Tarocchi - The Homebrewery
Tarocchi - The Homebrewery
Tarocchi - The Homebrewery
Tarocchi
A cloaked man sits in a seedy tavern, a billow of smoke
pouring from the folds of his robe, his booted feet rested
upon a chairacross from him. A fair maiden enter the room.
Immediately, he tosses his hood back, and kicks the chair out
from his table. He invites her to sit, gesturing to the seat
before beginning to lightly shuffle a deck of cards. He draws
three, and places them on the table. She nods, and
immediately moves to sit with him.
A party of adventurers stand at the feet of a mighty slain
dragon. It was a hard fought battle, and even harder won.
They look to their leader, who also lay fallen, gasping ragged
breaths. A woman in loose robes approaches him, kneeling
quietly and smiling. Wordlessly, she pulls a playing card out
of her sleeve and presses it against the fallen warrior. His
vitality returns, and the group breathes a sigh of relief.
A slight, older man sits in an ornate chair to the side of a
great king. The kingdom has fallen into chaos, and there is
talk of rebellion. The king turns to his advisor and asks how
he can stop this problem before it gets worse. The old man
smiles, adjusts his glasses, and pulls out a deck of cards. He
begins laying them on a table in an indecipherable pattern.
Finally, he places a single card into the middle of the pattern.
He hesitates for just a moment before drawing the card. He
smiles, and convinces the king that his rule can be assured.
Tarocchi are mysterious wielders of magic, not using
simple wands or staves, but drawing power from decks of
cards. The luck of the draw, and the irony of not having a card
you need, is never lost on a tarocchi, who is able to see the
long term goal, and make use of what hand of cards they are
dealt, both from their power packs, and from life itself.
Power Pack
A tarocchi's most powerful weapon is their power pack, a
deck of cards infused with magical abilities that only they can
wield. Sometimes these power packs are legendary artifacts,
with intricate artwork on the back, and court cards depicting
powerful rulers and tyrants, signifying these decks as special.
Often, however, these decks simply appear as ordinary
playing cards, allowing a tarocchi to feign innocence of their
magical abilities. Indeed, power packs can be used as an
ordinary deck of cards, and even if the cards are lost or
destroyed, they will reform in the tarocchi's pack by the light
of the next morning, as arcane magic binds the two together.
Living as a Tarocchi
Unfortunatley for tarocchi, their magical abilities do not often
lend themselves to finding steady work. The unreliability of
their powers make others reluctant to employ them, or to rely
on them. For this reason, tarocchi often regard their magical
abilities as a sort of hobby, one which they must practice and
hone in their free time, while finding work elsewhere.
The exception to this are tarocchi who are charismatic
enough to find themselves in the employ of a thieves' guild,
and who can convince the criminals with which they would Warning!
work that their skills are valuable and reliable, so long as
everyone else can be flexible. But to those who can be, a This class requires you to have a standard deck of 52 playing
tarocchi is a powerful ally, capable of drawing new hope from cards in order to play!
their deck, even when all seems lost.
TAROCCHI
2
The Tarocchi
Proficiency
Hand
Cantrips
Spells
Spell
Alt
At lev
Class Features
As a tarocchi, you gain the following class features.
Creating a Tarocchi Hit Points
Hit Dice: 1d8 per tarocchi level
As you create your tarocchi character, think about your Hit Points at 1st Level: 8 + your Constitution modifier
personal deck of cards. Where did they come from? Were Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
they a gift, given to you by a family member or trusted friend modifier per tarocchi level after 1st
who knew the secrets? Did you happen upon them, tossed
away by someone afraid of their power? Did you purchase Proficiencies
them from a mysterious merchant, whom no one else Armor: Light armor
remembers? Weapons: Simple weapons
You must also decide where your magical powers came Tools:
Gaming set (playing cards)
from, as it is the blending of magic and a power pack that Saving Throws: Wisdom, Charisma
makes a tarocchi. Do you have an ancestral bloodline of Skills: Choose two from Arcana, Deception, History, Insight,
magic users, whose arcane abilities have been born in you? Intimidation, Investigation, Performance, Persuasion, and
Have you bonded with an otherworldly being, granting you Sleight of Hand
powerful magic abilities? Or did you find your deck of cards
and determine to learn more, poring over and studying Equipment
ancienct texts to determine the true power of the cards? You start with the following equipment, in addition to the
equipment granted by your background:
Quick Build (a) a light crossbow and 20 bolts, or (b) any simple
You can make a tarocchi quickly by following these weapon
suggestions. First, make Charisma your highest ability score, (a) a burglar's pack or (b) an explorer's pack
followed by Constitution. Second, choose the charlatan A set of leather armor
backgrond. Third, choose the light, prestidigitation, ray of A gaming set (playing cards)
frost, and shocking grasp cantrips, along with the 1st-level
spells charm person and magic missile.
