The Ronin (D&D 5th Ed.) - GM Binder

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The Ronin

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Ronin Creating a Ronin
'A long and sharp sword slices through an unrecognisable When building a Ronin, think about what made your
creature. "Forward! . ." they said. They did not know what they character escape, betray or abandon his/her path, or why it
were against.' though that wandering in a new world was a great idea.
Vengance or safety are great and simple words that you can
'A large silhouette runs in the night. Rushing with light feet, build your background around.
slashing his enemies throats. The group frightened, throwing
their torches at that thing trying to defend themselves, but Was there a greater mission? Was your master a tyrant? And
was in vain.' your family? Was it murdered/exiled? Are you skilled enough?
Were you useless?
'Sitting on a rock, with the moonlight reflecting on its clean
sword, lays a masked warrior counting the bodies of what These questions could be used as a guide to create a 'fallen'
once were his enemies.' background. As a counterpart, you can always say that you
where trained by a Ronin and use some of those questions as
No more Bushido Code a guide.
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.
Class Features
As a Ronin, you gain the following class features: Ronin
Hit Points Proficiency
Hit Dice: 1d8 per Ronin Level Level Bonus Features
Hit Points at 1st Level: 8 + Constitution Mod. 1st +2 Martial Stance
Hit Points: 1d8 (or 5) + Constitution Mod. per Level
2nd +2 Sharp Sense
Proficiencies 3rd +2 Samurai Training
Armor: Light Armor & Medium Armor
Weapons: Simple Weapons, Martial Weapons (Katana, 4th +2 Ability Score Improvement
Nodachi, Naginata) 5th +3 Extra Attack
Tools: Choose one type of Artisan’s Tools or one musical
Instrument 6th +3 Critical Spot
Saving Throws: Dexterity, Intelligence 7th +3 Samurai Training
Skills: Choose Three from Acrobatics, Athletics, Intimidate,
Insight, Stealth, Medicine, Perception, Religion, Survival. 8th +3 Ability Score Improvement
9th +4 Critical Spot
Equipment
You start with the following equipment, in addition to the 10th +4 Samurai Training
equipment granted by your background: 11th +4 Extra Attack
(a) Katana, (b) Nodachi or (c) Naginata 12th +4
Ability Score Improvement,
(a) Padded armor, longbow and 20 Arrows or (b) Chain Critical Spot
Shirt 13th +5 Tireless Spirit
(a) an Explorer’s Pack, (b) a Herbalism kit or (c) a
Dungeoneer’s Pack 14th +5
Unerring Accuracy, Samurai
Training
Wealth [4d4 x 10 Gold Pieces]
15th +5 Rapid Strike
Quick Build Ability Score Improvement,
First, make Dexterity your highest ability score. Your next- 16th +5
Tireless Spirit
highest score should be Constitution. Second, choose the
soldier background. 17th +6 -
18th +6 Path of the Warrior
Martial Stance
19th +6 Ability Score Improvement
At 1st level, you learn the art of fighting with versatile
strategies. At the beginning of any combat, you start without 20th +6 Extra Attack, Unerring Accuracy
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 Weapons added with this Class:
use your reaction when you are being targeted by an Katana: Cost - 12 gp; Damage 1d8 Slashing;
attack to add your proficiency bonus to your AC against Weight - 2 lb; Properties: Finesse – Versatile
this attack roll. (1d10).
Bōkō: While in this stance, you adopt an offensive pose. Nodachi: Cost - 50 gp; Damage 1d12 Slashing;
Each time you attack with your weapon, you gain +2 to Weight - 5,5 lb; Properties: Finesse – Heavy – Two
your damage roll. However, while using this stance, your Handed.
movement speed is halved.
Naginata: Cost - 20 gp; Damage 1d10 Slashing;
Taira: This stance utilizes the stability of your body to Weight - 3,5 lb; Properties: Reach – Two Handed -
achieve a perfect balance between offense and defense. Finesse.
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.
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. Wild Strike
Starting at 15th level, you learn to trade accuracy for fast
Extra Attack strikes. If you take the Attack action on your turn and have
Beginning at 5th level, you can attack twice, whenever you advantage on an attack roll, you can forgo the advantage to
take the Attack action on your turn. The number of attacks make an additional weapon attack as part of the same attack
increases to three when you reach 11th level in this class, action.
and to four when you reach 20th level in this class.
