The Ronin (D&D 5th Ed.)

by Gaston

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The Ronin

Ronin

'A long and sharp sword slices through an unrecognisable creature. "Forward! . ." they said. They did not know what they were against.'


'A large silhouette runs in the night. Rushing with light feet, slashing his enemies throats. The group frightened, throwing their torches at that thing trying to defend themselves, but was in vain.'


'Sitting on a rock, with the moonlight reflecting on its clean sword, lays a masked warrior counting the bodies of what once were his enemies.'

No more Bushido Code

A warrior who swore to protect his master and allies under the Bushido code. Justice, Courage, Compassion, Respect, Honesty, Honor and Loyalty were his virtues, but that was no more the code to follow, no more path to take, neither was the morality of a warrior who lost it all fighting for what previously thought was a good cause.


As an ex-Samurai, you travel, escaping your past and following the steps of a vanishing future which lies about freedom and peace, while searching for a new objective to devote yourself to.

Without Owner

Previously, you owed your life to a Commander or a Leader, not now. Your life is yours and surviving in this land, with your hurt honor and soul only depends on you. Few called you a 'friend', and now, everyone can be your enemy. Your future is blurry and every move, sweep and slash counts when defending yourself.


Some Ronin were seen as adventures, others helped some village's militia instead. There are myths talking about some assasins that look like shadows using long and thin swords and some demonic-faced gigantic warriors that destroy complete armies with a single strike.


Multiclassing and the Ronin

If your group uses the optional rule on multiclassing, here's what you need to know if you choose Ronin as one of your classes.


Ability Score Minimum: As a multiclass character, you must have at least a Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a Ronin.


Proficiencies Gained: If Ronin isn't your initial class, here are the proficiencies you gain when you take your first level as a Ronin: Martial weapons and one skill of your choice.

Creating a Ronin

When building a Ronin, think about what made your character escape, betray or abandon his/her path, or why it though that wandering in a new world was a great idea. Vengance or safety are great and simple words that you can build your background around.


Was there a greater mission? Was your master a tyrant? And your family? Was it murdered/exiled? Are you skilled enough? Were you useless?


These questions could be used as a guide to create a 'fallen' background. As a counterpart, you can always say that you where trained by a Ronin and use some of those questions as a guide.

Class Features

As a Ronin, you gain the following class features:

Hit Points

Hit Dice: 1d8 per Ronin Level
Hit Points at 1st Level: 8 + Constitution Mod.
Hit Points: 1d8 (or 5) + Constitution Mod. per Level

Proficiencies

Armor: Light Armor & Medium Armor
Weapons: Simple Weapons, Martial Weapons (Katana, Nodachi, Naginata)
Tools: Choose one type of Artisan’s Tools or one musical Instrument
Saving Throws: Dexterity, Intelligence
Skills: Choose Three from Acrobatics, Athletics, Intimidate, Insight, Stealth, Medicine, Perception, Religion, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Katana, (b) Nodachi or (c) Naginata
  • (a) Padded armor, longbow and 20 Arrows or (b) Chain Shirt
  • (a) an Explorer’s Pack, (b) a Herbalism kit or (c) a Dungeoneer’s Pack

Wealth [4d4 x 10 Gold Pieces]

Quick Build

First, make Dexterity your highest ability score. Your next-highest score should be Constitution. Second, choose the soldier background.

Martial Stance

At 1st level, you learn the art of fighting with versatile strategies. At the beginning of any combat, you start without any stance prepared. Depending on the stance you choose, your combat skills will gain advantages and disadvantages. To prepare or switch your stance, you must spend half of your movement speed. Additionally, you can maintain the same stance in subsequent turns without any cost, but you cannot switch to another stance within the same turn.

  • Hogo: While being in this stance, you have the ability to use your reaction when you are being targeted by an attack to add your proficiency bonus to your AC against this attack roll.

  • Bōkō: While in this stance, you adopt an offensive pose. Each time you attack with your weapon, you gain +2 to your damage roll. However, while using this stance, your movement speed is halved.

  • Taira: This stance utilizes the stability of your body to achieve a perfect balance between offense and defense. While in this stance, your movement speed increases by 5ft x your Dexterity modifier. Additionally, you can use your bonus action to Disengage from one creature of your choice.