TAROCCHI
3
Slots
Card
Tarocchi
Spell
Tarocchi Spells
Silent Image Lightning Bolt 6th Level
Cantrips (0 Level) Sleep Remove Curse Circle of Death
Chill Touch Snare † Revivify Contingency
Create Bonfire † Thunderwave Sending Create Undead
Dancing Lights Witch Bolt Speak with Dead Find the Path
Friends Thunder Step † Globe of Invulnerability
Light 2nd Level Vampiric Touch Guards and Wards
Mage Hand Alter Self Mental Prison †
Mending Arcane Lock 4th Level Otto's Irresistible Dance
Message Augury Charm Monster † Planar Ally
Minor Illusion Detect Thoughts Compulsion Programmed Illusion
Prestidigitation Enhance Ability Death Ward True Seeing
Produce Flame Enlarge/Reduce Dimension Door
Ray of Frost Healing Spirit † Fabricate 7th Level
Resistance Invisibility Locate Creature Delayed Blast Fireball
Shocking Grasp Knock Phantasmal Killer Mirage Arcane
Spare the Dying Lesser Restoration Polymorph Prismatic Spray
Thunderclap † Levitate Vitriolic Sphere † Project Image
Locate Object Regenerate
1st Level Mirror Image 5th Level Resurrection
Absorb Elements † Misty Step Bigby's Hand Symbol
Animal Friendship Pyrotechnics † Contagion
Catapult † Ray of Enfeeblement Creation 8th Level
Cause Fear † Rope Trick Danse Macabre † Antimagic Field
Chaos Bolt † See Invisibility Dominate Person Control Weather
Charm Person Scorching Ray Dream Earthquake
Chromatic Orb Spiritual Weapon Geas Feeblemind
Color Spray Suggestion Greater Restoration Glibness
Command Immolation † Illusory Dragon †
Create or Destroy Water 3rd Level Legend Lore Maddening Darkness †
Cure Wounds Animate Dead Mislead Mind Blank
Detect Magic Bestow Curse Modify Memory Power Word Stun
Disguise Self Catnap † Raise Dead
Feather Fall Clairvoyance Scrying 9th Level
Fog Cloud Counterspell Seeming Foresight
Heroism Dispel Magic Telekinesis Invulnerability †
Identify Fireball Power Word Kill
Illusory Script Fly Time Stop
Magic Missile Glyph of Warding Weird
Ray of Sickness Hypnotic Pattern Wish
Shield
† This spell appears in Xanathar's Guide to Everything.
TAROCCHI
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Game of Choice
Tarocchi love card games, but each tarocchi has a game they
play more than others. This focus gives them special abilities
based on the type of game they play. Five games are
presented below: Blackjack, Euchre, Mau, Poker, and
Spades.
Blackjack
Also known as twenty-one, blackjack is a game with a long
history. The basic premise of the game is that each player has
a pile of cards in front of them, and the object is to get that
pile to equal 21, by adding up the ranks of cards in the pile.
Hit Me
Beginning when you choose this game at 3rd level, you have
the ability to generate extra cards to cast. When a creature
hits you for the first time each turn with an attack, you
generate a Blackjack card. This card is drawn from the top of
your deck, and placed face-up in front of you. Each time you
are hit by an attack, a new card is added to the Twenty-One Euchre
Pile.
You must keep a running total of the ranks of cards in your Euchre has gone by many different names, but the crux of the
Twenty-One Pile. Face cards count as 10 for the purposes of game is that it is played with a smaller deck than normal, as
Blackjack, while aces count as either 1 or 11 (your choice). players attempt to take tricks. Like your favorite game, you
Any card from your Twenty-One Pile can be cast as though it learn to quickly get to the cards you need.
were in your hand.
