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DARK EAGLE

GAMES

Wildsurge

Sorcery Subclass

5e Sourcebook
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DARKEAGLEGAMES.COM

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A Journey from 1e to 5e importantly, make it your own. Because no
edition, 1e or 5e or any 'e', will ever be as rich, as
I found myself engrossed in a conversation with a captivating, or as magical as the game that you
close friend who's been playing a 1e campaign craft from it.
for years, literally decades. He confessed to me
that he wasn't a fan of 5e; he liked the "good ol'
days" of 1e. I couldn't help but chuckle because
his beloved 1e campaign was actually a labyrinth
of homebrew rules. His world had its own unique
armor types, classes, spells—even the currency
was original. It was far from what the 1e
rulebook had penned down.
That's when it hit me: The essence of any edition
lies not in its mechanical rigidity but in the
freedom it offers to imagine, to build, and to
make the game truly your own. This is the soul
and spirit of 1e that I love, and it's the ethos
behind my Reforge series. Disclaimer
I view 5e in the same light as my friend views his While Wild Magic is part of the SRD, the class
1e world—malleable clay waiting to be shaped. most commonly associated subclass is not.
While I appreciate the structure 5e provides,
especially in making the game accessible to This guide introduces the "Wildsurge Sorcerer",
newcomers, the true charm lies in taking those a variant sorcerer class that harnesses the power
foundational elements and tailoring them to fit of Wild Magic. It serves as a counterpart to the
your vision of the world. Feyshaper class.
And so, I present to you this Reforge of a classic This class, at its core, is a sorcerer intertwined
subclass. It's not just a series of tweaks and with the unpredictable forces of Wild Magic.
adjustments; it's an invitation. An invitation to
blend your imagination with the skeleton of rules
that 5e provides, an invitation to breathe your
own life into this enduring game.
Go ahead—pick and choose what elements
resonate with you. Modify, reimagine, and most

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Wildsurge Sorcerer
As a young scholar at the Arcanum, found After banishing the creature to an unknown realm
fascination not in the structured spells taught by his with a spell that materialized from instinct, Lorien
tutors, but rather in the oddities and quirks of left his home in search of greater understanding of
magical theory. When a portal was discovered the chaotic forces that coursed through his veins.
within the academy's sub-basements, Vaelin
couldn't resist. Against all advice, he touched the Creating a Wildsurge Sorcerer
swirling vortex of the portal. In that moment, the When creating your Wildsurge Sorcerer, ponder
raw energies from the Feywilds surged through him, the source of your wildly unpredictable magic.
rewriting the very fabric of his magical essence. The Did a celestial comet pass over you as a child,
portal collapsed, but Vaelin emerged different— imbuing you with a cosmic spark? Did you
wild, unpredictable, and teeming with untamed accidentally ingest magical herbs or drink from
power. an enchanted spring? Or did an elder in your
family lineage dabble in chaotic magic, leaving
Eolande grew up in a village bordering the you as the inheritor of its wild potential?
mythical Whispering Toe Woods. Villagers spoke in Reflect on how you feel about this turbulent
hushed tones of the creatures that dwelled within, power that courses through you. Is it a wondrous
neither fully of this world nor completely apart from gift that you cherish, or a volatile curse you're
it. During a moonlit stroll in the woods, Eolande met learning to contain? Do you see this magic as an
an elemental creature, a radiant flame named extension of yourself, or is it an alien force you're
Seraphelle. Intrigued by Eolande’s kindness, still trying to understand?
Seraphelle touched her forehead, leaving behind a What are your aspirations for this chaotic gift?
burnt mark—a burning flower embedded into her Do you wish to master it, so you can harness its
skin. From that day on, Eolande was imbued with an full potential? Are you trying to understand its
chaotic power that she barely understood, as the unpredictable nature to avert a disastrous
laws of reality seemed to bend around her in
outcome foretold in a prophecy? Or are you on a
quest to find the source of your magic, hoping to
inexplicable ways. meet a cosmic entity or unlock an ancient
Born during a celestial event, when the planes mystery? Regardless of its origin or your
themselves seemed to intersect, Lorien has never relationship with it, this capricious magical
known normalcy. His parents were simple farmers, essence makes you stand out, connecting you to
but they knew their child was different when a broader tapestry of chaos and unpredictability
household objects started to animate of their own
accord, and seasons seemed to change in the blink
of an eye. At first, they sought to hide Lorien's
unpredictable abilities, afraid that he would be cast
out or worse. But when a demonic beast terrorized
their village, Lorien found that his inherent magic
could be channeled to protect, not just disrupt.

