You are on page 1of 8

DC PLAYBOOK

Contents
DC Lycanthropy System 3
Build-A-Lycan ����������������������������������������������������������������������������������������������������������������������������������������������������������������������� 6
Traps / Riddles / Puzzles 12
Traps......................................................................................................................................................................................... 12
Riddles..................................................................................................................................................................................... 14
Puzzles...................................................................................................................................................................................... 15
Random Roll Tables 16

Dynamic Creature Appendix 22

Adventuring Gear 29

Bonus Level Up Perks 34

Credits The Dungeon Coach


Creator: The Dungeon Coach Creator Crew Support my work
(Alan Bjorkgren) Pros: Nexus_2u
Varsity: Andrej Panfilov, Patreon. If you like the stuff I have here as digital resources
Playbook Captain / and want ALL of those and MORE, think about supporting me
Schyler Fontenot,
Lead Editor over on Patreon!
Reese Rudy, VitaminB,
Andrew Barnes I have many resources and you can get involved with what I do
ArdisFoxx Art
Playbook Layout JV: DMTip over on my YouTube Channel too! Including Multiple Reward
/ Formatting Tiers and a GREAT community!
Art Crew
Mark MacPherson https://www.patreon.com/thedungeoncoach
Pros: Wasserbienchen
Project Managers Varsity:
Andrew Barnes, Evan UnderCatt3000, Victronicon Contact
Bosco, Purius JV: James_Ech Discord https://discord.gg/NpU932E
Art Captains Editing Crew Facebook https://facebook.com/thedungeoncoach
AvalonInk, ScatterbuG Varsity: Evan Bosco, Andrej
Homebrew Council
Panfilov, Schyler Fontenot Resources for dungeon masters
Purius, Pagnabros YouTube. The Dungeon Coach YouTube Channel
Version 1.0 I create weekly videos every Sunday to help make your games
more creative and more fun!
https://www.youtube.com/thedungeoncoach

Past PDFs –Check out the other content I’ve published. I will
keep making more and more of my documents available online
from my large list of homebrew content!
https://thedungeoncoach.com/
Notice of Open Game Content: This work Uses Open Game Content pursuant to the Open Game License, version 1.0a. and may be Used only under and in terms of that license. No portion of this work other than the material designated as
Open Game Content may be reproduced or used in any form or fashion without written permission.

Product Identity: The following are hereby identified and designated as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: DC Playbook, The Dungeon Coach, The Dungeon
Company, The Dungeon Coach LLC, all The Dungeon Coach product and product line names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, story lines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols or graphic designs; and any other trademark or registered trademark. Content
that has previously been designated as Open Game Content or is in the public domain is not included in this designation.

Designation of Open Game Content: Subject to the Product Identity Designation herein, the following material is designated as Open Game Content. (1) all material required to be Open Game Content as part of the game rules, or previously
released as Open Game Content, (2) all material previously released as Open Game Content, (3) all previously released Open Game Content, material required to be Open Game Content under the terms of the Open Game License, and public
domain material anywhere in the text.

DC Playbook, Copyright © 2021, The Dungeon Coach, The Dungeon Coach LLC. All rights reserved. Not for resale or redistribution. Permission given to print or copy for personal use only