If the total of cards in your Twenty-One Pile ever exceeds Standard Deck
21, all cards in the pile are immediately discarded. Beginning when you choose this game at 3rd level, you can
If the total of cards in your Twenty-One Pile ever equals pare down your power pack to better ensure you get your
exactly 21, you immediately draw all cards from your Twenty- powerful cards. When you finish a long rest and your cards
One Pile into your hand (even if this would exceed your reform in your pack, you can choose any rank of cards
maximum hand limit), and gain a Blackjack for 1 minute. At between 2-8. These cards are removed from your deck
any time during this minute when you would roll a d20, you entirely until your next long rest. For each rank you choose to
can instead choose not to roll the die and simply treat the remove in this way, you gain 1 temporary hit point.
result as though you had rolled a 20, and gain a +1 bonus to For example, at 1st level, if you choose ranks 2, 3, 4, and 5,
the result. You can only have a single Blackjack at a time. then you would remove all 2s, 3s, 4s, and 5s from your deck,
All cards in your Twenty-One Pile return to your deck when and you would gain 4 temporary hit points. If you chose all
you finish a long rest. ranks 2-8, you would gain 7 temporary hit points.
The amount of temporary hit points you gain when
Double Down removing a rank of cards increases by 1 when you reach 5th
Starting at 6th level, you can take a bonus action to add a level (2 temporary hit points), 11th level (3 temporary hit
single card from your hand to your Twenty-One Pile. You points), and 17th level (4 temporary hit points).
cannot start a Twenty-One Pile in this way, only add to an
existing one. Knock
Starting at 6th level, you have the ability to pass your turn for
Surrender greater benefit later. You can choose to give up your action
Beginning at 10th level, you can give the appearance of and all of your movement on your turn. If you do so, you gain
defeat. You can cast the feign death spell, but only as a ritual. one additional action on your next turn. You can only ever
gain one additional action in this way.
Split
Starting at 14th level, you gain the ability to start multiple Table Talk
Twenty-One Piles in front of you by splitting cards of the Beginning at 10th level, you can cast the Rary's telepathic
same rank. If the only two cards of a Twenty-One Pile are of bond spell, but only as a ritual.
the same rank, you can split them into two separate Twenty-
One Piles. Whenever you gain a new Blackjack card, you can Best Bower
choose to add it to either pile. Each pile can generate a Starting at 14th level, you have the ability to to use your Jacks
separate Blackjack, which can allow you to have two as more powerful spells. You can take a bonus action to
Blackjacks at the same time. You cannot start a new Twenty- choose a color, either red or black. Until you finish a long
One Pile until all cards in front of you are either discarded or rest, the Jacks in your power pack of that color can be used as
taken into your hand. a spell slot of up to 5th level.
TAROCCHI
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Mau
There is nothing more enjoyable to a mau master than to
introduce a new person to the game. Teaching someone to
play is very simple:
"The only rule I can tell you... is this one...
Poker
Poker is a game with an extremely long history and
thousands of variants. Most games of poker are played
similarly, however. Each player has a hand, with which they
try to have the best combination of cards. The player with the Winning Hands
best hand wins the round, and play continues. The following combinations of cards can be played to
form a Winning Hand.
Winning Hand Two pair. This hand contains at least two cards of the
As a poker player, you have the ability to play multiple cards same rank, and two cards of another rank. When you
at once to enhance your spell effects. At 3rd level, you can play this hand, you can cast two spells with a casting
play any of the poker hands (see the Winning Hand sidebar) time of 1 action, one for each pair. Discard one card
to gain an additional effect. When you play a Winning Hand, from each pair, and place the remaining three into the
you must play an entire poker hand of five cards, even if the Poker Pile.
