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Sky Knight

Class Version 1.0

By Brian T. Barnshaw

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and
their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of
the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is pro-
hibited without the express written permission of Wizards of the Coast..
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
UB11 1ET, UK.
Not for resale. Permission Granted to print or photocopy this document for personal use only. 1
Sky Knight A Wise Leader___________________
Your abilities all draw from your experience as a
A shrill cry pierces the sky above the small town. Several
person, a trainer, and a soldier. Your wisdom
creatures land from the sky, each mounted by an
encapsulates all of these things and more. When your
individual clad in shining armor. They stow their weapons
mount comes to you, you should decide on how to
and dismount, the Griffons stand in the square while
observantly watching for movement. They have come to incorporate it into your life and fighting style. It will
aid in guarding the large harvest this year. Strong, yet grow as a creature, however, if given proper training,
reserved, protective, yet forceful. These figures are the it can become more powerful than others of its kind.
shining examples of heroes. Your mount will learn from you and start to mimic
Trampling though the clouds rides a figure on some of your traits and tendencies. While speed,
horseback. The beating wings of the Pegasus push them strength, and intelligence are important, the ability to
forward at an incredible speed. It sways and dodges, only transfer these things to another are more useful. The
to have a blast of fire hit where it once was but a moment more you train your mount and the more you are able
before. A massive red dragon heaves itself into view as the
to pass on, the stronger they will be. Actions are just
rider and Pegasus dive down, just as fire burns the clouds
as valuable as words.
around them. Just below, a group of other riders are ready
to combat this creature. Creating a Sky Knight_____________
A raging battlefield below is covered in streaking When creating a Sky Knight, it would be best to
shadows as the group passes over. Several dragonoid choose a mount first using the 1st level Flying
figures scream past a group of trolls pulling a war Companion feature. After picking your subclass, you
machine, each being ridden by a figure. The Wyverns turn can then think on how this creature came to you. Did
right and soar back towards the trolls, crashing into them
you find it wounded and nurse it back to health, did
and knocking them to the ground with loud bellows. Jaws
you aid it in a time of need, or did it just seem to
that bite, claws that scratch, and a tail that stings, the trolls
appear and follow you until you gave it attention?
don’t stand a chance.
What is the creature’s personality? Does it act like
Mounted Combat_________________ you, or like an overgrown dog?
Mounted combat is an entirely different beast from Most Sky Knight come from a history of fighting,
ground combat. Not only does one need to worry war, or some other militaristic background. While this
about what is behind them and in front of them, but doesn't have to be true, what skills allow you to use
also what is above and below. Your speed and this creature to its full potential? Perhaps you were a
awareness are what keep you alive while in the air. rancher that knew how to ride horses, thus you are a
Normally, your strike’s power comes from the force natural with a Pegasus.
you are able to create from leverage on the ground, so
finding other ways to attack is a must. What kind of connection do you have with your
mount? Is it one of friendship or one of a master and
The Sky Knight is special, being that the rider server? Either way, how do those around you act
doesn't need to worry about the flying. Their mount towards you? Are they frightened by your mount or
handles the elevation and the commands issued to are they intrigued?
them ensure that the rider can focus on enemies
instead. Some focus on speed, others combat, and Quick Build
some even try to balance the two. Whichever you You can make an Sky Knight quickly by following
chose, keep in mind that you aren't fighting under these suggestions. First, Strength or Dexterity should
normal circumstances anymore. be your highest attribute depending on what kind of

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melee weapon you want to use,
followed by Wisdom. Second, Sky Knight
take the Soldier background or
Proficiency
the Knight variant of the Noble
background if your DM allow is. Level Bonus Features
1 +2 Flying Companion, Selfless Act
Class Features
2 +2 Fighting Style, Strengthened Resolve
As a Sky Knight, you gain the
following class features. 3 +2 Bonded Actions, Experienced Rider

4 +2 Ability Score Improvement


Hit Points
Hit Die: 1d10 per Sky Knight 5 +3 Extra Attack
level 6 +3 Flying Companion Improvement
Hit Points at 1st Level: 10 +
your Constitution modifier. 7 +3 Crash Landing
Hit Points at Higher Levels: 8 +3 Ability Score Improvement
1d10 (or 6) + your Constitution
modifier per Sky Knight level 9 +4 Aerial Evasion, Nobel Presence
after 1st 10 +4 Frontal Charge

