TEXT: 17 New Class Archetypes
  Battle Chef Prestige Class
  18 Chronomancy Spells
  Old Gus’ Errata:
  HEROES of 
  the  MULTIVERSE
  17 New Class Archetypes
  Battle Chef Prestige Class
  18 Chronomancy Spells
  Old Gus’ Errata:
  HEROES of 
  the  MULTIVERSE
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  2 
  Designer’s Notes 
   
  Old Gus’ Errata: Heroes of the Multiverse, v1.04 (March 13, 
  2019). This document provides rules and mechanics for new 
  class options to supplement Dungeon & Dragons 5th 
  Edition. This material is not officially part of the game and 
  isn’t permitted in Dungeons & Dragons Adventurers League 
  events. 
   
  Design, Writing, Layout: Old Gus (Partario Flynn) 
   
  Cover Illustration: Sarah Jones, 
  https://www.artstation.com/sjonesconcepts   
   
  Featured Artists: 
  Alexandra Jury, https://www.artstation.com/xelandra  
  Apipol (Sahlea) Chongjiamjit, 
  https://www.artstation.com/sahlea 
  Brad Boedeker, https://www.artstation.com/broedeker  
  David Demaret, https://www.artstation.com/moonchild  
  El Hino, https://www.deviantart.com/el-hino  
  Elvira Shatunova, https://www.artstation.com/filomena  
  Giovana Stiliano, https://www.artstation.com/sintastein 
  Ilona Tsymbal, https://www.deviantart.com/tira-owl  
  Irene Muñoz de Torres, https://www.artstation.com/arhiee  
  itznikki530, https://www.deviantart.com/itznikki530  
  Jan Robbe, https://www.deviantart.com/janrobbe  
  Johnny Morrow, https://www.deviantart.com/jdtmart  
  Jordy Knoop, https://www.artstation.com/jordyskateboardy  
  Kii Weatherton, https://www.artstation.com/kiikiibee  
  kkzt, https://www.deviantart.com/kkzt  
  Kobe Sek, https://www.artstation.com/kobesek  
  Lada Da, https://www.artstation.com/ladada  
  Luc de Haan, https://www.deviantart.com/omuk  
  Magdalena Pagowska, https://www.deviantart.com/len-yan  
  Maria Serova, https://www.artstation.com/redroars  
  Rafał Górniak, https://www.artstation.com/rav89  
  Silverjow, https://www.deviantart.com/silverjow  
  Tsunami - Sand, https://www.artstation.com/tsunami-sand  
  Werecat Way, https://www.artstation.com/werecatway  
   
  Special Thanks: Adelaide, Charissa, Corvin, Jeff, Fiona, KDog, 
  luna, Momo, NotesofNeon, RichterSN, Squire, Tommy, and 
  everyone over at Taverns & Dragons, Aboe Snowpea, all the 
  Dungeon Masters and their players whose feedback has been 
  invaluable. 
   
  Contact the Author: partario.flynn@gmail.com 
  TABLE OF CONTENTS 
  Heroes of the Multiverse 
  Introduction........................................................................... 3 
  Class Archetypes 
  Barbarian ............................................................................... 4 
  Bard ........................................................................................ 7 
  Cleric ...................................................................................... 8 
  Druid ..................................................................................... 12 
  Monk ..................................................................................... 14 
  Paladin ................................................................................. 17 
  Rogue.................................................................................... 18 
  Sorcerer ............................................................................... 19 
  Warlock ................................................................................ 23 
  Prestige Classes 
  Prestige Classes ................................................................. 26 
  Battle Chef ........................................................................... 27 
  Additional Spells 
  Chronomancy ..................................................................... 31 
   
  Spells appear in the Player’s Handbook on page 211.  
  SCAG denotes a spell appearing in Sword Coast Adventurer’s 
  Guide on page 143. 
  XGE denotes a spell appearing in Xanathar’s Guide to 
  Everything on page 150. 
   
  Find updates to this material, or 
  more options pair with it: 
  Old Gus’ Errata: 
  Additional Player Options 
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  3 
   
  Illustration by Jan Robbe 
  INTRODUCTION 
  INTO THE MULTIVERSE 
  A few will bear the fame and fortune of having been the 
  first of their kind, and as many will find themselves in the 
  unenviable feeling of being the last of their kind.  
  Most of us, however, find ourselves somewhere in the 
  middle of a long, great tradition whose story is still 
  ongoing. For those us who originate in the material 
  plane, ours is to exist, subsist and one day to pass on the 
  best of ourselves to others to carry the torch into the next 
  generation, who will carry our forms, our disciplines and 
  our ideals into the future.  
  In this way, no life ever begins or ends, but mere a part 
  of a long unbroken line of endless, churning 
  continuation. As this process continues, we change. We 
  are changed by others, and they are in turn changed by 
  us. 
   
  Using this material in your game 
  While attention has been paid to ensure most of these 
  options can be integrated with minimal disruption to official 
  game material, a few options and abilities may not well 
  suited to pair with the ever-popular multiclassing rule. 
  Indeed, some of the archetypes contained herein are 
  intended to simplify a DM and player’s life by allowing them 
  to attain a desired character without multiclassing at all. The 
  author has marked those items with additional notes for 
  players and Dungeon Masters. 
  The focus of many of these new class options is to provide 
  playstyles outside of the usual subclass scope. It includes 
  spellcasting barbarians, tanking bards, grappling monks and 
  rogues who favor Strength over Dexterity! 
   
  In my extensive travels around the multiverse, I’ve 
  met people with abilities that folk from other 
  worlds would scarcely believe possible. But one thing 
  remains the same across all worlds of the Material 
  Plane: people are people. They live and die seeking 
  meaning, seeking to define themselves in relation to 
  the endless wonders of creation.     ~Old Gus 
   
   
   
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  4 
  BARBARIAN 
  PATH OF THE BLEEDING HEART 
  The bleeding heart serves one master: the churning tide 
  of their deepest feelings. They make for mercurial and 
  unpredictable companions: a compassionate friend one 
  day, and a heated rival the next. 
  Bleeding hearts are often forged in their youth. Some 
  experience an incomparable joy that can never be 
  matched, others an intense trauma, and others bury their 
  emotions deep inside the self, only to erupt later in life in 
  dramatic and unpredictable ways. Bleeding hearts throw 
  themselves into life each day, living it to the fullest and 
  sharing the contents of their hearts with the world. 
  Emotional Core 
  When you select this Primal Path at 3rd level, you begin 
  to experience one Emotional Core at all times. Your core 
  emotion determines which cantrips you can cast, and 
  which Emotional Core spells you are able to cast with 
  your spell slots while raging. 
  Each time you finish a long rest, roll a d8 to determine 
  if your new Emotional Core is Melancholy (1-2), Enmity 
  (3-4), Arousal (5-6) or Contentment (7-8). 
  Emotional Core 
  When you select this Primal Path at 3rd level, you 
  experience an Emotional Core at all times. Your core 
  emotion determines which cantrips you can cast, and 
  which Emotional Core spells you are able to cast with 
  your spell slots while raging. 
  Each time you finish a long rest, roll a d8 to determine 
  if your new Emotional Core is Melancholy (1-2), Enmity 
  (3-4), Arousal (5-6) or Contentment (7-8). 
  Spellcasting Ability 
  You can cast cantrips and spells from your Emotional 
  Core’s spell list. Charisma is your spellcasting ability for 
  your Emotional Core spells. You use your Charisma 
  whenever a spell refers to your spellcasting ability. In 
  addition, you use your Charisma modifier when setting 
  the saving throw DC for a histrionic spell you cast and 
  when making an attack roll with one. 
  Spell save DC = 8 + your proficiency bonus        
  + your Charisma modifier 
  Spell attack modifier = your proficiency bonus   
  + your Charisma modifier 
  Spell Slots 
  The Bleeding Heart table shows how many spell slots 
  you have. The table also shows what the level of those 
  slots is; all of your spell slots are the same level. To cast 
  one of your Emotional Core spells of 1st-level or higher, 
  you must expend a spell slot. You regain all expended 
  spell slots when you finish a short or long rest. 
  Bleeding Heart Table 
  Barbarian 
  Level 
  Spell Slots 
  Slot Level 
  Emotional 
  Control 
  3rd 
  1 
  1 
  - 
  5th 
  2 
  1 
  ±1 
  9th 
  2 
  2 
  ±2 
  13th 
  2 
  3 
  ±3 
  17th 
  2 
  4 
  ±4 
   
   
  Illustration by Lada Da 
   
  Roleplaying a Bleeding Heart 
  Each Emotional Core has a range unto itself:  
  • Melancholy could come off as reclusiveness, gushing 
  sadness or flat apathy. 
  • Enmity can be righteous or bitter, or a clear-headed focus. 
  • Arousal includes elation, excitement and extroversion.  
  • Contentment might manifest as boisterous confidence, 
  easy-going optimism, or stubborn indolence. 
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  5 
  Histrionic Spellcasting 
  You can cast cantrips gained from your Emotional Core 
  at any time, and you can only cast your Emotional Core 
  spells while you are raging.  
  Casting a spell requires you to be below your 
  maximum hit points, and to expending a spell slot that 
  meets the spell’s minimum level. You can use a weapon 
  you are proficient with as a spellcasting focus (or a 
  precious memento of a powerful memory) to cast an 
  Emotional Core spell, unless those components have a 
  value in gold or would be otherwise consumed by casting 
  the spell. 
  Melancholy Spells 
  Spell Level 
  Spells 
  Cantrips 
  Spare the Dying, Toll the Dead XGE 
  1st 
  Alarm, Dissonant Whispers 
  2nd 
  Ray of Enfeeblement, Shatter 
  3rd 
  Enemies Abound XGE, Hypnotic Pattern 
  4th 
  Confusion, Phantasmal Killer 
  Enmity Spells  
  Spell Level 
  Spells 
  Cantrips 
  Primal Savagery XGE, Vicious Mockery 
  1st 
  Armor of Agathys, Hellish Rebuke 
  2nd 
  Blindness/Deafness, Mind Spike 
  3rd 
  Bestow Curse, Thunder Step XGE 
  4th 
  Locate Creature, Staggering Smite 
  Arousal Spells  
  Spell Level 
  Spells 
  Cantrips 
  Friends, Mending 
  1st 
  Charm Person, Tasha’s Hideous Laughter 
  2nd 
  Enthrall, Suggestion 
  3rd 
  Aura of Vitality, Haste 
  4th 
  Death Ward, Freedom of Movement 
  Contentment Spells  
  Spell Level 
  Spells 
  Cantrips 
  Guidance, True Strike 
  1st 
  Shield, Speak with Animals 
  2nd 
  Calm Emotions, Warding Bond 
  3rd 
  Catnap, Mass Healing Word 
  4th 
  Aura of Purity, Divination 
  Emotional Control 
  At 6th level, when you roll a d8 for your Core Emotion, 
  you can modify the result by ±1. This bonus increases as 
  you gain levels in this class as noted on the Bleeding 
  Heart table. 
  Getting the Feels 
  Also at 6th level, your Emotional Core grants you 
  additional benefits while raging: 
  • Melancholy. You become proficient in the Insight skill. If you 
  are already proficient in this skill, your proficiency bonus is 
  doubled for any ability check you make that uses it. You have 
  resistance to cold and psychic damage. 
  • Enmity. You become proficient in the Intimidation skill. If 
  you are already proficient in this skill, your proficiency bonus 
  is doubled for any ability check you make that uses it. You 
  have resistance to fire and radiant damage. 
  • Arousal. You are proficient in the Deception skill. If you are 
  already proficient in this skill, your proficiency bonus is 
  doubled for any ability check you make that uses it. You have 
  resistance to lightning and thunder damage. 
  • Contentment. You are proficient in the Persuasion skill. If 
  you are already proficient in this skill, your proficiency bonus 
  is doubled for any ability check you make that uses it. You 
  have resistance to poison and necrotic damage. 
  Plumbing the Depths 
  At 10th level, you can reach deep down into your 
  Emotional Core, casting any one of its spells as a 4th-
  level spell without expending a spell slot. When you use 
  this ability, after your rage ends, you must succeed a DC 
  10 Charisma saving throw or immediately roll a d8 and 
  accept its result as your Emotional Core. Your Emotional 
  Control bonus can still be applied to the roll to determine 
  the result. 
  Once you use this feature, can’t use it again until you 
  complete a long rest. 
  Soldier of the Heart 
  At 14th level, your Emotional Core grants you additional 
  benefits while you are raging: 
  • Melancholy. When you cast the Toll the Dead XGE cantrip, 
  you can target two creatures if both targets are within 20 feet 
  of you, and creatures affected by your Toll the Dead XGE 
  cantrip have their speed reduced by half until the start of 
  your next turn. 
  • Enmity. When you cast the Vicious Mockery cantrip, you can 
  target two creatures if both targets are within 20 feet of you. 
  When you take the Attack action on your turn, you can make 
  one additional weapon attack using your bonus action. 
  • Arousal. When you cast the Friends cantrip, you can affect 
  an additional number of creatures with it equal to half your 
  Charisma modifier` (minimum: 1). When you enter your rage, 
  you can ignore one level of exhaustion you are suffering, and 
  take the Dash action as a bonus action on your turn. 
  • Contentment. You can cast the True Strike cantrip using 
  your bonus action, and you grant the benefits to a friendly 
  creature within 15 feet of you who can see or hear you. You 
  are immune to the charmed and frightened conditions. When 
  you enter your rage, you gain temporary hit points equal to 
  your barbarian level. 
   
