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Dungeons & Dragons Roleplaying Secret Craft

DnD Secret Crafts Weaponologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of the Weapon Masters

aka Master of Weapons, Weapon Masters, or Weaponologist

They are known as a Weaponologist in the Great Arena of Thyatis City. They started out (and can still be found) as the Master of Weapons or Weapon Masters located in most major city gladiatorial arenas. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

0e-gaz-box Dawn of the Emperors Thyatis and Alphatia
0e-gaz-box Dawn of the Emperors Thyatis and Alphatia

This secret craft was developed by those who have a deep connection with war and ritualised combat. These are abilities granted by the patrons of Battle and War.

Source Material: This secret craft was built from material gained from various editions of the game. Deep Magic – Battle Magic (DM8), Encyclopedia Arcana – Battle Magic (MGP1026), Ultimate Prestige Classes (Gladiator Champion).

List of Practitioners of the Weaponologists Secret Craft

  • Initiate
  • 1st Circle – Chum (Wed), Hue (Fri), Shoval – Paladin of Vengeance (Fri)
  • 2nd Circle – Bradshaw (Wed)

Craft Magical Items – Weaponologist

Ranks of the Weaponologist Secret Craft

Weaponologist Initiate

To become an initiate, one must be part of either a Student of the Great School of Magic, the Military Academy of Ierendi or the “The Great Arena” Colosseum of Thyatis City.

Secret CraftWeaponologist – Initiate

  • Craft Bonus = Proficiency + Dex + circle +2 (Hattians, Kerendans, Nuari and Thyatians)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (Hattians, Kerendans, Nuari and Thyatians).
  • Bonus Language – Common (Thyatian)
  • Associated Sphere – Usually a Thyatian Empire Pantheon Immortal, or any Immortal who is a Patron of war is valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Artefacts of War: You can make a craft check to use a artefact of war 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 weapon to heal your soul burn. If you are attuned to the artefact or Magical Weapon, you can use its power to activate your secret craft features without a chance of a penalty being activated. Magical Weapons attuned 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.

Weaponologist Additional Crit Effects

  • Weaponologist Additional Craft Mishap: In addition to the base critical failure your muscles spasm causing 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 Thyatian until you finish a long rest and have disadvantage on rolls using the language.
  • Weaponologist Additional Craft Boon: In addition to the base critical success it affects your muscles swell with power and you feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Thyatian language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the Thyatian language.
Weaponologist Secret Craft

Associated Options – This is the Association between secret crafts, patrons, Immortals and classes and other class options.

  • Patrons of
  • Energy ImmortalsMadarua (Amazons),

Pantheons

Class Options

Available Feats

Crossbow Expert (ph165, tba), Great Weapon Master (ph167, tba), Polearm Mastery (ph168, tba), Sharpshooter (ph170, tba), Weapons Mastery (ph, gm),

Available Feats for the Weaponologist:

Defensive Feats

  • Defensive Duelist (ph165)
  • Heavily Armoured (ph167)
  • Heavy Armour Master (ph167)
  • Lightly Armour (ph167)
  • Medium Armour Master (ph168)
  • Moderately Armoured (ph168)
  • Shield Master (ph170)

Style Feats

  • Charger (ph165)
  • Dual Wielder (ph165)
  • Grappler (ph167)
  • Mage Slayer (ph168)
  • Martial Adept (ph168)
  • Mobile (ph168)
  • Mounted Combatant (ph168)
  • Savage Attacker (ph169)
  • Tavern Brawler (ph170)
  • War Caster (ph170)

Weapon Feats

  • Crossbow Expert (ph165)
  • Great Weapon Master (ph167)
  • Polearm Mastery (ph168)
  • Sharpshooter (ph170)
  • Weapons Mastery (ph, gm)

Spell ListSecret CraftWeaponologist (Weapon)
(Attack (weapon), Unarmed and Weaponry based spells)

Cantrip Blade Ward (ph219), Booming Blade (scag142), Fist of Iron (mhh167), Ensnaring Strike (ph238), Frostbite (xge157), Green-Flame Blade (scag143), Hail of Thorns (ph250), Hoarfrost (mhh175), Hunter’s Mark (ph252), Magic Stone (xge160), Shillelagh (ph276), Spectral Weapon (GM), True Strike (ph285),

1st Level Spells – Adjust Positioning (mhh148), Armoured Heart (mhh149), Armoured Shell (mhh150), Battle Wisdom (bls18), Broken Charge (mhh155), Catapult (xge150), Compelled Duel (ph225), Divine Favour (ph235), Hobble Mount (mhh174), Searing Smite (ph275), Spur Mount (mhh194), Thunderous Charge (mhh197), Thunderous Smite (ph283), With the WindR (bls129), Wrathful Smite (ph290), Zephyr Strike (xge171),

