TEXT: TM
  The Deck of Many Presents
  THE WAKEWYRM'S FURY
  COMPATIBLE
  REFERENCE CARDS
  Print ‘n Play
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2020
  ART: CHRISTINA BINDON
  CR3
  Jerbeen Swashbuckler
  SMALL HUMANOID (JERBEEN), ANY NON-LAWFUL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2020
  ART: ANNA CHRISTENSON
  CR1/2
  Raptor Deckhand
  SMALL HUMANOID (RAPTOR), ANY NEUTRAL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2020
  ART: LEESHA HANNIGAN
  CR1
  Vulpin Buccaneer
  MEDIUM HUMANOID (VULPIN), NEUTRAL EVIL
  HUMBLEWOOD © HIT POINT PRESS INC. 2020
  ART: JESSICA NGUYEN
  CR4
  Skopps the Beast-Breaker
  MEDIUM HUMANOID (STRIG), CHAOTIC EVIL
  
  ARMOR CLASS
  13 leather armor
  SPEED
  25 ft., swim 25 ft.
  HIT POINTS
  18 (4d6 + 4)
  Raptor Deckhand 100XP
  Glide. When falling at least 10 feet, the deckhand can spend a reaction 
  to fly up to their speed in one direction as they descend. They land in an 
  unoccupied space at the end of their movement, and take no falling damage. 
  They cannot glide while carrying heavy objects, heavy weapons, or shields 
  (though they can drop any held items as part of their reaction).
  Talons. The deckhand rolls advantage on Strength (Athletics) checks made  
  to climb any surface their talons could reasonably grip.
  Patient. When the deckhand reacts with a readied action, they have 
  advantage on the first attack roll, skill check, or ability check they make as a 
  part of that action.
  Keen Hearing and Sight. The deckhand has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Sure Footing. The deckhand ignores non-magical difficult terrain.
  SPECIAL TRAITS
  Multiattack. The deckhand makes two melee attacks or two attacks with 
  their hand crossbow.
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage. 
  Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6 + 2) slashing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, ranged 30/120 ft.,  
  one target. Hit: 5 (1d6 + 2) piercing damage.
  ACTIONS
  STR
  11 (+0)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  11 (+0)
  WIS
  15 (+2)
  CHA
  11 (+0)
  LANGUAGES
  Birdfolk, can understand  
  Auran but cannot speak it.
  Passive Perception 16
  SENSES
  History +2, Perception +6,  
  Stealth +4, Survival +6 
  SKILLS
  ARMOR CLASS
  ARMOR CLASS
  17 leather armor
  SPEED
  30 ft.
  HIT POINTS
  34 (8d6 + 6)
  Jerbeen Swashbuckler 700XP
  Standing Leap. The swashbuckler’s base long jump is 30 feet, and 
  their base high jump is 15 feet, with or without a running start.
  Team Tactics. The swashbuckler can take the Help action as 
  bonus action.
  Sharp Witted Defense. While the swashbuckler is wearing light 
  or no armor and wielding no shield, their AC includes their 
  Charisma modifier.
  SPECIAL TRAITS
  Multiattack. The swashbuckler makes three attacks, one with a 
  dagger and two with their rapier.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  ACTIONS
  Riposte. The swashbuckler reduces the damage dealt by one melee 
  attack that would hit them by 4 (1d8), and deals that much 
  piercing damage to their attacker. The swashbuckler must see the 
  attacker and be wielding a melee weapon. 
  REACTIONS
  STR
  12 (+1)
  DEX
  18 (+4)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  15 (+2)
  LANGUAGES
  Birdfolk, Jerbeen
  Passive Perception 10
  SENSES
  Acrobatics +8, Athletics +5, 
  Persuasion +6
  SKILLS
  SPEED
  30 ft.
  HIT POINTS
  91 (14d8 + 28)
  Skopps the Beast-Breaker 1,100XP
  ARMOR CLASS
  17 breastplate
  Glide. When falling at least 10 feet, Skopps can spend a reaction 
  to fly up to his speed in one direction as he descends. Skopps 
  lands in an unoccupied space at the end of his movement and 
  takes no falling damage. Skopps cannot glide while carrying heavy 
  objects, heavy weapons, or shields (though he can drop any held 
  items as part of his reaction).
  Talons. Skopps has advantage on ability checks made to climb any 
  surface his talons could reasonably grip.