Proficiencies 11 +4 Flying Companion Improvement


Armor: Light armor, medium 12 +4 Ability Score Improvement
armor, shields
13 +5 Beat Wings
Weapons: All simple and
martial melee weapons 14 +5 Mounted Reach
Tools: None
15 +5 Luck of the Winged
Saving Throws: Strength,
Wisdom 16 +5 Ability Score Improvement
Skills: Choose two from
17 +6 Flying Companion Improvement
Acrobatics, Athletics, History,
Intimidation, Perception, 18 +6 Dive Bomb
Persuasion, and Survival
19 +6 Ability Score Improvement
Equipment 20 +6 Immortal Companion
You start with the following
Alternatively, you could begin with starting wealth of
equipment, in addition to the equipment granted by
5d4 x 10 gp and purchase starting items of your
your background:
choice.
• (a) a lance or (b) two spears and a shield
• (a) a chain shirt or (b) a set of leather armor and
four javelins
• An Explorer’s pack and a saddle that fits your
mount.
Not for resale. Permission Granted to print or photocopy this document for personal use only. 3
Devoted Companions______________ options. You can’t take a Fighting Style option more
When you take this class, a winged creature finds its than once, even if you later get to choose again.
way to you and binds itself in companionship. Aimed Strike. When using a glaive, halberd, lance, pike, or
Choose one of the following creatures to become spear to make an attack while you are mounted, you gain a +2
your mount; Griffon, Pegasus, or Wyvern. Its bonus to attack rolls made with the weapon.
statistics are listed at the end of this class and adds
Defense. While you are wearing armor, you gain a +1 bonus to
your Proficiency Bonus to its AC, attack rolls, AC.
proficient saving throws, and any skills its proficient
with. Its hit point maximum is equal to (7 x your Sky Dueling. When you are wielding a melee weapon in one hand
and no other weapons, you gain a +2 bonus to damage rolls with
Knight level) plus its Constitution modifier. It also
that weapon.
has a number and size of hit die equal to your Sky
Knight level and it may spend them during a short Great Weapon Fighting. When you roll a 1 or 2 on a damage
die for an attack you make with a melee weapon that you are
rest to regain hit points like any creature.
wielding with two hands, you can reroll the die and must use the
If the creature drops to 0 hit points, it begins to new roll, even if the new roll is a 1 or a 2. The weapon must
make death saving throws with a bonus equal to your have the two-handed or versatile property for you to gain this
proficiency modifier at the end of your turn. If the benefit.
creature dies, another creature of the same kind finds Strengthened Resolve______________
its way to you and binds to you in 8 hours. Also, at 2nd level, nothing can shake the foundation
The creature obeys all commands it is given as best of the bond between you and your mount. Your
as it can. It understands all languages that you speak, mount becomes immune to the Frightened and
but it cannot speak. It takes it’s turn on your initiative Charmed conditions.
order, but it won’t take any action unless it has been
commanded to do so. As an action on your turn, you
Bonded Actions___________________
Beginning at 3rd level, the bond with your mount has
can have the creature make an attack, move up to its
grown so strong that you can give it commands even
full movement speed, or take the Help action.
faster. You can now use your bonus action to
If you are incapacitated or absent, the creature acts command your mount to take an action, instead of
on its own, focusing on protecting you and itself as your action.
best it can. It never requires a command to use its
You may also command your mount to take the
reaction, such as when using an opportunity attack.
Dodge action. If your mount has taken the Dodge
Selfless Act______________________ action, the rider does not receive the effect as well.
The mount gives you aid and you give it aid in return.
When an attack targets your mount while you are
Experienced Rider________________
You have trained enough to learn that falling off the
within 5 feet of it, you can use your reaction to have
saddle while in the air isn’t good, so you’ve practiced
the attack target you instead. You must choose to do
methods on how to stay safe. At 3rd level, you gain
so before any die are rolled.
the following effects:
You also have proficiency in the Animal Handling
• You have advantage on saving throws and checks to avoid
skill. falling off of your mount if you aren’t incapacitated or
restrained
Fighting Style____________________
At 2nd level, you adopt a particular style of fighting • If you fall off your mount and descend no more than 10
feet, you can land on your feet if you aren't incapacitated
as your specialty. Choose one of the following

