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DnD Classes Druid Overview

Dungeons and Dragons – Mystara

Classes – Druid

This is an series of articles on which 5th Edition classes are available in my campaign and where you will find a teacher. It starts out with Humans and Dwarves being the source of all classes, due to the other races still being in development so this will be updated as that expands as well. Expect to see additions due to those races over the next year or two. This is a long term project so I am not rushing to complete it, doing one sub race at a time.

Classes Available: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard.

5e-wiz-ph DnD Players Handbook
5e-wiz-ph – D&D 5E Players Handbook

Druid – Overview

  • Hit Dice: 1d8 per druid level
  • Proficiencies:
    • Armour: Light and Medium Armour, shields. (Will not use any armour made of metal)
    • Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears. (or Nine weapons of your choice with GM approval)
    • Tools: Herbalism Kit.
    • Saving Throws: Intelligence, Wisdom.
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.
  • Starting Gear:
    • a wooden shield or a simple weapon
    • a scimitar or any simple melee weapon
    • a leather armour, an explorer’s pack and a druidic focus
    • a druidcraft spell book and Ritual book

Class Features:

* Contains House Rules

Characters can choose one Secret Craft associated with their Druid Circle.

Druid – Class Features

Druidic (1st)

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting (1st) – House Rules

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Each Druid receives their spells from one of the Spheres (and specific associated god) or from a religious organisation (or a pantheon)

Druids start the game with a craftbook, identical to a spellbook, and it contains the same amount of spells as a wizards (6 1st level and 4 cantrips), gaining two new known spells per level. They includes a ritual book as part of its starting option with two druid rituals that the character has also learnt of the players choice.

Cantrips – At 1st level, you know two cantrips of your choice from the druid spelllist. You learn additional druid cantrips of your choice at higher levels, gaining a new cantrip with each new character tier.

Preparing and Casting Spells – The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from your Druidcraft Spellbook. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid levei (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-Ievel druid, you have four 1st-levei and two 2nd-level spell slots, With a Wisdom of 16, your list of prepared spells can include six spells of 1st ar 2nd level, in any combination. If you prepare the lst level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells (including cantrips) when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spelllevel for each spell on your list.

Spellcasting Ability – Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. [n addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Nature is the check you make to determine nature based spells as well as to alter a spell beyond what it was intended.

Spell save DC = 8 + your proficiencybonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting – You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared or if using the Nature skill you have it in your ritual book.

Spellcasting Focus – You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.

Spell List (1st) – House Rules

Here is the list of avilable spells for a Druid to learn from. Other spells come from secret crafts only.

Spell ListClass ListDruid

Cantrips Druidcraft (ph231), Guidance (ph249), Mending (ph260), Poison Spray (ph267), Produce Flame (ph270), Resistance (ph273), Shillelagh (ph276), Thorn Whip (ph283),

Level 1 Spells Animal Friendship (ph213), Charm Person (ph222), Create or Destroy WaterR (ph230), Cure WoundsR (ph231), Detect MagicR (ph232), Detect Poison and DiseaseR (ph232), Entangle (ph239), Faerie Fire (ph240), Fog Cloud (ph244), Goodberry (ph247), Healing Word (ph251), Jump (ph255), Longstrider (ph257), Protection from Evil and GoodR (ph271), Purify Food and DrinkR (ph271), Speak with AnimalsR (ph278), Thunderwave (ph283),

Level 2 Spells Animal MessengerR (ph213), AuguryRO (ph216), BarkskinR (ph218), Beast SenseR (ph218), Continual FlameR (ph228), DarkvisionR (ph230), Enhance AbilityR (ph238), Enlarge/ReduceR (ph238), Find TrapsRO (ph242), Flame Blade (ph243), Flaming Sphere (ph243), Gust of WindR (ph248), Heat Metal (ph251), Hold Person (ph252), Locate Animals or PlantsR (ph257), Locate ObjectR (ph257), Moonbeam (ph262), Pass Without TraceR (ph265), Protection from PoisonR (ph271), RestorationR (ph256), Sleet Storm (ph277), Spike Growth (ph278),

Level 3 Spells Aura of Vitality (ph217), Call Lightning (ph220), Conjure Animals (ph226), Daylight (ph231), Dispel MagicR (ph234), Elemental Weapon (ph238), Feign DeathR (ph241), Mass Healing World (see Healing Word), Meld Into StoneR (ph260), Plant GrowthR (ph267), Protection from Energy (ph271), RevivifyR (ph273), Speak with PlantsR (ph278), Water BreathingR (ph288), Water WalkR (ph288), Wind Wall (ph289)

