Archetype - Trickster

## The Talented Trickster

The Trickster represents Characters in fiction who rely on a combination of luck, talent and cunning to accomplish their goals. They can be roguish swashbucklers, unscrupulous thieves, grizzled detectives and charming politicians. In many ways, Tricksters can represent a vast array of anti-heroes, as unlike their Heroic cousins they do not rely on their determination to succeed and are not typically gifted in extraordinary ways. But what they do have is their own cunning and ability to approach problems from multiple different directions.

### Features

The Trickster gains more ways to succeed in Skill Checks than the other Archetypes. Not only this, but they use their experience and cunning in combat to both gain the upper hand and avoid harm where possible. Similar to the Martial Archetypes, at levels 12 and above their capabilities move from the ordinary to the extraordinary, allowing them to improve their Ability Bonuses beyond +5.

### Recommended Ability Bonuses

* High Dexterity
* Good Endurance
* Good Intelligence, Charisma or Focus.

### Alternate Names

* Historic and High Fantasy Settings: Rogue
* Modern and Futuristic Settings: Trickster

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Trickster.

### Skill

* You gain the Trickery Skill.
	+ If you already have this Skill, you gain another Skill of your Choice.

### Weapon and Armor Training

* Trained in Simple, Advanced and Complex Weapons.
* Trained in Light Armor.

### Saving Throw Skills

* You are Skilled in Dexterity Saving Throws
* You are Skilled in Intelligence Saving Throws

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 5 for each level of this Archetype you have.

### Sneak Attack

* Once per Turn, you are able to expertly aim for a Target's weak point to deliver significantly more damage on your Weapon Attacks.
* The amount of extra damage you can deliver is determined by a number of rolls of your expertise die equal to half your Levels in Trickster rounded up. The additional damage is of the Weapon's Damage Type.
	+ For example, an 9th Level Trickster has an expertise die size of a d6, and half of 9 rounded up is 5, therefore they would roll 5d6 extra damage.
* In order to deliver this extra damage, you must fulfill three Criteria:
	1. The Weapon used must have either the **Finesse** or **Ranged** Property.
	2. You must be able to see the Target
	3. The Attack must be considered Advantageous. An Attack is considered Advantageous if:
		1. The Attack is made with Advantage, or
		2. The Attack is made against a target who is Threatened by a Character other than yourself (i.e. there must be a Character which is a clear threat to the Target within 5ft of them) (see Threatened Condition)
		3. A Feature granted by a Theme may grant other ways for an Attack to be considered Advantageous.
		4. If an Attack is made with Disadvantage, it is no longer considered Advantageous even if one of the above other Conditions are met.
* You can only deliver this Additional Damage only Once per Turn, however it is possible to also deal this Additional Damage during another Character's Turn such as with the Trickster's Opportune Strike feature.

### Additional Skill, Tool Skill and Language

* You gain a Skill of your choice.
* You become Skilled in one Set of Tools of your choice.
* You learn one Language of your choice.

### Expertise

* You gain Expertise in one Skill and one Tool in which you are Skilled
* Whenever you make a Skill Check using a Skill or a Tool you have Expertise in, you may add one roll of your Expertise Die (See Below) to the result.
	+ If a Skill Check benefits from multiple instances of Expertise, roll the Expertise Die with Advantage.
		- For Example, a Character with Expertise in both Technology and Thieves' Tools making a Dexterity(Technology) Check to pick a lock with Thieves' Tools would roll the Expertise Die twice and take the Higher result to determine the bonus granted to that Check.

### Talent

You gain one of the following Talents: Rough and Tumble, Suave, Expert or Perceptive. These each represent your Trickster's ability to use their Physical Abilities, Charisma, Intelligence or Focus to gain the upper hand.

You gain additional benefits from your Talent at Levels 7, 11 and 15, and Tricks available to you from Level 2 depend upon your choice of Talent.

#### Rough and Tumble

* While you are not wearing Difficult or Heavy Armor, your minimum Armor Class can be determined using your Endurance Bonus:
	+ Armor Class = 8 + Dexterity Bonus + Endurance Bonus
		- You may add the AC bonus of a Shield to this Armor Class as well as effects which grant bonuses to Armor Class.