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• Mounting and dismounting a creature only costs you 5 feet momentum to the target. Once per turn, if you move
of movement, rather than of half of it 10 feet in a straight line before making an attack
Ability Score Improvement_________ against a creature, you can choose to deal an
additional 2d6 damage.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability Also, when you choose to deal the extra damage,
score of your choice by 2, or you can increase two you can choose to have the target also make a
ability scores of your choice by one. As normal, you Strength saving throw (DC 8 + your proficiency
can’t increase an ability score above 20 using this bonus + your Strength modifier). If it fails, it is either
feature. knocked prone or pushed 10 feet away in a straight
line.
Extra Attack_____________________
At 5th level, you can attack twice, instead of once, Beat Wings______________________
whenever you take the Attack action on your turn. At 13th level, you have trained you mount to clear the
area around you before taking off. Before
Crash Landing___________________ commanding your mount to take the Move action,
At 7th level, you have mastered the art of falling with you can have it beat its wings. If you do, all creatures
style. If your mount becomes incapacitated or within 5 feet of the mount, except for you, must make
restrained while you are riding it and are more than a Strength or Dexterity saving throw (creature’s
10 feet in the air, you can make an Acrobatics check choice) (DC 8 + your proficiency bonus + your
to attempt to land safely. The DC is equal to 10 plus 1 Wisdom modifier) or be knocked 5 feet away from it.
for every 15 additional feet that you are above 10 feet
You may use this feature a number of times equal
(rounded up). For example, if you fall from 40 feet
to your Wisdom modifier and regain all expended
up, the DC = 12.
uses after you finish a long rest.
On a failure, you and your mount take half the
amount of fall damage you normally would from a Mounted Reach__________________
fall that high. On a success, both you and the mount The size of your mount has allowed you to extend
fall to the ground unharmed. your reach beyond what would be possible on the
ground. Beginning at 14th level, while you are
Aerial Evasion___________________ mounted, all melee weapons that you are proficient
Starting at 9th level, your mount can be left to handle with have the Reach property.
dodging while you focus on fighting. While mounted,
if you and your mount are required to you make a Luck of the Winged_______________
Dexterity saving throw, you succeed if your mount Starting at 15th level, it seems that the luck that had
does. first merged you with your mount has expanded even
more. Whenever you or your mount is hit with a
Nobel Presence___________________ critical hit, you can use your reaction to change the
Also, when you reach 9th level, pick either the attack into normal one instead. Once used, you must
Persuasion or Intimidation skill. While your mount is finish a short rest before you can use this feature
within eyesight of a creature, you gain advantage on again.
the type of chosen roll. Once picked, the skill cannot
be changed. Dive Bomb_______________________
Getting the drop on your enemies from above allows
Frontal Charge___________________ for you to deal as much damage as possible with
At 10th level, you have learned to transfer your almost no drawbacks. Beginning at 18th level, when
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you reduce your elevation by 15 feet or more on your Young Griffon
Large monstrosity
turn, the first attack you make that turn is made with
advantage. Armor Class 12
Speed 30ft., fly 40ft.
Immortal Companion_____________
STR DEX CON INT WIS CHA
At 20th level, you and your mount have forged a 14 (+2) 12 (+1) 13 (+1) 10 (+0) 14 (+2) 8 (-1)
bond so strong that even death cannot take them from
Skills Perception +2
you. As long as you are conscious, your mount Senses darkvision 60 ft., passive Perception 12
cannot die. If it falls to 0 hit points, it falls
unconscious and becomes stable. If a spell or ability Actions
would kill the mount outright, it instead just drops to Beak. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 + 2
piercing damage.
0 hit points.
When you fall unconscious while your mount is at Adolescent Griffon
0 hit points, it then begins to make death saving As your bond strengthens with your Griffon, at 6th
throws. level, it works harder for you and becomes more
combat experienced. The following is the base stat
Flying Companion block that replaces the Young Griffon:
Your mount is more than just a companion, they are Adolescent Griffon
your friend and ally. When things become dangerous Large monstrosity

