to your AC if you are the target of
a spell would have advantage on
attacks against you on account of
your metal armor (such as shocking
grasp). Once you have used this
feature a number of times equal to
your Wisdom modifier, you can’t
use it again until you have finished
a long rest.

Alloyed Fangs
At 6th level, any natural weapons you
have while in a wild shape gain a strange,
metallic sheen. While in a wild shape, any
attacks you make deal an additional 1d6
necrotic damage and your natural attacks
count as magical.

tool check, you may instead take 10 minutes


Armored Beast
and roll using your Wisdom modifier + your At 10th level, when you use your Wild Shape
proficiency bonus against the repair DC as feature, you may choose to spend 1 additional
though you were using the appropriate tools. use to have any metal armor you are wearing
On a success, armor and weapons no longer change shape along with your form. Your
have the Broken condition and a vehicle no total armor class is calculated using the
longer suffers from any malfunctions and armor’s AC (minus any Dexterity bonus) + 1/4
gains hit points equal to your result. These your druid level instead of the usual 12. Any
effects last for a number of hours equal to half shield you are using does not count for the
your druid level (minimum 1). purposes of this feature. This effect persists
for a number of minutes equal to your druid
This feature has no effect on objects that level, at which point you must spend another
cannot be repaired with tools, such as bone use of wild shape to retain your armor.
weapons. Once you have used this feature Otherwise it merges with your form as usual.
a number of times equal to your Wisdom
modifier, you can’t do so again until you have
finished a long rest.
Harvester
At 14th level, you learn to emulate the harsh
machinery of civilization that cuts life down
Protective Defiance in its prime. When you hit with a metal melee
Finally, at 2nd level you know some resent weapon, you may spend a use of wild shape
your breaking of the taboo against metal to deal an additional 3d8 points of necrotic
and have learned to compensate. You can damage to your target. Beasts, plants, fey,
use your reaction to gain an expertise die on and creatures proficient with the Nature or
saving throws against spells that target your Survival skills take an additional 1d8 points
metal weapons or armor (such as heat metal) of necrotic damage from this ability.

8
by David “Boo” Ludlow

Pet Chaos:

The Beast Unity Combat Tradition


W hether it’s a stealthy warrior stalking
enemies alongside a panther, an archer
calling a falcon from the sky, or a brawler facing
maneuvers, such as Get Back! or Vigilant Stance to
help keep beasts they are the guardian rangers of
safe. Additionally, Narrators may also make some
down the odds with their faithful hound, the or all of these maneuvers available to characters
image of a hero and their animal companion who work with other sorts of creatures, such as a
is an iconic one. This combat tradition seeks to Treespeaker’s plant creatures, a warlock’s familiar,
build on existing mechanics to provide players a Warden’s mount, or an adventurer who has made
and Narrators alike a dynamic set of tools for friends with an intelligent beast or monstrosity. This
cultivating just such a hero—or villain! access may be in the form of a number of uses per
short or long rest or an exertion pool equal to their
The following combat tradition is, at the time of proficiency modifier if they do not otherwise have
publication, only available to adventurers who have one. However, such decisions should be considered
taken the Beastmaster archetype. However, future carefully for the sake of game balance.
publications will feature additional archetypes that
grant such companions, so stay tuned! “In order to
accommodate these future mechanics, this combat Learning the Beast Unity
tradition uses the term “animal companion” instead
of “beast you are the guardian ranger of.” Combat Tradition
When a character’s number of combat maneuvers
Outside of the usual prerequisites, Narrators known increases, they may gain proficiency in
may choose to allow a character with the Beast the Beast Unity tradition and learn one maneuver
Friend exploration knack limited access to certain from it if they meet the following prerequisites:

