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⠀CreatorWorks'

⠀Expanded Content Errata


Vampire
Prognostication
Vampire Spells You sometimes receive visions of current, past, or even future
Cantrips 1st-Level 3rd-Level events. Immediately after you cast a spell of 1st-level or higher, the
Blade Ward Cause Fear Fast Friends DM can have you roll a d20. If you roll above your level in this
Friends Frost Fingers Life Transference class, you immediately receive a vision of the DM's design.
Frostbite Ice Knife When you receive a vision this way, you lose concentration if you
Gust Ray of Sickness 4th-Level were concentrating, and until the end of your next turn you are
Sapping Sting Zephyr Strike Charm Monster incapacitated and experience nothing but the vision. Once you
receive a vision this way, the DM can't have you roll for Prognos-
Vampire Bloodline Spells tication again until you finish a short or long rest.
Arcadian Berserker This vision can have information for any combination of senses,
but must include at minimum a visual or audible component. It
0th mind sliver booming blade, primal savagery can be as clear as viewing an event take place as though the
1st dissonant whispers armor of agathys, compelled duel Broken Prophets were present in the scene, or as vague as an
omen whispered in metaphoric verse. The vision does not have to
2nd phantasmal force be useful or easily interpreted, but it does have to be true (or, if
3rd elemental weapon, thunder step pertaining to the future, potentially true).
The DM can also have you roll a d20 whenever you sleep or fall
4th elemental bane, staggering smite into Torpor, and if you roll below your level in this class you receive
5th synaptic static banishing smite, conjure volley such a vision as a dream.
Bestial Shadow Controlled Prognostication
At 7th level, you gain a modicum of control over your fateful
0th
infestation, visions. Whenever you receive a vision with Prognostication, if you
primal savagery are awake you can immediately cause your Hunger Die to reduce
1st beast bond arms of hadar by one size as though you had rolled the maximum result to
choose a creature, object, or location you are familiar with. The
2nd
beast sense,
summon beast
shadow blade vision will be related to the chosen topic in some way, though the
nature, closeness, and obviousness of the connection is at DM
3rd
hunger of hadar, discretion.
summon shadowspawn
4th shadow of moil
Informed Prognostication
Starting at 10th level, when you receive a vision, you know
5th enervation whether that vision is of the past, present, or future.
Shared Memory
New Vampire Bloodline At 15th level, you gain the ability to share your visions and other
memories with other creatures directly. As an action, you can
Broken Prophets touch a creature and spend a Blood Point to give it a vision as
The Broken Prophets are a Bloodline fractured by madness, with described in the Prognostication feature, except rather than a
minds broken open by visions of truths too profound for a human vision of the DM's design, you impart one of your own memories
mind, even an undead one. While all are mad, not all have the to the touched creature. This can be a memory of a vision you
same madness, as each individual responds to their prophetic have received or of any other experience you have had, but you are
visions in different ways. unable to alter it in any way; it is experienced by the touched
creature exactly as you experienced it originally.
Weakness: Fractured Mind
You gain one Derangement Flaw for no Bonus Points. Shatter Mirror
Starting at 18th level, you can cast the feeblemind spell by
Expanded Spells spending 5 Blood Dice. You can do this once, and you regain the
The following spells are on the Vampire Spell List for you: ability to do so when you finish a long rest. However, if the target
fails its save, you can't use this feature again for 7 days.
Level Spell
0th guidance, mind sliver
1st detect evil and good, dissonant whispers
2nd augury, crown of madness, locate object
3rd clairvoyance, enemies abound
4th arcane eye, divination, locate creature