Ronin
Level Proficiency Bonus Features
1st +2 Martial Stance
2nd +2 Sharp Sense
3rd +2 Samurai Training
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Critical Spot
7th +3 Samurai Training
8th +3 Ability Score Improvement
9th +4 Critical Spot
10th +4 Samurai Training
11th +4 Extra Attack
12th +4 Ability Score Improvement, Critical Spot
13th +5 Tireless Spirit
14th +5 Unerring Accuracy, Samurai Training
15th +5 Rapid Strike
16th +5 Ability Score Improvement, Tireless Spirit
17th +6 -
18th +6 Path of the Warrior
19th +6 Ability Score Improvement
20th +6 Extra Attack, Unerring Accuracy

Weapons added with this Class:


Katana: Cost - 12 gp; Damage 1d8 Slashing; Weight - 2 lb; Properties: Finesse – Versatile (1d10).


Nodachi: Cost - 50 gp; Damage 1d12 Slashing; Weight - 5,5 lb; Properties: Finesse – Heavy – Two Handed.


Naginata: Cost - 20 gp; Damage 1d10 Slashing; Weight - 3,5 lb; Properties: Reach – Two Handed - Finesse.

Sharp Sense

At 2nd level, your perception in combat has reached a point where nothing escapes your awareness. Your proficiency bonus is doubled for any perception ability check.

Also, you have advantage on Dexterity saving throws against effects that you cannot see, such as projectiles, traps and spells.

Samurai Training

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one from Way of the Orochi, Way of the Nobushi, Way of the Kensei, Way of the Yabusame or Way of the Yōkai. All detailed at the end of the class. The archetype you choose will grant features at 3rd, 7th, 10th, 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class, and to four when you reach 20th level in this class.

Critical Spot

Beginning at 6th level, you can utilize your bonus action to pinpoint a weak spot in your enemy's defenses. This grants you a +1 bonus to your attack roll against that specific enemy on your next attack action.

You can use this feature a number of times equal to your Intelligence modifier before needing to take a short rest.

Additionally, at 9th level, this bonus goes up to +2 and, at 12th level, increases to +3 to your attack roll.

Tireless Spirit

Starting at 10th level when you roll for initiative, you can spend a number of hit dice, up to a maximum equal to your Intelligence modifier, to heal yourself.

All hit dice used with this feature will not be able to use in your next short rest, unless you take a long rest.

At 16th level, the healing received from your hit die is doubled when using them with this feature.

Unerring Accuracy

At 14th level, your mastery of weapons grants you extraordinary accuracy.

If you miss an attack roll on your turn, you can re-roll it. You can use this feature only once per turn and a maximum amount equal to your Dexterity modifier before requiring a long rest.

At 20th level, you can use this ability once every turn without needing a long rest.

Wild Strike

Starting at 15th level, you learn to trade accuracy for fast strikes. If you take the Attack action on your turn and have advantage on an attack roll, you can forgo the advantage to make an additional weapon attack as part of the same attack action.

Path of the Warrior

Starting at 18th level, you gain unparalleled control over your mind and abilities as a wandering Samurai, allowing you to unleash your full power.

With this feature, your movement speed is doubled, and you gain an additional reaction per turn.

Samurai Training

In every soldier's life, they must choose their way to victory. Those who combine the knowledge of their masters and the power of painful training are the ones who triumph in battle.

Way of the Orochi

With an incredible speed and no mercy, the Way of the Orochi shows fast strikes and an excellent mobility with which he squanders his enemies with no remorse.

Instant Punish

Beginning at 3rd level, you can use your action to perform a 20-foot forward dash towards a creature. This allows you to make an attack action against the target. You can also chain the "Extra Attack" feature if available.

If this feature is used to 'dash away' from an enemy, the enemy will have disadvantage on opportunity attacks against you. This feature can be used only while wielding one weapon that does not have the Heavy property.

No Room for Error

At 7th level, when a creature misses you with a melee attack, you can use your reaction to make an opportunity attack against them with advantage.

You can only use this feature if you wield a weapon with the Versatile property as two-handed. This feature can be used a number of times equal to your Intelligence modifier per short rest.