Path of the Warrior
Critical Spot Starting at 18th level, you gain unparalleled control over your
Beginning at 6th level, you can utilize your bonus action to mind and abilities as a wandering Samurai, allowing you to
pinpoint a weak point in your enemy's defenses. This grants unleash your full power.
you a +1 bonus to your attack roll against that specific enemy With this feature, your movement speed is doubled, and
on your next attack action. you gain an additional reaction per turn.
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
Samurai Training
12th level, increases to +3 to your attack roll. In every soldier's life, they must choose their way to victory.
Those who combine the knowledge of their masters and the
Tireless Spirit power of painful training are the ones who triumph in battle.
Starting at 10th level when you roll for initiative, you can Way of the Orochi
spend a number of hit dice equal to your Intelligence modifier
to heal yourself. With an incredible speed and no mercy, the Way of the
All hit dice used with this feature will not be able to use in Orochi shows fast strikes and an excellent mobility with
your next short rest, unless you take a long rest. which he squanders his enemies with no remorse.
At 16th level, the healing received from your hit die is Instant Punish
doubled when using them with this feature. Beginning at 3rd level, you can use your action to perform a
Unerring Accuracy 20-foot forward dash towards a creature. This allows you to
make an attack action against the target. You can also chain
At 14th level, your mastery of weapons grants you the "Extra Attack" feature if available.
extraordinary accuracy. If this feature is used to 'dash away' from an enemy, the
If you miss an attack roll on your turn, you can re-roll it. enemy will have disadvantage on opportunity attacks against
You can use this feature only once per turn and a maximum you. This feature can be used only while wielding one
amount equal to your Dexterity modifier before requiring a weapon that does not have the Heavy property.
long rest.
At 20th level, you can use this ability once every turn
without needing a long rest.
No Room for Error This bleeding can stack up to three times, dealing a
At 7th level, when a creature misses you with a melee attack, maximum of 3d4 of necrotic damage per turn.
you can use your reaction to make an opportunity attack The creature affected by this feature can attempt to stop
against them with advantage. the bleeding by making a Medicine skill check with a DC
You can use this feature a number of times equal to your equal to the one used for the Constitution save.
Intelligence modifier per short rest. Also, you can only use Way of the Kensei
this feature if the weapon you are using has the Versatile
property. With a gigantic soul and sword, the Way of the Kensei sweeps
through the front line of the battlefield while protecting those
Instant Punish II behind using his spirit to empower his hits.
At 10th level, while using the 3rd-level feature "Instant
Punish", you gain an additional 1d8 to your damage rolls Heavy Impact
when you make an attack using this feature. Beginning at 3rd level, when you make an attack with
Additionally, if you use this feature to 'dash away' from an advantage, you can reroll one of the dice once.
enemy, they are unable to make an opportunity attack against Additionally, your weapon attacks score a critical hit on a
you. roll of 19 or 20. This feature is active only when you are
wielding one weapon that has the Heavy property.
Slashing Burst
At 14th level, as a bonus action, you can choose a single Petrifying Look
creature that you can see and mark it. While attacking the Starting at 7th level, you gain the ability to enter a state of
marked target, your damage increases by an additional 1d4 tranquil focus, channeling your spirit to fortify your body. As
for each successful attack. an action, you assume a defensive stance, remaining rooted
This bonus ends if you attack another creature or if you in place and prepared to withstand any melee attack.
defeat the marked target. When targeted by a melee attack while in this stance, you
are able to deflect the attack, taking no damage, and retaliate,
Way of the Nobushi as a reaction, with a counterattack against the assailant.
Incredible precision and accuracy makes the Way of the If you are targeted by a ranged attack while in this stance,
Nobushi the most complex yet complete and dominant you are able to dodge the attack, avoiding the damage
warrior in battle. entirely. However, if this ranged attack requires you to make a
saving throw, like a spell, this feature will not work.
Snake Dash You can use this feature a number of times equal to your
At 3rd level, you can make a melee attack with a weapon that Intelligence modifier per short rest.
has the Reach property and then move 5ft backward. The Complete Soul
target of your attack cannot make an opportunity attack
against you in response. This feature can be used once per At 10th level your hit die become a d12. All hit point rolls for
turn. levels 10th to 20th are thrown with this new hit die.