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  6 
   
  Illustration by Silverjow 
  PATH OF THE PERFECTIONIST 
  Combat as a sport never really dies, it only evolves, and 
  the perfectionist is the pinnacle of unarmed combatants: 
  quick, clever, and always able to revenge a blow. They 
  fight in anywhere anyone will pay them what they’re 
  worth. Perfectionists defeat their opponents with 
  strength, speed and stamina and a perfectly timed punch. 
  No tricks, no weapons: skill against skill alone. 
  A perfectionist retains the skills passed down to them 
  through generations of barbarians, and can use all 
  manner of different weapons, but once they enter a rage, 
  most perfectionists simply drop whatever they are 
  holding, preferring to beat their enemy to a bloody pulp 
  using nothing more than their bare hands.  
  Young perfectionists sculpt their bodies into perfect 
  specimens, and older ones wear their scars like badges 
  of honor, proudly displayed for all to see. 
  Mind Games 
  When you choose this path at 3rd level, you become 
  proficient in the Insight and Deception skills if you are 
  not already. 
  Meat Hooks 
  Also at 3rd level, your unarmed strikes become a d4, and 
  when you take the Attack action, you can make a single 
  unarmed strike using your bonus action. 
  You also dedicate your rage to getting up close and 
  personal with your opponents. While raging, you gain the 
  following benefits: 
  • Your unarmed strikes become a d6. 
  • You are proficient with improvised weapons, and you deal 
  1d6 with them. 
  • Once on your turn when you make an unarmed strike, you 
  can declare you are performing your Signature Move. If you 
  hit, the attack deals additional damage equal to your 
  Dexterity modifier (minimum: 1). 
  Perfect Timing 
  Starting at 6th level, you gain the following abilities 
  while raging: 
  • Your unarmed strikes you count as magical for the purpose 
  of overcoming resistance and immunity to nonmagical 
  damage 
  • Counterpunch. If a creature within your reach makes a 
  melee attack against you, you can use your reaction to 
  immediately make an unarmed strike against them. If you 
  hit, the creature must make its attack roll at disadvantage. 
  You can make a number of counterpunches equal to your 
  Dexterity modifier each time you rage (minimum: 1). 
  • Gloat. When a creature misses you with an attack, you can 
  use your reaction to gloat, making an opposed Charisma 
  (Intimidation) check against your target’s Wisdom (Insight). 
  The target must be able to see or hear you. If you win the 
  contest, you have advantage on the first attack you make 
  against that creature on your turn. 
  Head Butt 
  At 10th level, while in a rage, you can use your action to 
  head butt. Make an unarmed strike against a Large or 
  smaller creature. If it hits, they take additional 
  bludgeoning damage equal to your barbarian level, and 
  you take half the amount as psychic damage. The 
  creature must succeed a Constitution saving throw DC 8 
  + your proficiency bonus + your Strength modifier or be 
  stunned until the end of your next turn. Once you hit a 
  creature with a head butt, you cannot attempt another 
  until your next rage. 
  The Greatest 
  At 14th level, you can perform three Signature Moves on 
  your turn, including the counterpunches made with your 
  Perfect Timing feature. 
   
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  7 
  BARD 
  COLLEGE OF DANCE 
  The college of dance teaches bards who are 
  exceptionally in tune with their bodies, weaving 
  movement, combat with or without a weapon and 
  spellcasting into a singular art of self-expression. 
  Dancers prefer small, light instruments, commonly a 
  tambourine, a set of finger cymbals, or percussion 
  instruments worn around the ankles, but a few manage 
  to play other instruments while dancing.  
  While most dancers do not cut an imposing figure, 
  they are highly effective fighters with or without a 
  weapon: their graceful leaping movements can provide 
  them with a burst of speed or the ability to make wild 
  unpredictable movements that make them almost 
  impossible to pin down, especially in single combat. 
  When paired with an ally, a dancer makes for a frenetic, 
  distracting presence, moving with and opposite their 
  allies in equal measure, turning the tide of a battle as if 
  they were spinning on their own heel. 
  A dancer’s music and kinetic energy can be infectious, 
  and others bound up in their spell find themselves 
  dancing along with the them. 
   
   
  Illustration by Giovana Stiliano 
  Combat Dancing 
  You must be proficient in either Performance or 
  Acrobatics to join the College of Dance at 3rd level. 
  When you join this college, you become proficient in the 
  other skill if you are not already. 
  When you join the college, you abandon wearing 
  armor and learn to use your body’s movement as a fluid 
  defense. When you are not wearing armor, you gain the 
  following benefits: 
  • If you hit a creature with an unarmed strike, you deal 
  bludgeoning damage equal to 1d4 + your Dexterity modifier. 
  • You can add your Dexterity modifier to the distances you can 
  cover making a long or high jump. 
  • Your Armor Class is equal to 10 + your Dexterity modifier + 
  your Charisma modifier. 
  Dancing Flourish 
  Also at 3rd level, when you are using your Combat 
  Dancing feature to determine your AC, you can combine 
  the arts of combat and dance.  
  Whenever you take the Attack action on your turn with 
  a weapon with the finesse or light properties, your 
  movement speed increases by 10 feet until the end of 
  your turn, and you can perform a Dancing Flourish of 
  your choice by expending a use of Bardic Inspiration. 
  You can use only one Dancing Flourish option per turn, 
  choosing from the following options: 
  • Confounding Twirl. Your dance creates a ribbon of energy, 
  dealing additional force damage to the target equal to the 
  number you roll on the Bardic Inspiration die. You also add 
  the number rolled to your AC until the start of your next turn. 
  • Leaping Spirals. You jump, twist and turn unexpectedly. 
  You can take the Dodge action as a bonus action, and until 
  the start of your next turn, the distances you can cover 
  making a long or high jump increase by a number of feet 
  equal to the number you roll on the Bardic Inspiration die. 
  • Rising Rhythms. You can use your bonus action to 
  Disengage, and gain a climbing speed equal to your 
  movement speed. Until the start of your next turn, you take 
  half damage from falling and your Strength and Dexterity 
  saving throws receive a bonus equal to the number you roll 
  on the Bardic Inspiration die. 
  • Synchronized Strikes. You can take the help action as a 
  bonus action. If the ally you are helping hits with their next 
  attack, it deals additional force damage equal to the number 
  you roll on the Bardic Inspiration die. 
   
  Armor Class Calculations 
  When the game gives you more than one way to calculate 
  your Armor Class, you can use only one of them. For 
  example, if you have the Lizardfolk’s Natural Armor trait and 
  the college of dance’s Combat Dancing feature, you can’t 
  benefit from both simultaneously. Instead, you choose which 
  one determines your AC. 
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  8 
  Choose A Partner 
  At 6th level, you can force an enemy into a dance battle 
  with you. As a bonus action, you cast the Compelled Duel 
  spell, without expending a spell slot, and you take on 
  supernatural grace for 1 minute or until your 
  concentration ends (as if you were concentrating on a 
  spell). A creature already charmed by you automatically 
  fails its saving throw. For the duration, you can attack 
  the target of the spell twice, instead of once, whenever 
  you take the Attack action on your turn. 
  Once you use this feature, you can't use it again until 
  you finish a long rest. 
  Dance Party 
  At 14th level, whenever your turn ends after you use a 
  Dancing Flourish option, you can invite up to three 
  friendly creatures within 30 feet of you who can see or 
  hear you to use their reaction to dance. Until the start of 
  your next turn, your dancing allies receive a bonus to 
  their Armor Class according to the type of armor they 
  are wearing: No Armor: (+3), Light Armor (+2), Medium 
  Armor (+1) and Heavy Armor (+0). 
   
   
  Illustration by Alexandra Jury 
  CLERIC 
  ENTROPY DOMAIN 
  The gods of the entropy are associated with cold and 
  decay, with the underlying principle that nothing lasts 
  forever, everything is in a state of unbecoming, and 
  everything dies, cold and alone, swallowed by inky 
  blackness. Servants of such gods hasten the decline of 
  those unfit to see the future, casting them into shadow. 
  Entropy Domain Spells 
  Cleric Level 
  Spells 
  1st 
  Armor of Agathys, Arms of Hadar 
  3rd 
  Blindness/Deafness, Darkness 
  5th 
  Hunger of Hadar, Slow 
  7th 
  Otiluke's Resilient Sphere, Shadow of Moil XGE 
  9th 
  Cone of Cold, Enervation XGE 
  Heat Death 
  At 1st level, you learn the Ray of Frost cantrip. It is a 
  cleric spell for you, and you can choose to deal necrotic 
  damage with it instead of cold. 
  Void Vision 
  When you choose this domain at 1st level, you can see 
  normally in darkness, both magical and nonmagical, to a 
  distance of a number of feet equal to 15 × your Wisdom 
  modifier (minimum: 15 feet). 
   Channel Divinity: Deceleration 
  Starting at 2nd level, you can use your Channel Divinity 
  to reduce the kinetic flow of your enemies. As an action, 
  you present your holy symbol, and designate number of 
  creatures you can see equal to your Wisdom modifier. 
  Those creatures must succeed on a Constitution saving 
  throw. If they fail, they are cursed for up to 1 minute. For 
  the duration, their movement speed reduced by 5 × your 
  Wisdom modifier (minimum: 5 feet), and their damage 
  rolls for weapon attacks are reduced by half your cleric 
  level. Creatures repeat their saving throw at the end of 
  each of their turns, ending the effect on a success. 
   
  Void Vision and Darkvision 
  Void vision supplements any darkvision you may have. If 
  your darkvision reaches further than your void vision, you 
  still experience its effects at those longer distances. 
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  9 
  Unraveling 
  Starting at 6th level, whenever you deal cold or necrotic 
  damage to a creature with a or cleric cantrip or hit a 
  creature with a weapon attack, you can use your bonus 
  action to cast the Dispel Magic spell on the target, even if 
  you do not have it prepared.  
  You can use this feature a number of times equal to 
  your Wisdom modifier (minimum: 1), and regain 
  expended uses of it when you finish a long rest. 
  Potent Spellcasting 
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
  Absolute Zero 
  Starting at 17th level, you can use your action to activate 
  an aura of darkness that lasts for 1 minute or until you 
  dismiss it using another action. You extinguish all non-
  magical light in a 60-foot radius and dim light 30 feet 
  beyond that. Your enemies in the darkness have 
  disadvantage on saving throws against any spell that 
  deals cold or necrotic damage. 
  Additionally, the Disintegrate spell becomes a cleric 
  domain spell for you. 
   
   
  Illustration by Maria Serova 
   
  Illustration by Tsunami - Sand 
  FATE DOMAIN 
  Followers of the gods of fate tend to stay within their 
  enclaves, serving as advisors, oracles or soothsayers. 
  Some attach themselves to great leaders, some seek out 
  the birth of an auspicious child to grant it blessings, and 
  others end up joining forces with adventurers, called by 
  their deity to bear witness to and help realize the great 
  deeds of these companions. 
  Fate Domain Spells  
  Cleric Level 
  Spells 
  1st 
  Identify, Alarm 
  3rd 
  Augury, Detect Thoughts 
  5th 
  Nondetection, Clairvoyance 
  7th 
  Divination, Elemental Bane 
  9th 
  Circle of Power, Skill Empowerment 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  10 
  Destined Witness 
  When you choose this domain at 1st level, you gain 
  proficiency with either the Investigation or Perception 
  skill. If you select Investigation, you can make checks 
  with the skill using your Wisdom modifier if it is higher 
  than your Intelligence modifier. 
  Hand of Fate 
  Also at 1st level, you learn the Guidance cantrip, and you 
  can empower the recipients of its benefits, adding your 
  Wisdom modifier (minimum: 1) to the bonus the cantrip 
  grants. You can empower this cantrip a number of times 
  equal to your Wisdom modifier (minimum: 1), and regain 
  expended uses when you finish a long rest. 
  Channel Divinity: Prophecy 
  Starting at 2nd level, you can use your Channel Divinity 
  to glimpse the near future. As an action, you present your 
  holy symbol and invoke the name of your deity. Roll a 
  d20 and record the number rolled. You can replace any 
  attack roll, saving throw, or ability check made by you or 
  a creature that you can see with one of these prophetic 
  rolls. You must choose to do so before the roll, and you 
  can replace a roll in this way only once per turn. When 
  you finish a short rest, you lose any unused prophetic 
  rolls. 
  Providence 
  Starting at 6th level, when a creature within 30 feet of 
  you makes an ability check or saving throw, you can use 
  your reaction to grant that creature a +10 bonus to the 
  roll, using your Channel Divinity. You make this choice 
  after you see the roll, but before the DM says whether it 
  succeeds or fails. 
  Potent Spellcasting 
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
  Revelation 
  At 17th level, when a creature or object you can see or 
  hear takes damage, you can use your reaction to increase 
  or decrease the amount of damage dealt by an amount 
  equal to your cleric level. If you reduce the damage to 0, 
  the target of the damage gains the remainder as 
  temporary hit points instead if it is a creature. 
  You can use this ability a number of times equal to 
  your Wisdom Modifier, and regain expended uses of it 
  when you finish a long rest. 
  Additionally, the Foresight spell becomes a cleric 
  domain spell for you. 
   
  Illustration by Ilona Tsymbal 
  PESTILENCE DOMAIN 
  Faithful followers of the gods of pestilence are rare, and 
  so their gods often require from them acts of tribute, 
  growing in power from the fear and suffering their 
  acolytes foster in the bodies of those they infect. 
  Pestilence clerics often take up a life of deception, 
  traveling under the auspices of any number of other gods 
  over their lifetime, embedding themselves in temples, 
  and hiding their true nature from those who would call 
  them friend. They then go to great lengths to pose as a 
  particularly pious clergy, undertaking the humblest of 
  tasks of the order, such as distributing food to or caring 
  for the sick and the poor, all while abusing the trust of 
  needy people while secretly defiling their bodies, crops, 
  or water supply. Ambitious clerics might become a 
  parasite, feeding upon a wealthy family for generations, 
  causing and healing various infirmities. 
  Some clerics of pestilence make theater of healing the 
  very diseases they cause, ensuring need of their services 
  for years, while others simply do their god’s work and 
  move on, never witnessing the lasting scars the 
  contagions they have borne leave in their wake. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  11 
  Pestilence Domain Spells  
  Cleric Level 
  Spells 
  1st 
  False Life, Ray of Sickness 
  3rd 
  Blur, Ray of Enfeeblement 
  5th 
  Gaseous Form, Stinking Cloud 
  7th 
  Blight, Hallucinatory Terrain 
  9th 
  Contagion, Cloudkill 
  An Itch to Scratch 
  You learn the Infestation XGE cantrip, which doesn’t count 
  against the number of cleric cantrips you know. It is a 
  cleric spell for you. When you cast the spell, it can target 
  two creatures within range and within 5 feet of each 
  other. 
  Faithful’s Inoculation 
  Also at 1st level, you can use your bonus action to touch 
  a willing creature and remove one disease or neutralize 
  one poison affecting it. 
  You can use this feature once, and can’t use it again 
  until you finish a short or long rest. 
  Channel Divinity: Tide of Affliction 
  Starting at 2nd level, you can use your Channel Divinity 
  to emit a wave of affliction. As an action, you present 
  your holy symbol and invoke the name of your deity. 
  Designate a number of living creatures that you can see 
  within 30 feet of you equal to your Wisdom modifier to 
  afflict (minimum: 1). Your targets make a Constitution 
  saving throw. Creatures immune to disease succeed 
  their saving throw automatically. If they fail, they take 
  poison damage equal to your cleric level, and are 
  poisoned for 1 minute. Poisoned creatures can repeat 
  their saving throw at the end of their turns, and ending 
  the effect early on a success.  
  Withering Affliction 
  Starting at 6th level, your ability to channel pestilence 
  becomes more potent. Poison damage dealt your cleric 
  spells and Tide of Affliction ignores resistance to poison 
  damage. 
  Potent Spellcasting 
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip. 
  Befoulment 
  At 17th level, your ability to cause outbreaks among a 
  populace is reaches epidemic proportions. As an action, 
  you can touch a creature and befoul it, or befoul 25 cubic 
  feet of food or drink. The target creature (or anyone who 
  consumes the befouled food or drink within a number of 
  hours equal to your cleric level) must succeed a 
  Constitution saving throw or be infected. Creatures 
  immune to disease succeed their saving throw 
  automatically. Your disease is contagious, and can infect 
  a number of creatures equal to five times your cleric 
  level. Each time you use this feature, you can choose one 
  of following four befouling befoulments: 
  • Tell-Tale Cough. After 1d12 hours, infected creatures begin 
  to cough and become exhausted. Resting with the nagging 
  cough is impossible. The next day and each day after, 
  infected creatures repeat their saving throw or take an 
  additional level of exhaustion. If they succeed, they lose one 
  level of exhaustion, and end their infection if their exhaustion 
  level reaches zero. If they succeed in this manner, they are 
  immune to your Tell-Tale cough for one year. Coughing 
  creatures can infect other breathing creatures within 10 feet, 
  who must succeed a Constitution saving throw or become 
  infected.  
  • Fleshrot. After 3d12 hours, the extremities of an infected 
  creature’s body such as their toes, fingers or ears begin to 
  harden and turn a waxy-looking green, yellow, purple or 
  black. Creatures repeat their saving throw at the start of each 
  day, and if they fail, their movement speed is reduced by 5 
  feet. If they fail, they take necrotic damage equal to your 
  cleric level to a random extremity, and the disease spreads 
  closer to their heart and organs. The disease can be cured by 
  amputation. If the creature’s speed becomes 0, they die. 
  Creatures that come into direct contact with the infected 
  flesh must succeed a Constitution saving throw or contract 
  the disease.  
  • Maddening Fever. After 2d12 hours, an infected creature 
  descends into a feverish delirium, making all Wisdom 
  (Insight, Perception) checks with disadvantage. They repeat 
  their saving throw the following day. If they fail, they are also 
  under the effects of the Confusion spell, and their maximum 
  hit point total is reduced by half your cleric level for each day 
  they have had the disease. If their maximum hit point total 
  reaches 0, they die. If they succeed, the fever begins to 
  subside and they regain their faculties after 24 hours.  
  • Weeping Sores. After 4d12 hours, boils and pustules rise to 
  the surface of the infected creature’s skin, eventually 
  exploding in a shower of blood and pus, dealing poison 
  damage equal to your cleric level to the infected creature. 
  Creatures may repeat their saving throw each day, but do so 
  at disadvantage unless bound in clean bandages. Otherwise, 
  the creature’s sores rise again and burst again, dealing an 
  additional 1d6 slashing damage for each day since they 
  contracted the disease. A creature whose skin comes into 
  contact with an infected creature’s bodily fluids must 
  succeed a Constitution saving throw or become infected. 
  Your befoulment is curable only by the Greater 
  Restoration spell or by a paladin’s Lay on Hands ability. 
  When an infected creature succeeds its saving throw 
  against or is otherwise cured of one of your diseases, 
  they become immune to it for one year. 
  Additionally, when a creature fails a Constitution 
  saving throw against one of your domain spells or your 
  Tide of Affliction, you can apply your Befoulment upon 
  them as a bonus action. The disease’s symptoms 
  manifest immediately.  
  You can use this ability a number of times equal to 
  your Wisdom modifier, and regain expended uses of it 
  when you finish a long rest. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  12 
   
  Illustration by itznikki530 
  DRUID 
  CIRCLE OF THE SKY 
  Members of the circle of sky prize knowledge, wisdom, 
  foresight and freedom. Their ranks learn to 
  communicate with birds, and share in their bodies and 
  senses before eventually learning to become such 
  creatures themselves. When they do, they can with 
  supernatural grace, further and faster than even their 
  assumed form might suggest. 
  The circle’s predilection for seeing things from high up 
  and far away has left them with both a reputation for 
  distant affect, but in some cultures, they are respected as 
  soothsayers or even as cartographers. 
  Members of the circle of the sky usually have their 
  enclave split between two locations, and make long 
  migrations from one to the other in the spring and 
  autumn, memorizing the lands between the two. Those 
  that stray from the path become solitary travelers and 
  wanderers, gathering lost secrets and knowledge, and 
  eventually carrying it back to the circle. 
  Flying Familiar 
  When you join the Circle of the Sky at 2nd level, you 
  learn the Find Familiar spell. It is a druid spell for you, 
  doesn’t count against your spells prepared. The familiar 
  you summon with it takes the form of one of the 
  following creatures: Bat, Eagle, Flying Monkey, Flying 
  Snake, Hawk, Owl, Raven, Vulture, or Stirge. 
  Circle Spells 
  Your mystical connection to the sky grants you with the 
  ability to cast certain spells. At 3rd, 5th, 7th, and 9th 
  level you gain access to circle spells. 
  Once you gain access to a circle spell, you always have 
  it prepared, and it doesn't count against the number of 
  spells you can prepare each day. If you gain access to a 
  spell that doesn't appear on the druid spell list, the spell 
  is nonetheless a druid spell for you. 
  Druid Level 
  Circle of the Sky Spells 
  3rd 
  Augury, Levitate 
  5th 
  Clairvoyance, Fly 
  7th 
  Divination, Arcane Eye 
  9th 
  Legend Lore, Mislead 
  Fleet Flight 
  Starting at 6th level, you gain the following benefits: 
  • You can assume forms with a flying speed using your Wild 
  Shape feature, and when you do, you can Dash, Disengage or 
  Use and Object as a bonus action. 
  • Any flying speed you have is increased by of number of feet 
  equal to your druid level + your Wisdom modifier. 
  Warding Flight 
  At 10th level, you can't be charmed or frightened while 
  flying, and you have advantage on Dexterity saving 
  throws. 
  Winged Escape 
  At 14th level, if you are reduced to 0 hit points, or 
  become restrained or are incapacitated against your will, 
  you can immediately use your Wild Shape feature, even 
  if you do not have a use of it left, to assume the form of a 
  creature with a flying speed. When you do, you gain a 
  number of hit points equal to your druid level, and the 
  benefits of the Freedom of Movement spell for 1 minute.  
  Once you use this feature, you can't use it again until 
  you finish a long rest. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  13 
   
  Illustration by Magdalena Pagowska 
  CIRCLE OF TIME 
  While other druidic circles maintain balance within the 
  world itself, the Circle of Time focuses on ensuring the 
  balance of time itself remains unmolested. Powerful 
  spellcasters and monstrosities with unimaginable power 
  seek to control time to bring about ages of tyrannical 
  world domination or destruction. Druids of the Circle of 
  Time dedicate their lives to preventing these horrible 
  possible futures before anyone even may have 
  recognized the threat.  
  Shifting Age 
  When you join the Circle of Time at 2nd level, you gain 
  the ability to embrace time’s flow and change your 
  physical age. When you use your Wild Shape feature, 
  you can instead alter yourself into a younger or older 
  state. When you do so, you also gain the following 
  benefits for the duration: 
  • You gain a number of temporary hit points equal to your 
  druid Level. 
  • You gain the effects of the Enhance Ability spell, without the 
  need to concentrate on it. 
  • You can take the Dash and Help actions as a bonus action on 
  your turn. 
  Circle Spells 
  Your mystical connection to time infuses you with the 
  ability to cast certain spells. At 3rd, 5th, 7th, 9th and 
  17th level, you gain access to circle spells. 
  Once you gain access to a circle spell, you always have 
  it prepared, and it doesn't count against the number of 
  spells you can prepare each day. If you gain access to a 
  spell that doesn't appear on the druid spell list, the spell 
  is nonetheless a druid spell for you.  
  Druid Level 
  Circle of the Time Spells 
  3rd 
  Blur, See Invisibility 
  5th 
  Haste, Slow 
  7th 
  Banishment, Freedom of Movement 
  9th 
  Far Step, Modify Memory 
  17th 
  Time Stop 
  Remind Me Earlier 
  Starting at 6th level, you can prepare a number of druid 
  spells equal to your Wisdom modifier when you finish a 
  short rest. Once you use this feature, you can’t use it 
  again until you complete a short rest. 
  Polyphasic Slumber 
  Also at 6th level, you can alter time around yourself 
  while at rest. Left undisturbed in meditation, you can 
  complete a long rest in only half the time it would 
  otherwise take. 
  Search Realities 
  At 10th level, you can reach through timelines and 
  impart their outcomes upon your own reality. Your 
  newfound ability manifests only during your Shifting 
  Age, and you can use it in one of two ways, choosing 
  from the following: 
  • When a creature within 30 feet of you that you can see takes 
  damage, you can use your reaction to force the creature that 
  attacked them to make a second attack roll at disadvantage, 
  or to grant the damaged creature a new saving throw at 
  advantage. If the new attack roll misses or the damaged 
  creature succeeds their new saving throw, the damage from 
  the original attack is undone and never occurred for anyone 
  other than you. 
  • When a creature within 30 feet of you that you can see hits a 
  creature with an attack roll, you can search nearby timelines 
  for a matching outcome and nudge it into your own, dealing 
  half the damage rolled of the original attack as additional 
  force damage. 
  You can use this ability twice, and regain expended 
  uses of it when you complete a long rest. 
  Timesight 
  At 14th level, you gain the ability to see into the past. If 
  you spend 10 minutes in ritual concentration, you can 
  experience the events of the past month from the 
  perspective of your current location. The experience 
  might reveal something useful, such as a secretive 
  meeting between a state official and an assassin 
  regarding a coup.  
  Once you use this feature, you cannot use it again until 
  you complete a long rest. 
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  14 
  MONK 
  THE WAY OF THE LUCHADOR 
  The luchador is an individualist, drawing their power 
  from confidence, and eschewing the cloistered, ordered 
  wisdom of monastic orders for raw chaos and charisma 
  of public bouts of personal contest. Heels and heroes, 
  luchadores make a literal larger-than-life show of 
  combat, grappling and twirling one another into 
  submission with the roar of a cheering (or jeering) crowd 
  in their ears. 
  Some luchadores revel in their ring persona, and adopt 
  it as a full-time identity, while others take great care in 
  preserving a life outside the ring.  
  Theatric Monastic 
  When you choose this monastic tradition at 3rd level, 
  you become proficient in the Athletics and Performance 
  skills if you do not already have them. 
  The nature of your Unarmored Defense changes. 
  While wearing no armor and not wielding a shield, your 
  AC equals 10 + your Dexterity modifier + your Charisma 
  modifier. 
  Your Ki save DC also changes: 
  Ki save DC = 8 + your proficiency bonus             
  + your Strength Modifier 
  Magia Libre 
  Also at 3rd level, You can use your ki to duplicate the 
  effects of certain spells. You learn the Thaumaturgy 
  cantrip if you don't already know it. As an action, you can 
  spend 2 ki points to cast the Jump, Enlarge/Reduce or 
  Enhance Ability spells on yourself without providing 
  material components. You can also spend 2 ki points to 
  cast the Pyrotechnics XGE spell. Charisma is your 
  spellcasting ability for these spells. 
  Strong Fingers 
  Beginning at 6th level, you can shove or grapple a 
  creature instead of making an unarmed strike with 
  attacks made as a part of your Flurry of Blows. 
  Tag Team 
  Also at 6th level, when you are grappling a creature, you 
  can use your bonus action to designate an ally that can 
  see and hear you within 15 feet of you. If they are within 
  range to make a melee weapon attack against a creature 
  you are grappling, they can spend their reaction to do so, 
  or you can release your grapple and push the creature 
  toward up to 15 feet toward them. 
  Sleeper Hold 
  At 11th level, you can put a creature you are grappling 
  into a sleeper hold. As an action, you expend 2 to 6 ki 
  points. Roll 5d8, plus an additional 1d8 for each ki point 
  above 2 you spend. If the creature has fewer hit points 
  than the total of your roll, it falls unconscious for 1 
  minute. Constructs, undead and other creatures that do 
  not need to breathe or are immune to being charmed 
  aren’t affected by your sleeper hold. 
  Twirling Grapple 
  Also at 11th level, if you are attacked while you are 
  grappling a creature equal to your size or larger, you can 
  spend 3 ki points to use your reaction to position the 
  creature advantageously to you. You gain the benefits of 
  ¾ cover (+5 AC). If the attack misses you, but the attack 
  roll is higher than the Armor Class of the creature you 
  are grappling, that creature becomes the target of the 
  incoming attack instead.  
  Mucho Macho Combo 
  At 17th level, you gain the ability to make a devastating 
  flying suplex against a creature you are grappling. When 
  you finish a Flurry of Blows and are grappling a creature, 
  you can spend 1-9 additional ki points to making a flying 
  suplex with one creature you are grappling. Upon 
  impact, the creature you are grappling takes 2d10 force 
  damage per ki point spent. 
   
   
  Illustration by El Hino 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  15 
   
  Illustration by Kobe Sek 
  THE WAY OF THE RIKISHI 
  Followers of the way of the rikishi turn their bodies into 
  living monuments, expanding their size and strength to 
  the extreme. They can be stalwart defenders, knocking 
  enemies down or away from allies, or launch an all-out 
  assault against an opponent with a lightning speed. 
   
  Armor Class Calculations 
  When the game gives you more than one way to calculate 
  your Armor Class, you can use only one of them. For 
  example, if you have the Lizardfolk’s Natural Armor trait and 
  the monk’s Unarmored Defense feature, you can’t benefit 
  from both simultaneously. Instead, you choose which one 
  determines your AC. 
   
  Bottom Heavy 
  When you choose this tradition at 3rd level, you dedicate 
  yourself to ritual combat, gaining the following benefits: 
  • You become proficient in the Athletics skill and 
  Calligrapher’s Supplies if you are not already. 
  • The nature of your Unarmored Defense changes. While 
  wearing no armor and not wielding a shield, your AC equals 
  10 + your Strength modifier + your Wisdom modifier. 
  • You can use your reaction to grant yourself advantage on 
  saving throws or Strength (Athletics) contests that would 
  knock you prone, and reduce the distance of any undesired 
  push or pull effect you are subject to by half. 
  Oshi-Zumo 
  Also at 3rd level, once on your turn when you hit a 
  creature no more than one size category larger than you 
  with an unarmed strike, you can spend 1 ki point to 
  shove the target prone or up to 10 feet away from you. 
  The target makes Strength saving throw. If you hit the 
  creature with two or more unarmed strikes on your turn, 
  the target has disadvantage on their saving throw.  
  The number of pushes you can make on your turn, and 
  the distance you can push a creature increases at 9th 
  level (two shoves, 15 feet), and 17th level (three shoves). 
  Crushing Grapple 
  At 6th level, your you can use your girth as a weapon. 
  You gain the following benefits:  
  • Once per turn when you hit a creature with an unarmed 
  strike, you can immediately attempt to grapple it. 
  • Once per turn, you can deal one additional martial arts die of 
  damage to one creature you are grappling when you hit them 
  with an unarmed strike. 
  Flying Deashi 
  At 11th level, when you use your Step of the Wind 
  feature, you gain a flying speed equal to your movement 
  speed until the end of your turn. Your flight(s) must begin 
  from a stable surface, and move in a straight line. You 
  fall if you end your turn and nothing is holding you aloft. 
  Purified Dohyo 
  Also at 11th level, you can spend 4 ki points to cast the 
  Magic Circle spell, substituting a handful of salt as the 
  material component for the spell.  
  Hundred Hand Slap 
  At 17th level, you can unleash an all-out assault against a 
  single opponent. When you take the Attack action and 
  make both attacks against the same creature, you can 
  use your bonus action to spend up to 6 additional ki 
  points, making one unarmed strike against that same 
  target for each ki point spent.  
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  16 
   
  Illustration by Apipol (Sahlea) Chongjiamjit 
  THE WAY OF THE ROLLING STONE 
  The Way of the Rolling stone teaches its students to 
  wander their entire lives until there is somewhere worth 
  staying: it might be a noble cause or a safe place to 
  spend a harsh season. Eventually when the bad weather 
  (or trouble) clears, the way of the rolling stone is to 
  continue their journey. 
  They can be stoic, stubborn, or patient to the point of 
  indolence, but when the time for action arises, they 
  become an avalanche of fury, and an immovable object if 
  they have decided to stand their ground. 
  Rock Solid 
  When you choose this tradition at 3rd level, you become 
  proficient in the Athletics skill if you are not already.  
  The nature of your Unarmored Defense changes. 
  While wearing no armor and not wielding a shield, your 
  AC equals 10 + your Constitution modifier + your 
  Wisdom modifier. 
  Additionally, you learn the Mold Earth XGE and Blade 
  Ward cantrips if you don't already know them. You can 
  spend 1 ki point to cast either cantrip using your bonus 
  action on your turn. 
  A Rock Feels No Pain 
  Also at 3rd level, you can use your ki to duplicate the 
  effects of certain spells by spending 2 ki points. To cast 
  one of these spells, you use its casting time and other 
  rules, but you don't need to provide material components 
  for it. 
  Once you reach 5th level in this class, you can spend 
  additional ki points to increase the level of a Rolling 
  Stone spell that you cast. The spell's level increases by 1 
  for each additional ki point you spend. For example, if 
  you are a 5th level monk and use cast Catapult XGE, you 
  can spend 3 ki points to cast it as a 2nd-level spell (the 
  spell’s base cost of 2 ki points plus 1). 
  The maximum number of ki points you can spend to 
  cast a spell in this way (including its base ki point cost 
  and any additional ki points you spend to increase its 
  level) is determined by your monk level, as shown in the 
  Rolling Stone Spells and Ki Points table.  
  Rolling Stone Spells and Ki Points 
  Monk 
  Level 
  Ki 
  Points 
  Circle of the Time Spells 
  3rd 
  2 
  Catapult XGE, Earth Tremor 
  5th 
  3 
  Earthbind, Maximilian’s Earthen      
  Grasp XGE 
  9th 
  4 
  Meld into Stone 
  13th 
  5 
  Stone Shape 
  17th 
  6 
  Transmute Rock XGE 
   
  Stillness of Stone 
  At 6th level, if you move 0 feet on your turn, you gain a 
  tremorsense of 10 feet, temporary hit points equal to 
  your Wisdom modifier, and you have resistance to fire 
  and cold damage until the start of your next turn. 
  Weight of the Earth 
  At 11th level, you gain the following benefits: 
  • You become proficient in Constitution saving throws. 
  • You and have advantage on saving throws against being 
  knocked prone.  
  • If you are moved against your will, you can use your reaction 
  to reduce the amount by one half. 
  Strength of the Mountain 
  Starting at 17th level, when you hit a creature with an 
  unarmed strike, you can spend 1-10 ki points. The target 
  must make a Strength saving throw. If it fails, it takes 
  2d8 bludgeoning damage per ki point spent and is 
  pushed 5 feet per kit point spent, or half as much 
  damage on a successful one and is not pushed. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  17 
   
  Illustration by Mohammad Qureshi 
  PALADIN 
  OATH OF THE SPELLBREAKER 
  The Oath of the Spellbreaker binds a paladin to undo the 
  work of spellcasters who have misused their magic. 
  Followers of this oath live a life of wandering: lifting 
  curses, breaking enchantments, freeing people from 
  magical control, and hunting down the wicked who have 
  used their power to harm others. 
  Most who swear this oath are devoted to gods of 
  justice, balance, or even magic itself, although some 
  become militant or extreme in their crusade against 
  magic users. These individuals can become terrifying 
  hunters of anyone who dares to dabbles in the art. 
  Tenets of the Spellbreaker 
  Service. Magic exists to serve folk, not to rule them. 
  Change. Anything woven can be unwoven. 
  Rebuilding. Restore balance, abandon wrath. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin 
  Level 
  Oath of the Spellbreaker Spells 
  3rd 
  Shield, Zephyr Strike 
  5th 
  Branding Smite, See Invisibility 
  9th 
  Counterspell, Dispel Magic 
  13th 
  Freedom of Movement, Locate Creature 
  17th 
  Banishing Smite, Synaptic Static 
  Channel Divinity: Disrupt Magic 
  As an action, you present your holy symbol and attempt 
  to bind another creature’s magical abilities, using your 
  Channel Divinity. Choose one creature within 60 feet of 
  you that you can see. The target must make a saving 
  throw of a type determined by its spellcasting ability. If 
  the target has multiple spellcasting abilities, it makes a 
  separate saving throw for each. 
  If the target fails any of these saving throws, its 
  magical abilities that derive from that ability score 
  become disrupted for up to 1 minute. For the duration, it 
  has disadvantage on concentration checks. It can’t use 
  reactions to cast spells using that ability, and if it 
  attempts to cast a spell with a casting time of 1 action 
  using that ability score, you roll a d20. On an 11 or 
  higher, the spell doesn't take effect until the creature's 
  next turn, and the creature must use its action on that 
  turn to complete the spell. If it can't, the spell is wasted. 
  Creatures affected by your disruption can use their 
  action to restore their spellcasting ability by making a 
  new saving throw to end the effect. 
  Channel Divinity: Annihilation 
  You can use your Channel Divinity to sacrifice your own 
  well of magical energy to destroy your opponent’s.  
  When you use your Divine Smite to damage a 
  creature, you can expend a use of your Channel Divinity 
  to destroy one of the target’s spell slots. The spell slot 
  destroyed is equivalent to the level of the spell slot you 
  used to perform your Divine Smite. 
  If the target has no remaining spell slots of that level, 
  an equivalent number of spell slots lower than the 
  designated level are destroyed until the target has none. 
  For example, if you expended a 3rd-level spell slot and 
  the target does not have one, you destroy one 2nd-level 
  spell slot and one 1st-level spell slot instead. 
  Dampening Aura 
  Starting at 7th level, you and friendly creatures within 10 
  feet of you have resistance to damage from spells. 
  At 18th level, the range of this aura increases to 30 
  feet. 
  Eldritch Sight 
  Beginning at 15th level, you are always under the effects 
  of the Detect Magic spell. 
  Unweaving Presence 
  At 20th level, you can transform your person into pure 
  antimagic. Using your action, you undergo a 
  transformation. For 1 hour, you gain the following 
  benefits: 
  • You gain the effects of the Antimagic Field spell. 
  • When you use your Channel Divinity to Disrupt Magic, you 
  can target a number of additional creatures within 60 feet of 
  you that you can see equal to half your Charisma modifier. 
  Once you use this feature, you can't use it again until 
  you finish a long rest. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  18 
  ROGUE 
  ROGUISH ARCHETYPE: RUFFIAN 
   Some rogues, especially those descended from the 
  larger, bulkier races favor a more direct approach than 
  their lithe, graceful counterparts in the trade. Ruffians 
  make a living as criminal enforcers, extorting the 
  proprietors of their honest earnings in exchange for 
  “protection”. If met with resistance, they usually begin by 
  breaking a few objects, and failing that, breaking a few 
  kneecaps - using the first available piece of merchandise 
  at hand to do so. 
  Crush ‘Em 
  When you select this roguish archetype at 3rd level, you 
  gain proficiency with the flail, greatclub, light hammer, 
  mace, and morningstar. You are also proficient with 
  improvised weapons similar to these weapons. 
  Additionally, your unarmed strikes deal no less than 1d4 
  damage. While wielding any of these weapons or making 
  an unarmed strike: 
  • You can make a Sneak Attack even if the weapon lacks the 
  Finesse property. 
  • When you hit an object, you deal an additional damage to it 
  equal to half your rogue level.  
   
   
  Illustration by Brad Boedeker 
  Dirty Fighting 
  Also at 3rd level, when you make a Sneak Attack against 
  a creature no more than 1 size category larger than you 
  with a Crush ‘Em weapon, you can use your Cunning 
  Action to perform a Low Blow. You learn two Low Blows 
  of your choice, choosing from the options below.  
  Some Low Blows require the target to make a saving 
  throw to resist the its effects. The saving throw DC is 
  calculated as follows: 
  Low Blow save DC = 8 + your proficiency 
  bonus + your Strength modifier 
   
   You can perform two Low Blows, and regain 
  expended uses of them when you finish a short or long 
  rest.  
  You learn new Low Blows and gain additional uses of 
  them at 9th and 13th Level. 
  Low Blows 
  • Blind/Deafen. The target makes a Wisdom saving throw. If 
  they fail, they are blinded until the end of your next turn, or 
  deafened for up to 1 minute (your choice). If deafened, the 
  target makes a new saving throw at the end of each of its 
  turns to end the effect. 
  • Hamstring. The target makes a Strength saving throw. If 
  they fail, their movement speed is reduced by half for 1 
  minute. The effect ends early if the target regains any 
  missing hit points. 
  •  Knockdown. The target makes a Dexterity saving throw. If 
  they fail, they are knocked prone. If the target attempts to 
  stand up within your reach, you can use your reaction to 
  make an attack of opportunity against them. 
  • Stagger. The target makes a Constitution saving throw. On a 
  failed save, the creature loses its reaction and spends its 
  action on its next turn retching or reeling. Creatures that 
  don't need to breathe automatically succeed on this saving 
  throw. 
  Shakedown 
  At 9th level, you learn to constantly shift your position, 
  and make the most of your leverage, in and out of 
  combat to get what you want. You gain the following 
  benefits: 
  • You add warhammers and mauls to your list of available 
  Crush ‘Em weapons. 
  • You have advantage on Charisma (Intimidation) checks you 
  make while holding Crush ‘Em weapons. 
  • You learn a third Low Blow, and can perform three Low 
  Blows. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  19 
  Send ‘Em to the Hospital 
  At 13th level, you can rough up anything or anyone you 
  can get your hands on. You gain the following benefits: 
  • When you are grappling a creature, you can use your 
  Cunning Action to begin to use that creature as an 
  improvised shield, granting a +2 bonus to your Armor Class. 
  This bonus lasts until the target is released from your 
  grapple. For the duration, if an attack misses you, you can 
  use your reaction to cause the grappled creature to become 
  the target of the attack.  
  • You learn a fourth Low Blow and can perform four Low 
  Blows. 
  Send ‘Em to the Morgue 
  At 17th level, you can make the most of a nearby 
  opponent’s failures. When a creature misses you with an 
  attack, you can use your reaction to attack it with a 
  Crush ‘Em weapon you are holding. If it hits, you can 
  choose to immediately perform one Low Blow against 
  your attacker, without expending a use of them. 
   