DC Playbook Volume 2 - October 2021

2 OCTOBER 2021 DC PLAYBOOK | THE DUNGEON COACH


DC Lycanthropy System

Lycanthropy Lycanthropy
Creatures born with lycanthropy usually embrace their beastly 2nd-Level, Transmutation
nature. Those that contract lycanthropy later in life often view Casting Time: 1 hour
it as an affliction that needs to be cured. No matter how the Range: 15ft
lycan obtained their power, it grants them the supernatural
ability to transform into a beastly form. Lycans transform Components: V, S, M (blood of the target, blood of a beast)
involuntarily while in the presence of a full moon. However, Duration: Instantaneous
exceptionally powerful creatures can gain some measure of
Choose a vial within range that contains the blood of a beast
control over their curse that allows them to transform at will.
mixed with the blood of a Humanoid creature. The blood
becomes cursed with lycanthropy. If the Humanoid creature
Contracting Lycanthropy whose cursed blood is contained within the vial drinks the
blood, or is hit by a weapon coated in the blood, it must
Lycanthropy is a curse, but many consider it to be a magical make a Con Save. A willing creature can choose to fail its
disease. Whatever it is, one thing is certain - a creature save. Failure: They become cursed with lycanthropy, and
can contract lycanthropy when its blood mixes with a their lycan form is determined by the blood of the beast also
lycanthrope’s biological fluid (its saliva or blood), which contained within the vial. The curse ends early if the target
usually happens as the result of being bitten by a lycan. It can is subjected to Remove Curse before the next full moon. If the
also be contracted through a dark blood ritual that bestows curse is not removed before the next full moon, it becomes
the curse onto a willing or unwilling creature. Lycans often permanent and can only be removed with Wish.
refer to one another by the means in which they contracted
the curse: Natural Born (lycan parent), Contracted (bitten), or
Cursed (blood ritual). Natural Born
A creature born from 1 lycan parent has a 50% chance to inherit
Contracted the curse (the creature makes a Death Save immediately after
birth, and becomes a lycan on a failed save). If both of the
Once a lycan (no matter their origin) transfers any bodily fluid creature’s parents are lycans, it automatically becomes a lycan
to another creature, the creature must resist being infected. at birth. Roll on the table below if both parents are different
A bite is the most common method of spreading lycanthropy types of lycans.
because the lycan’s saliva can enter the target's bloodstream.
Alternative ways to contract lycanthropy are also possible,
such as from an open wound that gets splattered with the
lycan’s blood, or even something as simple as kissing a lycan. Lycan Lineage table (d20)
1-6 Gain features of Mother Lycan Type
DC Tip: As the GM, you control what you feel is enough
7-12 Gain features of Father Lycan Type
“transference” to trigger a Con Save for Lycanthropy. If it is a
small cut that gets bloody, or a simple kiss, then you don't need 13-18 Balance of both features
to have them make a save. Additionally you can lower the DC 19-20 Full list of BOTH features
on saves that are less aggressive and even just do a flat DC of
8. I would also say that, if the target contracts a “light case” of
this from something small, they could cure it with something
like lesser restoration if cast within 1 minute, remove curse if
cast within a day, or greater restoration if cast within 7 days.
After that the target would become infected and be a full
blown Lycan.

Cursed
A dark ritual can be performed to transform a creature into a
lycan. The ritual requires the blood of the target creature and
the blood of a beast. The target’s lycanthropic forms are based
on the chosen beast.

OCTOBER 2021 DC PLAYBOOK | THE DUNGEON COACH 3


Puzzles Unsavory Stew
Setup: This morbid trick can easily fit into a lair of a creature
The Teddy Bear with a terrible sense of humor and a tendency to subject
particularly squeamish adventurers to awful undertakings.
Setup: The hallway ends in an intersection with 3 doors. The room contains a rusty kettle set on top of a pile of kindling.
The door in the middle is shut tight, and opens when the A putrid smelling humanoid corpse missing a leg, an ear, and
puzzle is solved. On the right, the door is pristine, polished a couple of fingers is chained to one of the walls. The kettle
and adorned with childish drawings. The door on the left is is filled almost to the brim with murky liquid. Hidden within
decrepit, dented and creaks loudly when opened. These doors the unlit kindling, inside the corpse's mouth or somewhere
are not locked. else appropriate (within the dungeon, for example) is a sheet
Right room: of skin rolled into a scroll. A short poem is scratched onto it:

This small chamber brims with life and is brightly lit. A carpet Of their ten you need only three
with a sunflower pattern covers the floor. There’s a large Strands which you pull when you’ve lost your wits
wardrobe on the left side by the door that is scribbled over One that looks just like the other
with multi-colored chalk pictures. A child-sized bed stands That which long since ceased to pound
on the opposite side of the room, with a small drawer by it. Then just mix for a tasty treat.
On the bed, something tiny is tucked comfily and hidden in a
multitude of colourful blankets. Solution: The first line describes three of the fingers or toes of
the corpse, The second line denotes hair, the third - an eye,
If the blankets are unfurled, it is revealed to be a stuffed teddy and the fourth - the heart. Each of the ingredients has to be
bear. The wardrobe contains child-sized clothing of all colors put inside the kettle, and the kindling lit. After the concoction
of the rainbow, while within the drawer by the bed, one can is made “just right”, it starts glowing an eerie green, before
find painting supplies and a large stack of children’s drawings. evaporating in a puff of miasma. After the miasma dissipates,
Left room: something important can be found at the bottom of the kettle,
or a way forward reveals itself.
On the contrary, the left room is a decrepit mess. There is a
wardrobe that has partially fallen through the old floorboards
on the left, brownish remnants of the carpet remain on the
floor, and a drawer lying on its side by a bed which barely
stands. The bed has rags heaped on top of it. There is no
teddy bear. Looking under the bed reveals a small skeleton
lying in the fetal position.