#### Suave

* While you are not wearing Difficult or Heavy Armor, your minimum Armor Class can be determined using your Charisma:
	+ Armor Class = 8 + Dexterity Bonus + Charisma Bonus
		- You may add the AC bonus of a Shield to this Armor Class as well as effects which grant bonuses to Armor Class

#### Expert

* While you are not wearing Difficult or Heavy Armor, your minimum Armor Class can be determined using your Intelligence.
	+ Armor Class = 8 + Dexterity Bonus + Intelligence Bonus
		- You may add the AC bonus of a Shield to this Armor Class as well as effects which grant bonuses to Armor Class

#### Perceptive

* While you are not wearing Difficult or Heavy Armor, your minimum Armor Class can be determined using your Focus:
	+ Armor Class = 8 + Dexterity Bonus + Focus Bonus
		- You may add the AC bonus of a Shield to this Armor Class as well as effects which grant bonuses to Armor Class

### Expertise die

* At Level 1 your Expertise Die is a d4.
* This die represents your Character's ability to succeed in situations in which they have significant experience.
* At levels 5, 9, 13 and 17 of Trickster, the Improved Expertise Die feature increases the die size to a d6, a d8, a d10 and a d12 respectively.
	+ If you gain the Improved Expertise Die feature from another source (such as the Inventor or Muse Archetypes), increase the Expertise Die by one size category, up to a maximum die size of 12.

### Trickster Save DC

* Some features of the Trickster Archetype (such as the effects caused by some Tricks) require a Character make a Saving Throw to resist it's effects.
* The Ability Bonus used for to determine the Saving Throw DC depends upon you choice of Talent.
	+ Rough and Tumble Trickster Save DC = 8 + Skill Bonus + Strength/Dexterity Bonus (your choice)
	+ Suave Trickster Trickster DC = 8 + Skill Bonus + Charisma Bonus
	+ Expert Trickster Trickster DC = 8 + Skill Bonus + Intelligence Bonus
	+ Perceptive Trickster Trickster DC = 8 + Skill Bonus + Focus Bonus

## Level 2

### Cunning Action

* You can take one of the following Actions as a Minor Action:
	+ Dash
	+ Disengage
	+ Stealth

### Tricks

* You have learned a number of Tricks which you use to gain the upper hand against your enemies.
* You gain two Tricks of your choice. Tricks are presented at the end of this Archetype.
* When you gain levels in this Archetype, you will gain additional Tricks of your choice, as shown in the Tricks Known column of the Trickster Archetype Features Table.
* A level prerequisite for a Trick refers to your Level in this Archetype, and some Tricks require other prerequisites.
* When you gain a level in this Archetype, you can choose any number of Tricks you know and replace them with other Tricks which you could learn at that Level.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Prodigy Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat\*\*You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 5

### Improved Expertise Die

* Your Expertise Die increases from a d4 to a d6.

### Uncanny Dodge

* When a Character that you can see Hits you with an Attack, you can use your Reaction to reduce the Damage taken by an amount equal to a roll of your Sneak Attack Dice.

### Opportune Strike

* When a Character that you can see takes Damage from a source or Character other than yourself, you may as a Reaction make a Melee Weapon Attack or Unarmed Strike against them provided they are within your Reach.
* Attacks made with your Reaction are eligible for your Sneak Attack feature provided it is not your Turn.

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

## Level 7

### Evasion

* When you Succeed on a Dexterity Saving Throw to reduce the Damage of an effect, you take no Damage instead of half, and only half damage if you Fail.

### Additional Trick

* You learn an additional Trick

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat\*\*You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 9

### Improved Expertise Die

* Your Expertise Die increases from a d6 to a d8

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat\*\*You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 11

### Additional Skill, Tool Skill and Language

* You gain one Skill of your choice
* You become Skilled in one set of Tools of your choice
* You learn one Language of your choice

### Expertise

* You gain Expertise in one Skill and one Tool in which you are Skilled

## Level 12

### Legendary Abilities

* From Level 12 onwards, Major Improvements you gain from this Archetype may increase your Ability Bonuses above +5.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

## Level 13

### Improved Expertise Die

* Your Expertise Die increases from a d8 to a d10

## Level 14

### Theme Improvement

* You unlock the 14th Level Features of a Theme you gained from this Archetype.

## Level 15

### Lucky Break

* When you fail a Saving Throw or Luck Check, you may as a Reaction add one roll of your Expertise Die to the Result, potentially changing the failure into a success.

## Level 16

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

## Level 17

### Improved Expertise Die

* Your Expertise Die increases from a d10 to a d12.

### Defy Death

* You Automatically Succeed on Luck Checks to end the Unstable condition.
* If an Attack Roll against you is a Critical Hit, treat it as a Strong Hit.

## Level 18

### Improved Uncanny Dodge

* When you use the Uncanny Dodge feature, you may immediately move up to your Movement Speed as part of the same Reaction.
* This Movement does not expend your Movement or provoke Attacks of Opportunity.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

## Level 20

### Superior Luck

* At Level 20, you may treat a roll of 19 on any d20 roll as a Natural 20.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## Tricks

Tricks the Trickster may learn are presented in order of their Level Prerequisites. Some Tricks include other prerequisites also. We provide a brief summary of the options available in the Tricks Summary Table, and a full description following that.

