TEXT: THE	ARCANE	ALMANAC	
  These	are	The	Arcane	Library’s	house	rules	for	
  keeping	5E	fast,	dangerous,	and	fun.	These	rules	
  were	inspired	by	5E	Hardcore	Mode,	Dungeon	
  Crawl	Classics,	and	Index	Card	RPG.	Herein,	
  you'll	also	Hind	an	adventure-starting	primer.	
  CHARACTER	CREATION	
  • Roll	3d6,	in	order,	for	each	ability	score.	
  • Roll	on	the	Character	Background	table.	
  Add	your	pro:iciency	bonus	to	rolls	related	to	
  expertise	gained	from	your	background	
  (subject	to	GM	approval).	
  • Roll	on	the	Character	Fate	table	to	
  determine	your	unique	ability.	
  • Roll	on	the	Character	Race	table	to	
  determine	your	race.	
  • Choose	from	one	of	the	four	base	classes:	
  cleric,	:ighter,	rogue,	or	wizard.	
  • Roll	your	hit	die	at	:irst	level	and	add	your	
  Constitution	bonus.	That’s	your	starting	HP.	
  • There	are	no	feats	or	skills.		
  • Rogues	are	pro:icient	in	sneaking,	hiding,	
  climbing,	opening	locks,	sleight	of	hand,	and	
  disabling	traps.	These	Dexterity-based	
  talents	are	referred	to	as	Thieving	Skills.	
  • If	you’re	not	pro:icient	in	a	task	that	requires	
  training,	such	as	administering	:irst	aid,	roll	
  your	ability	check	with	disadvantage.	
  • Characters	can	carry	a	number	of	items	
  equal	to	their	Strength	scores.	Yes,	that	
  includes	candle	sticks.	Items	that	:it	in	a	
  small	bag	or	pouch	count	as	one	item.	Coins	
  in	increments	of	100	count	as	one	item.	
  • Wizards	begin	play	knowing	two	cantrips	of	
  their	choosing,	one	1st-level	spell	of	their	
  choosing,	and	four	random	1st-level	spells.		
  • Clerics	begin	play	knowing	a	mix	of	four	
  cantrips	and	1st-level	spells	of	their	
  choosing.	
  SPELLCASTING	
  • Clerics	learn	one	spell	of	their	choosing	of	a	
  level	they	can	cast	each	time	they	level	up.		
  • Wizards	learn	one	random	spell	of	a	chosen	
  level	they	can	cast	(not	including	spells	
  learned	from	scrolls	or	spellbooks,	see	
  below)	each	time	they	level	up.	
  • Wizards	can	permanently	learn	a	spell	of	
  any	level	from	a	scroll	or	spellbook	by	
  spending	one	full	day	studying	the	spell.	
  • Deities	may	grant	clerics	higher-level	spells	
  as	rewards	for	great	deeds.	
  • Characters	who	gain	spellcasting	after	:irst	
  level	learn	two	spells	of	their	choosing	and	
  then	one	spell	each	level	thereafter.	
  • There	are	no	spell	slots	and	no	spells	per	day.	
  You	may	cast	any	known	spell	until	you	fail	at	
  a	spellcasting	check	to	cast	it	(see	below).	On	
  a	failed	spellcasting	check,	you	can’t	cast	that	
  spell	again	until	you	complete	a	long	rest.	
  • To	cast	a	spell,	roll	an	INT	or	WIS	check	with	
  your	primary	spellcasting	ability.	Add	your	
  pro:iciency	bonus.	If	you	beat	a	DC	equal	to	
  10	+	the	spell’s	level,	the	spell	succeeds	and	
  you	hit	your	targets,	if	relevant.	On	a	failure,	
  nothing	happens	(not	even	half	damage).	
  • A	cleric	may	have	disadvantage	on	a	
  spellcasting	check	if	it	displeases	his	or	her	
  deity,	such	as	healing	a	creature	of	an	
  opposing	alignment.	
  • A	cleric	may	gain	disadvantage	on	casting	
  spells	after	angering	his	or	her	deity,	such	as	
  refusing	to	heal	a	worshipper	of	the	same	
  god.	This	effect	lasts	until	the	cleric	atones	in	
  a	manner	determined	by	the	GM.	