9
• A feature that grants an animal companion If you have Extra Attack, you may use this
that the character can command, such as the maneuver in place of one attack. You command
Beast Whisperer archetype feature. your animal companion to move up to its base
movement speed in a straight line toward a creature.
• The companion is of the beast creature type. If your animal companion ends this movement
The Beast Unity tradition also has the following within melee range, it makes one attack against that
special rules: creature. Your animal companion cannot take the
Dash action and this maneuver on the same turn.
• You can only use these maneuvers with a
creature you have trained over the course of
a short or long rest to work with you.
Fetch! (1 point)
1st degree Beast Unity bonus action
• You perform the action cost of a Beast Unity
Your animal companion is well-trained in
maneuver. In addition, if the maneuver has
the most basic of commands: fetch. It’s also
you command your animal companion,
proficient in fetching more than just sticks…
then your animal companion immediately
performs the maneuver at the cost of its Choose a creature of the up to one size
reaction, unless stated otherwise. category larger than your animal companion
• When you use a maneuver that has you within 20 feet. When your animal companion
command your animal companion, you may next makes a melee attack against that creature,
also command your animal companion to it can also use its bonus action to make a Grapple
take an action as normal as long as you have maneuver against that creature.On a success,
not yet used your bonus action. your animal companion may move 10 feet
toward you, dragging the creature along with it.
• Whenever you command your animal
companion to perform a maneuver that
forces a creature to make a saving throw Get Back! (2 points)
against a maneuver DC, the creature makes a 1st degree Beast Unity reaction
saving throw against your maneuver DC, not
your companion’s. Your beloved companion won’t die today—not if
you can help it.
• You and your animal companion can each
take a different stance unless a maneuver When a creature successfully damages your
states you must both take the same stance to animal companion, you order it to retreat. As long
benefit from it. as it can hear you, your companion moves up to
its Speed toward you in the most direct course
• Beast Unity maneuvers cannot be used on or it is able to, stopping at the end of its movement
in conjunction with a beast currently being or when you are between it and the creature that
used as a mount. injured it (whichever comes first). It can also
choose to move up to twice its Speed, taking a
level of fatigue in the process. This movement
Beast Unity Maneuvers does not provoke attacks of opportunity from
creatures your animal companion can see.
Cooperation, Movement, Trust.

Many adventurers work with or alongside beasts


of all kinds, but practitioners of the Beast Unity Vigilant Stance (1 point)
tradition have taken the time to cultivate a truly 1st degree Beast Unity bonus action (stance)
profound connection with their animal companions.
Your companion has learned to prioritize defense
over offense.
Bounding Charge (1 point) You command your animal companion to take
1st degree Beast Unity action
a stance. While this stance is active, your animal
Your animal companion springs forward and companion only adds half your proficiency
strikes with bestial fury. bonus to its attack and damage rolls. However, it
also adds half your proficiency bonus to its AC.

10
On your animal companion’s turn, it makes
Coordinated Trip (2 points) a melee attack against a creature as it roars ,
2nd degree Beast Unity bonus action
howls, or makes some similar threatening noise.
Working together, you are able to more easily All hostile creatures within 30 feet of your
topple creatures than either of you could alone. animal companion must make a Wisdom saving
throw. On a failure, they have disadvantage
You command your animal companion to make to attack any creature that is not your animal
a Knockdown maneuver against a creature within companion until the start of your animal
its reach. If you are also within melee reach of the companion’s next turn.
creature, choose one of the following benefits:

• The maneuver DC for the attack is increased


by 1d4
Quick Switch (2 points)
3rd degree Beast Unity reaction
• Your animal companion may use
Your animal companion knows how to shuffle
Knockdown on a creature one size category
itself around the battlefield to better protect and
larger than it normally would.
position its allies—or put other creatures in a
worse position.

Goading Stance (2 points) You command your animal companion to


2nd degree Beast Unity bonus action (stance) switch places with a creature within 5 feet of it.
This movement does not provoke opportunity
Like a cat that exposes its belly with murderous attacks. If the creature you command your
intent, your animal companion knows how to animal companion to switch places with is
lure enemies into its claws. unwilling, it may make a Dexterity saving
You command your animal companion to throw. On a success, it is not moved.
tactically lower its guard. While this stance is
active, all melee attack rolls against your animal
companion are made with an expertise die of Warning Cry (2 points)
1d6. On a successful hit, the attacking creature 3rd degree Beast Unity reaction
takes damage equal to twice your proficiency
You issue a warning to your animal companion,
bonus as your companion bites and claws at it.
heightening its defenses.

When a creature makes a weapon attack


Wild Strikes (2 points) against your animal companion, your warning
2nd degree Beast Unity bonus action causes your companion to shift position, gaining
a bonus to AC equal to your proficiency bonus
Prerequisites: Extra Attack and possibly turning a hit into a miss.
You encourage your animal companion to attack Your animal companion cannot benefit from
ferociously, eschewing accuracy. this maneuver and Vigilant Stance at the same
You command your animal companion to time. Instead it gains the higher bonus of the
attack wildly on its turn. Your animal companion two against the triggering attack, after which it
may take the Attack action to make a number benefits from Vigilant Stance as normal.
of natural weapon attacks equal to your
proficiency bonus. All of these attacks are made
at disadvantage. Attack in Tandem (3 points)
4th degree Beast Unity bonus action (stance)

You and your animal companion sync your


Howl of Challenge (2 points) focus and movements.
3rd degree Beast Unity bonus action
You and your animal companion must both take
The fierce cry of your animal companion draws this stance to gain its benefits. When you make
enemies to battle. a melee attack against a creature, your animal

11
companion gains advantage on attack rolls against
that creature until the start of your next turn.
Fortifying Reassurance (3 points)
5th degree Beast Unity reaction
In addition, your animal companion has
advantage on saving throws and it takes half as Your animal companion takes heart from your
much damage as normal. reassuring words.