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Wildsurge Inception 9. Arcane Infusion: You were exposed to a
concentrated form of magic—a pool of raw mana
As a Wildsurge Sorcerer, your magical abilities —which you absorbed, gaining your chaotic
emanate from a core of raw, uncontrolled magic. abilities. You emit a brief, high-pitched harmonic
However, how you became linked to such resonance when casting spells.
unpredictable magical energies can be a story
unto itself. You may wish to consult the 10. Sorcerous Mentor: A powerful sorcerer
Wildsurge Inception table below to delve deeper recognized your latent talents and tried to teach
into the beginnings of your extraordinary powers. you; something went awry, however, leaving you
with uncontrollable magic. A phantom echo of
your mentor's voice murmurs arcane words when
d12 Wildsure Inception Table you cast.
1. Cosmic Event: You were born under a 11. Unsealed Rift: You accidentally or
celestial alignment linking you to untamed intentionally opened a rift to another plane of
energies from the cosmos. When you use your existence; the chaotic energies that spilled forth
powers, celestial constellations briefly shimmer became a part of you. A momentary glimpse into
around you. the other plane is visible around you when you
2. Ancient Relic: You were gifted an artifact of use your powers.
unknown origin; its power seeped into you and 12. Awakened Potential: For reasons unknown,
then vanished, not before forever altering your your magical prowess suddenly flared to life
magical essence. Your spells sometimes produce during a crisis, saving the day in a wholly
a ghostly echo of the artifact's form. unpredictable manner. Your skin momentarily
3. Mystical Exposure: You were caught in a takes on a crystalline sheen when you unleash
magical explosion, exposed to arcane radiation, your magic.
leaving your magic forever unstable. When you
cast spells, multicolored sparks flicker off your
skin and explode in a rainbow of colors.
4. Cursed Lineage: An ancestor made a pact
with a being of chaos; the ripple effects have
granted you your unpredictable magic. Chains
and phantom voices manifest briefly when you
channel your powers.
5. Wilderness Revelation: In a moment of peril
in an untamed mystical forest you stumbled
upon an ancient symbol carved in an ancient oak
tree. It unlocked your chaotic powers. An ethereal
wind gusts around you whenever you cast spells.
6. Divine Whim: A god of mischief chose you as
their plaything, gifting—or cursing—you with
magical powers you can barely control. Trickster
symbols flash in your eyes when you use your
magical abilities.
7. Eldritch Experiment: You were the subject of
arcane experiments—willingly or otherwise—
that unraveled your magical constraints,
unleashing your inner chaos. A swirling vortex of
arcane symbols encircles you as you cast.
8. Destined Chaos: You've always known you
were different, even if you can't place why; your
magic materialized during a moment of
emotional intensity, and you've been
unpredictable ever since. Your aura momentarily
bursts into flickering blue flames when you use
magic.

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The Subclass Wild Event
1st-level Wildsurge feature
Your command over magical energy is as
Your innate magic comes from the wild forces of unpredictable as powerful. Whenever you cast a
chaos that underlie the order of creation. You sorcerer spell of 1st level or higher, roll a d12
might have endured exposure to some form of immediately following the casting of the spell. If
raw magic, perhaps through a planar portal you roll a natural, the raw, chaotic magic within
leading to Limbo, the Elemental Planes, or the you erupts forth.
mysterious Far Realm. Perhaps you were blessed
by a powerful fey creature or marked by a demon. When this occurs, refer to the Wild Event table
Or your magic could be a fluke of your birth, with (see appendix) to determine the random magical
no apparent cause or reason. However it came to effect produced.
be, this chaotic magic churns within you, waiting
for any outlet. Whims of the Feywild
1st-level Wildsurge feature
Wildsurge Spells You can tap into the unpredictable energies of
1st-level Wildsurge feature the fey realm to gain advantage on an attack roll,
You gain additional spells that harness the ability check, or saving throw. When you use this
chaotic essence of wild magic at specific levels, ability, you trigger a Wild Event. After tapping
detailed in the Wildsurge table. These spells into this energy, you must complete a long rest
count as sorcerer spells for you but don't count before harnessing it again.
against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can Twist Fate
replace one spell you gained from this feature 6th-level Wildsurge feature
with another spell of the same level. The new You possess the power to manipulate destiny
spell must be from the schools of enchantment using your untamed magic. When another
or tranformation from the sorcerer, druid, or creature within your line of sight makes an attack
wizard spell list. roll, an ability check, or a saving throw, and the
results is not a natural 1 or 20, you force them
to reroll accepting the new results. Once used,
Level Wildsurge Bonus Spell you cannot use it again until you complete a rest.
1 Finolly’s Skewer, Jinx, Wildsurge Kiss
Wild Mastery
3 Slumber’s Touch, Song of Mirage
14th-level Wildsurge feature
5 Ethereal Stranding, Feysurge Step You've honed your ability to harness the
7 Rainbow Weave, Wildfey Warp unpredictable flows of your wild magic.
Whenever you roll on the Wild Event table, you
9 Feywild Call, Wildstep may use this ability to reroll and accept the new
result. You can exercise this control a number of
times equal to 1 plus your Proficiency bonus,
regaining expended uses after a long rest.

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Unstable Infusion New Rules
18th-level Wildsurge feature
Your spells are imbued with fluctuating arcane
energy. When you roll damage for a spell and any Gift Spells
of the dice show the minimum value (usually a While Sorcerers are known for their innate
1), you must reroll those particular dice. magical abilities, some have tapped into a unique
Continue rerolling any dice that show their method of spellcasting called Gift Spells. These
minimum value until all dice rolled for the spell's spells don't strain the mind like typical
damage show a value greater than the minimum. concentration spells. Instead, they manifest as
This feature can be triggered only once per turn. singular gifts to the world, allowing the Sorcerer
to maintain multiple such enchantments at once.
However, the universe accepts only one such gift
of each kind at a time from the Sorcerer.
Rule Mechanic:
• A Sorcerer can cast and maintain multiple
Gift Spells simultaneously without needing to
maintain concentration.
• If a Sorcerer casts a Gift Spell that is already
active, the previously active version of that spell
immediately ends.
• Unlike concentration spells, effects that would
normally break concentration do not end a Gift
Spell.
Example: A Sorcerer casts a Gift Spell called
Luminous Ward on one ally, granting them some
protection. Later in the battle, they cast
Luminous Ward on another ally. The first ally
immediately loses the benefits of the spell, while
the second ally gains its protective aura..