  • If	a	wizard	rolls	a	1	on	a	spellcasting	check,	
  he	or	she	must	roll	on	the	Spell	MisEire	table	
  for	the	spell’s	level.		
  • If	a	cleric	rolls	a	1	on	a	spellcasting	check,	he	
  or	she	cannot	cast	that	spell	again,	even	after	
  a	long	rest,	until	atoning	to	his	or	her	deity	
  in	a	manner	determined	by	the	GM.	This	
  could	include	material	sacri:ice	or	
  performing	a	deed	or	quest.	
  • If	you	roll	a	20	on	a	spellcasting	check,	the	
  spell’s	effects	are	doubled.		
  THE	ARCANE	ALMANAC
  1
  
  EXPLORATION	AND	XP	
  • Characters	act	in	initiative	order	rolled	at	the	
  beginning	of	the	session.	Initiative	starts	with	
  the	highest	roll	and	moves	clockwise	(or	left	
  to	right)	from	the	highest	roller.	
  • You	may	move	once	and	make	one	roll	to	do	
  an	action	on	your	turn.	
  • Spending	hit	dice	takes	one	action.	
  • Conversation	with	NPCs	can	encompass	a	
  few	sentences	or	exchanges	before	moving	to	
  the	next	player.	Not	all	conversations	will	be	
  resolved	in	one	turn.	
  • Since	there	is	no	Wisdom	(Perception),	
  characters	can’t	make	rolls	to	discover	what’s	
  in	a	room.	Players	must	describe	what	
  speci:ic	actions	their	characters	take	to	:ind	
  hidden	things.	
  • If	a	character	performs	the	exact	same	
  action	again	after	failing	the	previous	turn,	
  he	or	she	may	roll	with	advantage	(this	is	
  also	true	in	combat).	
  • Characters	gain	between	1-4	XP	per	
  successful	encounter	as	awarded	by	the	GM.		
  • Characters	need	10	times	their	current	level	
  in	XP	to	attain	the	next	level.	
  • Character	advancement	caps	at	level	10.	
  COMBAT	
  • When	combat	begins,	the	GM	
  determines	if	there	is	a	surprise	round.	
  Then,	everyone	rolls	initiative.	Initiative		
  moves	clockwise	from	the	highest	roller.	
  • Optionally,	all	PCs	act	at	once	as	a	team,	
  and	the	GM	acts	at	once	for	all	enemies.	
  • The	GM	might	impose	a	real-world	
  timer	on	the	players’	turns.	
  • Ranged	attacks	and	spells	can	target	
  any	enemies	in	sight	within	the	
  battle	area.	No	need	to	measure.	
  • There	are	no	opportunity	
  attacks.	
  • On	your	turn,	you	may	move	your	speed.	You	
  may	also	choose	one	of	the	following:	attack,	
  cast	a	spell,	or	move	again.	Using	an	item	or	
  making	an	ability	check	is	a	bonus	action.	
  The	GM	will	make	rulings	on	other	actions.	
  • There	are	no	status	effects.	The	GM	will	
  determine	whether	someone	can	move,	see,	
  cast	spells,	or	anything	else	based	on	
  common	sense.	The	disadvantage/advantage	
  system	covers	most	situations.	
  • In	combat,	:ighters	may	attempt	a	Heroic	
  Feat.	With	a	Heroic	Feat,	you	try	an	unusual	
  combat	action,	such	as	pushing	an	enemy	or	
  attacking	several	foes	at	once.	The	GM	has	
  :inal	say	on	what’s	possible.	Make	a	Strength	
  check	+	your	pro:iciency	bonus	with	a	DC	of	
  10	+	the	target’s	CR	(or	the	highest	CR	among	
  a	group	of	targets).	If	the	target’s	CR	is	higher	
  than	10,	the	DC	is	20.	If	the	Heroic	Feat	does	
  not	include	a	target,	the	DC	is	13.	On	a	
  success,	the	Heroic	Feat	succeeds.	
  • In	combat,	you	may	use	an	action	to	spend	
  any	number	of	hit	dice	to	regain	HP.	You	
  can’t	do	this	while	unconscious	or	dying.	
  • When	reduced	to	0	HP	or	below,	your	
  character	is	dying.	Roll	a	d4.	Your	character	
  dies	in	that	many	rounds	unless	healed	or	
  stabilized	with	a	relevant	DC	15	check.	