Instant Punish II

At 10th level, while using the 3rd-level feature "Instant Punish", you gain an additional 1d8 to your damage rolls when you make an attack using this feature.

Additionally, if you use this feature to 'dash away' from an enemy, they are unable to make an opportunity attack against you.

Slashing Burst

At 14th level, as a bonus action, you can choose a single creature that you can see and mark it. While attacking the marked target, your damage increases by an additional 1d4 for each successful attack.

This bonus ends if you attack another creature or if you defeat the marked target.

Way of the Nobushi

Incredible precision and accuracy makes the Way of the Nobushi the most complex yet complete and dominant warrior in battle.

Snake Dash

At 3rd level, you can make a melee attack with a weapon that has the Reach property and then move 5ft backward. The target of your attack cannot make an opportunity attack against you in response. This feature can be used once per turn.

Unbreakable Cover

At 7th level, when you are targeted by a ranged attack, you can use your reaction to add +3 to your AC against that attack.

If the attack does not hit, you can redirect it by making a ranged weapon attack with a range of 20/40 feet.

This feature can be used a number of times equal to your Intelligence modifier per short rest.

Endless Swirl

At 10th level, when facing more than one creature within 10 feet of you, immediately after taking the Attack action, you can use your bonus action to make a number of strikes equal to the number of attacks you make when using your main Attack action. However, these additional attacks do not add your ability modifier to their damage.

Brutal Bleeding

At 14th level, whenever you hit an enemy with slashing or piercing damage, the target must make a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency modifier.

If the target fails the saving throw, it takes 1d4 necrotic damage at the start of each of its turns until it reaches 0 hit points.

This bleeding can stack up to three times, dealing a maximum of 3d4 of necrotic damage per turn.

The creature affected by this feature can attempt to stop the bleeding by making a Medicine skill check with a DC equal to the one used for the Constitution save.

Way of the Kensei

With a gigantic soul and sword, the Way of the Kensei sweeps through the front line of the battlefield while protecting those behind using his spirit to empower his hits.

Heavy Impact

Beginning at 3rd level, when you make an attack with advantage, you can reroll one of the dice once.

Additionally, your weapon attacks score a critical hit on a roll of 19 or 20. This feature is active only when you are wielding one weapon that has the Heavy property.

Petrifying Look

Starting at 7th level, you gain the ability to enter a state of tranquil focus, channeling your spirit to fortify your body. As an action, you assume a defensive stance, remaining rooted in place and prepared to withstand any melee attack.

When targeted by a melee attack while in this stance, you are able to deflect the attack, taking no damage, and retaliate, as a reaction, with a counterattack against the assailant.

If you are targeted by a ranged attack while in this stance, you are able to dodge the attack, avoiding the damage entirely. However, if this ranged attack requires you to make a saving throw, like a spell, this feature will not work.

You can use this feature a number of times equal to your Intelligence modifier per short rest.

Complete Soul

At 10th level your hit die become a d12. All hit point rolls for levels 10th to 20th are thrown with this new hit die.

Intense Regeneration

Starting at 14th level, if your current hit points are below half of your maximum hit points, you can harness your inner resilience to initiate a healing process.

As a bonus action, you focus your energy and restore 8 + your Constitution modifier hit points until your current hit points reach half of your maximum hit points. You can use this feature a number of times equal to your Constitution modifier + your Intelligence modifier per long rest.

Way of the Yabusame

With their expert marksmanship and unrivaled range, the Way of the Yabusame rain down a storm of arrows upon their foes, striking with unwavering precision.

Bonus Proficiency

When choosing this way at 3rd level, you gain proficiency with longbows.

Swift Archery

Starting at 3rd level, when you use the Attack action on your turn to make an attack with your longbow, you can use a bonus action to fire a second arrow in quick succession to the same target. However, this second arrow damage roll does not benefit from your Dexterity modifier.

Eagle Eye

At 7th level, your keen eyesight and mastery of the longbow grant you enhanced accuracy and precision. You gain the following benefits:

  • You have advantage on Perception checks that rely on sight.
  • When you make a ranged attack with a longbow, you ignore half cover and three-quarters cover.
  • Your longbow attacks ignore resistance to piercing damage.