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Unique Spells

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Spell Descriptions Feysurge Step
The spells are presented in alphabetical order. 3rd-level transmutation
Casting Time: 1 action
Range: Self
Ethereal Stranding Components: V, S
3rd-level transmutation
Duration: Instantaneous
Casting Time: 1 action
Drawing upon the unpredictable power of the
Range: 60 feet Feywild, you instantly blink to a location you can
Components: V, S see within 30 feet. As you emerge at your
Duration: 1 minute gift spell destination, the whimsical essence of the Feywild
affects the surroundings. Roll a d6 and consult the
By tapping into the wild energies of the Ethereal following table to see what additional effect occurs
Plane, you attempt to strand a visible creature at your arrival point:
between the boundaries of the Material and
Ethereal realms. The targeted creature must make 1. Burst of Growth: A 5-foot radius of difficult
a Wisdom saving throw. On a failure, it is terrain sprouts around the point you appear, as
temporarily shifted to the border of the Ethereal grasses, flowers, and tiny trees burst forth. They
Plane, adopting a spectral visage. persist for 1 minute.
While under the effects of this spell, the affected 2. Mystical Invisibility: You arrive shrouded in fey
creature: energy and remain invisible until the start of
your next turn.
• Cannot initiate attacks or cast spells that have
an impact on the Material Plane. 3. Mischievous Swap: Swap positions with
another creature within 15 feet of your arrival
• Can move freely through creatures and objects point.
as if navigating difficult terrain. If they end their
turn within an object, they suffer 1d10 force 4. Echoing Laughter: Illusory sounds of fey
damage and are pushed to the nearest laughter emanate from your arrival location.
unoccupied space. Creatures within 10 feet must make a Wisdom
saving throw or be frighten of you until the start
• Retains the ability to perceive the Material of your next turn.
Plane, albeit in muted tones of gray and with a
slightly blurred vision. They have disadvantage to 5. Wild Push: Fey energy explodes around the
Perception checks. point you appear, choose a target creature within
10 feet of you. They must succeed on a Dexterity
• Gains immunity to all harm and conditions save or take 2d8 force damage and be knocked
originating from the Material Plane. However, prone.
this protection does not extend to threats or
effects that arise from the Ethereal Plane or this 6. Unbridled Energy: You tap too deeply into the
spell. raw essence of the Feywild. You immediately
trigger a Wild Event.
At the end of the duration, the creature returns to
the material plane at the start of their turn.
Finolly’s Skewer
1st-level enchantment
Feywild Call
5th-level conjuration Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action
Components: V, S
Range: 90 feet
Duration: Instantaneous
Components: V, S
Duration: 1 hour gift spell With an incantation and a flick of your wrist, a
vibrant rainbow streaks from your hand toward a
You summon an elemental spirit from the Feywild. creature you can see within range. Make a ranged
It appears in an unoccupied space you can see spell attack against the target. On a hit, the target
within range, taking on a corporeal form that uses takes 3d8 psychic damage.
the Feywild Elemental stat block (see appendix).
The elemental is an ally to you and your When this spell's damage reduces a creature to 0
companions. In combat, the creature shares your hit points or fewer, it cause a curse that makes the
initiative count and acts immediately after your target to believe it is a mundane rabbit. They retain
turn. It obeys your verbal commands (no action their physical form, but their mental state believes
required by you). If you don't issue any, it takes the they are a rabbit.
Dodge action and uses its move to avoid danger. The transformed creature can attempt a Wisdom
saving throw after 1 minute, again after 24 hours,
and finally after a week. On a successful save, the
creature reverts to its original form with hit points
equal to one of its Hit Dice.
Player characters, legendary creatures, and

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creatures larger than large size get one additional From this point, shimmering energies converge,
saving throw at one month. A Remove Curse or crafting a large or smaller object (contained within
similar magic can revert the transformation a 10-foot cube or eight connected 5-foot cubes).
immediately. The creature reverts to its original These creations resemble their natural
form if it dies. counterparts but are composed entirely of the
energies you've summoned.
The afflicted creature's behavior becomes erratic
and rabbit-like, avoiding combat and seeking to flee While these objects are as strong and durable as
from potential threats. Although its exact behavior wood, they carry a luminous quality, emitting a dim
is up to the Dungeon Master's discretion. light in a 10-foot radius, making them both
functional and beautiful. The objects can serve as
At Higher Levels. When you cast this spell using a simple constructs, bridges, barriers, containers, or
spell slot of 2nd level or higher, the damage any other structures you envision.
increases by 1d8 for each slot level above 1st.
However, their magical nature means they aren't
suitable for crafting intricate or delicate jewelry or
weapons. They also can't be used to form living
Jinx creatures or magic items.
Cantrip - Enchantment
The structures created by this spell remain until
Casting Time: 1 action they are broken or until you dismiss them with a
Range: 60 feet thought (no action required), at which point they
Components: V, S dissolve back into a shower of radiant light.
Duration: Instantaneous
Calling upon the unpredictable nature of the Slumber Blight
feywild, you send a jinx towards a creature you can 2nd-level evocation
see within range. The target must succeed on a
Wisdom saving throw, or be affected by one of the Casting Time: 1 action
following consequences: Range: 60 feet
1. Stumbling Vines: Tendrils spring from the Components: V, S
ground, reducing the target's movement speed Duration: Instantaneous
by 10 feet until the end of its next turn.
With a touch, you channel the frosty stillness of a
2. Weakening Whispers: Ethereal voices sow winter night's sleep into a creature. Make a melee
doubt in the target's mind, causing a -1 penalty spell attack against the target. On a hit, the
to its attack rolls and damage rolls on its next creature takes 4d8 cold damage.
turn.
If this damage reduces the creature's hit points to
3. Haunting Spectres: Apparitions appear, 0, it is cursed to enter a deep magical slumber.
frightening the target until the end of its next While in this state, the creature is stable and
turn. doesn't need to make death saving throws. This
4. Elemental Jolt: A bolt of lightning arcs towards slumber lasts for one month or until awakened by a
the target, dealing 1d4 lightning damage. If the Remove Curse spell or another magical means of
target takes any damage before your next turn, it similar power.
takes an additional 1d4 lightning damage. Casting this spell and reducing a creature's hit
5. Wild Spear: A spectral spear impales the points to 0 triggers a Wild Event.
target, dealing 1d8 piercing damage. At Higher Levels: When you cast this spell using a
6. Torment of the Fey: The target experiences spell slot of 3rd level or higher, the damage
intense emotional agony, taking 1d10 psychic increases by 1d8 for each slot level above 2nd.
damage.