2 5th contact other plane, legend lore, scrying


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ghost Golem
Ghost Spells Alchemist Spells
Cantrips 3rd-Level Cantrips 2nd-Level
Friends Aura of Vitality Create Bonfire (T) Fortune's Favor (D)
Frostbite Catnap Friends (D) Immovable Object (S)
Gust Enemies Abound Phantasmal Force (D)
Infestation Hunger of Hadar 1st-Level
Mind Sliver Life Transference Absorb Elements (S) 3rd-Level
Mold Earth Pulse Wave Armor of Agathys (D) Tiny Servant (S)
Shape Water Spirit Shroud Arms of Hadar (D)
Toll the Dead Summon Shadowspawn Cause Fear (D) 5th-Level
Virtue Summon Undead Gift of Alacrity (D) Skill Empowerment (D)
Thunderstep Ice Knife (T)
1st-Level Snare (S)
Armor of Agathys 4th-Level Tasha's Caustic Brew (D)
Arms of Hadar Charm Monster Zephyr Strike (D)
Cause Fear Elemental Bane
Dissonant Whispers
Frost Fingers
Shadow of Moil Golem Features
Sickening Radiance
Hex Keraunos
Ray of Sickness 5th-Level Your Keraunos feature has these changes:
Witch Bolt Enervation You choose at 3rd level whether you learn shocking grasp or
Far Step lightning lure as a Keraunos cantrip.
2nd-Level Negative Energy Flood At 5th level, you learn witch bolt as a Keraunos spell. You can
Fortune's Favor Skill Empowerment cast it once with this feature and regain the ability to do so when
Immovable Object Synaptic Static you finish a short or long rest.
Mind Spike
Phantasmal Force Construct
Shadow Blade
At 3rd level you learn a cantrip and a 1st-level spell as Keraunos
Ghost Features spells. You can cast the 1st-level spell once with this feature and
Memoriam regain the ability to do so when you finish a short or long rest. The
spells depend on your Construct type, as follows:
You have these additonal ways to spend your Memoriam Points: Construct Cantrip 1st-Level
Memorial Guidance Plant thorn whip entangle
When you make an ability check that fails, you can spend 1
Memoriam Point to reroll the d20, and you must use the new roll, Frost frostbite frost fingers
potentially turning the failure into a success. Clay mold earth earth tremor