Winning Hand you play does not require five cards. You must Three of a kind. This hand contains at least three
cast a single spell when you play the hand, which can be a cards of the same rank. When you have three of a kind
spell from any of the cards in the hand. in hand and you or an ally within 60 feet would take
Poker Pile. When you play a Winning Hand, you put a damage from a spell or weapon attack, you can cast a
number of the cards used to play the hand into a separate spell with a casting time of one action or one bonus
discard pile, called the Poker Pile. When you a finish a short action as a reaction. Discard two of the three identical
or long rest, take all cards in the Poker Pile and shuffle them cards, and place the remaining three cards into the
Poker Pile.
back into your power pack. Straight. This hand contains at least five cards in
sequential rank. When you play this hand, all targets
Hold 'em affected by the spell have disadvantage on the first
Starting at 6th level, you can take your poker abilities a step saving throw made against the spell. Discard the three
further. On your turn, you can take a bonus action to place up highest cards in the hand, and place the remaining two
to three cards in front of you as Hold 'em cards. These cards in the Poker Pile.
remain in front of you for 1 minute, during which time you Flush. This hand contains at least five cards, all of
can draw back up to your normal hand limit. While they do which are the same suit. When you play this hand to
not count against your hand limit, they can be used in cast a spell, you can choose for any targets of the spell
conjunction with cards in your hand to make a Winning to also be under the effects of the haste or slow spell
Hand. They are considered played whenever you make the (your choice) until the end of your next turn. Discard
Winning Hand, and are discarded normally. If the hold 'em the two highest cards from the flush, and place the
cards are not used within 1 minute, they are discarded. remaining three in the Poker Pile.
Full house. This hand contains three cards of one
rank, and two cards of another rank. When you play
Cozy Table this hand to cast a spell which requires concentration,
Beginning at 10th level, you are ready for a round of poker no you do not need to make Constitution saving throws
matter where you are. You can cast the Leomund's tiny hut to maintain your concentration when you take damage.
spell, but only as a ritual. When you do so, you can also cast Discard the three same-rank cards, and keep the two
the Tenser's floating disk spell as part of the same ritual. The off-rank cards in your hand.
disk cannot leave the hut. Four of a kind. This hand contains four cards of the
same rank. When you play this hand and cast a spell
All In that targets only one creature and that doesn't have a
Starting at 14th level, you can target one creature within 60 range of self, you can target three other creatures in
feet as a bonus action. You and the creature each roll a d20. range with the spell. Discard all four of the cards, and
The higher of the rolls is the victor. put the last one into the Poker Pile.
The victor of the roll has advantage on attack rolls against Straight flush. This hand contains five cards of
the loser. The loser has disadvantage on all saving throws sequential rank, all of which are the same suit. When
from effects initiated by the victor. you play this hand, any dice you would roll for the spell
(not including attack rolls) are maximized, taking their
This effect lasts for 1 minute. Once the effect ends, the highest value. Discard the entire hand.
target is immune to the effect for 24 hours, but you can
initiate the effect against a new target.
TAROCCHI
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Multiclassing
Tarocchi follow all the normal rules for multiclassing. The
Spades following tables function as additions to those listed on page
163 and 164 of the Player’s Handbook.
Spades is a game which requires the player to correctly
predict an entire round based only on the knowledge of their Multiclassing Prerequisites
own hand. Spades players like the uncertainty of working Class Ability Score Minimum
with only their own hand, and turning it into a certain win. Tarocchi Charisma 13
Kitty Card Multiclassing Proficiencies
A variant of spades allows a bidding player to pass a card to Class Proficiencies Gained
their ally, and to receive one in return. This card is sometimes
affectionately referred to as a kitty card. Beginning at 3rd Tarocchi One skill from the class's skill list, gaming
level when you choose this game, you can play a card for a set (playing cards)
spell of 5th level or lower, naming the spell you cast into it.
However, unlike a normal casting of the spell, you can identify Expanding Card Casting
the card as a kitty card. This traps the spell's magic in the
card, but does not cast the spell immediately. The tarocchi's system of casting their spells is entirely
Once a card has been designated a kitty card, it can be unique, however, the mechanic can be expanded to other
given to any other creature to hold on to. At any time, that classes if it would fit the character you would wish to play.
creature can touch the kitty card and use an action to say a To grant another class the ability to use card magic, replace
code word (that you both come up with together). This allows the Spellcasting feature of that class with the Card Shark
the creature to cast the spell. The spell activates as though feature of the tarocchi. Some adjustments will need to be
you were casting it. This includes using your level (if the card made, depending on the class to which you wish to add card
is a cantrip), and using your spell save DC for any targets magic.
which are affected by the spell. However, the range and area
activate from the creature holding the card, which chooses Hand Size
any targets and makes any spell attack rolls required The hand size for all classes other than the tarocchi is 5 at all
(although their roll still uses your spell attack ability levels.
modifier). If the spell requires concentration, the creature
activating the spell must maintain concentration on it. Cantrips
You can have one kitty card active at a time. If you create a A class must learn cantrips in order for the card magic
new kitty card before an existing one is activated, the old kitty system to work. A class which does not learn cantrips cannot
card loses its power. Regardless of when it is created, all use card magic. For a class which does learn cantrips, their
cards (including unexpended kitty cards) return to your deck number of cantrips known are unchanged.
when you finish a long rest.