Song of Mirage
Rainbow Weave 2nd-level illusion
4th-level transmutation
Casting Time: 1 action
Casting Time: 10 minutes Range: Touch
Range: 120 feet Components: V, S
Target: Point in space within range Duration: 1 minute gift
Components: V, S
Upon casting this spell, you wrap the target in a
Duration: 24 hours veil of elusive Feywild magic, making it difficult for
With a flourish of arcane gestures and words, you enemies to discern their true location. For the
draw forth the vibrant energies of the universe, duration of the spell, when a creature targets the
weaving them into shapes and constructs made of enchanted individual with an attack, roll a d6 to
radiant rainbow hues. These constructs, though determine one of the following effects:
made of light, have a tangible presence and solidity 1. Nullified Presence: The Feywild magic
akin to wood. momentarily fizzles, and the attack proceeds as
Upon casting, choose a point in space within range.

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normal with no additional effects. Wildstep
2. After Shock: The attack completes as usual. 5th-level conjuration
The attacker must then make a Wisdom saving
throw against your spell save DC. On a failed Casting Time: 1 bonus action
save, they take 2d8 bludgeoning damage and are Range: Self
knocked prone. Components: V
3. Ephemeral Slide: The attack completes Duration: 1 minute gift
normally. Immediately afterward, Feywild magic Upon casting this spell, you teleport up to 60 feet
enables the target to move up to 10 feet in a to an unoccupied space you can see. Immediately
direction of their choice, without provoking upon your arrival, trigger a Wild Event centered on
opportunity attacks. your ending location. On each of your subsequent
4. Mystical Distortion: The unpredictable magic turns before the spell ends, you can use a bonus
distorts the attacker's aim, causing them to action to teleport in the same manner, but without
attack with disadvantage. triggering additional Wild Events.
5. Butterfly Surge: The attack proceeds as
normal, but the target is engulfed in a swarm of
protective butterflies. These grant a +2 bonus to Wildsurge Kiss
AC, heal (1d4 + your Charisma modifier) hit Enchantment cantrip
points, and gives the target advantage on saving
throws against spells until the start of their next Casting Time: 1 bonus action
turn. Range: Self
6. Shattered Reality: Illusory duplicates of the Components: V, S
target appear, causing the attacker's strike to Duration: 1 round
automatically miss. As you cast this spell, you tap into the fickle
An attacker is immune to these effects if it doesn’t blessings of the feywild. Roll a 1d6 to determine
rely on sight, such as with blindsight, or can see the effect:
through illusions, such as with truesight. 1. Fleeting Insight: Gain a +1 bonus to your spell
attack modifier or spell DC until.
2. Quickened Step: Increase your movement
Surge Boon speed by 10 feet.
1st-level enchantment
3. Repulse: If a melee attack hits you, the
Casting Time: 1 action attacker is pushed 5 feet away without triggering
Range: 60 feet attacks of opportunity.
Components: V, S 4. Ephemeral Might: Add a bonus 1d4 to your
Duration: 1 minute gift next damage you deal this turn.
You form an arcane bond with a creature you can 5. Blurry Form: You are considered to have partial
see within range. The target must make a Wisdom cover.
saving throw. On a failed save, the bond endures 6. Flash of Vigor: Gain 2 temporary hit point
for the spell's duration, and you benefit in the until the start of your next turn.
following way:
Casting this cantrip allows you to use your action
• Whenever you cause damage to the creature, add on the same turn to cast another cantrip or spell.
1d4 to the total.
• Whenever you successfully cast a spell on the
target, you gain 1 temporary Sorcery Point. Wildsurge Warp
You can accumulate a maximum of 3 temporary 4th-level enchantment
Sorcery Points at any given time through this spell. Casting Time: 1 action
You can gain only one temporary Sorcery Point per
turn of the bonded creature. Range: 90 feet
Components: V, S
These temporary Sorcery Points function
identically to your regular Sorcery Points but Duration: 1 minute gift
disappear at the end of your next rest. You expose a creature to the unpredictable whims
This spell has no effect if cast by someone without of chaos with a wave and a word. Choose a
the ability to use Sorcery Points. creature within range to make a Wisdom saving
throw. On a failure, the target is bound by the
spell's capricious effects.
For the duration, the affected target cannot take
reactions. At the beginning of the spell, roll a d6 to
manifest a random chaotic effect. As a bonus
action, you can choose to reroll the effect:
1. Slow Form: The creature's form becomes
unstable, halving its movement speed and it get

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disadvantage to the first attack it makes on each
of its turns.
2. Dissonant Cacophony: Loud, jarring noises
surround the creature. It must make a
Constitution saving throw or suffer 3d6 thunder
damage and be deafened until its next turn.
3. Blinding Aurora: A maelstrom of radiant colors
envelops the creature, rendering it blinded until
the end of the duration.
4. Levitation Lure: The creature levitates 10 feet
into the air, becoming an easy target. Attacks
against it are made with advantage. It can still
move with a speed of 30ft fight but must end its
turn 10 feet above the ground.
5. Arcane Dissonance: The next time the
creature attempts to cast a spell, it must make a
Wisdom saving throw. On a failure, the spell fails
to cast and the slot is consumed.
6. Echo Doppelganger: At the start of your turn,
an exact duplicate of the creature appears
adjacent to it under your complete control. The
duplicate can take a attack action and then
dissipates.
Anytime the affected target is targeted by a
different spell, it may attempt a Wisdom saving
throw. On a success, the Wildsurge Warp's effects
end on the target.

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Wild Event Chart 1
1. Armor Falters: A surge of dark energy 12. Gibberish: Coherent speech escapes
swirls around you, exposing vulnerable gaps in you, rendering you able to speak only in gibberish
your defenses. You lose 1d4 points from your until your next rest. You can only be understood
Armor Class until you complete a rest. by celestials, devils, and tieflings.

2. Pocket Chaos: You get disadvantage to 13. Delicious Aroma: You give off an
all actions due to vomiting the contents of your irresistible scent, making you a tasty target for
pockets and backpack onto the ground. If you hungry monsters until the end of a long rest.
spend an action, you can make a DC 13 Creatures with biting attack will always seek to
Constitution save to end the effect. target you first!