### Tricks with No Level Prerequisite

#### Fast Talking

* You may use the Negotiate, Distract or Taunt Actions as a Minor Action.

#### Trick Attack

*Prerequisites: Dependent on the Trick Option*

* When you choose this Trick, you learn one of the Trick Attack Options presented at the end of this Archetype.
* When you Hit a Target with an Attack which is eligible for the additional damage from your Sneak Attack Feature, you may forgo Sneak Attack Damage Dice to apply the effects of one of a Trick Attack option you know. The number of Sneak Attack Dice you forgo is determined by the Trick you use.
	+ The Saving Throw DC of your Trick Attacks are determined by your Trickster Save DC.
	+ You may choose this Trick multiple times, choosing a different Trick each time.
	+ You may also change your chosen Trick Attacks whenever you Level Up.
	+ Some Tricks require you have achieved a certain Level in this Archetype, and some require you have a particular Talent.

### Tricks Available from Level 5

#### Second Chance

*Prerequisites: Level 5*

* Once per Turn, when you Miss a Target with a Melee Weapon Attack made with a Weapon with the Finesse Property, you may as a Reaction immediately make an additional Attack with the same Weapon against the same Target.

#### Steady Shot

*Prerequisites: Level 5*

* Once during your Turn, you may as a Minor Action aim your next Attack with a Ranged Weapon.
* You may add one roll of your Expertise Die to the Result of the next Attack Roll you make with a Ranged Weapon before the Start of your Next Turn.

#### Physical Expertise

*Prerequisites: Level 5, Rough and Tumble Talent*

* Whenever you make a Skill Check which uses your Strength, Dexterity or Endurance, you may add a roll of your Expertise Die to the Result.
	+ If you already are adding an Expertise Die to the Skill Check, roll the Expertise Die with Advantage.

#### Charisma Expertise

*Prerequisites: Level 5, Suave Talent*

* Whenever you make a Skill Check which uses your Charisma, you may add a roll of your Expertise Die to the Result.
	+ If you already are adding an Expertise Die to the Skill Check, roll the Expertise Die with Advantage.

#### Intelligence Expertise

*Prerequisites: Level 5, Expert Talent*

* Whenever you make a Skill Check which uses your Intelligence, you may add a roll of your Expertise Die to the Result.
	+ If you already are adding an Expertise Die to the Skill Check, roll the Expertise Die with Advantage.

#### Focus Expertise

*Prerequisites: Level 5, Perceptive Talent*

* Whenever you make a Skill Check which uses your Focus, you may add a roll of your Expertise Die to the Result.
	+ If you already are adding an Expertise Die to the Skill Check, roll the Expertise Die with Advantage.

### Tricks Available from Level 9

#### Escape Artist

*Prerequisites: Level 9, Rough and Tumble Talent*

* You have Advantage on all Checks to prevent or end the Restrained or Grappled Conditions.
* You become Skilled in Strength and Endurance Saving Throws.
	+ If you are already Skilled in one or both of these Saving Throws, you become Skilled in a different Saving Throw for each Saving Throw you were already Skilled in.

#### Bravado

*Prerequisites: Level 9, Suave Talent*

* You have Advantage on all Checks to prevent or end the Frightened Condition.
* You become Skilled in Charisma and Focus Saving Throws.
	+ If you are already Skilled in one or both of these Saving Throws, you become Skilled in a different Saving Throw for each Saving Throw you were already Skilled in.

#### Slippery Mind

*Prerequisites: Level 9, Expert Talent*

* You have Advantage on all Checks to prevent or end the Charmed condition.
* You become Skilled in Charisma and Focus Saving Throws.
	+ If you are already Skilled in one or both of these Saving Throws, you become Skilled in a different Saving Throw for each Saving Throw you were already Skilled in.

#### Heightened Senses

*Prerequisites: Level 9, Perceptive Talent*

* While you are not Deafened you have 10ft Blind Sight. You automatically detect hidden Characters, doors and objects within this range.
* You become Skilled in Charisma and Focus Saving Throws.
	+ If you are already Skilled in one or both of these Saving Throws, you become Skilled in a different Saving Throw for each Saving Throw you were already Skilled in.

### Tricks Available from Level 15

#### Rough and Tumble

*Prerequisites: Level 15, Rough and Tumble Talent*

* You gain Resistance to Bludgeoning damage.