Spell Slots
Trump Card The class's spell slots are replaced by those of the tarocchi's
Starting at 6th level, you can get the jump on foes who think card shark ability. Whenever the class would gain a higher-
they have the advantage. When you or an ally within 30 feet level spell slot, it can use cards of the appropriate rank to cast
of you are subject to a weapon attack, you can use a reaction those spells.
to play any card in the spades (♠) suit from your hand to cast For example, a sorcerer which reaches 3rd level can begin
a spell which has a casting time of 1 action or 1 bonus action. using Jacks to cast 2nd level spells. An eldritch knight which
You can use this feature once, and regain the ability to do reaches 7th level can do the same.
so when you finish a short or long rest.
Spells Known of 1st Level and Higher
Partners The class continues to learn (and prepare, if necessary) spells
Spades is most often a game that is played with a partner, as it normally would.
and you can find a partner no matter where you go.
Beginning at 10th level, you can cast the comprehend Spellcasting Ability
languages, find familiar, and unseen servant spells, but only The class uses whichever spellcasting ability it normally
as rituals. would.
First Trick Clubs Ritual Casting
Starting at 14th level, you can use the power of one of your If the class would normally have ritual casting, it retains that
cards in order to gain a supreme advantage over other ability. You do not need to have any specific cards in hand in
creatures. When you roll initiative, you can play the 2 of clubs order to cast a ritual that you know.
(♣) as part of your roll. If you do so, you treat your initiative as
though you had rolled a 20, and have advantage on the first Spellcasting Focus
attack you make during the initiative. If you would be The class can use a spellcasting focus as it normally would,
surprised, you are not surprised. or can use the cards as a tarocchi does.
TAROCCHI
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At 6th level, blackjack gets the Double Down ability,
Changelog which allows the player to take a bonus action to add a
This list is for those players and DMs who have played single card to their Twenty-One Pile.
previous versions of the tarocchi, and want to know the exact At 10th level, blackjack gets the Surrender ability, which
changes that have taken place. allows the player to cast the feign death spell a as a ritual.
At 14th level, blackjack gets the Split ability, which allows
Perception has been removed from the skill proficiencies the player to split a blackjack pile in half and run two piles
list. at once.
Arcana has been added to the skill proficiencies list.
The choice of a dungeoneer's pack has been replaced by Euchre
the choice of a burglar's pack. Changes to the euchre game are meant to make it a
The Power Pack feature has been renamed to Card choice of game without advanced mechanics, for those
Shark. tarocchi which want a more straightforward subclass.
Card Shark - The method of casting spells at higher levels The Kitty Card feature has been remove from this
has been changed, and now requires the tarocchi to play subclass. An identical feature has been added to the new
cards of the higher level slot in order to cast at a higher subclass based on Pinochle.
level. This game gains a new feature at 3rd level called
Card Shark - The Running Out of Cards section of this Standard Deck, which allows the tarocchi to remove any
feature has been changed to simply allow the tarocchi to number of cards of rank 2-8 from their deck.
draw jokers into their hand whenever they are completely
out of cards in order to continue to cast cantrips. Poker
A "Tarocchi Level" column has been added to the Card Language has been changed to reflect the changes of how
Slots table to make it more explicit when certain cards casting spells at a higher level works.
can be used for a spell slot instead of a cantrip. Language Three of a Kind. This hand now allows the tarocchi to
in the "Hand Size" section has been rewritten to reinforce cast a spell as a reaction whenever they or an ally would
this. take damage.