Anything taken from both rooms disappears from one’s hand


when it leaves its respective chamber and reappears in its
rightful place. If anything within the room is moved around
or destroyed, the same happens to its counterpart within the
other room, except for the teddy bear and the skeleton.
Resolution: The door in the middle opens if the skeleton and
the teddy bear are united by being placed in the same place in
their respective rooms. When this happens, both the skeleton
and the teddy bear disappear, and a soft “thank you” in a
childish voice can be heard from all around.
Hints/Clues: There are drawings of a child hugging a teddy
bear in the drawer. Banging on the door or trying to open
it with lockpicks or magic, one can hear a childish voice
within their head “He will protect me, I just have to hug him
very tight”, or something alike (if this is way too obvious).
Tweaks: This one can either be solved in minutes or have
people be stumped for a while if they can’t figure out
the conditions. You can either make it harder by having
the teddy bear or skeleton physically be there (requiring
dispel magic to remove its return effect, or teleportation
magic to move it between rooms), or by misplacing the
skeleton somewhere, or both. To make it easier, on the other
hand, other hints can be given through the ghost’s dialogue,
such as “I am both here and there”, or “He can protect me even
if I’m not around”.

OCTOBER 2021 DC PLAYBOOK | THE DUNGEON COACH 15


Ghost Stories (d20)
1 A story about a man who rode to find his wife, overcome with jealousy of her being with another man. On the way, he hit a branch and
his lifeless head was discovered, though his body was never found. It’s said he rides to this day, looking for his wife and her supposed
secret lover to get his revenge.
2 A plague that broke out among the members of a noble house ended with all of them meeting their demise. Apparently, if you go to
their nearby estate, you can find the children of the house playing outside, though no one dares investigate.
3 A local midwife was recently widowed, and her partner’s death haunts her… literally. She swears her partner is still around, and other
townsfolk say they’ve seen apparitions in the woman’s home.
4 At a noble estate, repurposed as a museum, a ghost is said to reside there and haunt the attendees. The ghost is of a woman named
Lindelle, who was a servant. Lindelle supposedly liked to eavesdrop, and was caught by the lord, who put her to death. It’s said the
ghost lingers, listening to all of the secrets people share within the estate’s walls.
5 At the site of the deaths of a band of highwaymen fighting against the law, it's said that one can hear the fight play out on nights of the
full moon. Some say you can even see the apparitions fighting, and can maybe even speak to some of the men and women who died
that day.
6 A lost spirit guards the forests at night. It’s said that you can see the people who have disturbed the wood strung up, sometimes alive,
sometimes dead, come morning. Anyone who has seen the spirit says the encounter haunts them to this day.
7 A local asylum was recently abandoned due to the patients being mistreated there and the owner being chased out of town. Those that
died there apparently still hunt those grounds, looking for the “doctors” that were more than unkind to them.
8 Nearby lies an abandoned wooden tower that is said to be haunted. The tower was built by a father for his child’s wedding day. When
their beloved left them waiting at the altar, they were stricken with grief and died of heartbreak. Their ghost now haunts the tower,
waiting for their love to come back.
9 A house at a popular crossroads is abandoned. Rumors have said that during the warring times between the country this crossroads is
in and a neighbouring country, the family of traders here openly supported the other side, but didn’t really do much during the war, so
people respected them and brought them gifts. Once the war ended, they were turned on and backstabbed. It is said that this house
still imbues whoever visits with that burning hatred they suffered at the end of their life.
10 In an abandoned village, the trees and grass have all but gone dark. It is said that the daughter of the village leader had helplessly fallen
in love with a fey, much to the ire of her father and her arranged husband. When they attempted to force the woman away from her
lover, the fey butchered all of them and cursed the village instead. All of the villagers have died or fled, and the spirits of those two