  •Morale	(does	not	apply	to	PCs):	
  When	a	monster	is	below	half	its	HP	
  or	the	battle	has	turned	against	it,	it	
  might	run.	The	GM	rolls	a	d20.	If	the	
  result	is	below	the	monster’s	Wisdom	
  score,	it	:lees	or	surrenders.	Some	
  zealous	or	unintelligent	enemies	are	
  immune	to	morale	rolls.	
  MISCELLANEOUS	
  • Most	encounters	are	not	designed	to	be	
  balanced	or	level-appropriate.	You	have	been	
  warned,	adventurer….	
  • The	GM	might	award	you	a	Luck	Token	for	
  creative	or	impressive	actions.	You	can	only	
  have	one	Luck	Token	at	a	time.	You	may	
  spend	your	Luck	Token	to	reroll	any	roll	you	
  or	an	ally	has	just	made.	You	may	also	expend	
  it	to	turn	any	hit	you	just	made	into	a	critical.	
  • There	are	many	scenarios	in	5E	that	aren't	
  covered	in	this	document.	The	GM	will	work	
  with	you	to	make	a	determination	in	the	
  spirit	of	these	rules	as	needed.		
  THE	ARCANE	ALMANAC
  2
  
  THE	UNKNOWN	WORLD	
  THE	EDGE	OF	ALL	THINGS	
  • Humans,	dwarves,	and	elves	cluster	in	their	
  enclaves	and	city-states.	They	fear	the	fell	
  creatures	and	ancient	races	lurking	outside	
  their	walls	in	the	ruins	of	lost	civilizations.	
  • You	live	on	the	edge	of	all	things.	The	edge	of	
  civilization,	the	edge	of	discovery,	the	edge	of	
  death.	Legends	were	not	made	within	the	
  walls	of	safety	and	comfort.	
  • The	known	world	is	small,	and	it	is	behind	
  you.	You	seek	the	unknown	world	beyond.	
  THE	BEGINNING	
  • You're	seated	with	your	companions	around	
  a	table	carved	with	a	crude	map	of	the	lands	
  outside	the	keep.	It	is	the	work	of	many	
  different	adventurers	and	expeditions.			
  • Your	gear	is	packed.	The	time	to	decide	your	
  destination	has	come.	Where	will	your	group	
  stake	its	claim?	
  RUMORS	
  • The	Red	Keep	of	Ekmara:	Haunted!	If	you	
  somehow	survive	the	barbarians	roaming	the	
  Ashen	Plains,	you’ll	die	on	the	claws	of	the	
  horrors	stalking	the	keep’s	halls.	But	they	say	
  anyone	who	manages	to	claim	Ekmara’s	
  sword,	Bloodlasher,	will	go	down	a	legend.		
  • Tal-Yool,	the	Cyclopean	Citadel:	The	
  citadel's	towering,	overgrown	halls	guard	the	
  arcane	secrets	of	the	cyclopes	who	once	
  walked	the	jungle.	The	giants	are	no	more,	
  but	dark	shadows	are	said	to	:lit	between	the	
  silent,	crumbling	columns.	
  • The	Tomb	of	Deridia:	Harpies	leer	from	the	
  crags	overlooking	the	blasphemous	tomb	of	
  an	ancient	chaos	knight.	Whatever	treasure	
  Deridia	took	with	him	in	death	remains	
  unknown;	none	have	returned	to	tell	of	it.	
  • Monastery	of	Dhalpurna:	Kyzian	bandits	
  rove	the	steppes	and	mountain	passes	
  leading	to	the	fabled	monastery	of	the	
  elephant-men.	Those	who	survive	the	
  journey	may	participate	in	the	Trial	of	the	
  Crescent	Moon.	Death	awaits	those	who	fail,	
  but	what	is	the	prize	for	triumph?		
  • The	Caves	of	Raghbat:	In	the	desert	wastes,	
  a	demonic	wind	howls	from	the	Caves	of	
  Raghbat.	The	lost	Jewel	of	Barbalt	is	said	to	
  lie	deep	within,	but	who	—	or	what	—	is	its	
  keeper?		