#### Truth Teller

*Prerequisites: Level 15, Suave Talent*

* You are immune to effects, both magical and non-magical, which would compel you to tell the truth or detect whether you are telling the truth or a lie.
* Skill Checks to determine whether you are lying or not Automatically Fail.

#### Eye for Deceit

*Prerequisites: Level 15, Suave Talent*

* You are immune to effects, both magical and non-magical, which would read your thoughts
* Additionally you automatically succeed on Checks and Saving Throws to see though Illusions and Disguises, both magical and non-magical

#### Improved Heightened Senses

*Prerequisites: Level 15, Heightened Senses*

* The Blind Sight range previously gained through your Talent increases to 30ft.

## Trick Attack Options

### Trick Attacks with no Level Prerequisite

The below Trick Attacks require you forgo one Sneak Attack Damage Die.

#### Stagger

* Required Talent: Any
* The Target of this Attack has Disadvantage on the next Strength or Dexterity Saving Throw it makes before the End of your Next Turn.

#### Push

* Required Talent: Any
* The Target of your Attack is moved 5ft away from you, provided it is no more than one size category larger than you.

#### Tumble

* Required Talent: Rough and Tumble
* *Melee Attack Only*
* After the Attack you may immediately move up to 10ft
* Additionally, until the End of the Turn, you may move through spaces occupied by the Target of your Attack and your Movement does not Provoke Attacks of Opportunity from them. The space they occupy is not considered Difficult Terrain during this time.

#### Flourish

* Required Talent: Suave
* You may add one roll of your Expertise Die to the next Attack Roll made against the Target of this Attack before the End of your Next Turn.

#### Study

* Required Talent: Expert or Perceptive
* *Melee Attack Only*
* The GM describes to you any Vulnerabilities, Resistances or Immunities the Target has. You must be able to see the Target to benefit from this effect.

### Trick Attacks available from Level 3

The below Trick Attacks require you forgo two Sneak Attack Damage Die.

#### Surprise

* Required Talent: Any
* The Target of this Attack cannot take Reactions until the Start of their Next Turn.

#### Trip

* Required Talent: Any
* The Target of your Attack must make a Strength or Dexterity Saving Throw (their Choice) or fall prone.
* Targets which are more than one size category larger than you automatically succeed on their Saving Throw.

#### Disarm

* Required Talent: Any
* The Target of your Attack must make a Strength or Dexterity Saving Throw (their choice) with Advantage or drop an object they are holding of your choice.
	+ If the Target is wearing a Shield, you may cause them to drop this item
	+ If you are within 10ft of the Target and you have a free hand, you may grab the object as part of this Attack.

#### Apply Poison

* Required Talent: Any
* *Melee Attack Only*
* The Target of your Attack must make an Endurance Saving Throw or be Poisoned until the End of your Next Turn.
* Alternatively, you may apply the effects of a dose of Poison you have in your possession to this Attack.

#### Springboard

* Required Talent: Rough and Tumble
* *Melee Attack Only*
* You Jump to a position within 10ft of the Target of this Melee Attack. This Movement does not provoke Attacks of Opportunity

#### Impress

* Required Talent: Suave
* Choose one Character within 30ft of you who can see you and was not the Target of your Attack. They must make an Focus Saving Throw or be Charmed by you until the End of your next Turn.
* While a Target is Charmed in this way you have Advantage on your next Attack against them.

#### Anticipate

* Required Talent: Expert or Perceptive
* Before the End of your Next Turn, you may subtract a roll of your Expertise Die from the next Attack Roll made against you by the Target of this Attack.

### Trick Attacks available from Level 5

The below Trick Attacks require you forgo three Sneak Attack Damage Die.

#### Blind

* Required Talent: Any
* The Target of your Attack must make an Endurance Saving Throw or be Blinded until the End of your next Turn.

#### Silence

* Required Talent: Any
* *Melee Attack Only*
* The Target of your Melee Attack is unable to speak above a whisper for 1 minute.
* If the Character attempts to Cast a Spell with a Verbal Component during this time, they must make an Endurance Saving Throw. If they Fail, the Spell fails and no Mana is expended.

#### Throw

* Required Talent: Rough and Tumble

* *Melee Attack Only*
* The Target of your Melee Attack must make a Strength or Dexterity Saving Throw (their Choice) or be pushed 10ft away from you and fall Prone.
* Targets which are more than one size category larger than you Automatically Succeed on their Saving Throw.

#### Intimidate

* Required Talent: Suave, Expert or Perceptive
* The Target of your Attack must make an Focus Saving Throw or be Frightened of you until the End of your next Turn.

