The Outlander 5e
The Outlander 5e
The Outlander
v1.5 Wise and Stubborn
A young tabaxi looks over the crashing waves, taking in a Although an outlander will venture into larger cities to supply
calm moment amidst the carnage of her ship being boarded and take a particularly lucrative job, their ruggedness and
behind her. She quickly springs into action, dodging daggers uncouth demeanor is much more at home in those outposts,
and arrows as she drives her rapier through a would-be roadside stops, and small towns at the edges of civilization.
pirate. Quickly pouncing on the body, she springs off, free of Outlanders are outsiders, and can trend towards the more
an oncoming volley of steel swords before rolling and landing prickly side when encountering the fanciful and polite of
on her feet next to another assailant – casually knocking society. While it would be safer to settle down, the calling for
them overboard. A well-trained ear would hear her humming experience and adventure drives them to the unsafe, the ill
a jaunty tune throughout the onslaught. traveled, and the backwood. Yet, while independent, even the
A band of a half dozen orcs, who have been paid to ransack most stubborn outlanders are wise enough to realize many
a nearby village, sit around a fire laughing and enjoying the jobs require numbers, a complimentary group, and a party.
days plunder. Quickly the number is diminished by one. Then The cunning and perceptive nature of the outlander make
another. Anger and fear taking shape along the band as they them an ideal adventurer, as they both know the terrain, have
see what appears to be a shadow slide an impossibly thin experience with the not oft encountered monster, and the
dagger out of the throat of one of the remaining orcs. The burdens of helping those in need with only the resources at
rest scream and run terrified as the first vision of a halfling is hand. The inability of others to navigate the brisk wind of the
seen in the firelight chuckling. He knows that when creatures tundra or the humid veil of the jungle is viewed a weakness
run in fear, they are so much easier to pick off. arising from a life of privilege to an outlander. And these are
Waving down a raven, a tall elf whispers to the bird and things one cannot afford living past the pleasantries of
asks if it had seen a caravan of goblins go by in the past few civilization. Yet, for those few able to pierce the outlander’s
hours. After giving the raven some hard bread, the short thickened hide, they have made a friend for life.
conversation ends and the elf collects their things and runs
off into the forests. There are monsters to hunt. Creating an Outlander
Far away from the noise and chaos of towns and cities, past As you create your outlander character, consider why your
the luxuries and comforts of average folks, there lies the adventures have given you your particular abilities. Are you
outlander. In the harsh and devastating terrain of far away self exiled or have you done something so heinous that
lands, doing the work no one wishes, often without deserved draconian punishment? Did you leave a mentor at a
acknowledgement. young age who taught you fundamental skills or perhaps was
your mentor slaughtered by a band of monsters? You might
Talented Outcasts be completely self-taught as your time in the wild has forced
Outlanders are wanderers. Moving from small towns, camps, you to adapt or be devoured by the land itself. You could have
and settlements at the periphery of civilization – where the been taken in at a young age by an outlander who witnessed
real dangers exist. They are hunters of the most dangerous the downfall of your home.
predators, whether it be dragons, monstrosities, beasts or
those that hide away in civilization. While some outlanders
use these skills to gain coin from those who would pay for Luna's Notes
trophies or safety, others merely seek kindness, or the Outlander began as a revised ranger, way back
traditions and routines of the trade taught to them. before the revised ranger, or revised ranger 2, or
Due to the diversity of their wisdom and the capabilities even Tasha's. It's been a passion project off an on
gained from it, outlanders gain a number of natural knacks for literal years. I've reworked it at least a half
that augment their combat prowess and abilities. They can dozen times at this point.
emphasize stealth, careful planning, and deadly blows or My intent is for the outlander and ranger to
coexist together. It's very much a paladin vs fighter
charge into and stare down the biggest of foes in a show of in design. They share things, but outlander is more
reckless glory. While solitary hunters by trade, a number of focus on odd and unique skills of far away lands vs
knacks are also boons to companions and party members as simply the wilderness in the case of the ranger.
outlanders can thrive in any situation. Outlander obviously doesn't have spells or highly
magical abilities, but the abilities are similar. There
are still remnants of ranger in outlander, however
Quick Build as time goes on I plan on slowly removing them so
You can make an outlander quickly by following these the class feels fully separate.
Any and all feedback is greatly appreciated, and
suggestions. First, make Dexterity or Strength your highest
check the end for the artists(show them some love!),
ability score, followed by Wisdom. Second, choose the far changelog, and a small Q&A.
traveller background.
4
Outlander Teachings Grounding Practice
At 3rd level, you choose a style that you strive to emulate: At 14th level, you have learned a technique to regain your
Choose between the Skirmisher, Shade Walker, Hereafter, composure when you need it the most. When you roll for
Titan Hunter, Seafarer, or Nomad. Your choice grants you initiative and have no focus dice left, you may regain a
features at 3rd level and again at 6th, 11th, 15th, and 18th number of focus dice equal to twice your Wisdom modifier.
level. You cannot use this feature again until you finish a long rest.
Ability Score Improvement Sixth Sense
When you reach 4th level, and again at 8th, 12th, 16th, and At 17th level, you no longer rely purely on sight when fighting
19th level, you can increase one ability score of your choice your foe. Your body begin to sense their presence even when
by 2, or you can increase two ability scores of your choice by your eyes cannot. You gain blindsight with a range of 30 feet.
1. As normal, you can’t increase an ability score above 20 If you already have blindsight, its range increases by 30 feet.
using this feature. Moreover, you can see an invisible creature within that range,
Using the optional feats rule, you can forgo taking this unless the creature successfully hides from you.
feature to take a feat of your choice instead.
Planted Blows
Hustle Upon reaching 20th level, you are a master of combat and can
Beginning at 4th level, you have mastered the art or either exploit every weakness of your enemy. You gain a bonus to
running towards or away from conflicts, as you are wise damage with all weapons equal to half your proficiency
enough to know when to run. You can spend a focus die to bonus.
take Dash action as a bonus action on your turn.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Canny
At 5th level, your time surviving has bolstered your mental
fortitude. Your maximum amount of focus dice is increased
by an amount equal to your Wisdom modifier (minimum of 1).
Insightful Defense
Beginning at 7th level, you are able to use your insight against
potent enemies and deadly terrain. As a reaction, if an attack
hits you, you may use a focus die and add the result to your
AC, possibly turning a hit into a miss. Additionally, as a
reaction if you fail a Dexterity or Constitution saving throw,
you may use a focus die and add the result to the saving
throw, potentially turning a failure into a success.
Walk In The Tracks
Upon reaching 9th level, you are a master at getting the drop
on your enemies. As an action you can spend a focus die and
heighten your stealth abilities, granting you advantage on all
stealth rolls until the start of your next turn. You can use an
action on your following turns in order to maintain this effect
up to 10 minutes, costing no additional focus dice.
Built Fortitude
At 10th level, your reckless attitude has caused you to take
the brunt of most poison and diseases. You gain immunity to
poison and disease.
5
Outlander Teachings Nimble Warrior
An outlander can be a flexible adventurer who varies greatly Starting at 3rd level, you excel at moving through a battlefield.
from others of their kind. You could have learned the Enemies have disadvantage on opportunity attacks against
teachings of someone before you, or you're simply self-taught you and your movement speed increases by 5 feet.
by sheer will to survive. You may choose between the Weapon Expertise
Skirmisher, Shade Walker, Hereafter, Titan Hunter, Sea
Peddler, or Nomad options. At 6th level, you have mastered the art of using any weapon at
Each teaching reflects a specific kind of outlander. the ready to assist you in combat. You gain the Fighting Style
Sometimes a skirmisher might brute force their way through Knack. If you have already taken the knack you can take it
an encounter, other times they may use daring and cunning again choosing a different option this time. This knack does
tricks to get the upper hand. While a shade walker uses tricks not count towards your total knacks known.
of the light and deadly strikes. A hereafter uses a enemy's Additionally, you gain the following abilities to heighten
own life against them. A titan hunter uses knowledge of your combative abilities:
battle to top the greatest foes. A seafarer has an intimidating
aura and will of steel, while the nomad is based upon wild Follow Up
strikes to overwhelm your opponent. When you hit a creature with a ranged attack, you can spend
a focus die and move up to half your movement speed
The Skirmisher (rounded down). If you still have your free object interaction
available, you may stow your ranged weapon, draw a melee
The skirmisher focuses on besting their opponent by using weapon, and attack the same creature if it is within range.
everything they can: dirty tricks, tactical maneuvers, or by This attack does not count towards the total number of
combative prowess. attacks you can make with the Attack action.