If you are within 20 feet when your animal


Bring the Mighty Low (3 points) companion is hit by an attack, you can use your
4th degree Beast Unity reaction reaction to call out and help it regain its fighting
spirit. As long as it is able to hear you, your animal
With the right tactics it is possible even for small companion regains hit points equal to your level.
creatures to topple mighty foes.
If your animal companion benefits from this
When a creature of up to one size category
feature and is charmed, poisoned, or restrained,
larger than your animal companion makes a
it can use its action on its next turn to end those
melee attack against it, you command your
conditions.
animal companion to respond by harring the
attacker’s movements. If the creature’s attack hits,
it deals an additional damage die and must make
a Dexterity saving throw or fall prone. On a miss,
Strike from Below (3 points)
5th degree Beast Unity bonus action
it must make the saving throw at disadvantage.
Flying creatures once posed a distinct threat to
If the attacking creature is two size categories
larger than your animal companion, you may grounded creatures—until now
direct your animal companion to get under the If you have Extra Attack, you may use this
creature’s feet and take that creature’s basic maneuver in place of one attack.
melee damage (in addition to any potential
damage from the attack) in order to force it to You command your animal companion to leap
make the Dexterity saving throw as above. at a flying creature and target its means of flight.
Your animal companion may move up to 20 feet
to get into position and gains a vertical jump
height equal to half its Speed for the purposes of
striking the target creature. The creature is forced
to make a Dexterity saving throw. On a failure,
its flight speed is reduced by half until healed
and it immediately plummets to the ground (or
60 feet, whichever comes first) and takes falling
damage as usual. On a success, it takes damage
equal to your proficiency bonus. Creatures more
than 1 size category larger than your animal
companion make this save with advantage.
Heroic Substitution (3 points) Regardless of the result, after performing the
4th degree Beast Unity reaction maneuver, your animal companion lands in an
unoccupied square of your choice that is adjacent
Seeing a loved one in danger can provoke acts of to the one directly below the target, taking fall
extreme heroism.
damage as normal. If there are no unoccupied
When damage from a successful attack roll adjacent squares, your animal companion falls
would reduce your animal companion’s hit points either into the square directly below the target
to 0, you may move up to your base speed to creature (which may, in turn, fall on your
position yourself between your companion and the companion) or onto the creature in the adjacent
attack, moving your companion 5 feet if necessary, occupied square of your choice. Both the
and take the damage of the attack instead. creature that falls into an occupied square and
its occupant take double the normal amount of
This maneuver does not cost your animal fall damage before the falling creature is shunted
companion’s reaction. into the closest unoccupied space.

12
by Paul Hughes

Forensic Magic:

Spells of the School of Law


In a world of magic and gods, there are lawbreakers who cannot be caught by normal
means. In rich and powerful cities, the spellcasters trained in the magical investigation
of these crimes are known as the Arcane Inquisitors. These are their stories.

E very city boasts defenses against criminals,


spies, and other enemies of the city-state.
However, a patrol of spear-armed guards isn’t
enforcement groups are permitted to cast
spells of the law school, while others are
legally barred from doing so: therefore,
always equal to the magical and monstrous gaining permission to cast them is called
threats it may face. Years ago, a wizard named “passing the bar.”
Whitlock offered her detection services to a city
plagued by a string of magical heists, promising
to bring the criminals to justice. She put
together a team of clerics, heralds, and wizards A Listing of the Law School
who became the first Arcane Inquisitors.
In addition to those detailed in this article,
Since that time, many local governments the following spells in Adventurer’s Guide can
have adopted the practice of forming an be considered law spells: blood-writ bargain,
Arcane Inquisition bureau to enforce laws, calculate, calculated retribution, eldritch cube,
seek out criminals, and protect the powers geas, heart of Dis, raise hell, searing equation,
that be. The following spells from the school zone of truth.
of law are used by such organizations. In
many cities, only members of official law