3. Quagmire: Until you take a rest, at the 14. Spectral Form: You have 2 charges.
start of your turn the ground you stand upon You must immediately spend 1 charge. You
becomes muddy and difficult terrain. The ground transform into a spectral figure for 1 round. For
returns to normal 1 minute after you leave it. the round, you cannot take any actions, but it
allows you to move through solid matter and gain
resistances to all non-magical damage. At the end
4. Alvin’s Curse: Your voice turns squeaky of a long rest, you lose the unspent charges.
and high-pitched, causing you to suffer a (-1)
penalty to all Charisma-based skill checks until
you complete a long rest. 15. Mute Arcana: A spell of silence
overtakes you. You are mute and cannot cast
spells this round and the next.
5. Technicolor Skin: Your skin takes on a
vibrant, random hue until you take a long rest.
16. Hexed Focused: You get 2 charges.
You must immediately spend one charge. At will,
6. Restless Legs: An uncontrollable urge to spend a charge to give a willing creature you can
move takes over. If you take a move action, you see advantage. But you get (-1) modifier to a
must move a minimum of 20 feet. After a rest, the random ability score. At the end of a long rest,
effect ends. you lose all remaining charges and penalties.

7. Trail of Frost: When you move, you leave 17. Thunderous Whisper: Your voice
a trail of blue fire behind you that burns for 1 carries an uncanny distance. When you speak,
minute. Any creature that starts, enters, or ends everyone within a 1-mile radius can hear you until
its turn in that space takes 1d10 cold damage. the end of a long rest.
The affect ends when you take a rest.

8. Raven’s Touch: Until you complete a 18. Wild Casting: You get 2 charges.
When you cast a 1st level spell, you must spend
rest, when you cause damage, you cause a bonus one charge. The spell costs nothing but is chosen
1d4 force damage. But if you bring a creature to 0 at random. At the end of a rest, you lose all
hit points, they transform to a giant raven until remaining charges.
they take a long rest.

9. Identity Crisis: You lose touch with your 19. Polyglot: A multitude of languages
flood into your mind. You can speak any language
heritage, losing all distinctive features, racial of your choice until a long rest.
bonuses and abilities, but gaining resistance to
bludgeoning damage until you rest.
20. Double Life: Your abilities broaden
and shift. Gain the 1st level of abilities of a
10. Levitation Limit: You find yourself random class (that you are not) until the end of a
floating 5 feet off the ground and can only move long rest.
at a speed of 20 feet for 1 minute. Anytime you
take damage, you move 5 feet away from the
source.

11. Sync Slip: Your words lag behind your


mouth’s movements, creating a strange,
unsettling effect until the end of a long rest.

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Wild Event Chart 2
1. Blossom Bomb: You transform into a 12. Fluctuating Defense: Both you and
sentient, talking giant flower for 1 minute. All a companion receive a fluctuating AC bonus of +4.
creatures within 30 feet must make a DC 13 Each time you take damage, the bonus oscillates
Wisdom saving throw or turn into rabbits for 1 between +4 AC and (-4) AC, lasting until you
minute. When someone affected is attacked or complete a rest.
takes damage, the effect immediately ends.
13. Pocket Bitter: Anyone who reaches
2. Twisted Traits: Your physical and into a pocket or container within 30 feet of you is
mental traits become jumbled. Swap two random bitten, taking 1 point of piercing damage. This
ability score modifiers until you take a rest. effect lasts until you take a long rest.

3. Vitality Swap: A mystical force 14. Uncontrolled Leap: You have 2


redistributes life energy, you match your current charges, using 1 immediately. When you spend a
hit points with one creature within 60 feet. charge, you leap 30 feet in a chosen direction. If
there isn't enough room to complete the leap, you
suffer 2d6 bludgeoning damage. At the end of a
4. Leashed Mobility: A mystical tether long rest, you lose the unspent charges.
restricts you to crawl at 10 feet per turn unless
you're within 30 feet of a chosen companion,
lasting until you take a long rest. 15. Bright Smile: Your teeth become a
bright light source for 20ft and a dim one for 20ft
more until you take a long rest.
5. Bald Reality: A chilling breeze brushes
past, leaving you utterly bald. All of your hair falls
out. It grows back naturally or with a remove 16. Dice of Charm: You have 3 charges.
curse. Spend a charge to give advantage to any non-d20
roll you make. At the end of a long rest, you lose
the unspent charges.
6. Chromatic Contact: Your skin changes
to a bright, random color. Anyone you touch
undergoes the same skin transformation until you 17. Copper Conversion: Your silver
take a long rest. possessions shimmer and lose their luster,
transforming before your eyes. All silver items you
carry turn into copper.
7. Vocal Exchange: Your voice and that of
a chosen companion swap in a disorienting twist,
persisting until you take a long rest. For the 18. Crystal Keepsake: A recently used
duration, you swap your performance skill mundane item transforms into a crystal worth
modifiers. (d6xd10) amount of gold.

8. Herculean Strength: Your muscles 19. Fragile Armor: A corrosive aura


bulge unnaturally. Your Strength modifier can be emanates from you, weakening nearby armor. The
no less than +5 until the end of a long rest. armor of everyone within 30 feet, including yours,
reduces its AC by 1 until repaired.
9. Lupine Form: You find yourself Wild
Shaped into a talking dire wolf (CR 1), remaining 20. Temporal Adventure: You vanish
so until you choose to revert or take a rest. from reality. At the start of your following turn,
you return to the nearest unoccupied space from
where you vanished. You have been gone for a
10. Goblin Phobia: Memories of months on a grand adventure. You are now one
menacing goblins flood your mind, making your level higher but owing that amount of
heart race in fear. At the start of each of your
turns, you must make a DC 5 Wisdom save or experience points or milestones points back.
become frightened. If there are gobliniods or
reminders of goblins in the area, the saves are at
disadvantage. It lasts for 1 minute.