Unbreakable Cover Intense Regeneration
At 7th level, when you are targeted by a ranged attack, you Starting at 14th level, if your current hit points are below half
can use your reaction to add +3 to your AC against that of your maximum hit points, you can harness your inner
attack. resilience to initiate a healing process.
If the attack misses you, you can redirect it by making a As a bonus action, you focus your energy and restore 8 +
ranged weapon attack with a range of 20/40 feet. your Constitution modifier hit points until your current hit
This feature can be used a number of times equal to your points reach half of your maximum hit points. You can use
Intelligence modifier per short rest. this feature a number of times equal to your Constitution
modifier + your Intelligence modifier per long rest.
Endless Swirl
At 10th level, when facing more than one creature within 10 Way of the Yabusame
feet of you, immediately after taking the Attack action, you With their expert marksmanship and unrivaled range, the
can use your bonus action to make a number of additional Way of the Yabusame rain down a storm of arrows upon their
attacks equal to the number of attacks you can make with foes, striking with unwavering precision.
your Attack action. However, you do not add your ability
modifier to the damage of these additional attacks. Bonus Proficiency
When choosing this way at 3rd level, you gain proficiency
Brutal Bleeding with longbows.
At 14th level, whenever you hit an enemy with slashing or
piercing damage, the target must make a Constitution saving Swift Archery
throw with a DC equal to 8 + your Intelligence modifier + Starting at 3rd level, when you use the Attack action on your
your proficiency modifier. turn to make an attack with your longbow, you can use a
If the target fails the saving throw, it takes 1d4 necrotic bonus action to fire a second arrow in quick succession to the
damage at the start of each of its turns until it reaches 0 hit same target. However, this second arrow damage roll does
points. not benefit from your Dexterity modifier.
Eagle Eye Way of the Yōkai
At 7th level, your keen eyesight and mastery of the longbow
grant you enhanced accuracy and precision. You gain the Two wandering souls meet, combining their prowess and
following benefits: making the Way of the Yōkai the most complete of the paths
to glory.
You have advantage on Perception checks that rely on
sight. Yōkai's Shadow
When you make a ranged attack with a longbow, you At 3rd level, the chains of your soul are unleashed, and your
ignore half cover and three-quarters cover. path becomes intertwined with that of a loyal spirit who has
Your longbow attacks ignore resistance to piercing chosen to accompany you as your companion, granting you
damage. its spells and techniques to aid you in combat.
Familiar Phantom. Your bond with your spiritual partner
Hail of Arrows allows you to summon them as their original humanoid or
At 10th level, when you take the attack action with your animal form (this feature works as 1st-level spell "Find
longbow, you can forgo your bonus action to shoot a barrage Familiar".)
of arrows towards a designated area. The AC of your Yōkai is equal to 10 + your Intelligence
Each creature within a 15ft radius around the point of modifier and its hit points are a number of d6s equal to your
impact must make a Dexterity saving throw with a DC equal Ronin level. Additionally, in case of dropping to 0 hp, your
to 8 + your Dexterity modifier + your proficiency bonus. Yōkai companion cannot be summoned until a day passes.
Those who fail their saving throw take piercing damage equal
to 2d8 + your Dexterity modifier. Those who succeed on their Spiritual Bond
saving throw take half damage. Each Yōkai masters a specific elemental art. At 3rd level, you
You can use this feature once per turn and a number of must choose which elemental art your companion masters
times equal to your Intelligence modifier per short rest. from the next five options: Earth Art, Fire Art, Shadow Art,
Water Art or Wind Art.
Lethal Technique Each of these four options will provide different benefits
At 14th level, your training and concentration allow you to depending on your choice.
you add your Intelligence modifier to your attack rolls made
with your longbow. Earth Art: When another creature damages you with a
Additionally once per turn, you can imbue one of your melee attack, you can use your reaction to halve any
arrows with poison. incoming bludgeoning, piercing or slashing damage.
When a target is hit, this one will need to make a Fire Art: When hitting another creature with a melee
Constitution saving throw with a DC equal to 8 + your weapon attack, you have additional fire damage equal to
Intelligence modifier + your proficiency modifier. your Intelligence modifier.