#### Parley

* Required Talent: Suave
* The Target of your Attack must make an Focus Saving Throw or be Charmed by you for 1 Minute or until they take Damage, are Attacked or an effect causes them to make a Saving Throw.

#### Halt

* Required Talent: Expert or Perceptive
* The Target of your Attack must make a Strength or Dexterity Saving Throw (their Choice) or have their Movement Speed reduced to Zero until the End of your next Turn.

### Trick Attacks available from Level 9

The below Trick Attacks require you forgo four Sneak Attack Damage Die.

#### Incapacitate

* Required Talent: Any
* *Melee Attack Only*
* The Target of your Attack must make an Endurance Saving Throw or be Incapacitated until the End of your next Turn. A Character has Advantage on this Saving Throw if they are more than 100 Damage away from their Damage Limit, and Disadvantage if they are 50 or less Damage Away from their Damage Limit.

#### Restrain

* Required Talent: Rough and Tumble
* *Melee Attack Only*
* If the Target of the Attack is no more than one Size Category larger than you, it is pulled to within 5ft of you. If you have at least one free hand they are also Grappled by you.
* When you initiate this Grapple, the Character must also make a Strength Saving Throw. If they Fail they are Restrained by you until your Grapple ends.

#### Insult

* Required Talent: Suave
* Melee Attack Only
* Until the Start of your Next Turn, the Target of your Attack has Disadvantage on Attacks against Characters other than you.
* Additionally they must make an Focus Saving Throw. If they fail, they cannot willing move away from you until the Start of your Next Turn.
* Both of these effects end if the Character cannot see you.

#### Wound

* Required Talent: Expert
* Until the Start of your Next Turn, the Target of your Attack's Movement Speed is reduced by 10ft.
* Additionally the Target must make an Endurance Saving Throw or take Damage of the Weapons Damage type equal to eight rolls of your Expertise Die at the Start of your next Turn.

#### Reveal Weakness

* Required Talent: Perceptive
* Until the End of your Next Turn, you may add a roll of your Expertise Die to the Damage of each Attack which hits the Target.

### Trick Attacks available from Level 13

The below Trick Attacks require you forgo five Sneak Attack Damage Die.

#### Stun

* Required Talent: Any
* Melee Attack Only
* The Target of your Attack must make an Endurance Saving Throw or be Stunned until the End of your next Turn. A Character has Advantage on this Saving Throw if they are more than 100 Damage away from their Damage Limit, and Disadvantage if they 50 or less Damage Away from their Damage Limit.

#### Springing Strike

* Required Talent: Rough and Tumble
* Melee Attack Only
* You Jump to a position within 10ft of the Target of this Melee Attack. This Movement does not provoke Attacks of Opportunity.
* If the position you land in has another creature within 5ft of it, you may make a Melee Weapon Attack against that Character. If the Attack Hits, they take additional Damage equal to five rolls of your Expertise Die.

#### Inspire

* Required Talent: Suave
* Choose any number of Characters within 10ft of you. Until the Start of your Next Turn they may add a roll of your Expertise Die to the Result of each of their Attacks and Saving Throws.

#### Know thy Enemy

* Required Talent: Expert
* You immediately learn the resistances, immunities and vulnerabilites of the Target.
* Additionally, until the End of your Next Turn, any Attack made against that Character is considered a Critical Hit if the result of the d20 is a 19 or higher.

#### Proceed with Caution

* Required Talent: Perceptive
* Until the End of your Next Turn, you may subtract a roll of your Expertise Die from the Result of any Attack made against you, provided you can see the source of the Attack.

### Trick Attacks available from Level 17

The below Trick Attack requires you forgo six Sneak Attack Damage Die.

#### Finishing Blow

* Required Talent: Any
* The Target of your Attack must make an Endurance Saving Throw or become Unconscious until they take Damage.
* A Character has Advantage on this Saving Throw if they are more than 100 Damage away from their Damage Limit, and Disadvantage if they are 50 or less Damage Away from their Damage Limit.

### Trick Attacks available from Level 19

The below Trick Attack requires you forgo six Sneak Attack Damage Die.

#### Killing Blow

* Required Talent: Any
* The Target of your Attack must make an Endurance Saving Throw or have their Damage Increased to a total equal to their Damage Limit + 10.
* A Character has Advantage on this Saving Throw if they are more than 200 Damage away from their Damage Limit, and Disadvantage if they are 100 or less Damage away from their Damage Limit.

## **Navigation**

**Home**

**Core Rules**

**Skip Back to: Choosing your Archetype**

**Previous Page: Archetype - Muse**

**Next Page: Archetype - Warrior**

**Skip to: Choosing your Ancestry**

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode