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Dungeons & Dragons Roleplaying Secret Craft

DnD Secret Crafts Dragonologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of Dragon Masters

aka Dragon Master, Dragonologist and Master of Dragons

  • 0e-gaz-03 Glantri
  • 5e-kob-dm13 Dragon Magic
  • 3e-mgp-ea16 Conjuration - By Bell, Book and Candle
  • 3e-mgp-ea14 Dragon Magic - Power Incarnate

They are known as a Dragonologist in the library of the Great School of Magic in Glantri. They started out (and can still be found) as the Dragon Masters or Master of Dragons of the Elves. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

This secret crafts was brought into this world by the ancient ancestors of the elves. It has been passed down over the generations and learned by those who have a deep connection with the Dragons, and those who seek the knowledge of dragons. It is connected to the Sphere of Energy.

Source Material: This secret craft was built from material gained from various editions of the game. The Principalities of Glantri (0e-gaz-03), Deep Magic – Dragon Magic (5e-kob-dm13), Encyclopaedia Arcane – (Conjuration – By Bell, Book and Candle (3e-mgp-ea16), Dragon Magic – Power Incarnate (3e-mgp-ea14)), Ultimate Prestige Classes (Student of Power Incarnate).

List of Practitioners of the Dragonologists Secret Craft

  • Initiates Calcyrx – White Dragon as Crystal type (Fri)
  • 1st CircleCalcyrx – White Dragon as White type (Fri), Drazzle (Tue), Leosin Erlanthar (Darokin City), Llewell (Tue)

Craft Magical Items

Ranks of the Dragonologist Secret Craft

Dragonologist Initiate

To become an initiate, one must be part of either a Student of the Great School of Magic, Elven Nations, or from the Dragon Empire.

Secret Craft – Dragonologist – Initiate

  • Craft Bonus = Proficiency + Cha + circle achieved +2 (elemental aspect, elves or dragons)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Cha mod + circle achieved +2 (elemental aspect, elves or dragons).
  • Associated Dragon – Choose Sphere/Element – First selection is always Chromatic.
  • Starting Language – Draconic (High, Scaletype)

Dragonologist Additional Crit Effects

  • Dragonologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your dragon’s element which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Draconic until you finish a long rest and have disadvantage on rolls using the language.
  • Dragonologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in your dragon’s element but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Draconic language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Craft Traits Expanded

  • Craft Skill: You gain proficiency with this secret craft and use Charisma as your ability score.
  • Racial Bonus: Associated Elemental Aspect, Elves and Dragonborn have a +2 to the craft skill.
  • Patron: A member of a Pantheon containing immortals from the with the Dragon Domain.
  • Feature Activation Costs: 1 point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Associated Dragon: Once you become an initiate, you must choose a dragon type and colour that you aspire to be. When you use the powers on Dragons that match your type the DC increased by 1, and the same with colour. Both bonuses stack.
    • Chromatic (Sphere) Black (Entropy), Blue (Time), Green (Earth), Red (Energy) or White (Thought)
    • Metallic (Sphere) Brass (Matter) Bronze (Time), Copper (Entropy), Gold (Energy), Silver (Thought)
    • Others – Elemental (NA), Environmental (NA), Gemstone (NA)
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. You can do this once at initiation or advancement of the craft gaining a spell within your capabilities. You may gain this option again during other secret craft downtime subject to Dungeon Master approval. A prepared caster gains them as spells to be learned in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Dragon Relic Magic: You can make a craft check to use a artefact associated with a dragon god without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact or Magical Item that is a dragon relic to heal your soul burn. If you are attuned to the artefact or Magical Item that is a dragon relic, you can use its power to activate your secret craft features with a chance of a penalty being activated. Magical Items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Note: a character must select a chromatic type and colour first before being able to advance it to one of the other stages. Each level needs to be advanced as their own version of the craft. For example a gold dragon type requires investing in chromatic red and then advancing (learning the same craft at each step again) as the metallic variant. This makes the more advanced dragon types less common and harder to advance using up more the five craft options available to a player just for the one craft. Gemstone advancement requires metallic advancement, taking up three of the base five crafts for a character.

Associated Classes: These classes can select this secret crafts as part of their level advancement.