  SPECIAL TRAITS
  STR
  14 (+2)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  12 (+1)
  SENSES
  Darkvision 60 ft., 
  Passive Perception 15
  LANGUAGES
  Any one language  
  (usually Common)
  Athletics +4, Intimidation +5, 
  Perception +5, Survival +5
  SKILLS
  Multiattack. Skopps makes two attacks. He can then use his  
  Beast Command action.
  Barbed Whip. Melee Weapon Attack: +5 to hit, reach 10 ft.,  
  one target. Hit: 9 (3d4 + 3) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit, range  
  30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  ACTIONS
  ARMOR CLASS
  SPEED
  30 ft.
  HIT POINTS
  27 (5d8+5)
  ARMOR CLASS
  14 studded  
  Leather armor
  Vulpin Buccaneer 200XP
  Evasive. The buccaneer includes their Intelligence  
  modifier as a bonus to their Dexterity saving throws.
  SPECIAL TRAITS
  Multiattack. The buccaneer makes two attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Short bow. Ranged Weapon Attack: +4 to hit, reach 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  ACTIONS
  Parry. The buccaneer adds 2 to their AC against one 
  melee attack that would hit them. The buccaneer must 
  see the attacker and be wielding a melee weapon.
  REACTIONS
  STR
  13 (+1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  12 (+1)
  SENSES
  Darkvision 60 ft., 
  Passive Perception 14
  LANGUAGES
  Birdfolk, Vulpin
  Acrobatics +4,  
  Perception +4
  SKILLS
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2020
  ART: JESSICA NGUYEN
  Skopps the Beast-Breaker (continued)
  HUMBLEWOOD © HIT POINT PRESS INC. 2020
  ART: PAUL SCOTT CANAVAN
  Hunter Shark
  LARGE BEAST, UNALIGNED
  CR2
  HUMBLEWOOD © HIT POINT PRESS INC. 2020
  ART: CRYSTAL SULLY
  CR2
  Young Wakewyrm
  LARGE BEAST, UNALIGNED
  HUMBLEWOOD © HIT POINT PRESS INC. 2020
  ART: CRYSTAL SULLY
  CR6
  Wakewyrm
  HUGE BEAST, UNALIGNED
  
  SPEED
  0 ft., SWIM 40 ft.
  HIT POINTS
  45 (6d10 + 12)
  ARMOR CLASS
  12 natural armor
  Hunter Shark 450XP
  STR
  18 (+4)
  DEX
  13 (+1)
  CON
  15 (+2)
  INT
  1 (-5)
  WIS
  10 (+0)
  CHA
  4 (-3)
  SENSES
  Blindsight 30 ft., 
  Passive Perception 12
  Blood Frenzy. The shark has advantage on 
  melee attack rolls against any creature that 
  doesn’t have all its hit points.
  Water Breathing. The shark can breathe  
  only underwater.
  SPECIAL TRAITS
  SKILLS
  Perception +2
  Bite. Melee Weapon Attack: +6 to hit,  
  reach 5 ft., one target. Hit: 13 (2d8 + 4) 
  piercing damage.
  ACTIONS
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. After a hit, 
  Skopps may spend a bonus action to grapple the target 
  (escape DC 13).
  Beast Command. Skopps commands a beast within 80 
  feet of him that can hear him. The beast must succeed 
  on a DC 15 Wisdom saving throw or be frightened of 
  Skopps until the end of his next turn.
   While the beast is frightened and Skopps is conscious, 
  Skopps has a telepathic link with it, and can use this 
  link to mentally control the beast. At the start of the 
  controlled beast’s turn, Skopps can decide what actions 
  and movement the beast takes on its turn. The beast 
  takes only the actions Skopps commands, and doesn’t 
  do anything that Skopps doesn’t allow it to do. Skopps 
  can cause the beast to use a reaction at any time, but this 
  requires Skopps to use his reaction as well.
   Each time the controlled beast takes damage, it makes 
  a Wisdom saving throw against being frightened. If the 
  saving throw succeeds, this effect ends. Beast Command  
  is a magical effect.
  ACTIONS
  ARMOR CLASS
  SPEED
  20 ft., swim 50 ft.
  HIT POINTS
  136 (13d12+ 52)
  Wakewyrm 2,300XP
  ARMOR CLASS
  16 natural armor
  Hold Breath. The wakewyrm can hold its breath for 1 hour.
  SPECIAL TRAITS
  Multiattack. The wakewyrm makes two attacks, one with its bite and  
  one with its tail, or two bite attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.  