   
  Illustration by Elvira Shatunova 
  SORCERER 
  SORCEROUS ORIGIN: FEY LEPIDOPTERA 
  Some sorcerers trace their ancestry is to a winged 
  archfey, flighty masters of mutability. Their skin might 
  contain iridescent flakes or freckles, or be of unusually 
  intense or colorful pigmentation, and a few are born with 
  unusual, insect-like eyes or extrasensory organs like 
  antennae. These sorcerers have unusually keen senses, 
  able to detect smells or colors invisible to most. 
  They have a keen affinity for enchantment and 
  transmutation magic, and the colorful worlds of plants 
  and insects.     
  Fey Legacy 
  At 1st level, your affinity with fey gives you access to 
  additional enchantment and transmutation spells. The 
  following spells are sorcerer spells for you: 
  Spell 
  Level 
  Fey Lepidoptera Spells 
  Cantrip 
  Magic Stone XGE, Shillelagh, Vicious Mockery 
  1st 
  Dissonant Whispers, Zephyr Strike XGE 
  2nd 
  Bane, Calm Emotions, Enthrall, Skywrite XGE 
  3rd 
  Speak with Plants, Tiny Servant 
  4th 
  Compulsion, Giant Insect 
  5th 
  Awaken, Geas, Reincarnate 
  6th 
  Otto’s Irresistible Dance, Tenser’s 
  Transformation 
  7th 
  Sequester 
  8th 
  Animal Shapes 
  9th 
  Shapechange, True Polymorph 
   
  Additionally, you learn the Sleep spell, which doesn’t 
  count against your number of sorcerer spells known. 
  When you reach 2nd level, you can spend 1 sorcery point 
  to increase the dice rolled for the Sleep spell to d10s. 
  Otherworldly Senses 
  Also at 1st level, you gain the following benefits: 
  • You become proficient in the Perception skill if you are not 
  already, and you can double your proficiency bonus to checks 
  you make with it. 
  • You have a darkvision of no less than 60 feet, and you can 
  see in color with it. If you have a darkvision with a distance 
  further than 60 feet, you can only see in color for the first 60 
  feet of your darkvision. 
  • When you reach 2nd level in this class, you learn the Feather 
  Fall spell, which doesn't count against your number of 
  sorcerer spells known. In addition, you can cast it by 
  spending 1 sorcery point or by expending a spell slot. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  20 
  Fey Chrysalis 
  At 6th level, you can spend 1 sorcery point to use your 
  bonus action to spin a chrysalis around yourself. For the 
  duration, you are restrained, you have resistance to all 
  damage except psychic, you have advantage on 
  Constitution saving throws, and you can use your 
  reaction to spend a number of hit dice up to an number 
  equal to half your sorcerer level. You cannot take any 
  other reactions. 
  You emerge from your chrysalis at the start of your 
  next turn. For the next 10 minutes: 
  • You gain the effects of the Detect Magic spell. 
  • The distances you can cover when making a long or high 
  jump increase by a number of feet equal to your sorcerer 
  level + your Charisma modifier. 
  • You take half damage from falling. 
  • You can use this ability a number of times equal to half your 
  Charisma modifier (rounded up, minimum: 1), and regain 
  expended uses of it when you complete a long rest. 
  Lepidopterous Wings 
  At 14th level, when you emerge from your chrysalis, your 
  also sprout a pair of insect-like wings, gaining a flying 
  speed of 30 feet. You can't manifest wings while wearing 
  medium or heavy armor, any clothing or armor you are 
  wearing must be made to accommodate them. If not, the 
  armor, clothing or your wings might be damaged or 
  destroyed when you manifest them. 
  While flying, you can spend 1 sorcery point to gain the 
  ability to hover, and when you do, you can use your 
  bonus action to take the Dodge action. 
  If you take more than half your hit points in damage on 
  a single turn, your wings are destroyed. Otherwise, they 
  last for a number of hours equal to half your sorcerer 
  level, or until you dismiss them using your bonus action.  
  Ripples of Change 
  At 18th level, when you emerge from your chrysalis, as 
  long as you remain winged: 
  • You can elect to gain the effects of the Enlarge/Reduce spell, 
  and can release its effects at-will.  
  • You have a flying speed of no less than 45 feet. 
  • Your magic is able to cause chaotic phenomena elsewhere. 
  When you roll damage for a spell and roll the highest 
  number possible on any of the dice, choose one of those dice, 
  roll it again and add both numbers together. You can deal 
  this total as damage to one creature or object you are 
  familiar with. You choose the type of damage this ability 
  deals. The target of the additional damage must be on the 
  same plane of existence as you. 
   
  There’s more fey errata out there! 
  13 fey races, a faerie class with 4 archetypes, and 26 faerie 
  spells suitable to the Fey Lepidoptera sorcerer are presented 
  Old Gus’ Errata: Fey and Faeries! 
   
   
  Illustration by Irene Muñoz de Torres 
  SORCEROUS ORIGIN: WITCHCRAFT 
  Sometimes the spark of magic that fuels a sorcerer 
  comes from an intense personal power. Having such a 
  marked soul might be a sign that your innate magic 
  might come from a fey or infernal ancestor, or a blessing 
  or curse that has echoed down the generations. 
  Witches’ uncanny powers almost always manifest 
  during adolescence, producing strange or frightening 
  incidents that cloud this delicate time of life in fear and 
  suspicion. Many witches retreat from their home 
  societies, or are expelled by the superstitious, but a few 
  manage to eke out a living as a village healer or fortune-
  teller. 
  Often shunned by the formal conclaves of wizards, 
  druids and clerics alike, witches hone their craft in 
  solitude, developing an intense and personal arcane art 
  all their own. Some witches take on an apprentice with 
  whom they share a kindred spirit, and a few form covens 
  that meets regularly or irregularly, pooling resources and 
  sharing knowledge between their own kind.  
  Witchcraft 
  At 1st level, you are unable to use an arcane focus, and 
  must provide material components for spells that require 
  them. You select a new spellcasting ability Modifier, 
  choosing from Intelligence Wisdom, or Charisma. You 
  also master one Arcana, choosing from Wands, Cups, 
  Swords and Pentacles. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  21 
  When your Spellcasting feature lets you learn or 
  replace a sorcerer spell of 1st level or higher, you can 
  choose the new spell from the sorcerer spell list, the 
  Witchcraft Spells list, or those from an Arcana you have 
  mastered. You must otherwise obey all the restrictions 
  for selecting the spell, and it becomes a sorcerer spell for 
  you.  
  You master an additional Arcana at levels 3, 7 and 11.  
  Learned Craft 
  Mastering an Arcana grants you additional proficiencies:  
  • Wands. Choose one from Athletics, Carpenter's Tools, 
  Cook's Utensils, Glassblower's Tools, Jeweler's Tools, 
  Leatherworker's Tools, Mason's Tools, Potter's Tools, 
  Weaver's Tools, or Woodcarver's Tools. 
  • Cups. Choose one from Medicine, a musical instrument or 
  Alchemist’s Supplies. 
  • Swords. Choose one from History, Brewer’s Supplies or 
  Herbalist’s Kit. 
  • Pentacles. Choose one from Survival, Cartographer’s tools 
  or Calligrapher’s tools. 
  When you make a check with any of the skills or tools 
  you have gained from your learned craft, you can spent 1 
  sorcery point to grant yourself a bonus to the roll equal 
  to your spellcasting ability modifier. 
  Additionally, you can cast any sorcerer spell you know 
  as a ritual if that spell has the ritual tag by expending 1 
  sorcery point per spell level of the spell. 
  Evil Eye 
  At 6th level, you become proficient in Wisdom saving 
  throws, and you can impose misfortune upon your foes 
  with the blink of an eye. When a creature that you can 
  see within 60 feet of you makes an Attack roll, ability 
  check or saving throw, you can use your reaction to roll 
  2d4 and subtract it from the creature’s roll, potentially 
  changing the outcome. This feature has no effect on 
  undead or constructs.  
  Once you use this feature, you can't use it again until 
  you finish a short or long rest. 
  Animate Flying Servantor 
  At 14th level, you can imbue one small, medium or large 
  object with life for a number of hours equal to your 
  spellcasting ability modifier. For the duration, the object 
  gains the statistics of a warhorse (see page 311 of the 
  Player’s Handbook) with a flying speed of 40 feet.  
  You can command the object telepathically if you are 
  within 100 feet of it. The object follows your commands 
  and aids you as best it can, even serving as a mount for a 
  medium or smaller creature at your whim.  
  Once you use this feature, you can't use it again until 
  you finish a short or long rest. 
   
   
  Illustration by  
  Failsafe Wards 
  At 18th level, you gain the ability to ward yourself against 
  an onslaught. You can use your reaction and spend 1 
  sorcery point to cast the Shield spell even if you don’t 
  know it. You also designate one ability score and any 
  saving throws you make with it receive a bonus equal to 
  one third of your sorcerer level for the duration of the 
  spell.  
   
  Multiclassing 
  Allowing witches who have selected a spellcasting ability 
  other than Charisma to multiclass with other spellcasting 
  classes that use the same spellcasting ability is not 
  recommended. 
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  22 
  Witchcraft Spells 
  Cantrips 
  Druidcraft 
  Guidance 
  1st-level Spells 
  Alarm 
  Bane 
  Ceremony XGE 
  Detect Evil and Good 
  False Life 
  Find Familiar 
  Goodberry 
  Healing Word 
  Longstrider 
  Protection from Evil and 
  Good 
  2nd-level Spells 
  Augury 
  Gentle Repose 
  Magic Mouth 
  Moonbeam 
  Protection from Poison 
  Ray of Enfeeblement 
  Silence 
  Skywrite XGE 
  3rd-level Spells 
  Bestow Curse 
  Call Lightning 
  Create Food and Water 
  Glyph of Warding 
  Leomund’s Tiny Hut 
  Life Transference XGE 
  Magic Circle 
  Mass Healing Word 
  Sending 
  Speak with Dead 
  Tiny Servant 
  Wind Wall 
  4th-level Spells 
  Arcane Eye 
  Compulsion 
  Control Water 
  Fabricate 
  Locate Creature 
  5th-level Spells 
  Creation 
  Flame Strike 
  Geas 
  Contagion 
  Maelstrom XGE 
  Wands Arcana 
  Spells 
  Cantrips 
  Primal Savagery 
  Vicious Mockery 
  1st-level Spells 
  Cause Fear XGE 
  Hex 
  Tasha’s Hideous Laughter 
  Unseen Servant 
  2nd-level Spells 
  Locate Object 
  Nystul’s Magic Aura 
  Zone of Truth 
  3rd-level Spells 
  Feign Death XGE 
  Nondetection 
  Tongues 
  4th-level Spells 
  Hallucinatory Terrain 
  Leomund’s Secret Chest 
  Otiluke’s Resilient Sphere 
  5th-level Spells 
  Bigby’s Hand 
  Mislead 
  Teleportation Circle 
  Cups Arcana 
  Spells 
  Cantrips 
  Resistance 
  Spare the Dying 
  1st-level Spells 
  Bless 
  Cure Wounds 
  Heroism 
  Sanctuary 
  2nd-level Spells 
  Lesser Restoration 
  Prayer of Healing 
  Warding Bond 
  3rd-level Spells 
  Aura of Vitality 
  Remove Curse 
  Revivify 
  4th-level Spells 
  Aura of Life 
  Death Ward 
  Mordenkainen’s Private 
  Sanctum 
  5th-level Spells 
  Circle of Power 
  Commune 
  Greater Restoration 
  Swords Arcana 
  Spells 
  Cantrips 
  Eldritch Blast 
  Toll the Dead XGE 
  1st-level Spells 
  Arms of Hadar 
  Dissonant Whispers 
  Hellish Rebuke 
  Inflict Wounds 
  2nd-level Spells 
  Heat Metal 
  Magic Weapon 
  Melf’s Acid Arrow 
  3rd-level Spells 
  Animate Dead 
  Tongues 
  Vampiric Touch 
  4th-level Spells 
  Evard’s Black Tentacles 
  Shadow of Moil 
  Summon Greater Demon 
  5th-level Spells 
  Antilife Shell 
  Danse Macabre 
  Infernal Calling 
  Pentacles Arcana 
  Spells 
  Cantrips 
  Shillelagh 
  Magic Stone XGE 
  1st-level Spells 
  Animal Friendship 
  Detect Poison and 
  Disease 
  Speak with Animals 
  Entangle 
  2nd-level Spells 
  Animal Messenger 
  Beast Sense 
  Spike Growth 
  3rd-level Spells 
  Conjure Animals 
  Plant Growth 
  Speak with Plants 
  4th-level Spells 
  Conjure Woodland Beings 
  Grasping Vine 
  Guardian of Nature 
  5th-level Spells 
  Awaken 
  Commune with Nature 
  Wrath of Nature XGE 
   