2nd Level Spells – Battle Guidance (bls18), Boiling Oil (mhh154), Branding Smite (ph220), Charged Missile (bls29), Cordon of Arrows (ph229), Crushing Trample (mhh160), Flame Blade (ph243), Furious Hooves (mhh170), Mass Blade Ward (mhh182), Magic Weapon (ph258), Poisoned Volley (mhh186), Precision of Arms (bls94), Sacrifice (mhh192), Spiritual Weapon (ph278), Thunderous Stampede (mhh197), Trench (mhh199), Warning Shout (mhh202), Wrestling Wind (mhh203)

3rd Level Spells – Arcane Spear (bls14), Axe of Destruction (bls16), Blinding Smite (ph220), Charged Touch (bls29), Conjure Barrage (ph226), Curse of Incompetence (mhh161), Doom of Dancing Blades (mwb426), Elemental Weapon (ph238), Flame Arrows (xge156), Lightning Arrow (ph256), Mass Hobble Mount (mhh182), Nightfall – R (mhh184), Outflanking Boon (mhh184), Rain of Blades (mhh188), Smart Arrow (bls108), Sudden Dawn – R (mhh196), Thunderous Wave (mhh197), Vampiric Touch (ph286),

4th Level Spells – Blade of my Brother (mhh152), By the Light of the Watchful Moon (mhh155), Inspired Speech (mhh175), Instant Fortification (mhh176), Multiple Shot (bls88), Projectile Link (bls94), Reposition (mhh188), Staggering Smite (ph322),

5th Level SpellsBanishing Smite (ph217), Conjure Volley (ph227), Holy Ground (mhh174), Instant Siege Weapon (mhh176), Jolt (bls79), Steel Wind Strike (xge166)

  • 6th Level – Catapult Greater (mhh155), Fault Line (mhh167), Tenser’s Transformation (xge168)
  • 7th Level – Walking Wall (mhh202)
  • 8th Level – Costly Victory (mhh160)
  • 9th Level

* details to come. R – Ritual Spells
Source: bls, br, dWiki, mhh, mwb (GM Only), ph, scag, xge

Weaponologist 1st Circle (Apprentice)

Secret CraftWeaponologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. You gain an extra dice of damage with weapons you are proficient with. You also gain access to the following features while the Manifestation is active.

Weaponologist Apprentice Enhancements and Powers (Requires Weaponologist Apprentice to be active)

  • Weapon 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 enhancement to replace or add the known spell. Non-spellcasters can use this to gain a cantrip if any is listed. You can have active as many spells as circles you have achieved circles in the craft
  • Weapon Damage Resistance (Power SB 1 DC 16) As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
  • Weapon Shared Proficiency (Power SB 1 DC 16) As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
  • Weapon Option Versatility (Enhancement SB 1 DC 16) As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you add additional weapon options. You can have active as many options as circles you have achieved circles in the craft.

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.