If failed, the creature will take 1d8 + your Intelligence
modifier of poisonous damage and receive poisoned Shadow Art: You have great vision in dark and dim
condition for 1 minute. 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 Sealed Techniques
how many spell slots you have to cast your spells of 1st level At 7th level, your Yōkai grants you knowledge of a special
and higher. To cast one of these spells, you must expend a technique exclusive to each Elemental Art. You can use this
slot of the spell's level or higher. You regain all expended spell special technique a number of times equal to your
slots when you finish a long rest. Intelligence modifier per long rest.
Spells Known of 1st-Level and Higher. You know a
number of spells equal to your Intelligence modifier + half [Earth] Stone Art: When taking damage of any kind, you
your proficiency modifier of your choice. can use your reaction with this technique to increase your
Whenever you gain a level in this class, you can replace one AC by an amount equal to your Intelligence modifier
spells you know with another spell of your choice from the against the triggering attack or, in case of failing a
Yōkai spell list. The new spell must be of a level for which you Strength, Dexterity or Constitution saving throw, you can
have spell slots. increase your throw by a number of points equal to your
Ritual Casting. You can cast a Yōkai spell as a ritual if that Intelligence modifier.
spell has the ritual tag and you already know the spell.
Spellcasting Ability. The intimate connection between [Fire] Flame Art: Using an action, you unleash a flaming
your soul and that of the Yōkai has unlocked within you a slash with your weapon, shooting a burst of infernal
specialized understanding of magic. flames that deal a number of d12s equal to your
Your spellcasting ability is rooted in your intelligence, as proficiency modifier + your Intelligence modifier to all
the manipulation of magical energy demands a profound and creatures within a 5ft wide, 40ft long line that fail a
mental comprehension. As you learn and refine your magical Dexterity saving throw, taking half damage on a successful
skills, your intelligence becomes the key to channeling the save.
spiritual force you share with your loyal companion. [Shadow] Void Art: Using a bonus action, you imbue your
body with a mystical darkness, making all attacks made
Spell Save DC = 8 + your proficiency bonus + against you have disadvantage until the start of your next
your Intelligence modifier turn.
Spell attack modifier = your proficiency bonus +
[Water] Aquatic Art: You can expend one use of your
technique without requiring any actions to move through
your Intelligence modifier hostile creatures without provoking opportunity attacks,
while also doubling your speed until the end of your turn.
Way of the Yōkai Spellcasting
[Wind] Burst Art: When hitting a creature with a melee
weapon attack, you can use a bonus action with this
Ronin technique to attain dizzying speeds, allowing you to
Level 1st 2nd 3rd 4th triplicate your previous successful attack.
3 2 — — —
Yōkai Awakening
4 3 — — — At 10th level, the bond between you and your Yōkai reaches a
5 3 — — — new level of harmony. While your Yōkai is within 60ft of you,
it gains the ability to cast spells, but not cantrips.
6 3 — — — The Yōkai can use its turn to cast spells from your spell list
7 4 2 — — and expend your spell slots, channeling the magical energy
through your connection, requiring you to use your reaction
8 4 2 — — during its turn to let it cast, and using your concentration if
9 4 2 — — needed, following the rules of your spellcasting ability.
10 4 3 — — Soul Ascendancy
11 4 3 — — At 14th level, you unlock the true potential of your connection
with your Yōkai companion. As a bonus action, you can
12 4 3 — — unchain your own soul to channel the arcane and elemental
13 4 3 2 — powers of your companion for 1 minute, giving you the
following benefits:
14 4 3 2 —
15 4 3 2 —
All the spells you cast gain additional damage equal to
twice your Intelligence modifier.
16 4 3 3 —
All creatures that require to make a Saving throw against
17 4 3 3 — your spells have disadvantage.
18 4 3 3 —
You gain one additional attack per attack action.
19 4 3 3 1
After the duration, you loose those benefits and obtain 2
20 4 3 3 1 levels of exhaust. You can use this feature once per long rest.