now wander here, aimlessly, unable to truly rest.
11 A large tree grows out back of the settlement. It’s of truly amazing size and a sight to behold, yet the locals avoid it like a plague. It is
said that the tree bears fruits of the devil, and a woman who unwittingly ate one of these fruits burst into a bloody mess as a devil grew
out of her body. Attempts of cutting down the tree by the locals have been fruitless.
12 A secluded small alley exists in a sprawling metropolis, seemingly innocent by its appearance. Yet, rumors spread that once, a small boy
walked through this alleyway, looked back, and was strangled by his own shadow. This cursed place has earned the reputation that one
should “never look back” while walking through, striking fear in the people that live nearby.
13 The old road is apparently haunted. Anyone who travels it at night says they were followed by a man with a strange gait. Others have
traveled on that road and never been seen again. Be wary when going that way… if you start to hear the sound of footsteps behind you,
then you likely have a ghastly visitor.
14 There was once a priest in town who, after a battle took place nearby, snuck in the night to give proper burials to those that died on
the battlegrounds, despite the local lord looking down on such a thing. One day, they were caught, and were executed. On foggy nights
you can hear them humming hymns in the streets, accompanied by the sounds of something being dragged along the ground.
15 One of the nobles in town was known to throw lavish parties, before their estate partially burned down. Unfortunately for them, this
revealed the unfortunate souls they had captured, tortured, and locked away in their home. The noble family quickly retreated from
the city, but it’s said that those they wronged still haunt the area and hunt for their revenge.
16 A band of traveling musicians is said to have been betrayed and slaughtered by a cruel nobleman who unjustly deemed their
performance offensive. To this day, stories are heard of travelers invited by a mysterious band of performers to then be left as only
lifeless husks; unable to hear, see, or think.
17 While here, one might find their belongings misplaced with the least convenient outcome almost every night. None of the locals have
ever seen the source of this peculiar trickery, but there are murmurs of a certain mischievous entity playing games with the good
people.
18 Some say this derelict village comes to a semblance of life each full moon, as ghostly figures participate in the same festival again and
again, stuck in a loop, at the end of which the cause of their demise reveals itself.
19 The town fishermen spread the story of two ghostly sailors who are still fighting over a sunken treasure at the bottom of the lake that
they died fighting over.
20 There are rumors of a ghost of a noble in the nearby ruins. They say that it possesses anyone unlucky enough and forces them
to rebuild the manor brick by brick. Most such souls are found as corpses overworked to death.

18 OCTOBER 2021 DC PLAYBOOK | THE DUNGEON COACH


Screamkeeper
Pitiful and insane, screamkeepers are hoarders of voices formed from
a mortal soul tortured and silenced by their own screams, and
fueled by necromantic magic into undeath. However, these
souls are still tormented by their death and unable to
form words of their own, hence the primal urge to
take from others what they are unable to possess.
Often taking up residency in madhouses and
prisons, these swirling collections of ectoplasm
and suffering will always endeavor to expand
their collection.
A screamkeeper can harvest the “screams”
of an individual held within a part of
their silent domain and store their
ability to speak a language beyond
screams and incoherent babbling
in a “scream-jar”, glass vials full of
nebulous substances that swirl
with a dying light. The only way
to regain the ability to speak a
language that is trapped in this
way is to shatter the scream-jar in
which it’s held.

Screamkeeper Actions
Mulitattack (3)
Medium Undead
Strangled Cry (1): All Silenced creatures within 60ft of the

AC: 16 screamkeeper must make a DC 15 Int Save. Failure: they take
HP: 60 2d8 Psychic damage.
Speed: 10 ft, fly 40ft
Sanity Rend (2): Melee Attack +7 to hit, 2d8+4 Psychic

STR DEX CON INT WIS CHA damage, and if the target is Silenced, their speed is reduced by
-1 +4 +3 -1 +1 +4 10ft until the end of their next turn.