13
In the hands of heroes, law spells can be used to 4th-level
solve crimes and punish evildoers. If a Narrator Eavesdrop (div): Create a long-lasting magical
is running a mystery campaign, adventurers can sensor that transmits sounds.
use law spells to gather clues. Spells like identify
weapon and trace magic aura allow players to follow 5th-level
leads the way that detectives do in a mystery Stone Sentinel (tra): Create a walking statue that
novel or police procedural without prematurely enforces the law.
spoiling the mystery.
6th-level
In the hands of adversaries, the same spells Reopen Rift (con): Magically follow creatures
can be used to terrorize innocents, quell dissent, that teleported within the last 24 hours.
or even bring law-breaking adventurers to
justice. Oppressors and secret police employ
spells like eavesdrop, silver shield, and stone Eavesdrop
sentinel. Identify weapon and reopen rift allow city 4th-level (divination; arcane, divine, law, scrying,
authorities to track adventurers from the scene senses)
of their latest heist.
Classes: Cleric, herald, wizard
While often the provenance of governments,
angels, devils, liches, and nagas have also been Casting Time: 1 action
known to deploy law spells to track enemies and Range: Touch
exact vengeance. Those who cross such powerful Target: One creature or object
axiomatic spellcasters do so at their own peril.
Components: S, M (silver wire)
The specialized spells presented in this Duration: 24 hours
article are most useful in adventures where
investigation is a key element. While they You touch the target and mark it with a glyph
facilitate certain types of mysteries, they don’t that acts as a scrying sensor. The glyph is visible
increase players’ combat power or grant utility and resembles a one-inch-tall drawing of an
in every situation. Therefore, Narrators could ear. The sensor can be covered or concealed
consider giving them out as bonus spells without changing the function of the spell. A
in addition to those a character normally creature can wipe it away as an action, ending
learns.The best way to do this, of course, is the spell. You can only have one such sensor
by integrating it with your story. A herald active at once.
that’s part of an Arcane Inquisition or similar
organization may be taught such a spell, a While the sensor is active, you can use
wizard’s spellbook containing several of these a bonus action to hear both through the
spells could fall into the party’s hands, or sensor as though you were at its location
perhaps law school scrolls appear on the black and through your normal senses. This effect
market—but anyone who illicitly buys such a lasts until you end the spell as an action,
scroll may become a hunted criminal. use a bonus action to silence it (doing so
does not end the spell), or the duration
ends. While hearing through the sensor you
Law Spells have disadvantage on Perception checks to
observe your surroundings, but not to those
made to detect noises through the sensor.
1st-level
Additionally, you can hear through this
Identify Weapon (div): Learn what weapon that
sensor even if you are deafened. Creatures
was used to inflict a wound.
cannot hear you through the sensor.
2nd-level
Cast at Higher Levels. When cast using
Trace Magic Aura (div): Discover what spells
a 7th-level spell slot, the spell’s duration
were cast within the last few hours.
increases to 30 days. When cast using a 9th-
3rd-level level spell slot, the spell’s duration is permanent.
Silver Shield (ill): Magically conceal the identity
of a shield wearer.

