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5
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.
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
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.
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.
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