Prof. Bonus: +3 Bonus Actions
Saves: Dex +7, Wis +4, Cha +7
Senses: Darkvision 60ft, Blindsight 10ft Silenced: The screamkeeper manifests scream-pockets, 10ft
Languages: Understands all languages but can’t speak radius spheres of magical silence at two points within 60ft. A
CR: 7 creature within one of these spheres is Silenced as if under the
effects of Silence. Alternatively, the screamkeeper expands
— the radius of a scream-pocket it is entirely within by 5ft and
Dynamic Features manifests one scream-pocket within range. The screamkeeper
can manifest no more than 5 scream-pockets at one time.
Passives/ Auras
Amorphous: The screamkeeper can move through a space as Reactions
narrow as 1in wide without squeezing.
Break the Silence: As a Reaction to taking damage from a
Quiet Protection: Attacks against the screamkeeper have creature within a scream-pocket, the screamkeeper may shatter
DisADV if the attacking creature is Silenced. the scream-pocket in a wail of ear-piercing screams. Every
creature previously within this radius must make a DC 15 Int
Strengths Save. Failure: The target takes 2d8 Psychic damage plus 1d8
Condition Immunities: Exhaustion, Grappled, Paralyzed, Psychic damage for every 5ft of radius the scream-pocket has
Petrified, Poisoned, Prone, Restrained and is Silenced until the end of their next turn. Success: The
Damage Immunities: Necrotic, Poison target takes half damage and suffers no additional effects.
Damage Resistances: Acid, Cold, Fire, Lightning, Thunder,
Bludgeoning, Piercing, Slashing Apex Features
Weaknesses Legendary Actions (3)
Move (1): The screamkeeper moves up to its movement speed.
Fright or Flight: The screamkeeper makes checks to resist being
Frightened with DisADV and if Frightened will always attempt to Silent Scream (1): The screamkeeper expands the radius of a
move their full distance away from the source of their fear unless scream-pocket it is entirely within by 5ft.
line of sight is broken.

26 OCTOBER 2021 DC PLAYBOOK | THE DUNGEON COACH


Adventuring Gear

Bag of Candies Burial Shroud of the Shadow King


Heroic Consumable Heroic Half Plate (Attunement)
This small burlap sack holds 1d6+4 candies inside of it, of This accursed armor is made of treated shadow essence and
various shapes, sizes, and flavors. These magical candies can jagged shards of black gemstone that eat away at all nearby
be eaten as an Action, giving a random effect based on the sources of light. It includes a hood. The armor is light and
following table: flexible, removing the DisADV on Stealth Checks.
You can use your Action to cause black flames to wreathe
around you for one minute, causing you to become heavily
Bag of Candies effects (d8) obscured to others. The flames consume the light around you
1 The candy tastes bitter sweet but is cursed. You fall under turning dim light within 10ft of you into darkness, and bright
the effects of Bane for 1 minute.
light in the same area to dim light. This ability recharges on
2 This candy tastes awful. You become Poisoned for 1 a long rest.
minute. At the end of each of your turns, you can make a
DC 13 Con Save. Success: The effect ends. While these flames exist, you have resistance to Radiant
3 This candy has a nice, sweet flavor. You regain 1d4+1 HP. damage. In addition, whenever a creature within 10ft of you
4 You feel emboldened. You fall under the effects of
hits you with an attack, the flames flare towards that creature,
Heroism for the next hour. dealing 1d8 Fire damage.
5 You feel full of life. Your HP maximum increases by
1d10+5 for the next hour.
Executioner’s Axe
6 Your wit quickens, making you more cunning. You can
Dash, Disengage, or Hide as a Bonus Action for the next Heroic Axe
minute.
This axe is made for making heads roll. When you score a
7 You feel more focused. You fall under the effects of Bless critical hit with this weapon, you deal an extra die of damage.
for 1 minute.
Further, when you reduce a creature to 0 HP with the axe, you
8 You become energized. You fall under the effects of can choose to decapitate it if it has a head you could reasonably
Haste for 1 minute.
chop off. Afterwards, your next attack with it before the end
of your next turn deals an extra die of damage.

Bone Umbrella
Heroic Trinket (Attunement by a spellcaster)
While holding this magical umbrella made of bone, you are
always under the effects of feather fall. Further, while attuned
to this umbrella you can use it as a spellcasting focus and are
considered a Fiend.
This umbrella holds 3 charges and regains them when
you take a long rest. You can expend these charges in the
following ways:
Spells: While attuned to the umbrella, you learn Chill Touch.
While holding this magic item, you can expend 1 charge to
cast one of the following spells using your Spell Save DC:
• Animate Dead
• Speak With Dead
• Vampiric Touch

Resistance: When you make a save against a magical effect


while holding this umbrella, you can use your Reaction to
expend 1 charge and make the roll with ADV.