14
During this time, any creature can pass through the
Identify Weapon rift. When they enter the rift, they are teleported to
1st-level (divination; arcane, divine, knowledge, law, the destination of the original teleportation effect
weaponry) that was used to leave the area. If the destination
is currently occupied, the creature takes 16
Classes: Cleric, herald, wizard (3d10) force damage and appears in the closest
Casting Time: 1 action unoccupied space to the destination. Creatures that
Range: Touch enter the rift cannot use it to return, though as long
as it is within 24 hours of the target spell’s casting
Target: One creature or corpse you can choose to cast this spell a second time to
Components: V, S reopen your last rift instead of opening a new one,
regardless of what other teleportation effects have
Duration: 1 round (concentration)
been used in the area in the meantime.
While casting this spell, you touch a wound on a
creature or corpse. If the wound was inflicted by
an object, such as a weapon, you know exactly
what the specific item looks like for the purposes
Silver Shield
of spells like locate object. For the duration of the 3rd-level (illusion; arcane, divine, law)
spell you also know the object’s general direction
Classes: Cleric, herald, wizard
and its current trajectory if it’s traveling.
Casting Time: 1 action
The spell fails if the wound was inflicted by
Range: Touch
a creature’s natural weapons, such as fists or
claws, or by a spell. The spell also fails if the Target: One nonmagical shield
wound was inflicted more than 3 days ago. If Components: V, S, M (20 silver coins, which are
the weapon is more than 5 miles away, has been consumed by the spell)
destroyed, or if there is any thickness of lead in
Duration: Concentration (10 minutes)
the direct path between you and the object, the
spell is unable to provide its direction. You touch a nonmagical shield, giving it a silver
mirror coating (see the mirrored shield property
Cast at Higher Levels. When using a 3rd-level spell
in Chapter 4: Equipment of Adventurer’s Guide).
slot, the spell’s duration increases to 10 minutes
and it can detect a weapon up to 30 miles away. While a creature wields this silver shield, its face
is fully concealed by an illusory silver visor that
resembles a blank, featureless face. This grants the
Reopen Rift wearer advantage on Intimidation checks against
6th-level (conjuration; arcane, divine, law, its own creature type, as well as a 1d6 expertise
teleportation, travel) die to saving throws made to resist being
charmed, stunned, or rattled. This visor does not
Classes: Cleric, herald, wizard impair the creature’s vision and can’t be removed
Casting Time: 1 action except by removing the shield. Additionally,
while wearing the shield the creature’s voice
Range: Special (30-foot radius sphere) becomes metallic and unrecognizable. Creatures
Components: V, S, M (silver scissors worth 25 gp) have disadvantage on checks made to identify a
creature wielding the shield.
Duration: Instantaneous
If any creature used teleportation or plane shift
magic, such as dimension door or teleportation circle,
to leave the spell’s area within the past 24 hours, a
Stone Sentinel
glowing rift appears in the space from which they 5th-level (transmutation; arcane, divine, law,
left. If multiple spells have been cast within this transformation)
period, only the most recent rift materializes.
Classes: Cleric, herald, wizard
A rift resembles a glowing, opaque circle of light Casting Time: 1 minute
through which its destination can’t be seen. The
Range: Touch
rift remains open until the end of your next turn.

15
Target: One nonmagical Medium or Large statue 3. Keep Watch. When the stone sentinel
Components: V, S, M (book of laws written in perceives a crime, it does not move or attack.
silver ink worth 1,000 gp, which is consumed by Instead, it sounds the alarm, shouting the
the spell) nature of the crime, as well as the direction
and description of the lawbreaker. It
Duration: Instantaneous continues to shout the crime and the last
known direction and description for 5 rounds.
You touch a statue and transform it into a
walking statue (see Monstrous Menagerie). The
walking statue is either Medium or Large,
depending on the original statue’s size, and its
Trace Magic Aura
Intelligence is 8 (–1); otherwise, its statistics are 2nd-level (divination; arcane, divine, law, senses)
unchanged.
Classes: Cleric, herald, wizard
This stone sentinel is not under your control. Casting Time: 1 action
Instead, it remains dormant in its original
Range: Special (30-foot radius)
position. It is indistinguishable from a normal
statue until it perceives a law being broken, at Target: Self
which point it takes action. The walking statue is Components: V, S, M (glass lens)
aware of all laws in the book used as the material
Duration: Concentration (10 minutes)
component, though its understanding of the law
is literal and without nuance. You can update the Until the spell ends, you sense the lingering
laws for a stone sentinel you have created with aura of spells that were cast within the recent
another casting of this spell, using the new law past. For you to detect a spell’s aura, it must
book as the material component. have been cast within the radius of this spell
and in a location you can see. You can pinpoint
Each time you cast the spell, you can
the location where the spellcaster stood at the
choose between three sets of instructions,
time that they cast the spell, the spell’s schools
which the walking statue will carry out to the
of magic, and its area of effect (if it is within this
best of its ability.
spell’s radius). If the spell is one that you know,
1. Apprehend Criminals. When the you can identify it as such.
sentinel perceives a major or minor
A spell’s magic aura can be traced for one
law being broken, it chases the
hour per level of the spell slot used to cast it.
lawbreaker and attacks them. If
For instance, fireball cast with a 4th-level slot
it loses sight of a lawbreaker
can be detected with trace magic aura for 4 hours
or if the lawbreaker is
after it is cast.
reduced to 0 hit points,
the sentinel returns to Arcanist’s magic aura can erase a spell’s
its original location and lingering aura or manufacture a false one.
position and returns to its Furthermore, trace magic aura doesn’t detect
dormant state. The stone castings of arcanist’s magic aura or nondetection.
statue’s attacks are non-lethal:
a creature reduced to 0 hit Cast at Higher Levels. When using a 3rd-level
points by the stone sentinel is or higher spell slot, you can detect castings of
knocked unconscious and considered arcanist’s magic aura or nondetection as long as you
stable. cast this spell with a higher-level spell slot than was
used to cast arcanist’s magic aura or nondetection.
2. Apprehend
Criminals with Rare: Witlock’s Incriminating Trace Magic Aura.
Extreme Prejudice. When you detect a spell’s aura, you also detect the
As Apprehend unique magical signature of its caster. This magical
Criminals, but the signature doesn’t directly identify the caster, but
stone sentinel’s any spell cast by the same spellcaster has the same
attacks are not non- magical signature. This signature can be erased but
lethal. not forged with arcanist’s magic aura.