Imbuing Touch Stone magic stone mage armor


As an action, you can touch one nonmagical weapon and spend 2 Metal sword burst grease
Memoriam Points to imbue it with magic for 1 minute. For the
duration, the weapon is considered magical for the purpose of Flesh toll the dead cause fear
overcoming immunity and resistance to nonmagical attacks.
Plasmic Fortitude
As an action, you can spend any number of Memoriam Points to
roll a d4 for each point expended. You gain a number of temporary
hit points equal to the total rolled.
Guilds
Each Wizard Arcane Tradition that is also a School of Magic
(other than Evocation, Necromancy, and Transmutation, which are
detailed in CreatorWorks' Classic Monsters) can be used as a
Ghost Guild by making the following change:
[School] Savant
At 3rd level, and again at 6th, 10th, 14th, and 18th level, you learn
an additional Ghost spell from the [Arcane Tradition] school of
magic that doesn't count against your number of spells known.
3
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Witch Mummy Features
Sekhem
Witch Features You have these additonal ways to spend your Sekhem Points:
Font of Magic Divine Guidance
When you make an ability check that fails, you can spend 1
You have these additonal ways to spend your Hack Points: Sekhem Point to reroll the d20, and you must use the new roll,
Magical Guidance potentially turning the failure into a success.
When you make an ability check that fails, you can spend 1 Hack Focused Aim
Point to reroll the d20, and you must use the new roll, potentially When you miss with an attack roll, you can spend 1 to 3 Sekhem
turning the failure into a success. Points to increase your attack roll by 2 for each point spent,
Imbuing Touch
potentially turning the miss into a hit.
As an action, you can touch one nonmagical weapon and spend 2
Hack Points to imbue it with magic for 1 minute. For the duration, New Mummy Hekau
the weapon is considered magical for the purpose of overcoming Ankh-Duat
immunity and resistance to nonmagical attacks.
Ankh-Duat loosely means "Living Dead", and refers to the magic
Sorcerous Fortitude of Necromancy.
As an action, you can spend any number of Hack Points to roll a
d4 for each point expended. You gain a number of temporary hit Expanded Spells
points equal to the total rolled. Necromancy spells are on the Mummy Spell List for you.
Grim Harvest
Mummy At 3rd level, you gain the ability to reap life energy from creatures
you kill with your spells. Once per turn when you kill one or more
Mummy Spells creatures with a spell of 1st level or higher, you regain hit points
equal to twice the spell's level, or three times its level if the spell
Cantrips 2nd-Level 4th-Level
Blade Ward Cloud of Daggers Aura of Life belongs to the School of Necromancy. You don't gain this benefit
Infestation Earthbind Aura of Purity for killing constructs or undead.
Toll the Dead Earthen Grasp Staggering Smite Undead Thralls
Word of Radiance Fortune's Favor At 7th level, you learn the animate dead spell. You can cast it once
5th-Level
1st-Level 3rd-Level Banishing Smite with this feature, and regain the ability to do so when you finish a
Cause Fear Blinding Smite Circle of Power long rest. When you cast animate dead, you can target one
Ceremony Crusader's Mantle Dawn additional corpse or pile of bones, creating another zombie or
Compelled Duel Erupting Earth Destructive Wave skeleton, as appropriate.
Dissonant Whispers Feign Death Enervation Whenever you create an undead using a necromancy spell, it has
Earth Tremor Thunder Step Far Step additional benefits:
Ray of Sickness Wall of Sand Holy Weapon The creature's hit point maximum is increased by an amount
Searing Smite Summon Celestial equal to your Mummy level.
Thunderous Smite Wall of Light The creature adds your proficiency bonus to its weapon
damage rolls.
Mummy Hekau Spells
Death Parley
Petseba Hesneser Wedja Starting at 11th level, you can cast speak with dead at will without
0th gust virtue providing components.
1st
absorb elements,
caustic brew Command Undead
chromatic orb Starting at 18th level, you can use magic to bring undead under
dust devil, your control, even those created by others. As an action, you can
2nd
skywrite
dragon's breath choose one undead that you can see within 60 feet of you. That
creature must make a Charisma saving throw against your
3rd elemental weapon aura of vitality Mummy spell save DC. If it succeeds, you can't use this feature on
4th storm sphere
elemental bane, it again. If it fails, it becomes friendly to you and obeys your
summon elemental commands until you use this feature again.
5th control winds immolation
Intelligent undead are harder to control in this way. If the target
has an Intelligence of 8 or higher, it has advantage on the saving
throw. If it fails the saving throw and has an Intelligence of 12 or
higher, it can repeat the saving throw at the end of every hour until
it succeeds and breaks free.
4
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Meket While holding the object, as an action a creature can produce
the spell's effect from it, using your spellcasting ability modifier. If
Meket is the Egyptian word for "Amulets", and refers to the the spell requires concentration, the creature must concentrate.
process of infusing magical properties into physical items. The spell stays in the object until it's been used a number of times
equal to twice your Wisdom modifier (minimum of twice) or until
Expanded Spells you use this feature again to store a spell in an object.
Artificer spells are on the Mummy Spell List for you.
Magic Item Savant
Minor Amulet At 11th level, your skill with magic items deepens more:
At 3rd level, you learn how to invest some magic into mundane You can attune to up to five magic items at once.
objects. To use this ability, you must have your holy symbol in You ignore all class, race, spell, and level requirements on
hand. You then touch a Tiny nonmagical object as an action and attuning to or using a magic item.
give it the properties of a Common magic item of your choice or
design (the DM has veto power). The properties last indefinitely. Magic Item Master
As an action, you can touch the object and end the effect early. Starting at 18th level, you can attune to up to six magic items at
You can bestow magic on multiple objects, touching one object once.
each time you use this feature, though a single object can only
bear one property (or set of properties) at a time. The maximum Master Amulet
number of objects you can affect with this feature at one time is When you reach 18th level, as a 24 hour ritual using your Holy
equal to your Wisdom modifier (minimum of one object). If you try Symbol you can imbue one object no larger than 5 feet in any
to exceed your maximum, the oldest property immediately ends, dimension with the properties of a Legendary magic item of your
and then the new property applies. choice or design (the DM has veto power). Once you use this
feature, you can't do so again for a year and a day.
Moderate Amulet
At 3rd level, you gain the ability to imbue mundane items with
certain magical infusions. You learn four artificer infusions from
the options available to an Artificer, as described in Tasha's
Alien
Cauldron of Everything. You learn an additional infusion of your Alien Spells
choice at 7th, 11th, and 18th level. Cantrips 3rd-Level
Whenever you gain a level in this class, you can replace one of Blade Ward Catnap
the artificer infusions you learned with a new one. Encode Thoughts Enemies Abound
Whenever you finish a long rest, you can touch a nonmagical Mind Sliver Fast Friends
object and imbue it with one of your artificer infusions, turning it Feign Death
into a magic item. An infusion works on only certain kinds of 1st-Level Incite Greed
objects, as specified in the infusion's description. If the item Catapult Life Transference
requires attunement, you can attune yourself to it the instant you Cause Fear Motivational Speech
infuse the item. If you decide to attune to the item later, you must Dissonant Whispers Psionic Blast
do so using the normal process for attunement. Distort Value
Your infusion remains in an item indefinitely, but when you die, Id Insinuation 4th-Level
the infusion vanishes after a number of days have passed equal to Charm Monster
2nd-Level Ego Whip
your Mummy level. The infusion also vanishes if you give up your Beast Sense
knowledge of the infusion for another one. Crown of Madness 5th-Level
No object can bear more than one of your infusions at a time, Gift of Gab Enervation
and if you try to exceed your Proficiency Bonus in total number of Mental Barrier Far Step
infused objects, the oldest infusion immediately ends, and then the Mind Spike Intellect Fortress
new infusion applies. Mind Thrust Synaptic Static
If an infusion ends on an item that contains other things, its Phantasmal Force
contents harmlessly appear in and around its space. Shadow Blade
Magic Item Adept
When you reach 7th level, you achieve a profound understanding
of how to use and make magic items:
New Class: Demon
You can attune to up to four magic items at once. Demon: The Forsaken is a Fallen Angel class for CreatorWorks'
If you craft a magic item with a rarity of common or Classic Monsters. You were once a member of the Heavenly Host,
uncommon, it takes you a quarter of the normal time. the very hands of the Almighty Himself, until you turned on Him
and were abandoned in the depths of Hell for your sins. Now, you
Major Amulet are a Demon, newly escaped from Hell into a modern world
At 11th level, you learn how to store a spell in an object. Whenever thousands of years removed from everything you ever knew.
you finish a long rest, you can touch one simple or martial weapon
or a spellcasting focus, and you store a spell in it, choosing a 1st-
or 2nd-level spell from the Mummy spell list that requires 1 action
to cast (you needn't have it prepared).