  • Cleric Dragon Domain (mhh60)
  • Fighter – Edjet (mhh36)
  • Ranger – Zorbecker Scout (mhh43)
  • Sorcerer Draconic Bloodline (ph102)
  • Wizard – Dragon Mask (mhh80)

Associated Feats for the Dragonologist:

  • Careful Dragon Mask (mhh95)
  • Dragonrider (mhh95)
    Dragonsmith (mhh95)
  • Dual Dragon Aspect (mhh96)
  • Fearsome Dragon Mask (mhh96)
  • Find the Titan’s Weakness (mhh96)
  • Fortifying Healer (mhh96)
  • Ley Initiate (mhh97)
  • Ley-Bound (mhh97)
  • Radiant Dragon Heart (mhh96)
  • Unthreatening (mhh96)

Spell List – Secret CraftDragonologist

  • Cantrip – Dragon Roar (mhh164), Puff of Smoke (mhh187), Thunder Bolt (mhh197)
  • 1st Level – Converse with Dragon (mhh159), Draconic Smite (mhh163), Dragon’s Gauntlet (bls48), Kobold’s Fury (mhh177), Land Bond (mhh178), Waft (mhh201)
  • 2nd Level – Detect Dragons (mhh163), Dragon Scales (bls47), Dragon’s Breath (xge154), Enhance Greed (mhh165), Lair Sense – R (mhh178), Ley Disruption (mhh179), Power Word Kneel (mhh186), Shade (mhh190), Treasure Chasm (mhh199), Wyven Guard (bls130)
  • 3rd Level – Breath of the Dragon (bls26), Catch the Breath (mhh156), Jewelled Fissure (mhh177), Ley Energy Bolt (mhh179), Ley Sense (mhh179), Phantom Dragon (mhh185)
  • 4th Level – Power Word Lesser Pain (mhh186), Raid the Lair (mhh187), Ray of Life Suppression (mhh188), Scale Rot (mhh189), Torrent of Fire (mhh199)
  • 5th Level – Amplify Ley Field (mhh149), Claws of the Earth Dragon (mhh158), Dragon Breath Greater (mhh164), Energy Absorption (mhh165), Lesser Ley Pulse (mhh178), Ley Leech (mhh179), Spell Legs (bls112), Thunderstorm (mhh198)
  • 6th Level – Icy Manipulation (mmh175), Ley Whip (mhh180)
  • 7th Level – Aspect of the Dragon (mhh150), Greater Ley Pulse (mhh171), Legend Killer (mhh178), Power Word Pain (xge163), Volley Shield (mhh201)
  • 8th Level – Deadly Sting (mhh162), Disruptive Aura (mhh163), Glacial Cascade (mhh170), Illusory Dragon (xge157), Power Word Restore (mhh186), Strength of the Wyrm (bls114)
  • 9th Level – Ley Storm (mhh180), Ley Surge (mhh180)

* details to come. R – Ritual Spells.

Dragonologist 1st Circle (Apprentice)

Secret Craft – Dragonologist – 1st Circle

Dragonologist Manifestation (Replaces other active secret craft manifestation when activated)

Dragonologist Apprentice (Manifestation SB 1 DC 16) When you activate this power, you choose one of the three manifestation aspects (“Form of the Dragon“, “Mind of the Dragon” or “Power of the Dragon“. You can spend an action to change the manifestation aspect. These lasts until you take a long rest and you can spend. While active you radiate the colour of your dragon as bright light for 10 ft, unless black in which case it becomes dim light. A Metallic type can have two active, while a Gemstone type can have all three active.

  • Form of the Dragon (Manifestation Aspect) Your teeth and nails become sharp and do piercing or slashing damage with an unarmed attack, and you gain resistance to your dragon energy type. If you already have resistance that increases to immunity, and if your bite does piercing and your claws do slashing this increases the damage by a dice.
  • Mind of the Dragon (Manifestation Aspect) Your pupils change to slits and your type becomes Dragon in regard to spell effects. You are immune to a dragon’s fear effect.
  • Power of the Dragon (Manifestation Aspect) When this is active you generate a 5 ft glow based on the energy type. You dragon type energy attacks treat a damage dice rolled less than 2 as a 2.