and look grim, they will be at your side. You might Armor Class 12
not be sure why they have this bond with you, but as Speed 30ft., fly 60ft.
it strengthens, so will your and its power.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 9 (-1)
Griffon__________________________
The Griffon is a quadrupedal creature with the head Saving Throws Dex +3, Wis +3
Skills Athletics +4, Perception +3
and legs of a large bird, usually an eagle, and the
Senses darkvision 60 ft., passive Perception 13
body of a lion. Its muscular frame propels itself along
the ground at a normal rate, while its large birdlike
Keen Eyes. The Griffon has advantage on Wisdom (Perception) checks that rely
wings allow it to sail though the air. This versatile on sight.
creature works best for those who want to have an
Actions
equal amount of offensive and defensive capabilities.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 3
Young Griffon
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6 + 3
You start with a Griffon that is just beginning to trust slashing damage.
humanoids as companions. The following is the base
stat block for the Young Griffon: Versatile Ally
Also at 6th level, when your Griffon deals damage
with its Bite attack to a creature smaller than it, you
can choose to have the Griffon grapple it. When
attempting to break the grapple, the creature makes a
contested roll using either an Athletics or Acrobatics
check (its choice) against the Griffon’s Athletics. On
a success, it is freed.

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Adult Griffon body of a horse with large angelic wings on its back,
At 11th level, you gain the fully formed state of your near its shoulders. This winged equine has the best
Griffon; a combination of trust, experience, and mobility out of all mounted creatures, with the speed
companionship. The following is the base stat block of a horse on the ground and wings of an angle in the
that replaces the Adolescent Griffon: air. In most cases, the magical gifts from the gods that
Adult Griffon are granted to it are also beneficial to the rider.
Large monstrosity
Young Pegasus
Armor Class 13
You start with a Pegasus that is just beginning to trust
Speed 30ft., fly 80ft.
humanoids as a companions. The following is the
STR DEX CON INT WIS CHA base stat block for the Young Pegasus:
16 (+3) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 10 (+0)
Young Pegasus
Saving Throws Dex +5, Wis +5 Large celestial

Skills Athletics +5, Perception +5 Armor Class 12


Senses darkvision 60 ft., passive Perception 15 Speed 60ft., fly 45ft.

STR DEX CON INT WIS CHA


Keen Eyes. The Griffon has advantage on Wisdom (Perception) checks that rely
12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 13 (+1)
on sight.
Skills Perception +1
Actions
Senses passive Perception 11
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3
piercing damage.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3
slashing damage. Hooves. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d6 + 1
bludgeoning damage.
Sharpened Senses
You have bonded with your mount enough to master Adolescent Pegasus
its methods of finding prey. Beginning at 11th level, As your bond strengthens with your Pegasus, at 6th
you have advantage on all Wisdom (Perception) level, it works harder for you and becomes more
checks. combat experienced. The following is the base stat
block that replaces the Young Pegasus:
Battle Cry Adolescent Pegasus
Your Griffon has developed an ear piercing shriek Large Celestial
that startles foes. Starting at 17th level, once per short Armor Class 12
rest, you can command your mount to let out a Battle Speed 60ft., fly 65ft.
Cry. All creatures within 30 feet of the Griffon,
STR DEX CON INT WIS CHA
except for you, must make a Wisdom saving throw 14 (+2) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 14 (+2)
(DC 8 + your Proficiency bonus + your Wisdom
Saving Throws Dex +3, Wis +3, Cha +3
modifier). On a failure, the creature becomes
Skills Perception +3, Performance +3
Deafened and Stunned for the next minute.
Senses passive Perception 13
At the end of each of its turns, it may attempt the
saving throw again. If the creature is already deaf or Actions
is affected by the Deafened condition, it Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d6 + 2
bludgeoning damage.
automatically succeeds on the initial saving throw.
Godly Speed
Pegasus_________________________
Also, at 6th level, before you command your Pegasus
The Pegasus is a quadrupedal creature with the basic
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to take the Move action, you can choose to double its ground. The large leathery wings sprout from its torso
speed for the next minute. You must finish a short and end in long claws. Due to this, it doesn't have
rest before you can use it again. arms, per-say, and has trouble if it falls to the ground.
These creatures are built to kill in vicious combat.
Adult Pegasus
At 11th level, you gain the fully formed state of your Young Wyvern
Pegasus; a combination of trust, experience, and You start with a Wyvern that is just beginning to trust
companionship. The following is the base stat block humanoids as a companions. The following is the
replaces the Adolescent Pegasus: base stat block for the Young Wyvern:
Adult Pegasus Young Wyvern
Large Celestial Large Dragon