Peak Physique Redirect
When a Hostile creature misses you with a melee Attack, you
When you take this archetype at level 3, you're a hardened can roll a focus die and use your Reaction to force that
combatant who embodies an athlete. You gain proficiency in creature to repeat the Attack against another creature (other
the Athletics skill. If you were already proficient, you instead than itself) of your choice. You can add the result of your
add double your proficiency bonus to any checks. focus die to the new attack roll.
Additionally, your jump distance and jump height are doubled.
Below the Belt
At 11th level, your use of cheap tricks allows you to deliver
devastating blows. Your weapon attacks score a critical hit on
a roll of 19 or 20.
Grit Your Teeth
At 15th level, you are ready for battle no matter the situation.
When you roll for initiative and are at or below half of your
maximum hit points (rounded down), you may use up to half
your hit dice (rounded down) and regain a number of hit
points equal to the amount rolled.
Play Dead
At 18th level, you are a master at keeping even the most
deadly opponents on their toes. When you are reduced to 0
Hit Points but not killed outright, you can drop to 1 hit point
instead. You can use this feature equal to your Wisdom
modifier. You regain all uses when you finish a Long Rest.
Additionally, upon using this ability you can use your
reaction to immediately make a weapon attack against the
creature that triggered this ability. This attack roll is made
with advantage.
8
Ebb
When you hit a creature with a melee weapon attack and The Nomad
your speed is not 0, you can choose to move 10 feet in a The nomads are desert people who have been hardened
straight line away from it without provoking any opportunity through years as a result of living in one of the most deadly
attacks. enviroments.
Flow Dune Hopper
When you hit a Large or smaller creature with a melee
weapon attack, you can choose to push the target 10 feet At 3rd level, you've gained certain skills needed to survive in
away from you. If the target is pushed into an obstacle or the hellish landscape you call home. You gain proficiency in
another creature, they take additional bludgeoning damage the Survival skill. If you were already proficient, you instead
equal to your Wisdom modifier (minimum of +1). add double your proficiency bonus to any checks.
Additionally, you can use your Dexterity score, instead of
Eye of the Storm Strength, to determine your jump distance for both long
jumps and high jumps.
At level 11, your time at sea has taught you to find your
composure during the deadliest of times. As a bonus action, Adder's kiss
you can spend a focus die to end one effect on yourself that is
causing you to be charmed or frightened. Beginning at 3rd level, you have honed the skill of collecting a
Additionally, you gain a bonus to initiative rolls equal to poison from creatures, plants, or other materials. As part of a
your Wisdom modifier (minimum of +1). long rest, you can go out and collect materials and craft a
poison - whether from the materials of a settlement or that of
Freedom of the Waves nature. You can craft a number of poisons equal to your
Wisdom modifier. As a bonus action, you can coat a melee
At 15th level, your body has a certain sway and uncertainty weapon or 10 ammunition. Attacks with these weapons deal
that mirrors that of the open sea. Your Movement doesn’t bonus poison damage equal to your focus die size. Poison
provoke Opportunity Attacks and you cannot be grappled or from this feature lasts for 1 minute upon use and any
restrained while conscious. remaining poison at the end of a long rest becomes unusable.
Bear the Storm Snake's Coil
At 18th level, when you step onto a battlefield, you take on the Upon reaching 6th level, you begin the mirror a deadly snake
visage of a roaring storm. Once per turn, you can use your while in battle: intimidating and defensive or patient and
Dirty Hit focus feature without using your bonus action and swift. You can use the Coil or Strike features once per turn.
instead deal maximum damage with the focus die. Additionally, you can spend a focus die and take the
Additionally, your Ebb and Flow seafarer features no Disengage action as a bonus action instead.
longer have a restriction on the number of times they can be
used per turn. Coil
As bonus action, you can stand your ground and mirror that
of a cornered snake. You can spend a focus die and any
creatures within 10 feet of you that can see you must succeed
on a Wisdom saving throw or become frightened of you until
the end of your next turn.
Strike
When you make a running long jump towards a Large or
smaller creature, you can spend a focus die to make a melee
weapon attack and attempt to knock the creature prone. You
make the attack roll at advantage, and if the attack hits, the
creature must make a Strength saving throw. On a failed
save, the creature is knocked prone.
Potent Toxins
Beginning at 11th level, you have mastered the crafting of
your poisons and can alter their effects. When you create a
poison from the Adder's Kiss nomad feature, you can choose
for the poison to deal necrotic, acid, or poison damage at the
time of creation.