  Hit: 15 (3d6 + 5) piercing damage. The target must succeed on a  
  DC 16 Strength saving throw or be grappled (escape DC 16). The  
  wakewyrm can only grapple one creature at a time, and cannot make  
  bite attacks against other creatures while it has a creature grappled.
  Tail. Melee Weapon Attack: +8 to hit, reach 25 ft., one target.  
  Hit: 18 (3d8+5) bludgeoning damage.
  Swallow. The wakewyrm makes a bite attack against a Large or smaller 
  creature it is grappling, and if the attack hits the target is swallowed, and the 
  grapple ends. The swallowed target is blinded and restrained, it has total cover 
  against attacks and other effects outside the wakewyrm, and it takes 11 (3d6) 
  acid damage at the start of each of the wakewyrm’s turns. If the wakewyrm 
  takes 18 or more points of damage from a creature inside of it, the wakewyrm 
  must succeed on a DC 15 Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall prone in a space within 
  10 feet of the wakewyrm. If the wakewyrm dies, a swallowed creature is no 
  longer restrained by it, and it can escape from the corpse using 20 feet of 
  movement. After death, internal gasses keep the wakewyrm’s body afloat  
  for several hours, before it begins to sink gradually to a watery grave.
  ACTIONS
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  18 (+4)
  INT
  3 (-4)
  WIS
  12 (+1)
  CHA
  3 (-4)
  SENSES
  Passive Perception 11
  SPEED
  30 ft.
  HIT POINTS
  68 (8d10 + 24)
  Young Wakewyrm 450XP
  ARMOR CLASS
  15 natural armor
  Hold Breath. The young wakewyrm can hold its breath 
  for 1 hour.
  Plaintive Cry. The young wakewyrm can spend a  
  bonus action to call for its mother. As long as its mother 
  is within 150 feet, and can hear its young, the mother  
  can spend its reaction to move up to its speed toward  
  the young wakewyrm. 
  SPECIAL TRAITS
  Multiattack. The young wakewyrm makes two  
  bite attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,  
  one creature. Hit: 10 (2d6 + 3) piercing damage.
  ACTIONS
  STR
  16 (+3)
  DEX
  16 (+3)
  CON
  17 (+3)
  INT
  3 (-4)
  WIS
  10 (+0)
  CHA
  5 (-3)
  Passive Perception 10
  SENSES
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2020
  ART: VERONIKA FEDOROVA
  whistle of freedom
  WONDROUS ITEM, UNCOMMON
  SPEED
  40 ft.
  HIT POINTS
  11 (2d8 + 2)
  ARMOR CLASS
  11 natural armor
  Boar | Medium beast, unaligned
  STR
  13 (+1)
  DEX
  11 (+0)
  CON
  12 (+1)
  INT
  2 (-4)
  WIS
  9 (-1)
  CHA
  5 (-3)
  SENSES
  Passive Perception 9
  CHALLENGE
  1/4 (50 XP)
  Charge. If the boar moves at least 20 feet straight toward 
  a target and then hits it with a tusk attack on the same 
  turn, the target takes an extra 3 (1d6) slashing damage. 
  If the target is a creature, it must succeed on a DC 11 
  Strength saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the 
  boar takes 7 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.
  SPECIAL TRAITS
  SKILLS
  Perception +2
  Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d6 + 1) slashing damage.
  ACTIONS
  ART: JASON ENGLE
  ART: VADIM CIOCAZAN
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Spiny Shield
  LEVEL 1
  ABJURATION
  1 ROUND
  V, S, M
  1 REACT
  SELF
  ART: JASON ENGLE
  ART: VADIM CIOCAZAN
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Veil of Dusk
  LEVEL 1
  ABJURATION
  C.10 MINS 
  V, S, M
  1 BONUS
  60'
  
  SPEED
  30 ft.
  HIT POINTS
  1 (1d4 - 1)
  ARMOR CLASS
  13
  Weasel | tiny beast, unaligned
  STR
  3 (-4)
  DEX
  16 (+3)
  CON
  8 (-1)
  INT
  2 (-4)
  WIS
  12 (+1)
  CHA
  3 (-4)
  SENSES
  Passive Perception 13
  CHALLENGE
  0 (10 XP)
  Keen Hearing and Smell. The weasel has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  SPECIAL TRAITS
  SKILLS
  Perception +3, Stealth +5
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 1 piercing damage.