  THE	ARCANE	ALMANAC
  3
  
  TABLES	
  CHARACTER	BACKGROUND
  D20
  Detail
  1
  Farmer
  2
  Sailor
  3
  Street	urchin
  4
  Hunter
  5
  Blacksmith
  6
  Scribe
  7
  Church	acolyte
  8
  Mercenary
  9
  Socialite
  10
  Herbalist
  11
  Artist
  12
  Merchant
  13
  Fisher
  14
  Scout
  15
  Minstrel
  16
  Soldier
  17
  Outlaw
  18
  Wizard’s	apprentice
  19
  Actor
  20
  Noble
  CHARACTER	FATE
  D20
  Detail
  1
  Born	under	the	blood	moon.	+2	damage	
  on	melee	weapon	attacks
  2
  A	blind	witch	predicted	your	birth.	+1	
  point	of	Wisdom
  3
  Gift	of	gab.	You	are	pro:icient	in	rolls	to	
  persuade	and	deceive	others
  4
  Born	under	an	aurora	borealis.	You	can	
  cast	dancing	lights	using	Wisdom
  5
  Your	ancestor	did	a	great,	holy	deed.	
  You	have	resistance	to	necrotic	damage
  6
  Survived	a	snake	bite.	Advantage	on	
  saving	throws	against	poison
  7
  Born	on	the	summer	solstice.	You	have	
  resistance	to	:ire	damage
  8
  Gift	of	athleticism.	You	are	pro:icient	in	
  rolls	to	climb	and	do	acrobatics
  9
  A	fairy	kissed	your	forehead	while	you	
  slept	in	your	crib.	+1	point	of	Charisma
  10
  The	Three	Sisters	hesitate	to	cut	the	
  strands	of	your	fate.	Your	death	timer	is	
  always	4
  11
  Born	on	a	leyline.	You	can	cast	eldritch	
  blast	using	Wisdom
  12
  Your	ancestor	was	a	legendary	hero.	You	
  start	each	session	with	a	Luck	Token
  13
  Born	on	a	ship.	+1	point	of	Dexterity
  14
  Gift	of	alertness.	You	may	reroll	an	
  initiative	roll	once	per	day
  15
  Born	on	the	winter	solstice.	You	have	
  resistance	to	cold	damage
  16
  A	spirit	whispered	stories	and	secrets	to	
  you.	+1	point	of	Intelligence
  17
  Death	took	your	shadow	rather	than	
  your	soul.	You	can	cast	darkness	using	
  Wisdom
  18
  Born	with	elf-sight.	+2	damage	on	
  ranged	weapon	or	spell	attacks
  19
  Overcame	childhood	sickness.	+1	point	
  of	Constitution
  20
  A	god	noticed	your	birth.		Add	+2	points	
  to	any	stat
  THE	ARCANE	ALMANAC
  4
  
  CHARACTER	RACE
  D12
  Detail
  1-4
  Human
  5-6
  Elf
  7-8
  Dwarf
  9-10
  Hal:ling
  11
  Half	elf
  12
  Half	orc
  SPELL	MISFIRE	LEVELS	0-2
  D8
  Detail
  1
  You	take	1d6	necrotic	damage.	You	
  suffer	painful	welts	(disadvantage	on	
  spellcasting	checks)	for	1d4	hours
  2
  Your	spell	has	a	completely	inverse	
  effect	as	determined	by	the	GM
  3
  Your	shadow	animates	and	attacks	you
  4
  You	smell	strongly	of	manure	for	the	
  next	1d4	days
  5
  A	hostile,	annoying	imp	appears	and	
  harasses	you	for	1d4	hours
  6
  Roll	1d4.	A	feature	on	your	face	
  becomes	snakelike.	1:	pupils,	2:	nose,	3:	
  skin,	4:	ears
  7
  Your	spell	targets	a	random	ally	instead
  8
  Surging	energy	makes	you	fall	
  unconscious	for	1d4	rounds
  SPELL	MISFIRE	LEVELS	3-6
  D8
  Detail
  1
  You	summon	an	angry	bone	devil
  2
  One	of	your	limbs	petri:ies.	You	lose	2	
  points	of	Dexterity
  3
  You	shoot	a	lightning	bolt	in	a	random	
  direction
  4
  You	take	4d10	force	damage	in	a	
  concussive	blast
  5
  You	forget	one	random	language
  6
  Roll	1d4.	You	sprout	horns	of	the	
  corresponding	type.	1:	ram,	2:	bull,	3:	
  stag,	4:	devil.	They	regrow	if	removed
  7
  Any	time	you	touch	metal	with	your	
  bare	hands	going	forward,	you	take	1d6	
  lightning	damage	from	static	shock
  8
  You	are	banished	to	a	demiplane	as	per	
  the	maze	spell.	A	minotaur	occupies	it	
  and	hunts	you
  SPELL	MISFIRE	LEVELS	7-9
  D8
  Detail
  1
  1d4	members	of	the	party	polymorph	
  into	random	beasts	for	1d4	rounds
  2
  A	random	magic	item	in	your	
  possession	is	irrevocably	destroyed
  3
  You	forget	how	to	cast	this	spell	and	all	
  traces	of	it	are	lost	in	your	spellbook,	
  notes,	and	scrolls
  4
  Your	bones	become	birdlike	and	hollow.	