11
Nature's Companion
Your time traveling has given you a knack for gaining the trust Companion Variant Rules
of beasts in order to aid you on your journey. As part of a long Upon agreement from your DM, you may use these two
rest, you can make a Wisdom (Animal Handling) ability check variant rules.
to commune with a critter. Based upon your roll, you gain the
following results: Desired Creature
1-5: Nothing. When a player rolls a 6-10 on their Wisdom (Animal Handling)
6-10: You gain a rough understanding of the types of check as a part of this knack, they can then choose the
animals around. creature, from the list, they would like to tame the next time
11-15: The next time you attempt this knack, gain a +5 to they use this knack. If they score a 16-20, they gain that
the check. creature as a companion.
16-20: You bond with a companion.
You or your DM may choose one of the following Random Creature
companions upon a result of 16-20: frog, sea horse, badger, If a player rolls a 16-20 on their Wisdom (Animal Handling)
bat, cat, crab, eagle, hawk, lizard, octopus, owl, quipper, rat, check as a part of this knack, the companion gained is random.
raven, or weasel. Roll a d20 and gain the companion listed on the table below:
Your companion acts independently of you, but it obeys
your commands to the best of its abilities. In combat, it takes Random Companion
its turn after yours and you can verbally command it during Result Creature
your turn.
Its hit point maximum increases by an amount equal to 1 Octopus
your outlander level, and it may add your proficiency as a 2 Quipper
bonus to any attack rolls, damage rolls, saving throws, and
AC. During a short rest, it regains half of its hit points. 3 Frog
You are able to communicate and understand this creature. 4 Sea Horse
Communication in this way takes 4 times as long and is
limited in its scope. The knowledge and awareness of your 5 Crab
familiar are limited by its intelligence, but at a minimum, it 6 Lizard
can give you information about anything it has perceived in
the last day such as the number of monsters in the next room 7 Rat
or report there is a trap it can see in the next corridor. 8 Weasel
If the companion dies, you can attempt to tame another 9 Badger
creature, repeating the process again. You cannot have more
than one companion at a time. 10 Bat
11-12 Owl
13-14 Cat
15-16 Eagle
17-18 Hawk
19-20 Raven
Natural Explorer
You are a master of exploring terrain. You gain the following
features:
Non-magical difficult terrain doesn't slow your group's
travel.
Even when you are engaged in another activity while
traveling, you remain alert to danger.
If you are traveling alone, you can move stealthily at a
normal pace.
When you forage, you find twice as much food as you
normally would.
12
Traveler's Rest
You have mastered the art of quick and safe resting when in
the most dangerous of places. You only need 4 hours of sleep
during a long rest, but you still require 8 hours of light activity
to benefit from a long rest.
Additionally, when resting, you are still roughly aware of
your surroundings. If another creature moves within 60 feet
of you, you can sense its presence based on your passive
Perception. This ability is not active if you are put to sleep by
magical means.
Traveling Artisan
You gain proficiency in a tool and instrument of your choice.
In addition, you become proficient in the Performance skill.
Tongue of the Parrot
You can mimic the speech of another person or the sounds
made by other creatures. You must have heard the person
speaking, or heard the creature make the sound, for at least 1
minute. If a creature uses its action to examine the sound, it
can discern it to be a trick with a successful Investigation
check against your focus save DC.
Tongue of the Thief
You gain proficiency in the Deception skill, and learn Thieves
Cant.
Blade Dance
Prerequisite: 3rd level
You dance without care when most would fight. When you
attack with a light melee weapon that you’re holding in one
hand, you can use a focus die to attack with a different light
melee weapon that you’re holding in the other hand as a part
of the Attack action, adding the roll of the focus die to the
damage of the second attack. When you use this feature, you
may not benefit from another attack as a part of two-weapon
Outsider Empathy
fighting. If you have the Dual Wielder Feat, these melee
weapons need not be light.
When you spend at least 1 minute in the presence of a Additionally, you gain advantage on any Dexterity (Sleight
humanoid, monstrosity, fey, or beast you can spend a focus of Hand) checks in order to conceal melee weapons on
die to discern their current emotion. yourself and you can draw or stow up to two weapons
Peace and Quiet whenever you roll initiative.