Level 4 Spells Blight (ph220), Confusion (ph225), Conjure Minor ElementalsRO (ph226), Conjure Woodland BeingsR (ph227), Control Water (ph228), DivinationR (ph235), Dominate Beast (ph235), Fire Shield (ph243), Freedom of Movement (ph245),Giant Insect (ph246), Grasping Vine (ph247), Hallucinatory TerrainRO (ph250), Ice Storm (ph253), Locate CreatureR (ph257), Polymorph (ph267), Stone Shape (ph279), Stoneskin (ph279), Wall of Fire (ph286)

Level 5 SpellsAntilife Shell (ph214), AwakenRO (ph217), Commune with NatureRO (ph225), Cone of Cold (ph225), Conjure ElementalRO (ph225), Contagion (ph228), Dominate Person (see Dominate Beast), GeasRO (ph245), Greater Restoration (see Restoration), Hold Monster (see Hold Person), Insect Plague (ph255), Mass Cure Wounds (ph), Planar Binding (ph), Reincarnate (ph), Scrying (ph), Tree Stride (ph), Wall of Stone (ph)

  • Level 6 Spells – Conjure Fey (ph), Find the Path (ph), Flesh to Stone (ph/tce), Heal (ph), Heroes’ Feast (ph), Move Earth (ph), Sunbeam (ph), Transport via Plants (ph), Wall of Thorns (ph), Wind Walk (ph)
  • Level 7 Spells – Fire Storm (ph),Mirage Arcane (ph), Plane Shift (ph), Regenerate (ph), Reverse Gravity (ph), Symbol (ph/tce)
  • Level 8 Spells – Animal Shapes (ph), Antipathy/Sympathy (ph), Control Weather (ph), Earthquake (ph), Feeblemind (ph), Incendiary Cloud (ph/tce), Sunburst (ph), Tsunami (ph)
  • Level 9 Spells – Foresight (ph), Shapechange (ph), Storm of Vengeance (ph), True Resurrection (ph)

R – Ritual Available
Source: ph, tce

Wild Shape (2nd) – House Rules

For more details on wld shape see Downtime Druids

  • Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have learned. You can use this feature twice. You regain expended uses when you finish a short ar long rest.
  • Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1(4 ar lower that doesn’t have a flying or swimming speed.
  • Last for hours equal to half your druid level rounded down.
Ability Score Improvement (4th, 8th, 12th, 16th and 19th) – House Rules

When you reach 4th level, and again at 8th, 12th, 16th, and 19th leveI, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choicc by 1. As normal, you can’t increase an ability score above 20 using this feature.

Once you have selected your attributes, you also get a choice of feat. Normally you get attribute increase or feat, but in my games it is both.

Background Elements

tba

Character Building Shortcuts

  • Attributes – Druid – 1st Level (at Level 01)
    • Hit Points 8
    • Proficiencies
      • Armour – Light and Medium Armour and shield (never with metal)
      • Weapons – Gains proficiency with ten simple weapons and three martial weapon of your choice.
        • Standard Weapons – Blowguns (1H and 2H), Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Scythes, Sickles, Slings, Spears.
      • Tools – Herbalism Kit
      • Saving Throws – Intelligence, Wisdom
    • Skills: Nature and choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.
    • Starting Equipment
      • a wooden shield or a simple weapon
      • a scimitar or any simple melee weapon
      • a leather armour, an explorer’s pack and a druidic focus
      • Druidcraft Spell book and Ritual book
    • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
    • Ritual Nature Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritual book.
    • Spellcasting (ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spellbook – The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Ritual book – The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Naturologist, Preservologist or Shapeologist
  • Attributes – Druid – 2nd Level
    • Hit Points 5 + con (d8)
    • Spells Learnt – Add two new spells to druid lore book. Has access to Druid 1st level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – you can use your action to magically assume the shape of a beast that you have studied. You can use this feature twice. You regain expended uses when you finish a short or long rest.
      • You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn, You automatically revert if you fall unconscious, drop to 0 hit points, or die.
      • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
      • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
      • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast.
      • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
      • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • Wild Companion (Tashias) You can expend a use of your Wild Shape to summon a animal spirit as the Find Familiar spell without needing material components. The Animal is a Fey and stays around for half your druid level.
  • Attributes – Druid – 3rd Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 2nd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Attributes – Druid – 4th Level
    • Hit Points 5 + con (d8)
    • Ability Score Improvement – (Choose attribute and feat)
      • Increase one attribute score by +2 or two by +1.
      • Feat – Choose one feat as appropriate to your character.
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 2nd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Lasts for 2 hrs and can do creatures with a swimming speed. One new form.
  • Attributes – Druid – 5th Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 3rd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Attributes – Druid – 6th Level
    • Hit Points 5 + con (d8)
    • Elemental Attunement (GM) Character has two non-competing elemental aspects.
    • Primal Knowledge (GM) Gain proficiency in another Druid class skill. Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 3rd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Lasts for 3 hrs and can do creatures with a swimming speed. One new form
  • Attributes – Druid – 7th Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 4th level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Attributes – Druid – 11th Level
    • Hit Points 5 + con (d8)
    • Primal Knowledge (GM) Gain proficiency in another Druid class skill. Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 4th level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Attributes – Druid – 16th Level
    • Hit Points 5 + con (d8)
    • Primal Knowledge (GM) Gain proficiency in another Druid class skill. Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 4th level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form

Druid Circles
(2nd, 6th, 10th, 14th)

At 2nd level, you choose to identify with a circle of druids: from the selection below. Your choice grants you features at 2nd levcl and again at 6th, 10th, and 14th leveI.