  ACTIONS
  whistle of freedom 
  WONDROUS ITEM, UNCOMMON
  This captain’s whistle has magical properties 
  when blown, granting any creatures within 
  100 feet who can hear it advantage on their 
  next saving throw against a spell or effect 
  currently afflicting them. If any creature 
  who can hear the whistle is under a mind-
  controlling effect (such as dominate person), 
  that effect automatically ends.
  Once a creature has benefitted from hearing 
  the whistle once, they cannot benefit from 
  hearing it again for the next 24 hours.
  You incant towards a creature, cloaking them 
  in a shadowy veil of darkness and silence. 
  The target gains a +1 bonus to their armor 
  class and rolls stealth checks with advantage 
  for the duration of the spell.
  Veil of Dusk
  1ST LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration,  
  up to 10 minutes
  1 Bonus Action
  V, S, M
  DRUID | WARLOCK 
  A pinch of soot.
  MATERIAL COMPONENTS
  An ethereal barrier of spikes, made of magical force, 
  interposes itself between you and an attacker. Until your 
  next turn, when you are hit by a melee attack, the barrier 
  reduces the damage your are dealt by 2d4, and deals the 
  same amount of piercing damage to the attacker. The 
  shield is ineffective against ranged attackers, but still 
  provides a +2 bonus to AC (treat as half cover) against 
  them for the duration.
  At Higher Levels. When you cast this spell using a  
  spell slot above 1st level, increase the spell’s effect by  
  an additional 1d4 for every slot level above 1st.
  Spiny Shield
  1ST LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  1 Round
  1 Reaction
  V, S, M
  DRUID | RANGER | SORCERER | WIZARD
  A small quill.
  MATERIAL COMPONENTS
  
  LICENCE 
  The terms of the Open Gaming License Version 1.0a are as follows: 
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative 
  Material” means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or other-
  wise distribute; (d)”Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines to the 
  extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts; creatures char-
  acters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, mag-
  ical or supernatural abilities or effects, logos, symbols, or graphic de-
  signs; and any other trademark or registered trademark clearly iden-
  tified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Con-
  tent. (h) “You” Not for resale. Permission granted to print or photocopy 
  this document for personal use only. System Reference Document 5.1 
  2 or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this Li-
  cense, the Contributors grant You a perpetual, worldwide, royalty-free, 
  nonexclusive license with the exact terms of this License to Use, the 
  Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your Con-
  tributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NO-
  TICE portion of this License to include the exact text of the COPY-
  RIGHT NOTICE of any Open Game Content You are copying, modify-
  ing or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compati-
  bility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the own-
  er of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. 
  Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12. 
  Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected. 
  13. 
  Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach within 
  30 days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License. 
  14. 
  Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. 
  COPYRIGHT NOTICE Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson. 
  END OF LICENSE
  PRODUCT IDENTITY 
  The following items are designated Product Identity, as defined in Sec-
  tion 1(e) of the Open Gaming License Version 1.0a and are subject to the 
  conditions set forth in Section 7 of the Open Gaming Licence, and are 
  not Open Content:
  All artwork, including but not limited to, works created by Leesha Han-
  nigan, Christina Kraus Veronika Federova, Paul Scott Canavan, Anna 
  Christenson, Christina Bindon, Crystal Sully, Jessica Nguyen
  Hit Point Press Inc. branding, including but not limited to, logos, trade-
  marks, graphic design, layouts and identifying marks,
  The Deck of Many branding, including but not limited to logos, trade-
  marks, graphic design, layouts and identifying marks,
  Humblewood branding, including but not limited to logos, trademarks, 
  graphic design, layouts and identifying marks,
  Graphic design elements of Humblewood, including but not limited to, 
  layouts, box design, graphics, and iconography,
  All text created by Hit Point Press Inc. not found in the Open Gaming 
  License Version 1.0a, System Reference Document 5.1 found at the 
  internet link http://media.wizards.com/2016/downloads/DND/SRD-
  OGL_V5.1.pdf, 
  Promotional materials for the Deck of Many, including but not limited 
  to, video, animation, and social media content, 
  All merchandise associated with the Deck of Many, including but not 
  limited to, enamel pins, deck boxes, books, figurines, card names, statis-
  tics, abilities, spells, and all information found on all cards.
  OPEN GAMING CONTENT 
  All content from the System Reference Document 5.1 is Open Game 
  Content as described in Section 1(d) of the License. No portion of this 
  work other than the material designated as Open Game Content may 
  be reproduced in any form without permission.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Deck of Many/Humblewood/Reference Cards/v1.02/HW_FreeRPG_ReferenceCardsPNP.pdf