Weaponologist Apprentice Downtime

  • Weapon 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. Unlike regular spells, Cantrips cost 1 point per character level.
  • Weapon Pit Fighting Renown – Regional (SB 1) You can participate in sanctioned fights in the settlement your in. You earn 50% more than the purse of standard pit fights. This otherwise follows the Downtime rules for Pit Fighting.
  • Weapon Proficiency Training (SB 1) You can learn weapons up to the skilled level without a teacher or train someone in a weapon your at least skilled with up to proficient.
  • Weapon Companion (SB 1+) You spend a week to training a companion to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
  • Weapon Familiar (SB 1+) You spend a week to training a familiar to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
  • Weapon Mount (SB 1+) You spend a week in a gladiatorial arena and train a mount to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the mount.
  • Weapon Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.
Weaponologist 2nd Circle (Journeyman)
  • Attributes – Secret Craft – Weaponologist – 2nd Circle
    • Weaponologist Journeyman (Enhancement SB 2 DC 18): Light radius extends 5 ft. You can use a weapon as if you were skilled with the weapon. 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.
      • Crippling Attack (Power SB 2 DC 18) As a free action and part of a weapon attack, you can add an extra dice of damage to the current attack. You can increase the number of dice via higher circle rank enhancement. I end your manifestation as part of the attack, no roll is needed and it is confirmed as a critical hit.
      • Defensive Empowerment (Enhancement SB 2 DC 18): As a standard action, you can gain a defensive feat as long as you meet its prerequisites. You can increase the number of feats via higher circle rank enhancement.
      • Bonus Action Enhancement (Enhancement 2 SB DC 18): As a standard action you activate this enhancement. While active, when you take a bonus action to use a weapons quality, you can activate an additional quality with the same action, and you can use the same bonus weapon action more than once in a round. You can increase the number of activations via higher circle rank enhancement.
      • Shared Weapon Option Versatility (Power SB 2 DC 18) As a bonus action you can activate this power for the next minute. Allies within your manifestation can use weapon options that you know. You can increase the duration via higher circle rank enhancement.
    • Downtime Activities: can require 2 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use.
      • Humanoid Companion (SB 2+) You can choose to gain a humanoid companion at a local gladiatorial arena. 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 humanoid. You cannot recover the soul burn while you retain the companion.
      • Pit Fighting Renown – Province (SB 2) You can participate in sanctioned domain fights in the provence your in. You earn twice the purse of standard pit fights. This otherwise follows the Downtime rules for Pit Fighting.
      • Skilled Training (SB 2) You can learn weapons up to the skilled level without a teacher or train someone in a weapon your at least expert with up to skilled.
Weaponologist 3rd Circle (Adept)
  • Attributes – Secret Craft – Weaponologist – 3rd Circle
    • Weaponologist Adept (Enhancement SB 3 DC 20): Light radius extends 5 ft. You can use a weapon as if you were an expert with the weapon. 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.
      • Magical Channelling (Power SB 3 DC 20) as a standard action, you can empower one weapon as if it had a rare weapon property for the next minute. You can increase the rarity via higher circle rank enhancement.
      • Shared Defensive Empowerment (Power SB 3 DC 20) As a bonus action you can activate this power for the next minute. Allies within your manifestation can use Defensive Feats that you know, or have activated via Defensive Empowerment. You can increase the duration via higher circle rank enhancement.
      • Style Empowerment (Enhancement SB 3 DC 20): As a standard action, you can gain a style feat as long as you meet its prerequisites. You can increase the number of feats via higher circle rank enhancement.
      • Weapon Empowerment (Enhancement SB 3 DC 20): As a standard action, you can gain a style feat as long as you meet its prerequisites. You can increase the number of feats via higher circle rank enhancement.
    • Downtime Activities: can require 3 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use.
      • Pit Fighting Renown – National (SB 3) You can participate in the sanctioned national prize fights of the capital cities of most nations. You earn three times the purse of standard pit fights. This otherwise follows the Downtime rules for Pit Fighting.
      • Expert Training (SB 3) You can learn weapons up to the expert level without a teacher or train someone in a weapon your at least master with up to expert.
Weaponologist 4th Circle (Master)
  • Attributes – Secret Craft – Weaponologist – 4th Circle
    • Weaponologist Master (Enhancement SB 4 DC 22): Light radius extends 5 ft. You can use a weapon as if you were an master with the weapon. 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.
      • Master of Single Combat (Power SB 4 DC 22) As a bonus action you activate this power lasting a minute and picking a single target in battle. You maximise your effectiveness against a single target gaining a modifier of one against that target: Armour Class, Damage Dice, Saving Throws, Ability Checks. Against all other targets it is reduced instead. You can increase the modifier via higher circle rank enhancement.
      • Master of the Mob (Power SB 4 DC 22) As a bonus action you activate this power lasting a minute. You maximise your effectiveness against a mob gaining a modifier of one against that target: Each of your attacks hit multiple targets equal to your number of attack plus modifier, Armour Class, Damage Dice deal minimum plus modifier, Saving Throws, Ability Checks. A enemy who strikes you more than once in combat while this is active has advantage on attacks against you and your bonus becomes a penalty against them. You can increase the modifier via higher circle rank enhancement.
      • Shared Experience (Enhancement SB 4 DC 22) As a standard action, you canactivate this Enhancement, and while active link to the minds of your allies temporarily learning any Proficiencies, Weapon Options, or Weaponologist feats that you do not currently know while they are within the manifestation aura.
      • Shared Style Empowerment (Power SB 4 DC 22) As a bonus action you can activate this power for the next minute. Allies within your manifestation can use Style Feats that you know, or have activated via Style Empowerment. You can increase the duration via higher circle rank enhancement.
      • Shared Weapon Empowerment (Power SB 4 DC 22) As a bonus action you can activate this power for the next minute. Allies within your manifestation can use Weapon Feats that you know, or have activated via Weapon Empowerment. You can increase the duration via higher circle rank enhancement.
    • Downtime Activities: can require 4 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use.
      • Arena Renown (SB 4) You can participate in the sanctioned national prize fights of the capital cities of most nations. You earn four times the purse of standard fights. This otherwise follows the Downtime rules for Pit Fighting.
      • Petition Lords of War – Grand Master (SB 4) – Request ability to train as a Grand Master.
      • Master Training (SB 4) You can learn weapons up to the Master level without a teacher or train someone in a weapon your at least Grand Master with up to Master.
Weaponologist 5th Circle (Grand Master)
  • Attributes – Secret Craft – Weaponologist – 5th Circle
    • Weaponologist Grand Master (Enhancement SB 5 DC 24): Light radius extends 5 ft. You can use a weapon as if you were an Grand Master with the weapon. 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.
      • Finish it (Power SB 5 DC 24) As a reaction if your attacks did not take down your opponent, you can take another attack action.
      • Grand Master of the Arena (Enhancement SB 5 DC 24) As standard action you can activate Master of Single Combat or Master of the Mob as an Enhancement instead with a +3 modifier to the ability.
      • Sacrificial Attack (Power SB 5 DC 24) as a bonus action, you grant all creatures within reach of you for the rest of your turn an free attack of opportunity (does not use their reaction) with advantage. After all provoked attacks have been resolved, the damage you sustained is added to your next strike and you take that amount of damage again.
  • Downtime Activities: can require 5 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use.
    • Grand Arena Renown (SB 5) You can participate in the sanctioned national prize fights of the Thyatian Empire. You earn five times the purse of standard fights. You gain 2 renown for winning each match of the fight. This otherwise follows the Downtime rules for Pit Fighting.
    • Petition Lords of War – Sponsor (SB 5) Asking a member of the gods of warfare to become your sponsor following the rules for Immortality with the goal to join their ranks on the path to being an Epic Hero.
    • Grand Master Training (SB 5) You can learn weapons up to the Grand Master level without a teacher or train someone in a weapon your at Grand Master with up to Grand Master.