A new feature, Force a Card, has been added at 1st level, Flush. This hand now puts all targets of the spell cast
allowing the tarocchi to add a single card to their hand as under the effects of haste or slow (the tarocchi's choice)
an action a number of times equal to 1 + their Charisma for 1 round.
modifier, regaining expended uses on a long rest. Full House. This hand now allows the tarocchi to
The Game of Choice feature has been moved to 3rd level. concentrate on a spell without needing to make
Two new Game of Choice options have been added: Constitution saving throws when they take damage.
Blackjack and Spades. Straight Flush. This hand now maximizes any dice rolled
The New Deal feature has been removed. for the spell cast.
A new feature, Misdirection, has been added at 2nd level, Cozy Table - The option to add unseen servant to this
allowing the tarocchi to double their proficiency bonus ritual has been removed, and that ritual is now offered to
with one of their skill proficiencies and proficiency with the spades game of choice.
their gaming set (playing cards). It also allow the tarocchi
to make a Deception or Sleight of Hand check as a bonus Spades
action.
Lucky Draw - This feature has been renamed The new game of choice, Spades, has been added.
Equivocation and now applies to all games of chance, and At 3rd level, spades gains the Kitty Card ability,
all randomized results from magic items. transferred from Euchre.
Ace in the Hole - This feature has been moved to 5th At 6th level, spades gets the Trump Card ability, allowing
level, with one additional use at 18th level. the tarocchi to cast a spell from a spade (♠) card as a
The Trump Card feature has been removed. reaction whenever they or an ally within 30 feet is subject
A new feature, Cold Reading, has been added at 10th to a weapon attack.
level, allowing the tarocchi to observe or interact with a At 10th level, spades gets the Partners feature, allowing
creature for 1 minute to discover information about its them to cast comprehend languages, find familiar, and
statistics compared to their own. unseen servant as a ritual.
The secondary effect of Bottom Dealing has been At 14th level, spades get the First Trick Clubs feature,
removed. allowing them to play the 2 of clubs (♣) when they roll
initiative in order to treat their roll as a 20 and gain
Blackjack advantage on the first attack made during that initiative.
The new game of choice, Blackjack, has been added. Multiclassing
At 3rd level, blackjack gains the Hit Me feature, which
adds a card to a new pile any time the player is struck by a Rules for multiclassing have been added.
weapon attack. If the value of this pile exceeds 21, the
cards are discarded. If they hit exactly 21, the player draws Expanding Card Magic
the cards into their hand and receives a Blackjack, the Rules for adapting the card magic system for use on other
ability to treat a d20 roll within the next minute as an classes has been added.
automatic 20.
TAROCCHI
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Spells
The following spells have been added to or removed from the
tarocchi's spell list.
Cantrips (0 Level) Spirit Guardians (removed)
Create Bonfire (removed) Vampiric Touch
Friends
4th Level
Poison Spray (removed)
Compulsion
1st Level Fabricate
Catapult (removed) Greater Invisibility
Chromatic Orb (removed)
Color Spray Ice Storm (removed)
Command Phantasmal Killer
Earth Tremor (removed) Storm Sphere (removed)
Feather Fall
Fog Cloud
5th Level
Ice Knife (removed) Bigby's Hand
Longstrider (removed) Creation
Ray of Sickness Dominate Person
Speak with Animals Geas
(removed) Mislead
Witch Bolt Scrying
Seeming
2nd Level Telekinesis
Detect Thoughts Wall of Force (removed)
Earthbind (removed)
6th Level
Gentle Repose (removed)
Knock Circle of Death
Levitate Contingency
Locate Animals or Plants Create Undead
(removed) Guards and Wards
Mirror Image Otto's Irresistible Dance
Ray of Enfeeblement Programmed Illusion
Rope Trick 7th Level
Silence (removed)
Delayed Blast Fireball
Skywrite (removed)
Mirage Arcane
Spider Climb (removed)
Prismatic Spray
Warding Wind (removed)
Project Image
3rd Level 8th Level
Counterspell
Antimagic Field
Daylight (removed)
Feeblemind
Flame Arrows (removed)
Mind Blank
Hypnotic Pattern
Power Word Stun
Magic Circle
Major Image 9th Level
Melf's Minute Meteors Power Word Kill
(removed) Weird
Plant Growth (removed)
Speak with Dead
CHANGELOG
12
Legal
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
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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 2016 by
Alex Tanner and published under the Community Content
Agreement for Dungeon Masters Guild.