Armor Class 13 Armor Class 12 (Natural Armor)


Speed 60ft., fly 90ft. Speed 20ft., fly 40ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 6 (-2)

Saving Throws Dex +6, Wis +5, Cha +5 Skills Perception +1

Skills Perception +5, Performance +5 Senses darkvision 60 ft., passive Perception 11

Senses passive Perception 15


Actions
Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 2
piercing damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6 + 2
bludgeoning damage.
Adolescent Wyvern
Mystical Protection As your bond strengthens with your Wyvern , at 6th
The Celestial powers that protect your mount have level, it works harder for you and becomes more
begun to effect you as well. Beginning at 11th level, combat experienced. The following is the base stat
choose two Attributes. While both you and your block that replaces the Young Wyvern:
Pegasus are conscious, saving throws made by you or Adolescent Wyvern
your Pegasus of the attributes chosen are made with Large Dragon

advantage. Armor Class 13 (Natural Armor)


Speed 20ft., fly 60ft.
Joined Movements
The speed of your Pegasus has been gifted over to STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 17 (+3) 10 (+0) 13 (+1) 6 (-2)
you. At 17th level, when you command your Pegasus
to take the Dodge action, you are effected by it as Saving Throws Dex +1, Con +4

well. Skills Perception +2


Senses passive Perception 12
Also, while you are mounted, you and your mount
no longer provoke attacks of opportunity when flying Actions
out of an enemy’s reach. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 3
piercing damage.
Wyvern_________________________ Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6 + 3
slashing damage.
The Wyvern is a bipedal creature with a stocky body
and draconic appearance. The positioning of its body
makes it so that it must waddle awkwardly on the Poisonous Maw
Also, at 6th level, your Wyvern deals an additional
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2d6 Poison damage with its Bite attack. It also
becomes immune to poison damage and the Poisoned
condition.

Adult Wyvern
At 11th level, you gain the fully formed state of your
Wyvern; a combination of trust, experience, and
companionship. The following is the base stat block
replaces the Adolescent Wyvern:
Adult Wyvern
Large Dragon

Armor Class 14 (Natural Armor)


Speed 20ft., fly 80ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 6 (-2)

Saving Throws Dex +3, Con +6


Skills Perception +3
Senses passive Perception 13

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 4
piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 4
slashing damage.

Coiled
Your Wyvern’s aggressive attacks have trained you to
see flaws in the enemy’s guard. At 11th level,
creatures provoke an attack of opportunity from you
when it moves within your reach or leaves your
reach, even if it took the Disengage action.

Advanced Combat
At 17th level, your Wyvern has gained full use of its
stinger and can now use its weapons to full
advantage. When you command your Wyvern to take
the Attack action, you can have it either make a Bite
and Claw attack or make a single Tail Stinger attack.
You can command the Wyvern to make an attack
with its Stinger, using the following statistics:
Tail Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 1d8 + 4 piercing damage. The target must make a
Constitution saving throw (DC 8 + your Proficiency bonus +
your Wisdom modifier), taking 7d6 poison damage on a failed
save, or half as much on a successful one.

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the express written permission of Wizards of the
Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by
Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon
ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild. All other original material in this work is copyright [2019] by Brian
Tyler Barnshaw and published under the Community Content Agreement for Dungeon Masters Guild.

Thanks and Contributions


I would like to thank my wonderful players for all of the time spent dealing with the people inside my head.
Eric “Denim” Mangold, Nick “Navarra” Mcallister, Jason “Doc” Lewis, Joey “Darude” Weddell, Dylan
“Velvis” Harris, Connor “Leovold” Sullivan, Aiden “Drethick” Pass, and Emma “Katharina” Ray. I will
always love you for helping me out and sticking with me through the ride of our adventures. To it and many
more just like it.

Thanks in part to the DMs Guild for allowing the posting of created works by fans for fans.

Copyright ©2019 By Author Brian T. Barnshaw


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