OCTOBER 2021 DC PLAYBOOK | THE DUNGEON COACH 29


OPEN GAME LICENSE Version 1.0a indicate compatibility or co-­‐‑adaptability with any Trademark or
The following text is the property of Wizards of the Coast, Inc. and Registered Trademark in conjunction with a work containing Open
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Game Content except as expressly licensed in another, independent
Reserved. Agreement with the owner of such Trademark or Registered
1. Definitions:  (a)”Contributors”  means  the copyright and/or Trademark. The use of any Product Identity in Open Game Content
trademark owners who have contributed Open Game Content; does not constitute a challenge to the ownership of that Product
(b)”Derivative Material” means copyrighted material including Identity. The owner of any Product Identity used in Open Game
derivative works and translations (including into other computer Content shall retain all rights, title and interest in and to that
languages), potation, modification, correction, addition, extension, Product Identity.
upgrade, improvement, compilation, abridgment or other form in 8. Identification: If you distribute Open Game Content You must
which an existing work may be recast, transformed or adapted; (c) clearly indicate which portions of the work that you are distributing
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, are Open Game Content.
publicly display, transmit or otherwise distribute;(d)”Open Game 9. Updating the License: Wizards or its designated Agents may
Content” means the game mechanic and includes the methods, publish updated versions of this License. You may use any
procedures, processes and routines to the extent such content does authorized version of this License to copy, modify and distribute
not embody the Product Identity and is an enhancement over the any Open Game Content originally distributed under any version of
prior art and any additional content clearly identified as Open Game this License.
Content by the Contributor, and means any work covered by this 10. Copy of this License: You MUST include a copy of this License
License, including translations and derivative works under copyright with every copy of the Open Game Content You Distribute.
law, but specifically excludes Product Identity. (e) “Product Identity” 11. Use of Contributor Credits: You may not market or advertise the
means product and product line names, logos and identifying marks Open Game Content using the name of any Contributor unless You
including trade dress; artifacts; creatures characters; stories, have written permission from the Contributor to do so.
storylines, plots, thematic elements, dialogue, incidents, language, 12. Inability to Comply: If it is impossible for You to comply with
artwork, symbols, designs, depictions, likenesses, formats, poses, any of the terms of this License with respect to some or all of the
concepts, themes and graphic, photographic and other visual Open Game Content due to statute, judicial order, or governmental
or audio representations; names and descriptions of characters, regulation then You may not Use any Open Game Material so
spells, enchantments, personalities, teams, personas, likenesses affected.
and special abilities; places, locations, environments, creatures, 13. Termination: This License will terminate automatically if You fail
equipment, magical or supernatural abilities or effects, logos, to comply with all terms herein and fail to cure such breach within
symbols, or graphic designs; and any other trademark or registered 30 days of becoming aware of the breach. All sublicenses shall
trademark clearly identified as Product identity by the owner of the survive the termination of this License.
Product Identity, and which specifically excludes the Open Game 14. Reformation: If any provision of this License is held to be
Content; (f) “Trademark” means the logos, names, mark, sign, unenforceable, such provision shall be reformed only to the extent
motto, designs that are used by a Contributor to identify itself or its necessary to make it enforceable.
products or the associated products contributed to the Open Game 15. COPYRIGHT NOTICE
License by the Contributor (g) “Use”, “Used” or “Using” means to Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
use, Distribute, copy, edit, format, modify, translate and otherwise LLC.
create Derivative Material of Open Game Content. (h) “You” or System Reference Document 5.1 Copyright 2016, Wizards of the
“Your” means the licensee in terms of this agreement. Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
2. The License: This License applies to any Open Game Content that Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
contains a notice indicating that the Open Game Content may only Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
be Used under and in terms of this License. You must affix such a original material by E. Gary Gygax and Dave Arneson.
notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-­
‐‑free, non-­‐‑ exclusive license with the exact terms of this License
to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE
of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to

36 OCTOBER 2021 DC PLAYBOOK | THE DUNGEON COACH

You might also like