Hail of Arrows

At 10th level, when you take the attack action with your longbow, you can forgo your bonus action to shoot a barrage of arrows towards a designated area.

Each creature within a 15ft radius around the point of impact must make a Dexterity saving throw with a DC equal to 8 + your Dexterity modifier + your proficiency bonus. Those who fail their saving throw take piercing damage equal to 2d8 + your Dexterity modifier. Those who succeed on their saving throw take half damage.

You can use this feature once per turn and a number of times equal to your Intelligence modifier per short rest.

Lethal Technique

At 14th level, your training and concentration allow you to you add your Intelligence modifier to your attack rolls made with your longbow.

Additionally once per turn, you can imbue one of your arrows with poison.

When a target is hit, this one will need to make a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency modifier.

If failed, the creature will take 1d8 + your Intelligence modifier of poisonous damage and receive poisoned condition for 1 minute.

Way of the Yōkai

Two wandering souls meet, combining their prowess and making the Way of the Yōkai the most complete of the paths to glory.

Yōkai's Shadow

At 3rd level, the chains of your soul are unleashed, and your path becomes intertwined with that of a loyal spirit who has chosen to accompany you as your companion, granting you its spells and techniques to aid you in combat.

Familiar Phantom. Your bond with your spiritual partner allows you to summon them as their original humanoid or animal form (this feature works as 1st-level spell "Find Familiar".)

The AC of your Yōkai is equal to 10 + your Intelligence modifier and its hit points are a number of d6s equal to your Ronin level. Additionally, in case of dropping to 0 hp, your Yōkai companion cannot be summoned until a day passes.

Spiritual Bond

Each Yōkai masters a specific elemental art. At 3rd level, you must choose which elemental art your companion masters from the next five options: Earth Art, Fire Art, Shadow Art, Water Art or Wind Art.

Each of these four options will provide different benefits depending on your choice.

  • Earth Art: When another creature damages you with a melee attack, you can use your reaction to halve any incoming bludgeoning, piercing or slashing damage.

  • Fire Art: When hitting another creature with a melee weapon attack, you have additional fire damage equal to your Intelligence modifier.

  • Shadow Art: You have great vision in dark and dim conditions. You can see in dim light within 90 feet of you as if it were bright light, and in darkness as if it were dim light. Additionally, you can see normally in magical darkness to a distance of 30 feet. However, you can't discern color in darkness, only shades of gray.

  • Water Art: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to change positions with the target receiving the attack while imposing disadvantage on the attack roll.

  • Wind Art: When subjected to both magical and nonmagical difficult terrain, you have advantage on all saving throws required to escape grappling effects related to the difficult terrain. Additionally, your speed is not halved by any nonmagical difficult terrain.

Spellcasting

When you reach 3rd level, your martial prowess combines seamlessly with the mystical essence of your Yōkai companion, allowing you to manifest potent techniques.

Cantrips. You learn a number of cantrips equal to half your Intelligence modifier rounded down (minimum of 1) of your choice from the Yōkai spell list, which is specified at the end of this class.

Spell Slots. The Way of the Yōkai Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know a number of spells equal to your Intelligence modifier + half your proficiency modifier of your choice.

Whenever you gain a level in this class, you can replace one spells you know with another spell of your choice from the Yōkai spell list. The new spell must be of a level for which you have spell slots.

Ritual Casting. You can cast a Yōkai spell as a ritual if that spell has the ritual tag and you already know the spell.

Spellcasting Ability. The intimate connection between your soul and that of the Yōkai has unlocked within you a specialized understanding of magic.

Your spellcasting ability is rooted in your intelligence, as the manipulation of magical energy demands a profound and mental comprehension. As you learn and refine your magical skills, your intelligence becomes the key to channeling the spiritual force you share with your loyal companion.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Way of the Yōkai Spellcasting
Ronin
Level
1st 2nd 3rd 4th
3 2
4 3
5 3
6 3
7 4 2
8 4 2
9 4 2
10 4 3
11 4 3
12 4 3
13 4 3 2
14 4 3 2
15 4 3 2
16 4 3 3
17 4 3 3
18 4 3 3
19 4 3 3 1
20 4 3 3 1

Sealed Techniques

At 7th level, your Yōkai grants you knowledge of a special technique exclusive to each Elemental Art. You can use this special technique a number of times equal to your Intelligence modifier per long rest.

  • [Earth] Stone Art: When taking damage of any kind, you can use your reaction with this technique to increase your AC by an amount equal to your Intelligence modifier against the triggering attack or, in case of failing a Strength, Dexterity or Constitution saving throw, you can increase your throw by a number of points equal to your Intelligence modifier.

  • [Fire] Flame Art: Using an action, you unleash a flaming slash with your weapon, shooting a burst of infernal flames that deal a number of d12s equal to your proficiency modifier + your Intelligence modifier to all creatures within a 5ft wide, 40ft long line that fail a Dexterity saving throw, taking half damage on a successful save.

  • [Shadow] Void Art: Using a bonus action, you imbue your body with a mystical darkness, making all attacks made against you have disadvantage until the start of your next turn.

  • [Water] Aquatic Art: You can expend one use of your technique without requiring any actions to move through hostile creatures without provoking opportunity attacks, while also doubling your speed until the end of your turn.

  • [Wind] Burst Art: When hitting a creature with a melee weapon attack, you can use a bonus action with this technique to attain dizzying speeds, allowing you to triplicate your previous successful attack.

Yōkai Awakening

At 10th level, the bond between you and your Yōkai reaches a new level of harmony. While your Yōkai is within 60ft of you, it gains the ability to cast spells, but not cantrips.

The Yōkai can use its turn to cast spells from your spell list and expend your spell slots, channeling the magical energy through your connection, requiring you to use your reaction during its turn to let it cast, and using your concentration if needed, following the rules of your spellcasting ability.

Soul Ascendancy

At 14th level, you unlock the true potential of your connection with your Yōkai companion. As a bonus action, you can unchain your own soul to channel the arcane and elemental powers of your companion for 1 minute, giving you the following benefits:

  • All the spells you cast gain additional damage equal to twice your Intelligence modifier.

  • All creatures that require to make a Saving throw against your spells have disadvantage.

  • You gain one additional attack per attack action.

After the duration, you loose those benefits and obtain 2 levels of exhaust. You can use this feature once per long rest.

Yōkai Spell List

Earth Art Spells

Cantrips (0 Level)
  • Blade Ward (PhB)
  • Druidcraft (PhB)
  • Mage Hand (PhB)
  • Mold Earth (PhB)
  • Resistance (PhB)
  • Thorn Whip (PhB)
1st Level
  • Absorb Elements (PhB)
  • Alarm (PhB)
  • Detect Magic (PhB)
  • Earth Tremor (XGE)
  • Ensnaring Strike (PhB)
  • Entangle (PhB)
2nd Level
  • Barkskin (PhB)
  • Earthbind (XGE)
  • Dust Devil (XGE)
  • Maximilian's Earthen Grasp (XGE)
  • Spike Growth (PhB)
  • Wall of Sand (XGE)
3rd Level
  • Dispel Magic (PhB)
  • Erupting Earth (XGE)
  • Meld into Stone (PhB)
  • Protection from Energy (PhB)
4th Level
  • Grasping Vine (PhB)
  • Stoneskin (PhB)
  • Stone Shape (PhB)
  • Summon Earth Elemental (TCE)

Fire Art Spells

Cantrips (0 Level)
  • Blade Ward (PhB)
  • Control Flames (XGE)
  • Fire Bolt (PhB)
  • Light (PhB)
  • Mage Hand (PhB)
  • Produce Flame (PhB)
1st Level
  • Absorb Elements (PhB)
  • Alarm (PhB)
  • Burning Hands (PhB)
  • Detect Magic (PhB)
  • Hellish Rebuke (PhB)
  • Searing Smite (PhB)
2nd Level
  • Agranazzar's Scorcher (XGE)
  • Continual Flame (PhB)
  • Fire Dragon's Breath (PhB)
  • Flaming Sphere (PhB)
  • Heat Metal (PhB)
  • Scorching Ray (PhB)
3rd Level
  • Daylight (PhB)
  • Dispel Magic (PhB)
  • Fireball (PhB)
  • Protection from Energy (PhB)
4th Level
  • Fire Elemental Bane (XGE)
  • Fire Shield (PhB)
  • Summon Fire Elemental (TCE)
  • Wall of Fire (PhB)

Shadow Art Spells

Cantrips (0 Level)
  • Blade Ward (PhB)
  • Chill Touch (PhB)
  • Green-Flame Blade (TCE)
  • Mage Hand (PhB)
  • Mind Sliver (TCE)
  • Minor Illusion (PhB)
1st Level
  • Absorb Elements (PhB)
  • Alarm (PhB)
  • Arms of Hadar (PhB)
  • Detect Magic (PhB)
  • Witch Bolt (PhB)
  • Inflict Wounds (PhB)
2nd Level
  • Blindness/Deafness (PhB)
  • Blur (PhB)
  • Darkness (PhB)
  • Misty Step (PhB)
  • Shadowblade (XGE)
  • Pass without Trace (PhB)
3rd Level
  • Dispel Magic (PhB)
  • Fear (PhB)
  • Protection from Energy (PhB)
  • Vampiric Touch (PhB)
4th Level
  • Freedom of Movement (PhB)
  • Hallucinatory Terrain (PhB)
  • Phantasmal Killer (PhB)
  • Shadow of Moil (XGE)

Water Art Spells

Cantrips (0 Level)
  • Blade Ward (PhB)
  • Druidcraft (PhB)
  • Frostbite (XGE)
  • Mage Hand (PhB)
  • Ray of Frost (PhB)
  • Shape Water (XGE)
1st Level
  • Absorb Elements (PhB)
  • Alarm (PhB)
  • Create or Destroy Water (PhB)
  • Detect Magic (PhB)
  • Fog Cloud (PhB)
  • Ice Knife (PhB)
2nd Level
  • Aid (PhB)
  • Cold Dragon's Breath (PhB)
  • Levitate (PhB)
  • Misty Step (PhB)
  • Protection from Poison (PhB)
  • Snilloc's Snowball Swarm (XGE)
3rd Level
  • Dispel Magic (PhB)
  • Protection from Energy (PhB)
  • Tidal Wave (XGE)
  • Water Walk (PhB)
4th Level
  • Cold Elemental Bane (XGE)
  • Ice Storm (PhB)
  • Summon Water Elemental (TCE)
  • Watery Sphere (XGE)

Wind Art Spells

Cantrips (0 Level)
  • Booming Blade (TCE)
  • Blade Ward (PhB)
  • Druidcraft (PhB)
  • Gust (XGE)
  • Mage Hand (PhB)
  • Thunderclap (XGE)
1st Level
  • Absorb Elements (PhB)
  • Alarm (PhB)
  • Detect Magic (PhB)
  • Feather Fall (PhB)
  • Thunderous Smite (PhB)
  • Thunderwave (PhB)
2nd Level
  • Gust of Wind (PhB)
  • Levitate (PhB)
  • Misty Step (PhB)
  • Shatter (PhB)
  • Skywrite (XGE)
  • Warding Wind (XGE)
3rd Level
  • Fly (PhB)
  • Protection from Energy (PhB)
  • Thunder Step (XGE)
  • Wind Wall (PhB)
4th Level
  • Freedom of Movement (PhB)
  • Storm Sphere (XGE)
  • Summon Wind Elemental (TCE)
  • Thunder Elemental Bane (XGE)

The Ronin

By Gaston Sanmiguel

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Art Credits:

Cover & Page 5: AI Generated Art

Page 1 & Back Cover: Alayna Lemmer-Danner - Marsh Flats from Magic: The Gathering

Page 3: Alayna Lemmer-Danner - Magic: The Gathering Plains for Standard Showdown M19

Page 7: Alayna Lemmer-Danner - Magic: The Gathering Forest for Standard Showdown M19

Art copyright: ©Wizards of the Coast LLC.

Page Textures: /u/flamableconcrete (Jared Ondricek)

Created Using: GMBinder

Special thanks:

Test and Balance: Ignacio 'Nacho' Ortiz, Ignacio 'Nachito' Ramos & Martín 'Festo' Festini.

Revision (ver 1.1.0): SamuraiHealer & Maaxorus.

Revision (ver 1.1.1): Bleu_Guacamole.

Update (ver 1.2.1): SamuraiHealer & Ignacio 'Nacho' Ortiz.

 

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