5
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Satyr Siren
Faerie 2nd friends, charm person friends, command
3rd jump, calm emotions sleep, enthrall
Faerie Spells 5th gift of gab, incite greed crown of madness, fast friends
Cantrips 4th-Level
Friends Charm Monster 7th suggestion, charm monster suggestion, compulsion
Magic Stone Staggering Smite hypnotic pattern,
Mind Sliver 9th hypnotic pattern, geas
dominate person
5th-Level
1st-Level Far Step
Dissonant Whispers Skill Empowerment Sprite Gnome
Distort Value Synaptic Static 2nd infestation, hideous laughter prestidigitation, identify
Gift of Alacrity
Hex 6th-Level 3rd sleep, nastair's mischief unseen servant, rope trick
Wrathful Smite Arcane Gate 5th pass without trace, blink aracnist's magic aura, tiny hut
Druid Grove
2nd-Level Mental Prison 7th levitate, polymorph arcane lock, fabricate
Crown of Madness Otherworldly Guise 9th fly, awaken tiny servant, animate objects
Fortune's Favor Soul Cage
Gift of Gab
Mind Spike 7th-Level
Dream of the Blue Veil
Faerie Features
Mind Whip Gossamer
Nathair's Mischief Power Word Pain
Phantasmal Force Tether Essence You have these additonal ways to spend your Gossamer Points:
3rd-Level 8th-Level Harness Inspiration
Fast Friends Maddening Darkness As a bonus action, you can expend a Gossamer point to regain one
Feign Death Reality Break expended spell slot, the level of which can be no higher than half
Incite Greed Telepathy your proficiency bonus (rounded up). The number of times you can
Intellect Fortress 9th-Level use this feature is based on the level you've reached in this class:
Motivational Speech Mass Polymorph 2nd level, once; 5th level, twice; and 15th level, thrice. You regain
Psychic Lance Power Word Heal all expended uses when you finish a long rest.
Pulse Wave Psychic Scream
Time Ravage Luck of the Feywild
Whenever you fail an attack roll, an ability check, or a saving
Faerie Pixi Spells throw, you can spend one Gossamer point to roll an additional d20
and choose either result.
At each indicated Faerie level, add the listed spells to your spells You can also spend one Gossamer point when an attack roll is
known. They count as Faerie spells for you and do not count made against you. Roll a d20, and then choose whether the attack
towards your maximum spells known. Spells in bold italics can uses the attacker's roll or yours. If more than one creature spends
only be cast as a Nightmare. a Gossamer or Luck point to influence the outcome of a roll, the
Elf Goblin points cancel each other out; no additional dice are rolled.
2nd druidcraft, entangle primal savagery, cause fear Once you use this feature, you can't do so again until you finish a
short or long rest.
inflict wounds,
3rd animal friendship, barkskin
summon beast Imbuing Touch
5th spike growth, conjure animals ray of enfeeblement, fear As an action, you can touch one nonmagical weapon and spend 1
Gossamer Point to imbue it with magic for 1 hour. For the
7th beast sense, grasping vine
could of daggers, duration, the weapon is considered magical for the purpose of
black tentacles overcoming immunity and resistance to nonmagical attacks.
plant growth,
9th hunger of hadar, enervation Expertise
commune with nature
The second instance of Expertise is moved from level 17 to 11.
Hag Orc
2nd poison spray, hex shillelagh, compelled duel Unfailing Inspiration
3rd cause fear, augury wrathful smite, magic weapon Starting at level 17, when a creature adds one of your Bardic
Inspiration dice to its ability check, attack roll, or saving throw and
5th
phantasmal force,
bestow curse
shadow blade, elemental weapon the roll fails, the creature can keep the Bardic Inspiration die.
7th web, divination enlarge/reduce, staggering smite
9th fear, legend lore haste, banishing smite