16
by Mike Myler

Hardwired Heresies:

The Mechanoskulls
W hether it’s the decadent remains of a
fallen empire, a subterranean colony,
or the grim reaches of space, there comes a
brassy cogs and gears, tubes full of noxious
alchemic substances, or advanced electronics,
depending on your setting. In worlds with
time where little can be spared. Many such lower technology levels, they may be remnants
cultures use the sturdy osseous remains of an advanced civilization now lost to time
of friend and foe alike to practical—if or the creations of an artificer gone mad with
disturbing—ends. One of the most common of forbidden knowledge.
these morbid creations is the mechanoskull.
Whether to honor the fallen or inspire fear in
one’s enemies, different societies fit various Mechanoskulls
kinds of technology and magical reagents Assaultskull. Often as a tactic to reduce
into the craniums of the dead, forcing them enemy morale, these soldiers have so much
into service even after they’ve shuffled off weaponry that the skeletal remains are
their mortal coils. The intense modifications scarcely recognizable.
made to these skulls make them unusable for
standard necromancy of any kind, but they Decoyskull. The most expendable types of
are certainly not lacking in utility. mechanoskulls are often the most dangerous,
used as sentries but really little more than
Far from limited to games with a sci-fi floating bombs.
flavor, mechanoskulls can be created from

17
Gobletskull. It is the purview of the decrepitly Wilderness and Underground Signs
decadent to turn the skulls of the dead into not
just a trophy, but an exuberant luxury from Burnt remains of small creatures nearly
1
which they sip the finest liquors. turned to ash by a laser.

Serviceskull. While it’s certainly still not Soft whirring of turbines holding
common, most people that know about 2
something aloft in the air.
mechanoskulls are familiar only with these
ancient machines—many of which still function,
3 A small alcove perfectly sized for a skull.
serving an obsolete purpose deep in the halls of
places filled with forgotten knowledge.
3-inch long hyperneedle embedded in the
4
Spyskull. Made from the tiniest corpses available, ground or wall.
these mechanoskulls are incredibly difficult to detect
or notice when in stealth mode. Even should they be
found, the experience of seeing one is hard to bear. Behavior
The mechanoskull floats in place, spins in
Legends and Lore The following is revealed 1–2 a slow circle once, and then continues on
with an Engineering or History check. its way.
DC 10 Mechanoskulls were the first
rudimentary attempts of necroscientists to The mechanoskull swoops towards the
weave together magic and technology. 3–4 darkness and shadows where it can
DC 15 The very presence of mechanoskulls has conceal itself.
a lasting psychological impact (whether they
are being used offensively or not). The mechanoskull stays in place for
DC 20 Many militaries and secret societies 5–6 1 round as it evaluates the situation
make use of mechanoskulls, regardless of (preparing a Sensor Sweep if available).
laws forbidding their use.
Names A35, Buddy, Karen, Ordo, Palcra, Skully
Mechanoskull Encounters desert, hills, McSkullface, Smartie, Tristan
grassland, forest, jungle, mountains, settlement,
swamp, tundra, water, caverns, laboratory, ruin,
sewer, temple, tomb
CR 0–2 assaultskull; decoyskull; sortie of
Dead-On Service
4 (1d4+2) gobletskulls; fleet of 8 (2d4+3) Mechanoskulls are created with behaviors
serviceskulls; spyskull fitting to their function, and can usually
Treasure machine parts and alchemic be controlled or accessed remotely by
components (200 gp) their owners. All mechanoskulls have the
CR 3–4 pair of assaultskulls or assaultskull following action.
with 2 decoyskulls; sortie of 4 (1d4+2)
Transmit. The mechanoskull sends data
decoyskulls or spyskulls; fleet of 10 (3d4+3)
to an object or creature designated
gobletskulls
by its creator. As a bonus action, the
Treasure machine parts and alchemic
designated creature can see through the
components (500 gp)
mechanoskull’s senses as if they were their
CR 5–10 sortie of 4 (1d4+2) assaultskulls or own. A creature can only be the receiver
pair of assaultskulls with sortie of 4 (1d4+2) for a number of mechanoskulls equal to
decoyskulls its proficiency modifier and can only see
Treasure machine parts and alchemic through the senses of one mechano skull at
components (2,000 gp) a time. During this time it is blind and deaf
CR 11–16 kill squad of 7 (2d4+2) assaultskulls to its body’s surroundings. If the receiver
or sortie of 4 (1d4+2) assaultskulls with fleet is a computer or similar device, such as a
of 8 (2d4+3) decoyskulls crystal ball, the data can also be recorded
Treasure machine parts and alchemic for later viewing.
components (5,000 gp)