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  23 
  WARLOCK  
  OTHERWORLDLY PATRON:  
  ANCESTOR SPIRITS 
  Ancestor worship is common across many peoples of the 
  world, and some within these societies develop deep and 
  lasting relationships with the collective souls of their 
  ancestors, who visit these descendants in visions and 
  dreams, guiding their tribe’s future with the collected 
  knowledge and ambition of generations. These 
  individuals often have an ancestor who was a shaman, 
  leader or hero themselves. 
  Shamen dedicate themselves to their tribe and 
  homeland, serving any number of social functions. Some 
  are spiritual leaders, heroic warriors, trusted healers and 
  valued advisors to tribal leadership all at once. They are 
  also often the keeper of tribal traditions that mark their 
  people’s way of life as distinct, although a sign from the 
  ancestors might also them know that the time to 
  abandon tradition and change has come, leading their 
  people to new lands, new ways or both. 
  Extended Spell List  
  Spell 
  Level 
  Spells 
  1st 
  Bane, Ceremony XGE 
  2nd 
  Healing Spirit XGE, Warding Bond 
  3rd 
  Bestow Curse, Spirit Guradians 
  4th 
  Control Water, Divination 
  5th 
  Commune with Nature XGE, Dream 
  Shamanic Teachings 
  At 1st level, your spellcasting ability modifier changes 
  from Charisma to Wisdom. You become proficient in the 
  Nature skill and the Herbalist’s Kit tool, and you learn 
  two cantrips of your choice from the druid spell list. 
  The People Are the Land 
  Also at 1st level, when your Spellcasting feature lets you 
  learn or replace a warlock spell of 1st level or higher, you 
  can choose the new spell from the warlock spell list, or 
  from druid spell list. You may learn a number of spells 
  from the druid spell list equal to your Wisdom modifier 
  using this feature, and must otherwise obey all the 
  restrictions for selecting the spell, and it becomes a 
  warlock spell for you.  
  Additionally, you can proficiency in one weapon of your 
  choice. Usually, this is an important symbolic weapon of 
  your people. 
   
  Illustration by Luc de Haan 
  Ancestral Healing 
  Starting at 6th level, you can share and amplify healing 
  you receive with others. Whenever you are the target of a 
  spell that restores hit points, you can use your reaction to 
  restore a number hit points to a creature you can see 
  within 15 feet of you. The healing you are able to deliver 
  using this ability is equal to half the amount of healing 
  you received. 
  Once you use this feature, you can't use it again until 
  you finish a short or long rest. 
  Strength of the Tribe 
  Starting at 10th level, the strength generations bolsters 
  your defenses. When you finish a short or long rest, may 
  choose to become proficient in one type of saving throw, 
  choosing from Strength, Dexterity and Constitution. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  24 
  Vexing Hex 
  Starting at 14th level, You learn the Hex spell if you 
  don’t already know it. While a creature is under the 
  effects of your Hex spell, you can use your bonus action 
  to target it with a cruel curse. The target must make a 
  Wisdom saving throw, the results of which are modified 
  by the sort of physical connection you have to them. 
  Connection to Target 
  Save 
  Modifier 
  Have seen before 
  +0 
  Picture or likeness 
  -2 
  Possession or garment 
  -5 
  Body part, lock of hair, bit of nail, or the like 
  -10 
   
  If the target fails its saving throw, you can elect to 
  apply one of the following effects using your action: 
  • You can apply the effects of the Hex spell to those of the 
  Bestow Curse spell upon the creature without expending a 
  warlock spell slot. 
  • You can deal 10d8 force damage to the creature. 
  • You can target the creature with a warlock spell as if you 
  could see it and it was in range of the spell. 
  Once you use this ability, you can't use it again until 
  you complete a long rest. 
   
   
  Illustration by Rafał Górniak 
  Multiclassing 
  Allowing a shaman to multiclass with other spellcasting 
  classes whose spellcasting ability is Wisdom is not 
  recommended. 
   
  Ancestral Eldritch Invocations 
  Wrath of the Homeland 
  You can add your half your warlock level + your Wisdom 
  modifier to damage rolls you make with one druid cantrip 
  you learned from your Ancestral Spellcasting feature, 
  choosing from the following: Create Bonfire XGE, Frostbite XGE, 
  Infestation XGE, Poison Spray, Primal Savagery XGE, Produce 
  Flame, Thorn Whip and Thunderclap XGE 
  Ancestral Mask 
  If you spend one hour painting or carving a wooden shield 
  with the heraldry of your tribe, you are proficient with it, and 
  can use it as a spellcasting focus. 
  Ancestral Weapon 
  Prerequisite: Pact of the Blade 
  You learn the Spiritual Weapon spell, and can cast it once 
  without expending a spell slot. 
  Totemic Companion 
  Prerequisite: Pact of the Chain 
  The familiar you summon using your Find Familiar spell can 
  assume the form of a beast whose CR is no greater than 1/4. 
  You choose what form the familiar takes each time you cast 
  the spell. 
  Talents of the Generations 
  Prerequisite: Pact of the Tome 
  You can choose one skill or tool when you finish a long rest. 
  You become proficient in it, and if you are already proficient, 
  you gain expertise with it. 
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  25 
   
  Illustration by Angelo Bortolini 
  OTHERWORLDLY PATRON:  
  THE WORLD TREE 
  Your patron is a tree of a size and age beyond 
  comprehension, whose roots reach across space, planes, 
  and even time itself. 
  As an agent of this ancient force, your charge is to 
  preserve life and foster the never-ending balance of life 
  and death, bolstering the meek who need a chance to 
  thrive, and patiently eroding the structures of power in 
  the world that stifle growth. 
  Extended Spell List 
  Spell Level 
  Spells 
  1st 
  Ensnaring Strike, Entangle 
  2nd 
  Barkskin, Spike Growth 
  3rd 
  Plant Growth, Water Walk 
  4th 
  Grasping Vine, Guardian of Nature XGE 
  5th 
  Tree Stride, Wrath of Nature XGE 
  Vine Tendril 
  At 1st level, you become proficient in the Nature skill, the 
  Druidic language, and you learn the Thorn Whip cantrip 
  if you do not already know it. 
  When you hit a creature with your Thorn Whip, you 
  can elect to reduce its movement speed by half until the 
  end of its next turn instead of pulling it toward you. 
  Put Down Roots 
  At 1st level, you gain the ability to channel the life force 
  of the World Tree to heal wounds. You have a pool of d6s 
  that you spend to fuel this healing. The number of dice in 
  the pool equals your warlock level. 
  As a bonus action, you can heal yourself, spending dice 
  from the pool. The maximum number of dice you can 
  spend at once equals your Charisma modifier (minimum 
  of one die). Roll the dice you spend, add the results 
  together, and restore that number of hit points to 
  yourself. 
  If your health reaches its maximum as a result of this 
  healing, you gain the remainder as temporary hit points, 
  up to a maximum equal to your warlock level + your 
  Charisma modifier. 
  Your pool regains all expended dice when you 
  complete a long rest. 
  Grow Together 
  Starting at 6th level, the dice used for your Put Down 
  Roots feature increase to d8s. 
  Additionally, when you use your Put Down Roots 
  ability, you can redirect up to half the healing rolled to an 
  ally you can see within 30 feet of you. 
  Sympathetic Photosynthetic  
  Starting at 10th level, if you spend at least 1 hour in 
  the sunlight, you have access to potable water and your 
  skin has touched fertile soil in the past 24 hours, you do 
  not need to eat to survive. You require only half the sleep 
  each day that your race usually requires. 
  Additionally, you become proficient in Constitution 
  saving throws and have resistance to poison damage. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  26 
  Terror of the Ancients 
  Starting at 14th level, you can use your bonus action to 
  become assume a tree-like form for 1 minute. For the 
  duration, you gain the following benefits: 
  • You gain the effects of both the Enlarge/Reduce and 
  Barkskin spells, without the need to concentrate on either 
  one. 
  • The healing dice used for your Put Down Roots feature 
  increase to d10s, and you can spend up to 2 additional dice 
  when you use them. 
  • When you hit a creature with your Thorn Whip, you can 
  expend a warlock spell slot to deal 6d8 additional acid 
  damage to the target. 
  • When you hit a creature with your Thorn Whip, you can use 
  your bonus action to entangle the creature, which makes a 
  Strength saving throw against your spell save DC, becoming 
  restrained on a failure. A restrained creature can release 
  itself by using its action to attempt another Strength save, 
  being freed on a success. You can restrain multiple creatures 
  at once in this manner, up to an a number equal to your 
  Charisma modifier. 
  Once you use this feature, you can't use it again until 
  you finish a long rest. 
   
  World Tree Eldritch Invocations 
  Extended Vines 
  The range of your Thorn Whip doubles, and so does the 
  distance it can pull a creature. Additionally, you can push a 
  creature away from you, instead of pulling it toward you. 
  Safe Passage 
  You can target and pull a willing ally using your Thorn Whip 
  without damaging them. This movement does not provoke 
  attacks of opportunity. 
  Acidic Thorns 
  You add your warlock level to the damage of your Thorn 
  Whip as additional acid damage. 
  Green Tongue 
  Prerequisite: 12th Level 
  You can cast the Speak with Plants spell at-will. 
  World Strider 
  Prerequisite: 15th Level 
  You can cast the Transport Via Plants spell once without 
  expending a spell slot, and regain the ability to do so when 
  you finish a short rest. 
  Planar Sync 
  Prerequisite: 15th Level 
  You can maintain a sense of magnetic north and the 
  passage of time, even across the border planes: The Ethereal 
  and Feywild and Shadowfell. You can always find your way 
  back to where you entered the plane you are in. 
   
   
  Illustration by Werecat Way 
  PRESTIGE CLASSES 
  Prestige classes build on the game's broad range of 
  basic options to represent specialized options and 
  unique training. A prestige class requires a certain level 
  of skill before a character can master even its basic 
  elements. 
  You must meet certain prerequisites in order to gain a 
  level in a prestige class, and most require specialized 
  intense training from a tutor. You cannot gain more 
  levels in this class than your tutor has. 
  The basic rules of prestige classes are outlined in 
  Unearthed Arcana: Prestige Classes and Rune Magic, 
  available from Wizards of the Coast.  
   
  Looking back now, I realize how envious I was of 
  my friends. They always seemed to know exactly 
  who they were, and exactly who they wanted to be.  
  I guess I never had that luxury, and could never 
  quite decide who the hell I was, let alone who I 
  ought to try to become.     ~Old Gus 
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  27 
   
  Illustration by Servando Lupini 
  BATTLE CHEF 
  A Battle Chef explores the world through their taste 
  buds. These unrivaled epicureans make time to taste 
  leaf, berry, grain or edible animal along their life’s 
  journeys, and they share what they’ve learned with 
  others in the form of expertly prepared foods, each a 
  reminder of where their journey has taken them. 
  Their epicureanism leads to a life of alternating travel 
  and employ, or apprenticing with a more experienced 
  chef to learn before setting out to discover new 
  ingredients for themselves along the open road. 
   
  Making the most of your Cook’s Utensils 
  When using the Battle Chef prestige class in your game, it 
  is recommended that both the player and the Dungeon 
  Master review information on the Cook’s Utensils provided 
  in the Player’s Handbook on page 154. Additional 
  information on cook’s utensils appears in Xanathar’s Guide 
  to Everything on page 80. 
   
  Prerequisites 
  In order to advance as a Battle Chef, you must meet the 
  following prerequisites (in addition to the multiclassing 
  prerequisites for your existing class): 
  • Charisma 13. Battle Chefs must have an innate flair for 
  dramatic taste, texture and have the ability to improvise 
  under pressure. 
  • Dexterity 13. Battle Chefs need to be able to react quickly 
  and accurately to prepare complex fare or create artful 
  presentations for their creations. 
  • Proficiency with Cook’s Utensils. Battle Chefs requires a 
  thorough understanding of the basics of the culinary arts. 
  • Character level 3rd. Battle Chefs must have experienced 
  enough of the world with their own taste buds to have 
  expanded their palate through travels and travails. You must 
  be a 3rd level character before you can gain levels in the 
  Battle Chef prestige class. 
  • Complete a special task. You must present a sufficiently 
  impressive creation to and NPC with levels in the Battle Chef 
  class in return for tutoring you in the ways of the Battle Chef. 
  You cannot gain more levels in this prestige class than your 
  tutor has. You might need to seek out additional chefs in 
  order to reach 5th level in this prestige class. 
  CLASS FEATURES 
  As a Battle Chef, you gain the following class features. 
  Hit Points 
  Hit Dice: 1d8 per level  
  Hit Points per Level: 1d8 (or 5) + your Constitution 
  modifier per Battle Chef level 
  Proficiencies 
  Weapons: Silverware, cookware, kitchen knife, cleaver, 
  skillet 
  Tools: None 
   