11. Dizzy Caster: Upon casting a spell,


you must immediately spend your bonus action
spinning around three times until you take a rest.
If you have no bonus action to spin, then anyone
attacking you has advantage until the start of
your next rest.

14
Wild Event Chart 3
1. Confetti Caster: Each time you cast a 11. Bright Backfire: Your spell creates a
spell, a burst of confetti explodes from your hands burst of blinding light in a 20 feet radius. Each
until the end of your next rest. Any actions you creature (yourself included) must make a DC 13
take after casting have disadvantages, as the Wisdom save or be blinded. At the start of each
confetti is a major distraction until your next turn. turn, make a DC 13 Constitution save to end the
At the end of your next rest the affect ends. blindness.

2. Power Caster: Your spells are cast at 12. Fight: You gain the ability to fly at a
either double duration or +1d6 damage for the speed of 60 feet for 1 minute.
next 1 minute.
13. Anti-gravity backfire: Your spell
3. White Eyes: You become blind, but you creates a zone of levitation in a 30 feet radius
gain blindsight out to 30 feet until your next rest. causing all creatures and objects within it to float
up to 5 feet off the ground until the end of your
next turn. Any floating creature can be attacked
4. Friendly Bird: A hummingbird, appears with an advantage and is at a disadvantage in its
in the immediate vicinity and begins following you actions unless it already knows how to float or fly.
until your next long rest.

5. Storm: A sudden violent gust of wind blows 14. Geyser: Your spell creates a geyser of
water shooting beneath you. All creature within a
in the area, extinguishing all open flames and 5 foot radius centered around you (including
knocking over objects. For the 1 minute, any yourself) must make a DC 13 Strength saving
creature starting its turn within 30 feet of you throw or get tossed up 10 feet into the air, falling
must make a DC 5 Strength check or be knocked prone soaked and taking 2d6 bludgeoning
prone. At the end of the duration, you must damage.
choose a living creature within 30 feet or yourself.
They take 3d6 lightning damage and are stunned.
If they succeed on a DC 13 Constitution saving 15. Mutant Hex: Roll a random ability
throw they take half damage and are not stunned. score and increase the modifier by 1. Then roll
another and decrease that ability by 1. Repeat this
process each time you take a rest until you level or
6. Big Beard: You grow a long, bushy beard. receive a remove curse spell.

7. Painful Backfire: Your spell causes you 16. Swarm Summoned: Your spell
to take 1d6 non-lethal force damage, sends you creates a swarm of buzzing insects in a 30 feet
10 feet backward, and knocks you prone. radius around you until the end of your next turn.
Any creature other than yourself who starts their
8. Vanishing Act: You have 2 charges, turn, moves through, or ends their turn in the area
takes 1d4 poison damage. All range attacks from,
using 1 immediately. As a bonus action, you
become invisible for 1 round. At the end of a long through, or into the area is at disadvantage.
rest, you lose all charges.
17. Healing Backfire: Your spell triggers
9. Sphere of Quiet: Your spell creates a a wave of healing energy, restoring (3d4+3) hit
100 feet sphere of silence centered around you points to all creatures in a 30 feet radius.
until the start of your next turn.
18. Invisible Touch: Until you take a
10. Moss Growth: Rapid moss grows on rest, you can spend a bonus action to touch a
and around you. At the start of each turn, you creature turning it invisible for 1 minute. Anyone
must make a DC 3 Strength saving throw or lose you target with a spell also becomes invisible for 1
your action and be knocked prone. At the start of minute. If an invisible creature attacks or moves
each of your turns, increase the DC of the saving more than 10 feet, they become visible.
throw by 3. Anyone can take an action to remove
2 DC of moss from you or 1 DC of moss with a 19. Fire Soul: You have fire resistance. If
bonus action. This last until you take a rest. you become unconscious or die, you cast Hellish
Rebuke as a 3rd level spell. You lose this ability
when you complete a rest.

20. Elemental: You polymorph into a


random (CR 5) Elemental until you complete a
rest.

15
Wild Event Chart 4
1. The Sword of Hosmoe: You now 11. Quiet Time: Anytime you or someone
poses the Cursed Sword of Hosmoe. The sword within 30 feet of you speaks, they must whisper
vanished when you level or receive a remove curse or take 1 physic damage until you complete a rest.
spell.
12. Fog: You have 2 charges, you immediately
2. Shattered Blast: When you cause spend 1. You cast Fog Cloud centered upon
damage, you cause a bonus 1d4 force damage. If a yourself. You gain 10 extra feet of movement
creature you attack reaches 0 hit points, they while in the fog and cannot trigger attacks of
break into (1d4+1) chucks of stone-like material. opportunity. At the end of a long rest, you lose all
The creature is helpless, immune to any further unspent charges.
damage; yet has its wits and senses and can
speak. If the pieces are put back together, they
return to life at 1 hit point. Otherwise, they get a 13. Weakness: Your spell causes all
DC 13 Constitution saving throw each dawn to creatures (yourself included) within 20 feet of you
return to normal. to make a DC 13 Constitution saving throw. If
they fail, they have (-1) to their Constitution and
Strength Modifiers. The affect lasts until you take
3. Bird Hero: A flock of loyal birds fly around a rest.
you until your next rest ends. The birds will dive in
the way of any damage you take, reducing the
amount by 1 damage. When the effect ends, you 14. Darkeyes: Your eyes turn pitch black,
are cursed to get (-2) to any skill check giving you darkvision to 60 feet until your next
interaction with any type of bird. long rest.