  You	lose	2	points	of	Constitution
  5
  You	open	a	gate	to	a	random	plane.	
  Everything	within	the	battle	area	that	is	
  not	anchored	is	sucked	through	in	1d4	
  rounds.	Then	the	gate	closes
  6
  You	eyes	become	opaque	and	you	are	
  blinded
  7
  One	of	your	limbs	turns	into	a	giant	crab	
  claw.	Reduce	your	Charisma	score	by	2	
  points
  8
  Death	itself	marks	you	with	a	curse.	A	
  black	symbol	appears	on	your	forehead	
  and	you	suffer	1d10	necrotic	damage	
  each	day	that	cannot	be	healed.	Only	
  great	magic	can	end	these	effects
  THE	ARCANE	ALMANAC
  5
  
  Art	Credits	
  Cover:	camilkuo	/	shutterstock.com	
  Frog,	Dagger,	Tunnel	Brute:	Publisher’s	Choice	Quality	Stock	Art	©	Rick	
  Hershey	/	Fat	Goblin	Games		
  ©	2020	The	Arcane	Library,	LLC.	All	rights	reserved.	
  Notice	of	Open	Game	Content:	This	product	contains	Open	Game	
  Content,	as	de:ined	in	the	Open	Game	License	Version	1.0a,	below.	Open	
  Game	Content	may	only	be	Used	under	and	in	terms	of	the	Open	Game	
  License	version	1.0a.	No	portion	of	this	work	other	than	previously	
  designated	Open	Game	Content	may	be	reproduced	in	any	form	without	
  written	permission.	
  Designation	of	Open	Game	Content:	Subject	to	the	Product	Identity	
  Designation	herein,	the	following	material	is	designated	as	Open	Game	
  Content.	(1)	all	monster	statistics,	descriptions	of	special	abilities,	and	
  sentences	including	game	mechanics	such	as	die	rolls,	probabilities,	and/	
  or	other	material	required	to	be	Open	Game	Content	as	part	of	the	game	
  rules,	or	previously	released	as	Open	Game	Content,	(2)	all	portions	of	
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  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.	
  	
  	
  	
  	
  	
  	
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  license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	
  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	
  identi:ied	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	
  covered	by	this	License,	including	translations	and	derivative	works	under	
  copyright	law,	but	speci:ically	excludes	Product	Identity.	(e)	"Product	
  Identity"	means	product	and	product	line	names,	logos	and	identifying	
  marks	including	trade	dress;	artifacts;	creatures	characters;	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,	magical	or	
  supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	
  any	other	trademark	or	registered	trademark	clearly	identi:ied	as	Product	
  identity	by	the	owner	of	the	Product	Identity,	and	which	speci:ically	
  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	Content.	(h)	"You"	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	af:ix	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	
  License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty	free,	
  non	exclusive	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	
  Contributions	are	Your	original	creation	and/or	You	have	suf:icient	rights	
  to	grant	the	rights	conveyed	by	this	License.	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	
  portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	
  of	any	Open	Game	Content	You	are	copying,	modifying	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	compatibility	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	owner	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.	IdentiEication:	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.		
  The	Arcane	Almanac	©	2020	The	Arcane	Library,	LLC.	
  END	LICENSE
  THE	ARCANE	ALMANAC
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Arcane Library/The Arcane Almanac (Preview).pdf