Sometimes success allows an outlander to regain Fireside Tales
themselves. When you roll a 20, on an attack, ability check, or Prerequisite: 3rd level
saving throw, regain a focus die. You cannot gain more focus Upon completing a long rest, your tales of far away lands
dice than your maximum amount with this feature. energize your allies. You may use a focus die and choose a
Predator's Eyes number friendly creatures, equal to twice your Wisdom
You can see in dim light within 60 feet of you as if it were modifier(which can include yourself), and are within 30 feet
bright light, and in darkness as if it were dim light. You can’t of you. They gain temporary hit points equal the result of your
discern color in darkness, only shades of gray. focus die + your Wisdom modifier. All creatures must be able
to hear and understand you to gain this benefit.
Slayer
You have significant experience studying, tracking, hunting,
and even talking to a certain type of enemy commonly
encountered in the wilds.
Choose a type of creature: beasts, dragons, elementals, fey,
humanoids, monstrosities, or undead. You gain a bonus to
damage rolls with weapon attacks against creatures of the
chosen type, equal to your proficiency bonus. Additionally,
you have advantage on Wisdom (Survival) checks to track
your favored enemies, as well as on Intelligence checks to
recall information about them.
13
Greatbow Fighting Careful Footing
Prerequisite: 3rd level Prerequisite: 7th level
When you make an attack with a ranged weapon, you can Even with the heaviest of armor, you can carefully plan
choose to use your Strength instead of Dexterity for the your footsteps to ease the rattling of your armor. When
bonus to hit and damage. wearing armor that normally imposes disadvantage on
Additionally, you have found more purposes for a bow than Dexterity (Stealth) checks, you no longer suffer from
the average ranger. You can make a melee weapon attack disadvantage.
with a shortbow or longbow, it deals 1d6 bludgeoning
damage and has the finesse property. Heightened Reflexes
Prerequisite: 9th level
Trap Rigger Your time in the wild has beaten into the need for quicker
Prerequisite: 3rd level reactions. You may spend a focus die in order to take an
You have a certain skill set that lends itself to setting traps additional reaction. This feature cannot be used again until
for your prey. You can spend a bonus action to set a hunting the start of your next turn.
trap, rather than an action. Additionally, when you use your
action to throw caltrops, you may cover a 10 feet by 10 feet Untrackable
area, using four times the amount of caltrops. Prerequisite: 9th level
Your time hunting beasts has taught you never to be the
Beast of the Dark hunted. Creatures have disadvantage when attempting to
Prerequisite: Shade Walker Subclass, 5th level track you and your party.
While in dark or dim light, you gain advantage on Additionally, you suffer no penalties to your Wisdom saving
Charisma (Intimidation) checks. throw when contesting a creature using the Scrying spell.
Additionally, when you reach 9th level and activate the Moreover, when you are targeted by the Locate Creature
Walk In The Tracks outlander feature, or at 11th level the spell, the caster must be within 500 feet, instead of 1000 feet
Shadowy Sway shade walker feature, you may expand its in order to locate you.
effect to an additional creature besides yourself. They must
also use their action to maintain this effect. Survival of the Fittest
Prerequisite: Hereafter Subclass, 13th level
Body of the Conqueror Your body has grown unwilling to die as a result of having
Prerequisite: Skirmisher Subclass, 5th level felt it before. When you roll a death saving throw, you gain a
Your time on the battlefield begins to manifest itself when bonus to the roll equal to your Wisdom modifier.
your body is tested. You gain the following abilities: Additionally, if the result of the save is 20 or above on a
death saving throw, you automatically stabilize and gain 1 hit
As a bonus action, you can use a focus die and regain a point.
number of hit points equal to the amount rolled + your
outlander level. You can use this feature once per long Path Knacks
rest.
You can spend a focus die and gain advantage on a Path Knacks are a high level collection of knacks that allow
Strength saving throw, before the outcome of the saving you to gain characteristics of a biome that you are most
throw is determined. accustomed with. You may only choose a single knack from
this list beginning at 11th level, and may choose one at any
Quick Undercover level of your choice going forward or not at all.
Prerequisite: 5th level
You can hide as a bonus action. Moreover, when you are Path of the Crag
hidden from a creature and miss it with a ranged weapon Prerequisite: 11th level
attack you can spend a focus die to make a Stealth check The terrain you are most accustomed to is the
contested by the target's Wisdom (Perception) or Intelligence mountainous crag. You gain the following benefits reflecting
(Investigation) check. your time in the mountains:
Stuck Cornered You take half damage from falling.
Prerequisite: 5th level You gain advantage in all Wisdom (Perception) checks
You have mastered the art of the bow in close quarters, while in the wilderness.
using all materials at hand to your advantage. Being within 5 When you take the dash action while climbing, your
feet of a hostile creature doesn’t impose disadvantage on your movement speed is tripled instead of doubled.
ranged attack rolls. All difficult terrain, that does not cause damage to you,
Additionally, if your DM uses the variant flanking rule, does not impede your movement.
creatures gain no benefit from flanking you while you are You gain resistance to Lightning Damage.
wielding a bow.
15
Ending Notes v1.0 - First Release
I don't know if anyone will read the changelog or Q&A but Released to public for further testing and feedback.
wanted to include it just in case someone does! There's also Flavor text and how to added.
links to all the artists, and please please please go support More knacks added, knacks rebalanced. Nature's
them! Companion being the biggest new knack.
Art!
Titan Hunter subclass added.
Changelog
v1.5 - Second Release
V0.1 Feedback from playtesting
Began as a revised ranger Canny added to increase focus dice later game, focus dice
Core class acting as a replacement to the ranger in home also 2x prof bonus now to encourage multiclassing
games for balance purposes. New Subclasses: Seafarer and Nomad
Slayer and Name of the Hunter knacks added
V0.2 Various knacks rebalanced, focusing on decreasing power
UA Revised Ranger released of knacks that take from feats
Still unhappy with the state of the ranger Stance knacks moved to a single knack to better explain
Development continues with the core philosophy being to interaction with fighting styles
remove concentration on Hunter's Mark, fix beastmaster, Moved from Homebrewery to GM Binder
and give ranger a proper lane. Opened up Patreon and a few other ways for people to
support/follow work. All work remains free currently.
V0.3
UA Revised Ranger #2 Released
Liked the initial idea and direction but the class was still
too DM dependent and niche.
Began incorporating a mix of homebrew ranger and UA
ranger
V0.4
TCoE releases, giving ranger a fair amount of straight
buffs making the class feel much better than it did before.
Officially change directions from recreating the ranger, to
now creating a seperate class.
Outlander is created as a non-spellcaster version of the
ranger, feeding into a more Aragorn type character
V0.5
Focus and Knack Systems added
Removed all previously ranger subclasses to establish the
class further as its own thing.
Added Skirmisher subclass, only subclass as a baseline
V0.6
Proofreading
Balancing of knacks based off feedback
Limited damage stacking with focus dice
Focus die and knacks now were integrated systems within
the class
v0.7
Further proof reading
Categories of knacks organized for balance
Multiple knacks reworked to not be abusable
The Shade Walker and Hereafter subclasses added
More flavor!
Some art!
16
Copyright Notice &
OGL
Thank You!
Go show all the artists some love!
Outlander by Luna_Os_Longscape (or Evan
Johnson) is unofficial Fan Content permitted
under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
Cover Art: 09.08一小时速涂, Liu Pengcheng materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.
Class Icon: Cape Icon, Game-icons Open Game License v 1.0a Copyright 2000,
Page 3: Blankets Of A Winter Night, Akajork Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright
Page 4: Amarnath, Akajork 2016, Wizards of the Coast, Inc.; Authors Mike
Mearls, Jeremy Crawford, Chris Perkins, Rodney
Page 5: 速途敷衍, Liu Pengcheng Thompson, Peter Lee, James Wyatt, Robert J.
Page 6: 11.11午休一小时, Liu Pengcheng Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary
Page 7: Sword Png Gygax and Dave Arneson.
Page 8a: 5.11日常速涂, Liu Pengcheng
Page 8b: Octopus, Wizards of the Coast
Page 9: 2017.10.08, Liu Pengcheng
Page 11: Demon Hunter, Liu Pengcheng
Page 12a: Eagle, Wizards of the Coast
Page 12b: Raven, Wizards of the Coast
Page 12c: Hawk, Wizards of the Coast
Page 13a: Personal practice, Liu Pengcheng
Page 13b: Frog, Wizards of the Coast
Page 13c: Badger, Wizards of the Coast
Page 14: Forlorn, Akajork
Page 15: 捉妖法师, Liu Pengcheng
Back Cover: Blankets Of A Winter Night, Akajork
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