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

Making changes to work with the revamped weapons mastery.

Weapon Mastery Version 1.0

Weaponologist 1st Circle (Apprentice)

Secret CraftWeaponologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

Weaponologist Apprentice Enhancements and Powers (Requires Weaponologist Apprentice to be active)

  • Weapon 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 enhancement to replace or add the known spell. Non-spellcasters can use this to gain a cantrip if any is listed. You can have active as many spells as circles you have achieved circles in the craft
  • Weapon Damage Resistance (Power SB 1 DC 16) As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
  • Weapon Shared Proficiency (Power SB 1 DC 16) As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
  • Weapon Option Versatility (Enhancement SB 1 DC 16) As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you add additional weapon options. You can have active as many options as circles you have achieved circles in the craft.

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artifacts.

  • Weapon 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. Unlike regular spells, Cantrips cost 1 point per character level.
  • Weapon Pit Fighting Renown – Regional (SB 1) You can participate in sanctioned fights in the settlement your in. You earn 50% more than the purse of standard pit fights. This otherwise follows the Downtime rules for Pit Fighting.
  • Weapon Proficiency Training (SB 1) You can learn weapons up to the skilled level without a teacher or train someone in a weapon your at least skilled with up to proficient.
  • Weapon Companion (SB 1+) You spend a week to training a companion to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
  • Weapon Familiar (SB 1+) You spend a week to training a familiar to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
  • Weapon Mount (SB 1+) You spend a week in a gladiatorial arena and train a mount to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the mount.
  • Weapon Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Content Updates

  • 2022-05-05 – Updated some details to match weapon mastery changes.
  • 2022-03-12 – Update of the 1st Circle abilities and powers to bring them more in line with the changes made to the initiate level and through trial in play over the last year.
  • 2022-03-11 – Updated the Initiate level abilities and wording.
  • 2021-10-09 – Updated the initiate and 1st circle for sharing on Character build pages.
  • 2021-08-04 – Updating the downtime mechanics.
  • 2021-07-21 – Added in section on magical items.
  • 2021-03-27 – Prepared for quick copy to character sheets.
  • 2020-09-20 – Added in some artefact empowerment to the Weaponologist. More changes to come.
  • 2020-06-22 – Adding in requirements for advancement.
  • 2020-06-14 – 2nd Circle and cleanup.
  • 2020-03-28 – Structure.
  • 2020-03-06 – Updated layout and content.
  • 2020-01-13 – Changed the craft mishap and boon.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements

Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro

Racial Crafts: (38) Alchem, Beast, Bureau, Celest, Chaos, Chrono, Craft, Crypt, Diplomat, Diviner, Dragon, Elven, Entertain, Fiend, Heal, Mech, Mental, Merch, Music, Nature, Portal, Preserve, Protect, Rad, Sail, Shape, Skald, Sky, Spirit, Spy, Star, Sumon, Tech, Void, Wagon, War, Weapon, Witch

D&D 5E in Mystara

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WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)

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This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

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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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