  Saving Throws: None 
  Skills: Survival 
  Equipment  
  • A kitchen knife 
  • A skillet. 
  SPELLCASTING  
  Cantrips 
  You know two cantrips of your choice from the Battle 
  Chef spell list. You learn additional Battle Chef cantrips 
  of your choice at higher levels, as shown in the Cantrips 
  Known column of the Battle Chef table. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  28 
  The Battle Chef Table 
  Level 
  Features 
  Cantrips 
  Known 
  Spells 
  Known 
  Spell 
  Slots 
  Slot 
  Level 
  Chef 
  Points 
  1 
  Spellcasting, Vittles Supreme, Culinary Infusion, Chef’s Temper 
  2 
  4 
  1 
  1st 
  2 
  2 
  Knife Skills 
  2 
  5 
  2 
  2nd 
  3 
  3 
  Seared to Perfection 
  3 
  6 
  2 
  2nd 
  4 
  4 
  Grill of my Dreams 
  3 
  7 
  2 
  3rd 
  5 
  5 
  Seeing Michelin Stars 
  3 
  8 
  2 
  3rd 
  6 
  Spells Known of 1st-Level and Higher 
  The Spells Known column of the Battle Chef table shows 
  when you learn more Battle Chef spells of your choice of 
  1st level and higher. A spell you choose must be of a 
  level no higher than what's shown in the table's Slot 
  Level column for your level. When you reach 5th level, 
  for example, you learn a new Battle Chef spell, which 
  can be 1st, 2nd, or 3rd level. 
  Additionally, when you gain a level in this or any other 
  class, you can choose one of the Battle Chef spells you 
  know and replace it with another spell from the Battle 
  Chef spell list or Culinary Infusion spells list, which also 
  must be of a level for which you have spell slots. 
  Spells Slots and Battle Chef Spells 
  The Battle Chef table shows how many spell slots you 
  have to cast your Battle Chef spells of 1st through 5th 
  level. The table also shows what the level of those slots 
  is; all of your spell slots are the same level. To cast one of 
  your Battle Chef spells of 1st level or higher, you must 
  expend a spell slot. You regain all expended spell slots 
  when you finish a short or long rest. 
  For example, when you are 5th level, you have two 3rd-
  level spell slots. To cast the 1st-level spell Burning 
  Hands, you must spend one of those slots, and you cast it 
  as a 3rd-level spell. 
  Spellcasting Focus 
  You use cook’s utensils as a spellcasting focus for your 
  Battle Chef and Culinary Infusion spells, including a 
  kitchen knife, cleaver, or skillet.  
  Spellcasting Ability 
  Charisma is your spellcasting ability for your Battle Chef 
  spells. You use your Charisma whenever a spell refers to 
  your spellcasting ability. In addition, you use your 
  Charisma modifier when setting the saving throw DC for 
  a Battle Chef spell you cast and when making an attack 
  roll with one. 
  Spell save DC = 8 + your proficiency bonus        
  + your Charisma Modifier 
  Spell attack modifier = your proficiency bonus   
  + your Charisma Modifier 
  VITTLES SUPREME 
  When you become a Battle Chef, your proficiency bonus 
  is doubled for any ability check you make that uses your 
  cook’s utensils. During a short or long rest, when you 
  forage for food and ingredients, you find twice as much 
  food as you normally would, including any ingredients 
  such as roots, berries, nuts, herbs or spices that are 
  unique to the terrain. 
  Additionally, you can prepare a tasty, nutritious meal 
  using your Cook’s Utensils to serve at the end of each 
  rest that helps bolster your companions’ strength: 
  • Short Rest. You and up to five creatures of your choice 
  regain a number of extra hit points equal to your 1+ your 
  Battle Chef level per Hit Die spent during a short rest. 
  • Long Rest. You and up to five creatures of your choice gain a 
  number of temporary hit points equal to 1d4 + your Battle 
  Chef level. 
  CULINARY INFUSION 
  Also at 1st level, when you prepare a meal, you can 
  infuse it with magic. Choose a spell you can cast from 
  the Culinary Infusion spells list that has a casting time of 
  1 action. You spend a number of chef points equal to the 
  spell’s level as a part of preparing the food. When you 
  finish preparing the food, it becomes magical for the 
  duration. 
  The infused spell doesn't come into effect. Instead, it 
  takes effect when a creature uses its action to eat the 
  food. When they do, they immediately become the target 
  of the infused spell, which takes effect immediately, 
  whether or not you want it to or not. You immediately 
  know the meal has been consumed, and by whom, if they 
  are familiar to you. You do not need to concentrate on 
  the spell, even if the spell normally requires 
  concentration. 
  If a spell would normally affect creatures in an area, 
  you can distribute its effects among a number of portions 
  equal to your Charisma modifier. If an infused spell 
  specifies the number of creatures that can be targeted, 
  you can distribute the spell’s effects among a number of 
  portions equal to that number. The spell’s duration 
  begins when the first portion is eaten, and the magic 
  from each portion fades when the spell ends. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  29 
  The food retains its magic until you recover your chef 
  points at the end of your next long rest, or the food 
  becomes otherwise inedible. 
  You can also Culinary Infusion spells you know or 
  have prepared from another class’ spell list, or with the 
  aid of a spell scroll. When infusing magic using a spell 
  scroll, you must make a Charisma ability check DC 10 + 
  the spell’s level to determine whether you infuse it 
  successfully. On a success, you expend a number of chef 
  points to infuse the spell equal to the spell’s level. On a 
  failed check, the spell disappears from the scroll with no 
  other effect. The food is not ruined, and you can choose 
  to infuse the meal with a different spell of your choice 
  using your chef points. Once the spell is cast, the words 
  on the scroll fade, and the scroll itself crumbles to dust. 
  CHEF’S TEMPER 
  Also at 1st level, you can use pieces of your cook’s 
  utensils into your arsenal. You can use the following 
  pieces of cookware as weapons, use them as a 
  spellcasting focus for your Battle Chef spells, and you 
  are considered proficient with them. 
  • You can use an iron skillet as a small, improvised shield, 
  granting you a +1 to AC when you are holding it in one hand. 
  You cannot benefit from using a skillet in this way if you are 
  also wearing a shield. 
  • When wielding a Chef’s Temper weapon, you can attack 
  twice, instead of once, whenever you take the Attack action 
  on your turn, and damage you deal with Chef’s Temper 
  weaponry is considered magical. 
  • Additionally, you can add your Dexterity modifier to 
  Charisma (Performance, Persuasion and Intimidation) 
  checks you make while you are cooking. 
  Chef’s Temper Weaponry 
  Utensil 
  Cost 
  Damage 
  Weight 
  Properties 
  Silverware 
  (table 
  knife, fork 
  or spoon) 
  5 cp 
  1d4 piercing 
  0.1 lbs 
  thrown 
  (range 
  20/60) 
  Cookware 
  (cups, 
  glasses or 
  plates) 
  5 cp 
  1d6 
  bludgeoning 
  0.3 lbs 
  thrown 
  (range 
  20/60) 
  Kitchen 
  knife 
  2 gp 
  1d6 piercing 
  0.5 lbs 
  finesse, 
  light, 
  thrown 
  (range 
  20/60) 
  Cleave 
  2 sp 
  1d6 slashing 
  3 lbs 
  finesse, 
  light, 
  thrown 
  (range 
  20/60) 
  Skillet 
  4 sp 
  1d8 
  bludgeoning 
  4 lbs 
  light, 
  versatile 
  (1d10) 
   
   SEARED TO PERFECTION 
  At 3rd level, when you roll to deal fire damage to a 
  creature or object, you can reroll a number of the 
  damage dice up to your Charisma modifier (minimum of 
  one). You must use the new rolls. Once you use this 
  ability, you can’t use it again until you complete a short 
  rest. 
  GRILL OF MY DREAMS 
  At 4th level, when you use your action to cast a Battle 
  Chef cantrip or spell, you can make one weapon attack 
  with a Chef’s Temper weapon as a bonus action. 
  Additionally, you can cast the Fire Shield spell once 
  without expending a spell slot. You can't do so again 
  until you finish a short rest. 
  SEEING MICHELIN STARS 
  At 5th level, when you hit another creature with a skillet, 
  you can spend 2 chef points to attempt to stun the target. 
  The target must succeed on a Constitution saving throw 
  or be stunned until the end of your next turn. 
  Additionally, you learn the Hero’s Feast spell. It is a 
  Culinary Infusion spell for you, and you can cast it by 
  expending 6 chef points, using 500g worth of edible 
  ingredients. 
   
   
  Illustration by Kii Weatherton 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  30 
  Battle Chef Spells 
  Cantrips 
  Blade Ward 
  Control Flames 
  Friends 
  Mage Hand 
  Prestidigitation 
  Produce Flame 
  Shape Water XGE 
  Sword Burst SCAG 
  1st-level Spells 
  Aganazzar's Scorcher XGE 
  Burning Hands 
  Cloud of Daggers 
  Create or Destroy Water 
  Detect Poison and Disease 
  Expeditious Retreat 
  Goodberry 
  Grease 
  Purify Food and Drink 
  Searing Smite 
  Unseen Servant 
  2nd-level Spells 
  Flaming Sphere 
  Heat Metal 
  Locate Animals or Plants 
  Locate Object 
  Scorching Ray 
  3rd-level Spells 
  Conjure Barrage 
  Create Food and Water 
  Fireball 
  Haste 
  Tiny Servant XGE 
   
  Illustration by kkzt 
  Culinary Infusion Spells 
  1st-level Spells 
  Animal Friendship 
  Bless 
  Charm Person 
  Heroism 
  Sleep 
  2nd-level Spells 
  Aid 
  Calm Emotions 
  Enhance Ability 
  Lesser Restoration 
  Protection from Poison 
  3rd-level Spells 
  Catnap 
  Dispel Magic 
  Feign Death 
  Haste 
  Hypnotic Pattern 
  Protection from Energy 
  Water Breathing 
  4th-level Spells 
  Catnap 
  Charm Monster 
  Compulsion 
  Confusion 
  Death Ward 
  Freedom of Movement 
  5th-level Spells 
  Catnap 
  Geas 
  Greater Restoration 
  Mass Cure Wounds 
  Modify Memory 
  Skill Empowerment 
  6th-level Spells 
  Flesh to Stone 
  Heal 
  Hero’s Feast 
  Mass Suggestion 
  Primordial Ward 
  True Seeing 
   
   
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  31 
   
  Illustration by Jordy Knoop 
  CHRONOMANCY 
  Chronomancy refers to magic that alters the flow of time 
  or space. The results of such magic can produce acts of 
  incredible speed, make seemingly paradoxical events 
  possible, extending one’s lifespan indefinitely, or 
  manipulating future events for one’s own gain. 
   
   
   
   
   
  Consult your Dungeon Master! 
  Depending on the specific needs of a setting or story, 
  Chronomancy spells might be best reserved for particular 
  characters in a story, appropriate subclasses or restricted to 
  magical items enchanted with their properties. 
  It is always a good idea to consult your Dungeon Master 
  before adding any new spells to your spellbook! 
   
  On the subject of messing around with the stuff of 
  time, I can really only offer one piece of advice:  
  Don’t do it. Whatever you think you stand to 
  gain, the multiverse will find a way to have its due, 
  and then some. 
  Time travel is a lonely affair.         ~Old Gus 
   
