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From now through November 30th, this digital title has been marked down for the Black Friday/Cyber Monday weekend! For more savings, visit our Black Friday/Cyber Monday page.

This is the PDF version. If you're looking for the Fantasy Grounds Module. Click Here!

You've been bitten by a werewolf! You failed your saving throw against the cursed bite! Now you gain the benefits of a bite attack and slightly higher stats. Also the DM will assume control of your character now as your personality changed... no? You don't like that idea? Then why don't you take a look into the pages of this forbidden tome. Cursed Classes has everything you need to turn a vampire bite into 20 levels of biting, flying, controlling and laughing at the sun's feeble attempts to roast you! Play as someone infected with russet mold and tangle your enemies in your new viney form! Crawl out of the grave ready to avenge yourself as a Revenant! Live your best power fantasy atop your tower as a mighty Lich! Cursed Classes has everything you need to accept the darkness in a way never thought possible.

  • 6 Brand NEW Classes!
  • Over 20 NEW Subclasses!
  • 3 Backgrounds that can fit a Cursed Class into any campaign!
  • Great roleplay tools to get you in the game as a level 1 Cursed Class or a fresh new multiclass!
  • Bound Spirit: Your spirit has been bonded to a suit of armor, or a golem form. Power your way through any danger. Keep your new body in good shape and you have nothing to fear!
  • Floraspawn: Nature courses through you. You have been reborn through the will of the myconid colony, forest or jungle floor. As long as your commune with the natural world, you will revel in your new found power.
  • Lich: Time waits for no one. You have research that needs to continue at any cost. Undeath by choice, or perhaps not. Either way you have conquered the one thing that would have eventually held you back: death itself.
  • Lycanthrope: The moon becons you. The changes in your body can be controlled. Embrace your beastial side and protect those you care about, or tear your enemies limb from limb.
  • Revenant: Rise from your grave! Nothing will stop you on your quest for vengeance. You are the apex predator, the pinnacle hunter. You will not relent until your quest is complete. When finished, you know there will be so much more to do.
  • Vampire: Decadence or endless service? The choice is yours! Nurture yourself through the blood of the fallen, or drive those before you and feast like never before. Give in to your cravings or resist them as the deadliest of beings.

-Critical Acclaim- 

"This incredible collaboration of some of DMs Guild's finest is far more than a brilliant collection of cursed classes and backgrounds; a wonderfully compelling discourse of the science, philosophy and morality of the curses and what they truly mean for the afflicted. The writing throughout is riveting and almost insidiously compelling to the point I believe this Cursed supplement has Charmed me!" - CurseOfSebs 

Cursed Classes does a fantastic job of turning classic and original monsters into playable characters! I'm already using the wereboar and wererat archetypes in my Dragon Of Icespire Peak campaign, and I'm excited to incorporate the multiclassing options in future games!" - Bob World Builder

 
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Reviews (4)
Discussions (29)
Customer avatar
Javier Q November 22, 2020 8:24 pm UTC
PURCHASER
Hi! I've been playing the Suit of Armor Bound Spirit and it's amazing! I'm having a lot of fun with it. I just have a comment and two questions:
Comment - I took the 'Reinforcement' Body Augmentation and it's great but having a 21 AC feels REALLY strong at 3rd level. I understand that this balances out later by the fact that you're capped at 21 as well as the fact that you can't get benefits from magical armor but it still feels kind of overpowered at 3rd level. One way to fix it might be adding a level prerequisite to it (9 and 15 are obvious options since that's when you get the Body Augmentations). It's definitely not a deal breaker though and the double prerequisite is pretty inelegant so I completely understand just leaving it as it is.
Question 1 - Do you add you proficiency and STR to the Slam attack from the Constructed Nature feature?
Question 2 - Does the Slam attack count as an Unarmed Strike for the purposes of the Magical Fists feature?
Thanks in advance for your help and...See more
Customer avatar
Isaac M November 22, 2020 9:41 pm UTC
CREATOR
Hey there! Thank you so much for your support, first off let me say that the AC is quite good for a level 3 character. It's also attainable by a character with a few character builds, tortles with shields and defensive combat styles and forge clerics can hit some really high AC numbers. It starts strong but it will dwindle as time goes on. If you feel those changes are needed for your game, please go ahead and make them. We want you to enjoy this supplement however you can.