6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Faerie Pix
Gnome
Creative Tinkerer Magic Item Adept
Intelligence is your spellcasting ability for your Faerie spells. When you reach 9th level, you achieve a profound understanding
Your Fey Body hit die is a d6 and your Fey Body is Small sized. of how to use and make magic items:
You are proficient with Tinker's Tools. You can attune to up to four magic items at once.
You can use Tinker's Tools as a spellcasting focus. If you craft a magic item with a rarity of common or
Any time you solve a problem creatively through invention or uncommon, it takes you a quarter of the normal time.
tinkering, the next time you finish a short or long rest you Spell-Storing Item
regain all expended Gossamer points. At 9th level, you learn how to store a spell in an object. Whenever
Any time you use a tried-and-true solution to avoid reinventing you finish a long rest, you can touch one simple or martial weapon
the wheel, you may trigger Mundania. or a spellcasting focus, and you store a spell in it, choosing a 1st-
Magical Tinkering or 2nd-level spell from the Mummy spell list that requires 1 action
You can invest some magic into mundane objects. To use this to cast (you needn't have it prepared).
ability, you must have Tinker's Tools in hand. You then touch a Tiny While holding the object, as an action a creature can produce
nonmagical object as an action and give it the properties of a the spell's effect from it, using your spellcasting ability modifier. If
Common magic item of your choice or design (the DM has veto the spell requires concentration, the creature must concentrate.
power). The properties last indefinitely. As an action, you can The spell stays in the object until it's been used a number of times
touch the object and end the effect early. equal to twice your Wisdom modifier (minimum of twice) or until
You can bestow magic on multiple objects, touching one object you use this feature again to store a spell in an object.
each time you use this feature, though a single object can only
bear one property (or set of properties) at a time. The maximum Magic Item Savant
number of objects you can affect with this feature at one time is At 14th level, your skill with magic items deepens more:
equal to your Intelligence modifier (minimum of one object). If you You can attune to up to five magic items at once.
try to exceed your maximum, the oldest property immediately You ignore all class, race, spell, and level requirements on
ends, and then the new property applies. attuning to or using a magic item.
Infuse Item Magic Item Master
At 6th level, you gain the ability to imbue mundane items with Starting at 18th level, you can attune to up to six magic items at
certain magical infusions. You learn four artificer infusions from once.
the options available to an Artificer, as described in Tasha's Dolly
Cauldron of Everything. You learn an additional infusion of your When you reach 18th level, once per day you can cast create
choice at 9th, 14th, and 18th level. magen (demos) as a ritual using a humanoid corpse as the "life-
Whenever you gain a level in this class, you can replace one of sized human doll" component. The corpse must have died no
the artificer infusions you learned with a new one. more than an hour before you start the ritual, and it must be you
Whenever you finish a long rest, you can touch a nonmagical who killed it. The maximum hit point reduction caused by the
object and imbue it with one of your artificer infusions, turning it spell happens to your Fey Body.
into a magic item. An infusion works on only certain kinds of You can transfer ownership and control of a Magen you create
objects, as specified in the infusion's description. If the item this way to another Faerie as an 8 hour ritual. If you do, the
requires attunement, you can attune yourself to it the instant you maximum hit point reduction you took when you created it is
infuse the item. If you decide to attune to the item later, you must transferred to the new owner's Fey Body.
do so using the normal process for attunement. A Magen created by this feature must be fed one Gossamer
Your infusion remains in an item indefinitely, but when you die, point by its owner each night, otherwise it dies at the next dawn.
the infusion vanishes after a number of days have passed equal to When a Magen created by this feature dies, rather than burning
your Mummy level. The infusion also vanishes if you give up your into fire and smoke, it withers and crumbles like a leaf.
knowledge of the infusion for another one. [Thank you to Bram Clark for inspiring this feature.]
No object can bear more than one of your infusions at a time,
and if you try to exceed your Proficiency Bonus in total number of
infused objects, the oldest infusion immediately ends, and then the
new infusion applies.
If an infusion ends on an item that contains other things, its
contents harmlessly appear in and around its space.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Multiclassing Sea Hedge
Vampire Werewolf Ghost Golem Mummy Witch Alien Monster Hunter Demon Faerie Mortal Mage Strigoi
Can be Turned
✓ X ✓ ✓ ✓ ✓ ✓ ✓ X ✓ ✓ ✓ ✓
into a Vampire
Can be Infected
✓ X ✓ ✓ ✓ ✓ X ✓ X ✓ ✓ ✓ ✓
by a Werewolf
Can Rise
* * * * ✓ * * ✓ X X ✓ ✓ *
as a Ghost
Can be Rebuilt as
X ✓ § ✓ ✓ ✓ § ✓ X ✓ ✓ ✓ ✓
a Flesh Golem
Can be Resurrected
✓ ✓ * ✓ ✓ ✓ ✓ ✓ X X ✓ ✓ ✓
as a Mummy
Can Awaken
✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
as a Witch
Alien
Sea Monster
Can Awaken
✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
as a Hunter
Demon†
Can Imago
✓ ✓ X ✓ ✓ ✓ ✓ ✓ ✓ X ✓ ✓ ✓
into a Faerie
Mortal
Can Train as a
✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
Hedge Mage
Can be Corrupted
X ✓ X ✓ ✓ ✓ ✓ ✓ ✓ X ✓ ✓ ✓
into a Strigos