  Celerity 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Classes: Bard, Sorcerer, Wizard 
  For the duration, your movement speed increases by 20 
  feet, and you can use your bonus action on your turn to 
  perform any of the following:  
  • Extricate. You Disengage, and add half your spellcasting 
  ability modifier (minimum: 1) to your Armor Class and 
  Dexterity saving throws until the start of your next turn. 
  • Swift Hands. Make number of object interactions equal to 
  half your spellcasting ability modifier (minimum: 1). 
  • Quickened Senses. Make a number of skill checks equal to 
  half your spellcasting ability modifier (minimum: 1), choosing 
  from Dexterity (Acrobatics, Sleight of Hand, Stealth) 
  Intelligence (Arcana, Investigation), and Wisdom (Insight,  
  Perception). 
  When your turn ends, roll a 1d20 and add your 
  spellcasting ability modifier. On a roll of 11 or higher, 
  you maintain your celerity. On a failure, the spell ends. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  32 
  Cuppy Snacks 
  2nd-level conjuration (ritual) 
  Casting Time: 1 minute 
  Range: Self 
  Components: V, S, M (100 gp, which the spell 
  consumes) 
  Duration: 24 hours 
  Classes: Bard, Sorcerer, Wizard 
  You travel through time and space to an eatery you are 
  familiar with, purchase food, and send it back to yourself 
  in a sealed magical cup with a paraffin paper lid, which 
  preserves, shrinks and infuses the food with healing 
  potential, becoming cuppy snacks.  
  Immediately, two snacks appear in your hand and last 
  for the duration. A creature can use its action to peel 
  back the lid and eat a snack. Eating a snack restores 2d4 
  + 2 hit points, and the snack provides enough 
  nourishment to sustain a creature for one day. 
  The snacks lose their potency if they have not been 
  consumed within 24 hours of the casting of this spell.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the material cost 
  increases by 50 gp and the spell produces one additional 
  snack for each slot level above 2nd. 
  Delay Agony 
  4th-level abjuration 
  Casting Time: 1 reaction 
  Range: 30 feet 
  Components: V, S, M (a sliver of lead) 
  Duration: Concentration, up to 1 hour 
  Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Wizard 
  You react to incoming damage and warp reality around a 
  creature you can see within range. The triggering spell 
  or attack leaves the target undamaged, although they are 
  still subject to any additional effects described by it. If 
  you cast the spell with yourself as the target, you do not 
  need to make a concentration check against the damage 
  from the triggering attack. 
  Record the amount and type of damage the target of 
  the triggering attack would have taken. They sustain this 
  damage immediately after the spell ends. 
  Entropic Field 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Classes: Cleric, Druid, Sorcerer, Wizard 
  You slow the flow of time in a 15-foot radius, 40-foot-high 
  cylinder centered on a point within range, which glows 
  dimly for the duration. When a creature enters the area 
  for the first time on its turn or starts its turn there, The 
  target makes a Wisdom saving throw. On a failure, their 
  movement speed is reduced by half, they have -2 penalty 
  to Armor Class when attacked by a creature outside the 
  field, and can't use reactions triggered by events that 
  happen outside the field. 
  The field also affects objects and projectiles that pass 
  through it if the target of the attack is outside the field: 
  • Non-magical ranged weapons: The attack is made at 
  disadvantage. 
  • Magical ranged weapons and spells: The attack is made at 
  a -3 penalty. If the attack is a spell cast at a higher level than 
  the entropic field, it is not subject to this penalty. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the radius of the cylinder 
  increases by 5 feet for each slot level above 3rd. 
  Glogala’s Paradox 
  8th-level conjuration (ritual) 
  Casting Time: 1 minute 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  Classes: Cleric, Druid, Wizard 
  You disappear entirely, and you travel backwards in time 
  up to one month earlier, and you become yourself at that 
  moment in time, with all your memories of the following 
  month. You subsume the senses and control of your past 
  self, allowing you to make alterations to your own past. 
  You can allow time to proceed exactly as it did, or make 
  alterations of your choosing, which might affect the 
  present. Such an event could be preparing one a 
  different list of spells, purchasing an item, or showing 
  mercy to a slain foe. If you have traveled through time in 
  any other fashion in the past month, you can only return 
  as far back as the end of your previous temporal journey. 
  When the spell ends, you return to the present at the 
  location you cast the spell from. The Dungeon Master 
  determines the totality of the effects of your changes, 
  including any unintended consequences or the 
  notification of beings attuned to such alterations. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 9th level, the duration extends to 1 day. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  33 
  Indefinite Suspension 
  7th-level abjuration (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a hunk of amber with an insect 
  preserved inside) 
  Duration: Instantaneous 
  Classes: Cleric, Druid, Sorcerer, Wizard 
  You touch a Large or smaller creature and attempt to 
  suspend a them in time. The target makes a Charisma 
  saving throw, taking 4d10 force damage on a success. 
  On a failure, the creature begins to untether itself from 
  the timeline and is stunned. At the start of its next turn, it 
  is no longer stunned, and makes another Charisma 
  saving throw. On a success, the spell ends. On a failure, 
  the creature is suspended in time.  
  To determine the number of minutes the creature 
  stays suspended, the Dungeon Master rolls a 1d10 in 
  secret. For the duration, the creature is petrified, and 
  nothing, not physical objects, energy, or other spell 
  effects, can affect it. The creature is immune to all 
  damage, and can't be damaged by attacks or effects 
  originating from outside. A creature can choose to 
  willingly fail any of these saving throws. 
  At Higher Levels. If you cast this spell using a spell 
  slot of 8th level, the duration is measured in hours. If you 
  cast this spell using a spell slot of 9th level, the duration 
  is measured in days. 
  Lloyd’s Beacon 
  4th-level conjuration (ritual) 
  Casting Time: 1 minute 
  Range: 10 feet 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Cleric, Druid, Wizard 
  When casting the spell, choose from the following two 
  options: 
  • Light. You light a non-magical object, such as a candle, a 
  lantern, lamp, brazier or torch with a magical flame, which 
  gives off a bright light for 10 feet and dim light for an 
  additional 10 feet. The flame provides no heat and does not 
  consume the object’s substance, burning silently for up to 1 
  year. 
  • Recall. The spell transports you and up to five willing 
  creatures of your choice within range. You instantaneously 
  appear within 30 feet of the beacon’s location. You must be 
  on the same plane as the beacon to use this option. 
  If you light a second beacon, the first extinguishes 
  itself. 
  Polandara's Petticoat Pocket 
  2nd-level conjuration (ritual) 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (a fold of fine fabric worth at least 10 
  gold, which is the spell consumes) 
  Duration: Instantaneous 
  Classes: Bard, Wizard 
  The spell creates a pocketed square of fabric, which 
  immediately attaches to a location on a garment the 
  caster is wearing. The spell slot used to create the 
  pocket is consumed, and cannot be recovered until the 
  pocket no longer exists. 
  The pocket has an opening no larger than a six-inch 
  diameter, with an interior space considerably larger than 
  its outside dimensions suggest: the pocket is to 10 feet 
  deep. The pocket can hold up to 50 pounds, not 
  exceeding a volume of 20 cubic feet. The pocket weighs 
  3 pounds, regardless of its contents. Retrieving an item 
  from the pocket requires an action. 
  If the pocket is overloaded, pierced, or torn, it ruptures 
  and is destroyed, and its contents scatter within 10 feet 
  of the garment the pocket is attached to. 
  If the pocket is turned inside out, its contents spill 
  forth, unharmed, but the pocket must be put right before 
  it can be used again. Breathing creatures inside the 
  pocket can survive up to a number of minutes equal to 
  their Constitution modifier (minimum: 1), after which 
  they begin to suffocate. 
  Placing another extradimensional space, such as a Bag 
  of Holding, Handy Haversack, Portable Hole, or similar 
  item instantly destroys both the pocket and the item and 
  opens a gate to the Astral Plane. Any creature within 10 
  feet of the gate is sucked through it to a random location 
  on the Astral Plane. The gate then closes. The gate is 
  one-way only and can't be reopened. 
  You can dismiss the pocket at any time with a bonus 
  action, causing its contents to immediately scatter 
  outside of its present location. You can then recover the 
  spell slot the pocket consumed at your next available 
  opportunity. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  34 
  Probability Warp 
  5th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a strong iron magnet) 
  Duration: Concentration, up to 1 minute 
  Classes: Bard, Cleric, Druid, Wizard 
  A subtle field of favorable probability surrounds one 
  creature you can see within 60 feet of you. For the 
  duration: 
  The target’s attacks count as magical. Their attack 
  rolls gain a bonus equal to half your spellcasting ability 
  modifier (minimum: 1), and they score a critical hit on a 
  roll of 19 or 20. 
  You can use your reaction to apply your spellcasting 
  ability modifier as a bonus to the target’s Armor Class 
  against a triggering attack, or to one saving throw they 
  make (after the roll, but before the results are 
  announced). 
  Quentin’s Quickling Senses 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a hummingbird feather) 
  Duration: Concentration, up to 10 minutes 
  Classes: Bard, Sorcerer, Warlock, Wizard 
  For the duration, you can a bonus to your armor class 
  equal to half your spellcasting ability modifier (rounded 
  up), you ignore difficult terrain and are immune to 
  attacks of opportunity, you have advantage on Dexterity, 
  Intelligence and Wisdom checks and saving throws, and 
  you cannot be surprised. In addition, attacks against you 
  from sources you can see are made at disadvantage. 
  However, your quickening makes it difficult to engage 
  with those moving at normal speed: you also have 
  disadvantage on attack rolls, Charisma ability checks you 
  make to influence others, and you must use an action to 
  communicate non-telepathically with any creature with 
  whom you share a language.  
  When the spell ends, you must succeed on a DC 14 
  Constitution saving throw or suffer a level of exhaustion. 
  Recall Agony 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a shard of mirrored glass) 
  Duration: Concentration, up to 1 minute 
  Classes: Bard, Cleric, Sorcerer, Warlock, Wizard 
  You draw upon a painful memory of one creature you 
  can see within range and force them to relive the 
  experience. The target makes a Charisma saving throw, 
  taking 4d10 psychic damage on a failure, and half as 
  much on a success. 
  If they fail their saving throw, they are become cursed. 
  For the duration, whenever the target takes damage, you 
  can use your reaction to force them to relive the 
  experience, dealing half the amount as additional psychic 
  damage to the creature. 
  Constructs, undead and creatures with an Intelligence 
  score lower than 4 are immune to the spell’s effects.  
  Rejuvenate 
  7th-level necromancy 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (an inscribed platinum egg worth 
  at least 5000 gp, which the spell consumes) 
  Duration: Concentration, up to 1 hour 
  Classes: Druid, Sorcerer, Warlock, Wizard 
  You touch a humanoid or beast, reversing its aging 
  process. The target makes a Charisma saving throw. On 
  a failure, roll 1d6 and subtract the results from the 
  creature’s age. You cannot reduce a creature’s age below 
  what it was at the moment of their birth.  
  For the duration, you can use your action on your turn 
  to touch and rejuvenate the creature again, up to an 
  additional number of times equal to your spellcasting 
  ability modifier (minimum: 1). 
  At the start of each of its turns, the target can make a 
  new saving throw to end the spell. When the spell ends, 
  the unnatural aging lingers, and the target gradually 
  returns to their natural age over the course of a year, or 
  until restored by a Greater Restoration spell or similar 
  magic. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 8th level, the die is increased to 1d10, and its 
  effects linger for a century. At 9th level, the die is 
  increased to 1d12, and its effects are permanent. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  35 
  Reminiscence 
  4th-level divination (ritual) 
  Casting Time: 1 minute 
  Range: Self 
  Components: V, M (a lens of glass worth at least 50 gp, 
  which the spell consumes) 
  Duration: Concentration, up to 10 minutes 
  Classes: Druid, Sorcerer, Wizard 
  Choose a span of time 1 minute or longer within the last 
  century. Visions of your selected range of time fill your 
  senses, and subsume all sensory input you experience in 
  the present. For the duration, you are blinded and 
  deafened.  
  You experience specified range of time from your 
  present location, compressed proportionally into the 
  duration of the spell. You view the events in reverse, 
  from the vantage point of current position. You are 
  unable to interact with the past in any way other than to 
  witness it. 
  While viewing the past, you still have any special 
  senses you possess, such as Darkvision. You can speak 
  to other and move about normally in the present during 
  the experience, but this may difficult in places where the 
  placement of objects or your surroundings that have 
  changed in the intervening time period. 
  Rending Distortion 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  Classes: Druid, Sorcerer, Warlock, Wizard 
  The spell causes the space and time around and inside a 
  target creature or object to rapidly accelerate and 
  decelerate in random patches, tearing their body as they 
  attempt to move through the fluctuations. The target 
  makes a Constitution save, taking 5d10 force damage on 
  a failure and half as much on a success. If they fail their 
  saving throw, they are restrained until the end of their 
  next turn, and if they take an action on that turn, they are 
  dealt an additional 2d10 force damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d10 for each slot level above 4th. 
  Slipstream 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a length of silk) 
  Duration: Concentration, up to 1 minute 
  Classes: Druid, Wizard, Sorcerer 
  A 15-foot wide, 60-foot long corridor of flowing space-
  time unfurls in a straight line in front of you, aiding or 
  hindering travel along its length. You may choose 
  whether the line flows towards or away from you. 
  Creatures moving with the flow may move 2 feet for 
  every one foot of spent movement, and those moving 
  against it treat the area as difficult terrain.  
  For the duration, you can use your bonus action on 
  your turn to reverse the polarity of the flow. 
  Wizen 
  6th-level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (desecrated bone dust worth at 
  least 100 gp, which the spell consumes) 
  Duration: Concentration, up to 10 hours 
  Classes: Cleric, Sorcerer, Warlock, Wizard 
  A jet-black beam fires from your hand and wracks one 
  humanoid or beast you can see within range. The target 
  makes a Charisma saving throw. If they fail, you curse 
  the target, roll a 1d6 and deal the results a necrotic 
  damage to the target, and age them by an equivalent 
  number of years.  
  For the duration, you can use your action to repeat the 
  aging process on your turn, up to an an additional 
  number of times equal to your spellcasting ability 
  modifier (minimum: 1).. Each additional time you age the 
  target, it must succeed a Constitution saving throw or 
  take one level of exhaustion. 
  The target can repeat its saving throw at the start of its 
  turns, ending the spell on a success. The unnatural aging 
  lingers after the spell ends, and the target gradually 
  returns to their natural age over the course of a year, or 
  until removed by a Remove Curse spell or similar magic. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level, the die is increased to 1d8, and its 
  effects linger for a decade. At 8th level, the die is 
  increased to 1d10, and its effects linger for a century. At 
  9th level, the die is increased to 1d12, and its effects, 
  including any exhaustion applied by the aging process, 
  are permanent. 
  
   
  Old Gus’ Errata: Heroes of the Multiverse 
  36 
  Waypoint 
  9th-level abjuration 
  Casting Time: 1 hour 
  Range: 30 feet 
  Components: V, S, M (an ornately inscribed platinum 
  stake costing at least 5000 gp, which the spell 
  consumes) 
  Duration: 24 hours 
  Classes: Druid, Wizard 
  You pound an ornate stake into the ground, magically 
  anchoring your essence to the current coordinates of 
  timeline, creating a waypoint for your eventual return. 
  Once cast, for the duration, you may return to your 
  waypoint using your action. 
  You can also set conditions that would trigger a return 
  to your waypoint (for example, your death, the failure of a 
  particular objective, or a spoken command word).  
  Returning to your waypoint consumes it, undoing 
  everything that happened since its creation. Only you 
  retain any memory of the undone time. 
  The waypoint immediately disappears if you travel 
  through time in any way, move to a different plane, or 
  after 24 hours passes. 
  Wormhole 
  9th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (A platinum hourglass filled with 
  diamond dust worth at least 5,000 gp. The dust is 
  consumed.) 
  Duration: Up to 1 minute 
  Classes: Druid, Sorcerer, Wizard 
  You conjure a portal linking an unoccupied space you 
  can see within range to a the same location in a different 
  time of your choice. The destination must be at least 24 
  hours apart from your current location in time. 
  The portal is a circular opening, which you can make 5 
  to 20 feet in diameter. You can orient the portal in any 
  direction you choose. The portal lasts for the duration. 
  The portal has a front and a back at each time where it 
  appears. Travel through the portal is possible only by 
  moving through its front. Anything that does so is 
  instantly transported to the other time, appearing in the 
  unoccupied space nearest to the portal. 
  Deities and other planar rulers can prevent portals 
  created by this spell from opening in their presence or 
  anywhere within their domains. 
   
  Illustration by David Demaret 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Old Gus Errata, Heroes of the Multiverse v1.04.pdf