Dragonologist Apprentice Enhancements and Powers (Requires Dragonologist Apprentice and Draconic aspect to be active)

  • Draconic Form Fist of the Dragon (Enhancement SB 1 DC 16) As an action, your fists materialise scales of your dragon type and you strike harder, dealing double damage on all objects and on a critical hit triple instead of double the result. Half of your damage is of your energy type. If your fists already do energy damage of the type, increase it by one dice.
  • Draconic Form Glide of the Dragon (Power SB 1 DC 16) As a free action you can materialise wings your dragon type and move your speed in any direction with perfect manoeuvrability while concentrating for up to 1 minute, after this time or losing concentration if you do not end your move on a solid surface, you then start to fall as your wings disappear at the end of your turn. You can Increase the duration via higher circle rank enhancement. If you already have a fly speed, add your ground movement to your fly speed for up to ten minute while you concentrate.
  • Draconic Mind Detect a Dragon (Power SB 1 DC 16) During a short rest, you can sense the presence of dragon within 1 mile. For dragon detected, you can choose to try and learn its direction, age category and type with a DC equal to its HD (plus modifiers). You can Increase the range via higher circle rank enhancement. If you are of a dragon type, this ability excludes you, and those you specify.
  • Draconic Mind Parlay with Dragons (Power SB 1 DC 16) Upon activation during a conversation, a dragon listens to your words, the DC is affected by the type modifier. The dragon cannot harm the crafter but can block his way and use spells or abilities that don’t affect the crafter. This includes being able to attack party members. This lasts until the crafter leaves line of sight of the dragon, attacks or steals from the dragon, or a member of their party attacks or steals. If your of a Dragon type, then the other dragon has disadvantage vs this ability.
  • Draconic Power Empower Spell (Power SB 1 DC 16) As a reaction you can enhance a spell being cast as if it used one spell slot higher, or two if it uses your energy type.
  • Draconic Power Dragon Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.

Dragonologist Apprentice Downtime Activities: require 1 or more points to activate and maintain and do not require you to have the manifestation active to use.