4. Storm Hex: A miniature storm cloud 15. Barkskin: Your skin takes on the
appears above your head, constantly raining on texture of bark. You have 5 charges. At will, spend
you until your next long rest. You have (-2) to all a charge to grant yourself resistance to piercing
Charisma and Wisdom skill checks until you and slashing damage for 1 round. If you spend all
complete a rest. the charges, you become rooted to the ground
until you succeed on a DC 13 Strength saving
throw. When rooted you are considered prone. At
5. Charming Backfire: Your spell causes the end of a long rest, you lose all charges.
creatures within 20 feet of you to make a DC 13
Wisdom saving throw or are effected by a Charm
Person spell for 1 minute. 16. Temporal Burst: Your spell causes
you to slow and speed through time. Your turn
immediately ends. On your next turn, you get to
6. Invisible Skin: Your skin becomes take an Action Surge.
temporarily translucent, making your organs
visible. This effect lasts until your next long rest.
You have (-2) to all Charisma and Constitution 17. Force Wave: Your spell causes a 30
skill checks until you complete a rest. feet cone in front of you. Each creature in the area
must make a DC 13 Strength save or take 2d6
force damage and be pushed back 10 feet.
7. Color Spray: Your spell creates a burst of
color in the immediate area. All creatures in a 20
feet radius of you must make a DC 10 Wisdom 18. Mana Surge: You gain a temporary
save (yourself included) or be blind until the end level 1 spell slot. You cannot cast any other spell
of their next turn. until you spend this spell slot.

8. Sound Wave: Your spell creates a loud 19. Butterfly Breath: You have 2
noise heard by everyone within a 5-mile radius. If charges, spending 1 immediately. When spending
they see you, they will inherently know you caused a charge, you use your bonus action to breath a
the sonic boom. cloud of butterflies out of your mouth. The
butterflies surround you giving you advantage to
any magical saving throw for 1 minute. Then they
9. Annoying Imp: A friendly but somewhat fly away. You lose all charges after completing a
mischievous imp appears before you and follows long rest.
you around for the next hour before disappearing.
All it wants to do is endlessly play eye-spy. It will
not help or harm you, but it will defend itself. 20. Echo Clone: Your spell creates a
duplicate of yourself. It takes its own turn
following yours. At the start of your next turn,
10. Forgotten Spell: Your spell is cast, choose which is the copy and which is the real you.
but you lose the ability to cast that spell again The copy vanishes.
until your next long rest.

16
Wild Event Chart 5
1. Stone Change: You turn to a stone 12. Potion of Yuck! Your sweat has the
statue and are considered petrified. At the start effect of a potion of healing. Anyone can lick you
ofyour turns, you can choose to make a DC 15 and heal (2d4+2). After the third lick or a rest the
Constitution save. If you succeed, the affect ends affect ends.
and you are considered to have taken a short rest.
13. Rubber Skin: Your skin becomes
2. Shiny, Shiny: Your hair become temporarily rubbery, granting you resistance to
incredibly shiny, granting you +1 to all Charisma bludgeoning and lighting damage until your next
skill checks until your next long rest. long rest. You can squeeze through places as if
half your size.
3. Feline Vision: Your eyes become cat-like,
granting you +2 Perception checks that rely on 14. Insult Master: When you speak to
sight until your next long rest. anyone, including yourself, you are casting Vicious
Mockery. The affect ends after 1 minute.
4. Dash Random: Your next move action
begins by moving 15 feet in a random direction. 15. Swap: Obtain 2 charges, using 1
immediately. Expending a charge causes a random
creature within 30 feet to switch places with you.
5. Stone Shell: Your skin becomes as hard Charges vanish after a long rest.
as stone, granting you resistance to bludgeoning
and force damage until your next rest.
16. Golden Smile: Your teeth turn to gold
worth 10 gp each. If removed from your mouth,
6. Deshevaled: You are out of sorts until the they are permanently changed. Otherwise, the
end of your next long rest. Until the effect ends, effect ends when you complete a long rest.
you are (-2) to all Intelligence, Wisdom and
Charisma saving throws and skill checks.
17. Acid Blast: Your spell creates a burst
of acid in a straight line 15 feet from you. Anyone
7. Giggle Plague: Cursed with in the area must make a DC 13 Dexterity save or
uncontrollable giggles, you lose the ability to take take 2d6 acid damage.
any action other than to move and to touch
another creature to spread the Giggle Plague. The
creature you touch must succeed on a DC 13 18. Mixed Mouths: You an a creature
Wisdom save or they too are cursed with the within 30 feet of you speak through each others
Giggle Plague. The effect ends after 1 minute. mouths when you speak. You also swap taste
experiences. The lasts until your next long rest.
8. Butterfly Aura: Your spell creates a
swarm of butterflies following you until the end of 19. Face Mask: The faces of you and all
your next rest. When you spend HD during a creatures within a 30-foot radius seamlessly
short rest, you heal an extra 1d6 hit points and detach, becoming mask-like. It requires a bonus
gain 2 temporary sorcery points. action to don or remove a face. Those who don't
wear their detached face have disadvantage on
their actions, as their senses remain linked to the
9. Medusa Hair: Your hair turns into snakes removed face. When taking damage, a DC 10
until the end of your next long rest. You can use Dexterity saving throw is required to keep the face
them as your attack, using your spell attack in place; on a failed save, it falls off. This effect
modifier to hit and damage. They cause 1d4 lasts until a rest is taken. Wearing another face
piecing plus 2d4 poison damage. grants advantage on checks to impersonate them.
If someone is still wearing another face when the
10. Ice Block: You get 2 charges. You effect ends, they permanently adopt that face's
immediately spend 1 charge. Spending a charge appearance. A remove curse will immediately
traps you in a block of ice until the start of the reverse the effect.
following turn. While in the ice, you are
incapacitated, have resistance to all damage, and 20. Beekeeper: Your spell summons a
immunity to cold and fire damage. At the end of giant bee that sits on your shoulder, back, or on
the affect, you heal (3d6+3) damage. top of your head until the end of your next long
rest. While it is on your shoulder, you have (-1) to
11. Sound Track: Until you take a long all attacks, saves, and skill checks. If you become
rest, music matching the tone of the situation unconscious or die, it will fight to protect you as a
follows you. You have disavantage to any stealth CR 1 creature and wrap you in protective magical
check for the duration. beeswax. After 1 minute in the wax, you heal
(3d6+3).