18
REACTIONS
Overclock (1/Day, While Bloodied). The
Assaultskull Challenge 2
assaultskull takes the Dash action when a
Small undead 450 XP
creature misses it with an attack.
AC 13
HP 45 (6d6 + 18; bloodied 22)
Speed 0 ft., fly 40 ft. (hover) Combat Assaultskulls usually work in teams, with
one or two designated to searching for hidden
STR DEX CON INT WIS CHA targets while the rest lay waste with overlapping
13 (+1) 16 (+3) 17 (+3) 3 (–4) 15 (+2) 8 (–1)
fire and sequenced elemental blasts.

Proficiency +2; Maneuver DC 13


Saving Throws Str +3 Decoyskull Challenge 1
Skills Intimidation +1 (+1d8), Perception +4 Tiny undead 200 XP
(+1d8)
AC 12
Damage Resistances necrotic HP 18 (4d4 + 8; bloodied 9)
Damage Immunities poison, psychic Speed 0 ft., fly 30 ft. (hover)
Condition Immunities charmed, deafened,
fatigue, frightened, paralyzed, poisoned, strife STR DEX CON INT WIS CHA

Senses darkvision 120 ft., passive Perception 18 7 (–2) 15 (+2) 14 (+2) 3 (–4) 12 (+1) 8 (–1)

Languages understands the language of its Proficiency +2; Maneuver DC 12


creator but cannot speak Saving Throws Dex +4
Macabre. The assaultskull has advantage on Skills Deception +1 (+1d8)
Intimidation checks made against humanoids. Damage Resistances necrotic
Networking. When the assaultskull uses its Damage Immunities poison, psychic
Sensor Sweep, ally mechanoskulls within 500 Condition Immunities charmed, fatigue,
feet are able to see with its blindsight. frightened, paralyzed, poisoned, strife
ACTIONS Senses darkvision 60 ft., passive Perception
Mouthblade. Melee Weapon Attack: +5 to hit, 13
reach 5 ft., one target. Hit: 7 (1d8+3) slashing Languages understands the language of its
damage. creator but cannot speak
Eyelaser. Ranged Weapon Attack: +5 to hit, Networking. When the decoyskull uses its
range 120/240 ft., one target. Hit: 7 (1d8+3) Sensor Sweep, ally mechanoskulls within 500
radiant damage. feet are able to see with its blindsight.
Elemental Blast (Recharge 6). The assaultskull ACTIONS
unleashes elemental energies in a 30-foot-long, Slam. Melee Weapon Attack: +4 to hit, reach 5
5-foot-wide line, choosing which when it uses ft., one target. Hit: 4 (1d4+2) bludgeoning
this attack (acid, cold, fire, or lightning). Each damage.
creature in that area makes a DC 13 Dexterity
Eyelaser. Ranged Weapon Attack: +4 to hit, range
saving throw, taking 10 (2d8) elemental damage
120/240 ft., one target. Hit: 5 (1d6+2) radiant
on a failure or half damage on a success.
damage.
BONUS ACTIONS
BONUS ACTIONS
Hyperneedle (3/Day). Ranged Weapon Attack: +5
Nimble Action. The decoyskull takes the Dash
to hit, range 200/800 ft., one target. Hit: 10
or Disengage action.
(2d6+3) piercing damage.
Sensor Sweep (Recharge 4–6). The decoyskull
Sensor Sweep (Recharge 4–6). The assaultskull
gains blindsight to a range of 60 feet until the
gains blindsight to a range of 60 feet until the
start of its next turn.
start of its next turn.