  • Apprentice Hatchery (SB 1) You can use the apprentice power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 16 craft skill check with the activation cost.
  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
  • Dragon Familiar or Companion (SB 1+) You can choose to summon a dragon companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the dragon. If you have a class feature, you don’t have to pay for the hit dice of the creature.
  • Dragon Mount (SB 1+) You can summon a Drake to become your mount and can be used as a Paladins special mount feature. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the dragon, if you have a mount as a class feature, then you don’t have to pay the cost of hit dice of the creature.
Dragonologist 2nd Circle (Journeyman)
  • Attributes – Secret Craft – Dragonologist – 2nd Circle
    • Dragonologist Journeyman (Enhancement SB 2 DC 18) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Journeyman Enhancement is active.
      • Form of the Dragon (Manifestation Aspect) Your body is covered in scales of your dragon type. Gain natural armour bonus equal to the number of circles you have achieved in this craft.
        • Claws of the Dragon (Enhancement SB 2 DC 18) As an action, your hands transform into draconic claws on the end of one or two of your hands and attacks as a magic attack and unarmed attacks deals slashing damage and equal damage of the dragon energy type. (1d3 slashing minimal). This can work with Fist of the Dragon.
        • Flight of the Dragon (Enhancement SB 2 DC 18) As an action, you can materialise wings your dragon type giving you a fly speed equal to your walking speed. You can carry 100 lb per circle you have obtained, if carrying more than 200 lb then you need to be also using Claws of the Dragon. (can replace glide). You can increase the weight by 100 lb via higher circle rank enhancement.
      • Mind of the Dragon (Manifestation Aspect) You gain Darkvision extending out 60 ft further if you already have it, or to 60 ft if you do not.
        • Minds Bite (Power SB 2 DC 18) As an action, you can materialise shadow fangs that lasts for up to 1 minute with concentration. You can then spend an action to cause them to attack within 20 ft. It attacks as a magic attack and deals psychic damage of 1d8. You can Increase the number of dice via circle rank enhancement.
        • Recognise a Dragon (Power SB 2 DC 18) As a free action you can recognise any dragon in polymorphed form, you makes an insight check at DC equal to its HD plus modifiers. This includes illusion or other tricks the dragon might use to hide their appearance.
      • Power of the Dragon (Manifestation Aspect) You instead treat a energy damage dice rolled less than 3 as a 3. Increase light radius by 5 ft.
        • Ray of Energy (Power SC 2 DC 18) As an action you can target one creature for 2d8 points of energy damage rating to your dragon type. This is increased by 2 dice via higher circle rank enhancement.
        • Weapon of Energy (Power SB 2 DC 18) As an action, you can empower a weapon your hold or your choice (including natural attacks) for u to 1 minute. Based on your dragon energy type, your weapons deal damage as that type in place of its normal damage type.
    • Downtime Activities: require 2 or more points to activate and do not require you to have the manifestation active to use.
      • Dragon Cohort (SB 2+) You can choose to summon a dragon cohort. This will require a week of downtime and will cost you 2 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the dragon.
      • Journeyman Hatchery (SB 2) You can use the journeyman power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 18 craft skill check with the activation cost.
      • Gain a Lair (SB 2+) You invest in an area that becomes your lair for purposes of draconic abilities. This loss is permanent while you have a lair.
Dragonologist 3rd Circle (Adept)
  • Attributes – Secret Craft – Dragonologist – 3rd Circle
    • Dragonologist Adept (Enhancement SB 3 DC 20) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Adept Enhancement is active.
      • Form of the Dragon (Manifestation Aspect) You resemble a dragonborn or kobold. If already a dragonborn or kobold you resemble a dragon of your size category. Draconic races grant you advantage on making a first impression. You gain 1 Legendary action you can use to make an attack action outside your turn.
        • Superior Air Tactics (Enhancement SB 3 DC 20) While flying you can make melee attacks on other creature’s mid-flight gaining advantage to the rolls if you move at least 10 ft before attacking.
      • Mind of the Dragon (Manifestation Aspect) When encountering a dragon, it must make a Wisdom saving throw for the dragon or treat you as another dragon for the duration of the conversation.
        • Roar of the Dragon (Power SB 3 DC 20) You create a 60 ft cone fear effect that sounds like the psychic scream of a dragon. This is increased by 10 ft via higher circle rank enhancement.
      • Power of the Dragon (Manifestation Aspect) You instead treat a energy damage dice rolled less than 4 as a 4. Increase light radius by 5 ft.
        • Breath of the Dragon (Enhancement SB 3 DC 20) You can use the breath weapon of your dragon type dealing 3d8 energy damage. This recharges on a 5 or 6 (d6) on the characters turn and can be used until you have a short rest. If you already have a breath weapon this enhances it. This is increased by 2 dice via higher circle rank enhancement.
    • Downtime Activities: require 3 or more points to activate and do not require you to have the manifestation active to use.
      • Adept Hatchery (SB 3) You can use the adept power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 18 craft skill check with the activation cost.
      • Enhance a Lair (SB 2+) You invest further in an area and gain Lair actions when you are within range based on your dragon type. This loss is permanent while you have a lair.
Dragonologist 4th Circle (Master)
  • Attributes – Secret Craft – Dragonologist – 4th Circle
    • Dragonologist Master (Enhancement SB 4 DC 22) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Master Enhancement is active.
      • Form of the Dragon (Manifestation Aspect) Your muscles thicken, your hands harden, your nails sharpen, and your unarmed attacks increase their critical multiplier by 1.
        • Thunder of the Dragon (Enhancement SB 4 DC 22) Moving in a straight line at least 20 ft through the air to deliver unarmed attacks against your opponent you deal double damage and you gain advantage on the attack, and following attacks against the same target. Half the first attack damage is thunder.
      • Mind of the Dragon (Manifestation Aspect) Dragons of your type treat you as one of their own. You gain 1 Legendary resistance you can use to succeed on a failed save.
        • Support of Dragons (Enhancement SB 4 DC 22) You can charm several dragons with total HD equal or lower than the crafters level. You create a mental link with the dragon and command them with concentration. This allows you to ride one without fear of falling off. If concentration is not maintained, the dragon keeps doing what they were asked to do. At the end of a long rest depending on how you have treated the dragon it may stay, leave or attack.
      • Power of the Dragon (Manifestation Aspect) You dragon type energy attacks treat a damage dice rolled less than 5 as a 5. Increase light radius by 5 ft.
        • Dragon Rage (Enhancement SB 4 DC 22) When making a attack action, you have an additional attack as long as it is with a different weapon or appendage.
    • Downtime Activities: require 4 or more points to activate and do not require you to have the manifestation active to use.
      • Petition Dragon Lord – Grand Master (SB 4) – Request ability to train as a Grand Master.
      • Master Hatchery (SB 4) You can use the master power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 18 craft skill check with the activation cost.
      • Summon Dragon Avatar (Power SB 4 DC 22) As an action, you can summon an adult dragon from the celestial (or fiendish) court of the type dragon you selected representing your sponsor for the craft. You must convince them not to eat you, and then what task you wish for them to do. You should offer at least 100 gp per crafter level that honours the dragon
Dragonologist 5th Circle (Grand Master)
  • Attributes – Secret Craft – Dragonologist – 5th Circle
    • Dragonologist Grand Master (Enhancement SB 5 DC 24) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Grand Master Enhancement is active.
      • Form of the Dragon (Manifestation Aspect) A Increase your base speed 10 ft, gain a +2 Con and Strength enhancement and to your armour class. Your type changes to Dragon.
        • Body of the Dragon (Enhancement SB 4 DC 22) You become a dragon with HD equal or lower than the crafter level. You gain two extra legendary actions which you can use to attack.
      • Mind of the Dragon (Manifestation Aspect) Dragons treat you as one of their own. You gain 2 extra legendary resistance where you can choose to succeed on a saving through you failed.
        • Heart of the Dragon (Enhancement SB 4 DC 22) You gain a +2 Int, Wis and Cha Bonus. You gain an additional legendary action and may use it to cast a spell, attack, move or activate a secret craft.
      • Power of the Dragon (Manifestation Aspect) You dragon type energy attacks treat a damage dice rolled less than 6 as a 6. Increase light radius by 5 ft.
        • Spirit of the Dragon (Enhancement SB 4 DC 22) Your spells that affect humanoids, also affect dragon. You gain 1 legendary action which you can use to cast a spell.
    • Downtime Activities: require 4 or more points to activate and do not require you to have the manifestation active to use.
      • Grand Master Hatchery (SB 5) You can use the grand master power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 18 craft skill check with the activation cost.
      • Summon a Dragon High Lord (SB 5) You can summon one of the dragon lords of the celestial (or fiendish) courts. They are not guaranteed to help, but they will arrive.
      • Dragons Path to Immortality (SB 5) A dragon can petition the Dragon Gods for the right to begin a path for Immortality by a path not available to other mortals.