Yōkai Spell List
Earth Art Spells 1st Level 2nd Level 3rd Level
Absorb Elements (PhB) Blindness/Deafness (PhB) Dispel Magic (PhB)
Cantrips (0 Level)
Alarm (PhB) Blur (PhB) Protection from Energy (PhB)
Blade Ward (PhB) Burning Hands (PhB) Darkness (PhB) Tidal Wave (XGE)
Druidcraft (PhB) Detect Magic (PhB) Misty Step (PhB) Water Walk (PhB)
Mage Hand (PhB) Hellish Rebuke (PhB) Shadowblade (XGE)
Mold Earth (PhB) Searing Smite (PhB) Pass without Trace (PhB) 4th Level
Resistance (PhB) Cold Elemental Bane (XGE)
Thorn Whip (PhB) 2nd Level 3rd Level Ice Storm (PhB)
Agranazzar's Scorcher (XGE) Dispel Magic (PhB) Summon Water Elemental
1st Level
Continual Flame (PhB) Fear (PhB) (TCE)
Absorb Elements (PhB) Fire Dragon's Breath (PhB) Protection from Energy (PhB) Watery Sphere (XGE)
Alarm (PhB) Flaming Sphere (PhB) Vampiric Touch (PhB)
Detect Magic (PhB) Heat Metal (PhB) Wind Art Spells
Earth Tremor (XGE) Scorching Ray (PhB) 4th Level
Ensnaring Strike (PhB) Freedom of Movement (PhB) Cantrips (0 Level)
Entangle (PhB) 3rd Level Hallucinatory Terrain (PhB) Booming Blade (TCE)
Daylight (PhB) Phantasmal Killer (PhB) Blade Ward (PhB)
2nd Level Druidcraft (PhB)
Dispel Magic (PhB) Shadow of Moil (XGE)
Barkskin (PhB) Fireball (PhB) Gust (XGE)
Earthbind (XGE) Protection from Energy (PhB)
Water Art Spells Mage Hand (PhB)
Dust Devil (XGE) Thunderclap (XGE)
Maximilian's Earthen Grasp 4th Level Cantrips (0 Level)
(XGE) Fire Elemental Bane (XGE) Blade Ward (PhB) 1st Level
Spike Growth (PhB) Fire Shield (PhB) Druidcraft (PhB) Absorb Elements (PhB)
Wall of Sand (XGE) Summon Fire Elemental Frostbite (XGE) Alarm (PhB)
(TCE) Mage Hand (PhB) Detect Magic (PhB)
3rd Level Ray of Frost (PhB) Feather Fall (PhB)
Wall of Fire (PhB)
Dispel Magic (PhB) Shape Water (XGE) Thunderous Smite (PhB)
Erupting Earth (XGE) Shadow Art Thunderwave (PhB)
Meld into Stone (PhB) 1st Level
Spells 2nd Level
Protection from Energy (PhB) Absorb Elements (PhB)
Cantrips (0 Level) Alarm (PhB) Gust of Wind (PhB)
4th Level Create or Destroy Water Levitate (PhB)
Blade Ward (PhB)
Grasping Vine (PhB) (PhB) Misty Step (PhB)
Chill Touch (PhB)
Stoneskin (PhB) Detect Magic (PhB) Shatter (PhB)
Green-Flame Blade (TCE)
Stone Shape (PhB) Fog Cloud (PhB) Skywrite (XGE)
Mage Hand (PhB)
Summon Earth Elemental Ice Knife (PhB) Warding Wind (XGE)
Mind Sliver (TCE)
(TCE)
Minor Illusion (PhB)
2nd Level 3rd Level
Fire Art Spells 1st Level Aid (PhB) Fly (PhB)
Cold Dragon's Breath (PhB) Protection from Energy (PhB)
Cantrips (0 Level) Absorb Elements (PhB)
Alarm (PhB) Levitate (PhB) Thunder Step (XGE)
Blade Ward (PhB) Misty Step (PhB) Wind Wall (PhB)
Control Flames (XGE) Arms of Hadar (PhB)
Detect Magic (PhB) Protection from Poison
Fire Bolt (PhB) (PhB) 4th Level
Light (PhB) Witch Bolt (PhB)
Snilloc's Snowball Swarm Freedom of Movement (PhB)
Mage Hand (PhB) Inflict Wounds (PhB)
(XGE) Storm Sphere (XGE)
Produce Flame (PhB) 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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Revision (ver 1.1.1): Bleu_Guacamole.

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