x Level applied to
X 1/3‡ X X 1/2 1 X X 1/3‡ X 1 X 1/2 X
Multiclass Spell Slots

*⠀Any creature with a human soul can rise again as a Ghost when it dies; however, this does not result in a multiclass, as features from being a
Werewolf, Golem, etc. are bound to your body and do not carry beyond the grave. Instead, if you rise as a Ghost after death, you start with
Ghost levels equal to your character level upon death. The exception is Witch, Hedge Mage, and Hunter levels, which you can keep as a Ghost
because your arcane training and/or divine awakening are not bound to your physical body.
At DM discretion, if as a Ghost you manage to possess your remains as a Revenant, you may regain some features from your former class
while in that body, such as the ability to shapeshift as a Revenant Werewolf.
Mummies can freely multiclass into Ghost, but can only use Ghost features while dead. You do not gain the Ghost's Pneuma feature or
Memoriam Points; you use Sekhem Points in place of Memoriam Points and your maximum Memoriam Points from your Ghost levels are
added to your maximum Sekhem Points. A Mummy with Ghost levels can take Ectoi more than once even with your Mummy Ectoi feature, but
can't take the Possession Ectos more than once and can't take the Plasmus Ectos at all; if you already have the Plasmus Ectos, you must
replace it with another Ectos of your choice that you qualify for when you take your first Ghost level. Your Mummy levels and Ghost levels stack
for the purpose of meeting level prerequisites for Ectoi.
If Horus grants immortality to a Ghost, it can be resurrected as a Mummy, but is now considered a Mummy with Ghost levels, as described
above. Any illegal Ectoi must be replaced immediately.
§⠀If a Ghost or Sea Monster has its body rebuilt as a Flesh Golem, its Ghost or Sea Monster levels are replaced with Golem levels. With DM
permission, a rebuilt Sea Monster may keep its ability to breathe water and a swimming speed of 30 feet.
†⠀A Demon can possess any physical creature using its Possession feature, but this functions as described in the feature and does not result in
a multiclass combination.
‡⠀These classes only add 1/3 their levels if you take a spellcasting subclass.
Important Note: This table is based on game mechanics. Some settings have story details that make certain combinations impossible. Check
with your DM to find out which combinations shown as legal here are viable in their setting.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Thanks for
Reading!

⠀⠀©2021 Caleb Wichman


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