Question 1 - Yes, you do!
Question 2 - Your slam attack is a melee weapon attack so no, it doesn't gain the bonus from magical fists. Magical fists is more of a technique for the flesh golem to use and a few other niche cases. Again, if you want to add a little extra power to the slam, feel free to consider it an unarmed attack. The reason it isn't is due to the nature of the other golems so you can't stack too many unarmed bonuses!
Customer avatar
Javier Q November 23, 2020 12:11 am UTC
PURCHASER
Awesome! Thank you so much for the quick reply!
Customer avatar
Brady B October 18, 2020 5:18 am UTC
PURCHASER
Hey there! I was wondering: does the wereraven's hybrid form have a flight speed? It states that the flight speed increases by 30 feet etc, but I cannot tell if that is just the raven form or both the hybrid and raven forms. Thanks!!
Customer avatar
Isaac M October 19, 2020 2:16 am UTC
CREATOR
I spoke to the Lycanthrope creator the other day and yes, it has a flight speed of 50 feet! As well, we're working on a few rules changes for the wereraven. We're changing the size of the raven form to just be a normal raven. However, they'll have a dexterity based beak attack now which means they can still hunt and kill. These changes will be in a revision, but feel free to use them for now.

for hunting:
* Your character must hunt and kill a living creature of your size or smaller.

for natural attacks:
* These attacks can use either your dexterity or strength score to determine your attack bonus and damage.
Customer avatar
Emerson A September 25, 2020 1:17 pm UTC
PURCHASER
Any plans to make this or Cursed Classes 2 free?
Customer avatar
Isaac M September 25, 2020 3:34 pm UTC
CREATOR
I know times are tough for a lot of people right now, but this is a group project with a large number of writers and creators on it. If I make it free, then all of those people stop getting paid for their hard work. I do sometimes offer discounts on projects though, especially when they're first released. Still, I appreciate you asking instead of taking other steps to get yourself a copy. I can toss you a discount code that only makes the book around 10 dollars US! I hope that helps? https://www.dmsguild.com/browse.php?discount=90284e3d21
Customer avatar
Emerson A September 26, 2020 1:43 am UTC
PURCHASER
Ah, thank you! I didn't notice that this was a collaboration.
Customer avatar
Stephen P September 01, 2020 6:37 pm UTC
PURCHASER
So i may have just missed it or miss read, i am reading threw the Cursed Classes because i want to add them to the world i am creating and there just plain fun. However i had a question about the lich. Reading it seems the Lich like a wizard can copy spells into there Phylactery, However like a Sorcerer they have spells known.
I was wondering which way it works? Can they have any number of spells (that are on there list) or are they like Sorcerers in they have limited selection? Its fine either way just wondering.
thank you in advance.
Customer avatar
Isaac M September 02, 2020 2:30 am UTC
CREATOR
The Spells Known column is there to tell you how many extra spells you learn through personal research at each level. A wizard learns 2 spells at 1st level and gets extra spells as they level. The Lich is more front loaded in that they gain 4 at 1st level and 1 every level thereafter compared to the wizard gaining 2 every level. However, they function just like a wizard. They can add spells as they level but they need to be prepared ahead of time. The section on spellcasting should break everything down for you but if you know how a wizard works, you're good! Thank you for the question!
Customer avatar
William K August 12, 2020 2:13 am UTC
PURCHASER
I have a question about the day walker subclass for the vampire.
The 17th level ability “They Walk Among Us” makes it seem like this is where you would blend in with people walking around during the day, unlike other vampires. However what it does is just let you keep regaining hit points after taking radiant damage. The main issue is that the Regeneration ability doesn’t let you regain hit points if you start your turn in direct sunlight, so even if you got this far, you still couldn’t walk during the day as a “Daywalker”.
I wanted to know if this was by design or if it might be an oversight, cause the regular 17th level feature from the “Curse Escelation” makes you take radiant damage if your in direct sunlight at the start of your turn. So to negate it you’d need to be able to ignore the sunlight requirement and be able to heal after taking radiant damage, you’d just need to have more blood points than damage you take.
Overall, I’m happy with everything that’s been...See more
Customer avatar
Isaac M August 12, 2020 5:41 am UTC
CREATOR
There is a very clever distinction here that we may have missed. The ability is intended for you to continue healing even if you're in direct sunlight. You aren't immune to the effects of the sun and you will still burn, however with 17 blood points at that level you'll still regenerate 7 HP a turn which means that a topped off daywalker (Which isn't hard with their storage solutions for blood) won't suffer ill effects from the sun. We'll work on a revision for it in the near future, but for the sake of errata, read the ability like this.

'At 17th level, being exposed to direct sunlight or taking radiant damage no longer inhibits your ability to heal from your blood points'
Customer avatar
William K August 12, 2020 8:21 am UTC
PURCHASER
Thank you for the reply.
That’s how I thought it was supposed to work, but for the sake of clarity, I still wanted to make sure.
I recently picked up the even cursier product you made to and I’m loving it even more than the first, especially with how you’ve expanded it with spells and magical items. I’m looking forward to any more products your in the process of making.
Thank you again for the swift reply.
Customer avatar
Isaac M August 12, 2020 3:48 pm UTC
CREATOR
As far as the Cursed line of products, we may have more coming out closer to halloween. However if you're looking for more stuff from myself or the team, you can just click on the product page and see 'More from this Title's Contributors'. You can also click any of our names in the author section to see specific things each of us have made. Finally, if you have a favorite class, both Cursed Classes and CC:EC have directories near the beginning that tell you which person made what classes. This should help you if you like one class more than any other!
Customer avatar
William K August 12, 2020 8:50 pm UTC
PURCHASER
Thank you. I didn’t realise there were so many links to see additional info on what you’ve created. I’m mainly use this on my phone, and I don’t think it’s working properly, but I’m definitely going to check out any other products you and the team have available once I’m on my laptop.
Just checked and I’m noticed you wrote the Baelnorn subclass, my table are loving the aspects and lore I’ve created around a corrupted elven lich, the BBEG for my campaign. All made possible because of you and the team, so thank all you very much for the work your doing.
I’m looking forward to what you’ve got planned in the future.
Customer avatar
Manta R July 23, 2020 6:22 pm UTC
PURCHASER
I was hoping to look at this supplement today as i just bought it but it won't load properly in Adobe Acrobate Reader. "Insufficient Data" type error keeps popping up, and the entire document remains blank. A minute later it tells me their is an error and to inform the creator of the PDF. Cursed Classes: Even Cursier works just fine (opened that after attempting Cursed Classes"). I have attempted twice already to try and get it to work but no luck.
Customer avatar
Manta R July 23, 2020 6:38 pm UTC
PURCHASER
nvm! after 10 more tries it finally got to work. might've been on my end on something.
Customer avatar
Isaac M July 24, 2020 2:50 am UTC
CREATOR
Adobe can be really annoying sometimes. I just checked it on my end and it loads in all my various software. As they say, when it doubt, reboot!
Customer avatar
blake S June 10, 2020 6:57 am UTC
PURCHASER
This has to be my favorite purchase on the DM's guild but I have some overall confusion regarding the Floraspawn's Synthesis pool. My first concern with it is if it has maximum temporary hit points. I didn't see anything from the description of it on the synthesis pool section but the table as a numbered hit pool. I thought this was the maximum but a vegepeople feature made me think otherwise. The russet weapon feature states "As a bonus action, when attacking with a Mold Shaped weapon you may spend temporary hit points from your pool equal to 5 × yourfloraspawn level. For every 5 hit points you spend from the pool you may add an extra 1d6 forcedamage to the attack." My level nine character would have a pool of 36 but 5x my level would be 45 which is higher than what I thought was the max. If somebody could explain this to me and possibly give me a few examples of using the pool it would be greatly appreciated.
Customer avatar
Isaac M June 11, 2020 2:37 am UTC
CREATOR
Thank you so much for the compliment! There are two factors here, one of which is the scaling of the Synthesis feature. Synthesis hit points are special in that they -stack- with normal Temp HP. The second issue is an error on our part, it's something we'll have changed in the next revision! The feature should read like this.

"you may spend temporary hit points equal to 5 × your floraspawn level"

This allows you to use other sources of temporary HP to boost this attack. For example, if your level 9 character got a boost from a level 9 shepherd druid's bear totem you would have a total of 36 + 14 or 50 temporary HP. The most you could use on your russet weapon would be 45 of that, instead of 50. I know it's a lot of math to take in but think of it as a feature that always wants some power in reserve.

I hope that helps? We'll make that change in the next revision!
Customer avatar
Curtis T June 01, 2020 11:49 pm UTC
PURCHASER
If a player already has levels in a current class (e.g. wizard 3) and multiclasses into a cursed class such as revenant, do they gain new proficiencies or skills? All of them? Some of them? To put it another way, are there similar limits to those shown on page 164 of the PHB?
Customer avatar
Isaac M June 02, 2020 12:27 am UTC
CREATOR
All the cursed classes operate just like the classes from the PHB and follow the same rules. The required prerequisites are on page 1! All the same rules apply, the extra attack feature doesn't get any higher, etc. You gain all the weapon and armor proficiencies of the class (revenant only gains up to medium armor and does not get shields) and no extra class skills. We'll be pushing an update soon which will add this information. I hope that answers your question, as always, consider this official eratta!
Customer avatar
Curtis T June 02, 2020 12:35 am UTC
PURCHASER
Thank you for the fast reply! Excellent supplement - very glad I got it!
Customer avatar
Martin S May 17, 2020 1:32 am UTC
PURCHASER
The wording in the Arcane Rune Etching; Empowered says that "Your soul-bound weapon is now magical, dealing an extra 1d6 damage of that weapon's type." Does that mean that it now overcomes magical resistance or does your soul-bound weapon do that straight off the bat without the etching as you make the weapon in question somewhat magical at level 1?
Customer avatar
Martin S May 17, 2020 2:07 am UTC
PURCHASER
Also for the Flesh Golem, for the extra damage you get for multiple arms in 'No Sense in Wasting', it says that you deal the damage to "first creature you hit on each turn", does that only could for one attack (as it's possible to have multiple attacks in the one action)?
Customer avatar
Isaac M May 17, 2020 4:31 am UTC
CREATOR
Each arm adds additional damage to the first creature you hit. Regardless of the number of attacks you make. So, only once per each of your turns. Thank you for the question!
Customer avatar
Isaac M May 17, 2020 4:33 am UTC
CREATOR
The weapon is made through magical processes, however it is not considered a magical weapon until you reach 7th level and gain Arcane Rune Etchings. Of course, with both of your questions, a DM can rule in either direction, these are however our Rules As Written mechanics.
Customer avatar
Martin S May 17, 2020 9:49 pm UTC
PURCHASER
Thank you for replying so quickly and for answering my questions.
Customer avatar
Isaac M May 18, 2020 3:38 am UTC
CREATOR
We aim to please! Thank you for supporting us!
Customer avatar
Richard S May 05, 2020 11:15 pm UTC
PURCHASER
2 things.
1: I bought this right before the sale went up. Is there a way to get the sale price?
2: Is the slam attack that golems get considered unarmed for the purposes of Strength Beyond Reason and other things dependent on unarmed attacks? You are just hitting really hard with your arms.
Customer avatar
Isaac M May 07, 2020 3:39 pm UTC
CREATOR
1. Unfortunately this sale is completely out of creator's control. It's run by the site itself and we have nothing to do with it. You can however send an email to support and see if they'll give you the discounted price!

2. I don't think it's unbalanced to combine them, as you only ever get one slam attack on your turn (It's a full action and not the attack action).
Customer avatar
Richard S April 30, 2020 9:53 pm UTC
PURCHASER
I don't see any reason to play a flesh golem outside of them being really cool. All the bound spirits get no armor proficiency, but at least the suit of armor and stone golems get an increase to their AC that scales with proficiency bonus. Healing 1d4+con points per turn doesn't make up for the fact that the highest AC you can reach is 13 if you are using standard array and neglecting both strength and constitution. This is a big meathead and they can't even meathead right.
Customer avatar
Isaac M May 01, 2020 11:25 pm UTC
CREATOR
The Flesh Golems are meant to be hit and run glass cannons. They have a number of strong boosts and can take a decent amount of punishment, but they are very weak in terms of AC. I'd suggest reach weapons, and picking up body augmentation's like damage resistance!
Customer avatar
Richard S May 02, 2020 6:34 am UTC
PURCHASER
Hmm, looking at the augmentations, can a golem take Damage Resistance or Elemental Absorbtion more than once, choosing different damage types each time? Also, the Magical Resistance augmentation doesn't have a listed duration.
Customer avatar
Isaac M May 02, 2020 3:19 pm UTC
CREATOR
You can double down on any of the defensive abilities yes. So being resistance to bludgeoning and piercing is perfectly fine. Also, once you take damage of the type you selected, Elemental Absorbtion is gone until you take a short rest. If you selected cold and fire, these would be seperate cooldowns.
Customer avatar
Isaac M May 02, 2020 3:23 pm UTC
CREATOR
We are working on an update in the near future, we'll add in to Elemental Absorbtion the following line 'The first time you would take damage from your chosen element you take no damage and instead regain a number of hit points equal to the damage dealt. Once this feature has been used, you cannot use it again until you finish a short rest'. As always, take anything I write here as a direct eratta change to be used in your games.
Customer avatar
Richard S May 02, 2020 6:40 pm UTC
PURCHASER
I was referring to the Magical Resistance augmentation, which says that you can use a reaction to get advantage on saving throws against spells and magical effects. It doesn't say when that expires. Theoretically it could last forever if your dm was really nice.
Customer avatar
Isaac M May 02, 2020 11:10 pm UTC
CREATOR
Reached out to the creator, that ability lasts until the start of your next turn! 'You may as a reaction choose to gain advantage on saving throws against spells and other magical
effects until the start of your next turn. This feature can be used only once per short rest.'
Customer avatar
Richard S May 02, 2020 11:51 pm UTC
PURCHASER
¯_(ツ)_/¯Preview must be outdated then. This is what the preview says
"Magical Resistance Prerequisite: Flesh Golem or Suit of Armor You may as a reaction choose to gain advantage on saving throws against spells and other magical effects. This feature can be used only once per short rest."
Customer avatar
Isaac M May 03, 2020 12:04 am UTC
CREATOR
We'll make sure to update all of that soon!
Customer avatar
Dolan D April 11, 2020 7:25 pm UTC
PURCHASER
A few questions for the Vampire class: Are you able to choose to spend more than 1 Blood Point during your Death b i t e (dmsguild censors the word to "XXX" for some reason) attack, dealing 1d8 (2d8 at 11th level) PER blood point, or are you limited to one blood point per use of this feature?

Additionally, am I correct in assessing that since a Small creature contains enough blood to be fed for a day, that a medium creature would have excess blood, allowing the vampire to gain a full feeding (without necessarily gaining blood points) without killing the individual?

In the same vein (pun intended), in order to gain blood points, do you have to calculate the damage per blood point against any creature you feed on (2d6 per blood point) or is that just so that drinking has relevance to combat? if you do, you would have to completely kill multiple npcs, (most citizens have pitiful hit point maximums) which makes playing a vampire require a MASSIVE body count (a number of deaths equal...See more
Customer avatar
Dolan D April 11, 2020 9:48 pm UTC
PURCHASER
Upon further reading, I recognize that much of the power of this class is the vast utility it provides (which often does not require blood points), moreso than the flat amounts of damage it deals in combat, It also occurs to me that you almost certainly wouldn't need to expend all of your blood points every day (especially as you gain more maximum blood points at higher levels). I'm really just looking for clarification regarding if gaining the blood points REQUIRES the damage.

I love all the work that has been put into every class in this set, and I have a sweet spot for vampires, which have been incorporated beautifully.
Customer avatar
Isaac M April 12, 2020 1:45 am UTC
CREATOR
The ability only allows you to spend a single blood point to upgrade the damage. If you check under the daywalker, there is an infobox that mentions being able to store blood. If you have a magical means of storing it, it becomes quite easy to stay 'topped off'. This is very much at the discretion of your dungeon master of course! Also, draining blood from a creature will do necrotic damage, if you can prevent their death or drink from a creature with more than enough hit points then there are hardly any issues about your supply lines. As written, the vampire will have a hard time not killing people with their appetite, but if you are careful about it (Look at the daywalker!) you can find ways to harness your curse without killing an entire town on the way. A tip, if you could use the cantrip spare the dying, your DM might allow you to drink from someone and keep them stable enough to live through the night.

Also, blood drinker is to replace your need to eat and drink. Bloodpoints are gained from...See more
Customer avatar
D. C April 07, 2020 10:21 pm UTC
PURCHASER
The 1d6 damage on the Lycan's seems it bit low compared to the hit point rolls. I thought it would be at least a d8 or a d10 or 2d6. plus the attack variety is all the same so it does not really make you want to specialize in a specific werebeast.
Customer avatar
Isaac M April 08, 2020 3:08 am UTC
CREATOR
There are a lot of tricks under the hood for Lycanthropes, the base damage is almost always higher due to savage attacks, extra attack, wild combatant and certain abilities in each of the primal callings! Also, every primal calling adds extra weapons you can use. The natural weapon style has perks but it could be beat out by a high level magical weapon.
Customer avatar
Natalie N April 01, 2020 4:19 am UTC
Also the features for the Werebadger

Badger Build: Beginning at 6 level the Werebadger while in Badger form gains Scent and gains a bonus on all Wisdom and Perception checks equal to half its HD.

Badger's Den: At level 12, The Werebadger can now burrow through rock as well as dirt while in Were Form. Furthermore, while burrowing they can choose whether or not to leave a usable tunnel behind them.

Berserk Rage: At level 18, If the Werebadger takes damage in combat they must make a will save with DC equal to the damage taken or fly into a berserk rage on her next turn (they can choose to fail this save). They gain +4 to Strength, +4 to Constitution, -2 to Armor Class, and Immunity to Fear effects for a number of rounds equal to 3 + their improved Con modifier, after which they're fatigued for the duration of the encounter. The Werebadger cannot end its rage voluntarily. A Werebadger can rage once per hour for every 4 HD it has, and Berserk Rage cannot be used while fatigued....See more
Customer avatar
Natalie N April 01, 2020 3:47 am UTC
Primal Calling: Werebadger

After selecting this calling at 1st level, your animal form is a badger. In your hybrid or badger forms, You gain sharp claws and teeth, and they typically rely on their claws in battle. You are considered proficient with these attacks as well as with spears. You can also might construct a large burrow under a hills or fields.
You are proficient in Strength saving throws.
Customer avatar
Isaac M April 01, 2020 3:45 pm UTC
CREATOR
Of all the things to see in my comments section, this is by far the most amazing of all time. You know, if you're a creator on the guild (Which is a simple process to set up~) you could actually publish this! I'm sure the creator of the class would love to see more subclasses!
Customer avatar
Natalie N April 01, 2020 7:38 pm UTC
How can I contact the creator and publish this?
Customer avatar
Natalie N April 01, 2020 7:55 pm UTC
Can you also add it on Fantasy Grounds if Robyn Nix can tell me it's okay?
Customer avatar
Natalie N April 02, 2020 12:00 am UTC
Update I made this for everyone if you want to download. https://www.dmsguild.com/product/308479/Cursed-Subclasses-Werebadger
Customer avatar
Isaac M April 02, 2020 1:26 am UTC
CREATOR
that's amazing! I'm the project leader, if you want to get in touch with me. You can reach me at youmaytrypublishing@gmail.com!
Customer avatar
Lucas L March 25, 2020 7:10 am UTC
PURCHASER
Is the 20th level Revenant ability just regaining 1 use of Unending Terror per initiative if you are out? That seems extremely unbalanced compared to the other capstones. Lycanthropes get +4 to STR and DEX, 2 more damage dice per attack, 5 more feet of reach, temporary HP equal to their max hp, minimum AC of 15, and +10 to all speeds, while the Revenant gets... one more use of Unending Terror. Vampires get a +2 to STR, DEX, and CON and resistance to bludgeoning, piercing, and slashing damage, while the Revenant gets... one more use of Unending Terror. Liches get an extra life with 80 HP, flying speed, resistance to bludgeoning, piercing, and slashing damage, and evasion, while the Revenant gets... one more use of Unending Terror.
Customer avatar
Isaac M March 25, 2020 4:07 pm UTC
CREATOR
Compared to the other Cursed Classes, their capstone is weaker. It shares some similarity with the Sorcerer and is a close copy of what the Bard has. Their power is found elsewhere and their capstone allows them to spread fear which is one of their core features.
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File Last Updated:
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This title was added to our catalog on January 21, 2020.