Secret Craft References

  • Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
  • Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
    • Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
    • Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
    • Crit Effect Modifier: This is 1 + circle ability level + character level.
      • So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.
      • A 4th level character with a 1st circle ability would have a modifier of 6.
      • A 12th level character with s 3rd circle ability would have a modifier of 16.
      • A 16th level character with a 4th circle ability would have a modifier of 21.
      • A 20th level character with a 5th circle ability would have a modifier of 25.
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
  • Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
  • Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
  • Enhancement – Lasts as long as the manifestation is active.
  • Power – Has a limited duration, but needs the manifestation active to use.
  • SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.

Design Details

Cleaning up the damage done with fists and flaws to make more sense as they were a out of sync with other styles as well as itself.

Content Updates

  • 2021-10-05 – Cleaning up layout for character pages.
  • 2021-08-03 – Cleaned up some of the cost mechanics for having a dragon cohort, familiar, companion or mount.
  • 2021-07-31 – Added in links and made reusable blocks for sharing.
  • 2021-07-23 – Added in Dragon Scale Mail
  • 2021-07-21 – Cleaning up the magical item section, added in Candle of Invocation.
  • 2021-05-11 – Added in notations for if the 1st circle user is already of a dragon type, so it is also useful to dragons.
  • 2021-04-29 – Added in craft magical items.
  • 2021-03-27 – Prepared for quick copy to character sheets.
  • 2021-01-22 – Added in the downtime Craft Specialisation.
  • 2020-09-20 – Cleanup and expansion to 5th Circle abilities.
  • 2020-06-23 – Intro wording updated, as those of the boon and mishaps.
  • 2020-06-22 – Added new downtime activities and worked on the working.
  • 2020-03-28 – Structure.
  • 2020-03-06 – Structure update including content.
  • 2020-01-13 – Updated craft boon and mishap.
  • 2020-01-03 – Cleaning up some wording.
  • 2019-12-30 – Expended magic wording cleanup.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Airologist, Darkologist, Earthologist, Fireologist, Waterologist – Combining Craft – Elementologist

Necromancy Crafts: (6) Bloodologist, Devourologist, Graveologist, Reanimatologist, Shadeologist – Combining Craft – Necrologist (tba)

Racial Crafts: (17) Bureauologist, Celestologist, Chaosologist, Craftologist, Cryptologist, Dragonologist, Elvenologist, Entertainologist, Healologist, Mechologist, Mentologist, Musicologist, Naturologist, Protectologist, Sailologist, Spiritologist, Weaponologist

These secret crafts are at player request: (16) Alchemologist (tba), Chronologist (tba), Diplomatologist (tba), Divinologist (tba), Fiendologist (tba), Portologist (tba), Preservologist (tba), Radologist (tba), Shapeologist (tba), Skaldologist (tba), Skyologist (tba), Spyologist (tba), Starologist (tba), Voidologist (tba), Wagonologist (tba), Witchologist (tba)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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