19
REACTIONS Combat Even though it is not intended for
battle, a gobletskull is capable of defending
Self-Destruct. When an attack, effect, or spell itself. Usually that means trying to avoid
would reduce the decoyskull to 0 hit points, the drunken swipes of whoever it serves
it moves up to 20 feet and explodes with long enough to deploy a nonviolent
flames in a 20-foot radius. Each creature in countermeasure.
that area makes a DC 12 Dexterity saving
throw, taking 18 (4d8) fire damage on a
failure or half damage on a success.
Serviceskull Challenge 1/8
Tiny undead 25 XP
Combat As their name suggests, these
mechanoskulls are usually used for diversionary AC 12
tactics, such as giving a retreat tactical cover, HP 9 (2d4 + 4; bloodied 4)
distracting opponents to open up another attack
Speed 0 ft., fly 20 ft. (hover)
vector, or drawing out hidden foes.
STR DEX CON INT WIS CHA

Gobletskull Challenge 1/4


9 (–1) 13 (+1) 12 (+1) 3 (–4) 10 (+0) 8 (–1)

Tiny undead 50 XP
Proficiency +2; Maneuver DC 11
AC 13 Damage Resistances necrotic
HP 14 (4d4 + 4; bloodied 17) Damage Immunities poison, psychic
Speed 0 ft., fly 40 ft. (hover) Condition Immunities charmed, fatigue,
frightened, paralyzed, poisoned, strife
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception
11 (+0) 15 (+2) 12 (+1) 5 (–3) 10 (+0) 8 (–1) 12
Proficiency +2; Maneuver DC 14 Languages understands the language of its
creator but cannot speak
Skills Acrobatics +6 (+1d8)
Damage Resistances necrotic Networking. When the serviceskull uses its
Sensor Sweep, ally mechanoskulls within 500
Damage Immunities poison, psychic
feet are able to see with its blindsight.
Condition Immunities charmed, fatigue,
frightened, paralyzed, poisoned, strife ACTIONS
Senses darkvision 60 ft., passive Perception 12
Languages understands the language of its Slam. Melee Weapon Attack: +3 to hit, reach 5
creator but cannot speak ft., one target. Hit: 3 (1d4+1) bludgeoning
ACTIONS damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5
BONUS ACTIONS
ft., one target. Hit: 4 (1d4+2) bludgeoning
damage.
Sensor Sweep (Recharge 4–6). The serviceskull
BONUS ACTIONS gains blindsight to a range of 60 feet until the
Alcoholic Spray (2/Day). The gobletskull start of its next turn.
processes some of the wine it is carrying and
sprays it as a 15-foot cone of inebriating gas.
Each creature in that area makes a DC 11
Constitution saving throw. On a failure, it is Combat There’s not much a serviceskull
poisoned for 1 hour. If a poisoned creature is able to do to defend itself, and so it is
fails the save, or if a fails the save by 5 or typically programmed to immediately
more, it falls asleep for 1 hour. It wakes if it request reinforcements or trigger an alert
takes damage or is shaken awake as an action. when attacked.

20
Spyskull Challenge 1
Tiny undead 200 XP
AC 15
HP 27(6d4 + 12; bloodied 13)
Speed 0 ft., fly 40 ft. (hover), swim 40 ft.

STR DEX CON INT WIS CHA

7 (–2) 18 (+4) 15 (+2) 5 (–3) 14 (+2) 8 (–1)

Proficiency +2; Maneuver DC 14


Saving Throws Dex +6
Skills Athletics +0 (+1d8), Perception +4
(+1d8), Stealth +6 (+1d8)
Damage Resistances necrotic
Damage Immunities poison, psychic
Condition Immunities charmed, fatigue,
frightened, paralyzed, poisoned, strife
Senses darkvision 120 ft., passive Perception
18
Languages understands the language of its
creator but cannot speak
Disturbing. When a humanoid creature looks
at the spyskull, it makes a DC 12 Wisdom
saving throw or becomes rattled for 1
minute. A creature that fails its save by 5
or more becomes frightened instead. On a
success, the creature is immune to Disturbing
for 24 hours.
ACTIONS
Slam. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 6 (1d4+4) bludgeoning
damage.
Eyelaser. Ranged Weapon Attack: +6 to hit,
range 120/240 ft., one target. Hit: 7 (1d6+4)
radiant damage.
BONUS ACTIONS
Cunning Movements. The spyskull takes the
Dash, Disengage, or Hide action.
Sensor Sweep (Recharge 4–6). The spyskull
gains blindsight to a range of 60 feet until the
start of its next turn.

Combat A spyskull forced into a fight drags the


conflict out with its superlative sneaking skills.
It shoots its eye laser from the maximum range
possible and harries foes while waiting for
reinforcements.

21
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