17
Wild Event Chart 6
1. Phoenix Reborn: You explode, dealing 9. Frog’s Grace: Become a large frog until
4d6 thunder damage to all creatures within a 20- the end of your next turn.
foot radius, knocking them prone. Creatures must
succeed on a DC 13 Constitution saving throw to
take half damage and avoid being knocked prone. 10. Random Effect: The spell you cast
At the start of your next turn, you rise from the has a random spell effect of the same level.
ashes and may choose any class, retaining your
experience, gear, and personality. You may 11. Lightning Ball: Transform into a
rearrange your ability scores. Retain your previous lightning bolt, moving 30 to 100 feet to an
character sheet; a remove curse reverts you to unoccupied space in sight. Creatures within 10
your original class. feet of the endpoint take 4d6 lightning damage
and are stunned. A successful DC 13 Constitution
2. Wild Missiles: You have 2 charges, save halves damage and negates the stun.
spending 1 immediately. When you spend a
charge, you cast Magic Missile. Make a DC 10 12. Piercing Spell: You gain 1 charge.
Arcana check; on a success, you direct the Spend a charge to give your spell advantage on its
missiles, on a failure, the DM chooses the targets attack roll, or the target gets a disadvantage on
excluding you. While you have a charge remaining, its saving throw. You lose all charges at the end of
you are immune to Magic Missiles. At the end of a a rest.
long rest, any unspent charges are lost.
13. Shapeshift: Polymorph into a random
3. Size Buddies: Target a creature within 60 creature (refer to the shapeshift chart) until you
feet. Either you are affected by the Enlarge spell take a rest.
and they by Reduce, or vice versa, for 1 minute.
The targeted creature decides.
14. Butterfly Effect: Gain 2 charges,
using 1 immediately. Using a charge morph you
4. Flower Carousel: A large bouquet into a butterfly swarm (details in Potion of
appears in your hands. Hand it to a willing Butterflies). Charges vanish after a long rest.
creature or grapple to force it upon another. If a
creature ends its turn holding the bouquet, they
must succeed on a DC 13 Wisdom save or be 15. Portal Home: A portal to your
polymorph into a 10-foot pine tree for 1 minute. childhood bedroom appears for 1 minute. Those
The bouquet vanishes after 1 minute or after a who enter receive 1 charge, allowing them to open
transformation occurs. a return portal. Charges vanish after a long rest.

5. Regeneration: Heal 5 hit points at the 16. Fast Surge: Gain 2 charges, using 1
start of each of your turns for 1 minute. If at max immediately. Using a charge grants an Action
hit points upon activation, your skin shrivels, Surge (as per a 1st-level fighter) but imposes a (-
imposing a (-1) Charisma modifier until a rest. 1) penalty to your strength modifier. At rest's end,
lose unspent charges and strength normalizes.
6. Animal Companion: A random animal
appears, accompanying you until you level up. It 17. The Upsidedown: Swap hand and
acts immediately after you. Use a bonus action to foot functionality. To move, hand-walk; to
command it; otherwise, it follows and Dodges. If it manipulate, use feet. This lasts until a rest.
dies, your max hit points decrease by 2 until you
receive a remove curse spell. 18. Protective Shield: Receive 20
temporary hit points. These last until expended or
7. Unicorn Might: Start with 2 charges, you take a rest.
using 1 immediately. Expending a charge
transforms you into a unicorn for 1 round. Unused 19. Giant Size: Grow one size larger until
charges disappear after a rest. the next rest. Attacks deal an additional 1d4
damage, but your AC decreases by 2.
8. Bubble Jail: Encased in a floating 5-foot-
diameter bubble. You're lifted 5 feet above the 20. Sorcery Surge: Obtain 2 charges,
ground. You can jump 15 feet in any direction using 1 immediately. Expending a charge grants
using an action or movement. Attacks against you 1d6 sorcery points. Whenever you use a charge,
have advantage, but the bubble (5 HP) must be roll on the Wild Magic Table. Lose unspent
destroyed first. Use a bonus action to burst the charges after completing a long rest.
bubble.

18
Bonus
Material

19
Random Animal List
1. Hummingbird
2. Frog
3. Raccoon
4. Fox
5. Spider
6. Owl
7. Badger
8. Wolf
9. Crocodile
10. Lion CURSED SWORD OF HOSMOE
Weapon (longsword), rare (cursed)
11. Grizzly Bear
A creation of whimsical enchantment, the Cursed
Sword of Hosmoe presents both advantage and a
12. Elephant subtle snare. With a hilt radiating an otherworldly
light, its blade seems to pierce the shadow,
glistening ominously.
Magic Weapon. The sword provides a +1 bonus
to attack and damage rolls made using it.
Mystical Proficiency. Upon attuning to this
sword, the bearer gains proficiency with it, even if
they previously lacked such expertise.
Charismatic Might. The sword possesses an
uncanny resonance with its wielder. When making
an attack or damage roll with this weapon, one
may opt to use their Charisma modifier in place
of Strength or Dexterity.
Curse. The blade's true nature reveals itself
when its bearer undertakes tasks of finesse.
Should the wielder attempt any skill check, the
sword manifests in their grip, regardless of where
it was before. If, in the Dungeon Master's
judgment, wielding a blade would be detrimental
to the activity, the task suffers from
disadvantage. Though the bearer might stow the
sword away, it reappears unbidden during every
subsequent skill check.
Release from Bondage. Casting remove curse
upon the blade causes it to dissipate into
nothingness, freeing its wielder from its intrusive
nature.

20
Dark Eagle Games

Created By: John Walts

Playtesters: Kim Jørgensen, Jay Szekely, Tyler Steiger, Freeze Kitto, and Anonymous, Orlando Walts

AI was used in the making of this guide including:


ChatGPT, Grammarly, and Midjourney

August, 2023

DARKEAGLEGAMES.COM

21
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