  • Circle of Dreams
  • Circle of the Forest Kingdom (fkcc5)
  • Circle of the Land (ph68)
  • Circle of the Moon (ph69)
  • Circle of the Shapeless and Prime Terror (fkcc6)
  • Circle of the Shepherd (xge23)
  • Circle of the Stones (mhh67)
  • Cirlce of the Tree of Life (br191)
  • Feyfriend Circle (fkcc7)
Circle of the Forest Kindgom

Source: Forest Kingdom Campaign Compendium (fkcc5)

Druids of the forest kingdom have a connection to the deep and dark wilderness and its fey inhabitants.  They are strange in habits and outlook, often living far away from ordinary mortals. Their connection to the green is primal, and while druids of the deep wilderness can be kind, they can also be unfathomably cruel.

Variants of the Forest Kingdom:
– Deep Wilderness
– Greenweaver
– True Child of the Forest

Secret Crafts: Elvenologist
Locations:
Races:

Circle of the Land

Source: Players Handbook (ph68)

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition, These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic, The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk, As a member of this circle, your magic is inl1uenced by the land where you were initiated into the circle’s mysterious rites.

Variants of the Circle of the Land: Artic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Shadowlands.

Secret Crafts: Shadeologist
Locations: Alphatia, Darokin, Glantri, Ierendi, Karameikos, Minrothad, Rockhome, Shadowlands, Thyatis, Ylaruam
Races: Dwarf (Shadowbound, Stonebound), Human (Nuari, Makai, Thothian, Thyatian)

Artic

Locations: Alphatia, Glantri, Karameikos, Northern Reaches, Rockhome

Coast

Locations: Alphatia, Ierendi, Karameikos, Minrothad, Northern Reaches, Thyatis, Ylaruam

Desert

Locations: Alphatia, Ylaruam

Forest

Locations: Alphatia, Darokin, Ierendi, Karameikos, Minrothad, Northern Reaches, Thyatis

Grassland

Locations: Alphatia, Ylaruam

MouNtain

Locations: Alphatia, Darokin, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Thyatis

Swamp

Locations: Alphatia, Darokin, Karameikos

Shadowlands

Locations: Alphatia, Shadowlands

Also known as the Underdark

  • ClassesDruid – Circle of Land – 2nd Level
    • Bonus Cantrip (Land 2nd) – you learn one additional druid cantrip of your choice.
    • Natural Recovery (Land 2nd) – you can regain some of your magical energy by sitting in meditation and communing with nature, During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
      • For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots, You can recover either a 2nd-level slot or two 1st-level slots.
  • ClassesDruid – Circle of Land – 6th Level
    • Land’s Stride (Land 6th) moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
      • In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Circle of the Moon

Source: Players Handbook (ph69)

You walk, unseen and unmolested, through the tangled, twisted forests and the clanging, stinking cities where timid humans huddle and press against one another in the delusion of warmth and safety. These oily cesspools of sweat and glass, sawdust and rust are not safe from your predations: instead, you are living proof that the darkness at the heart of the woods is forever lurking outside the door, baying in the cold wind and scratching at the windowpane.

Secret Crafts: Chaosologist, Darkologist, Shadeologist
Locations: Thyatis
Races: Human (Nuari)

Circle of the Shapeless and Primal Terror

Source: Forest Kingdom Campaign Compendium (fkcc6)

You walk, unseen and unmolested, through the tangled, twisted forests and the clanging, stinking cities where timid humans huddle and press against one another in the delusion of warmth and safety. These oily cesspools of sweat and glass, sawdust and rust are not safe from your predations: instead, you are living proof that the darkness at the heart of the woods is forever lurking outside the door, baying in the cold wind and scratching at the windowpane.

Secret Crafts: Chaosologist, Darkologist, Shadeologist
Locations: Thyatis
Races: Human (Nuari)

Circle of the Shepherd

Source: Xanathar’s Guide to Everything (xge23)

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Secret Crafts: Elvenologist, Spiritologist
Locations: Atruaghin, Darokin, Ethengar, Glantri, Karameikos
Races: Human (Atruaghin, Ethengar, Traladaran)

Circle of the Stones

Source: Midgard Heroes Handbook (mhh67)

The druids of the Northlands tend to more than the land. Some see to the health of the spirits. Druids of the Circle of the Stones build immense circles of standing stones where they commune with both the spirits of the land and the souls of the departed.

Secret Crafts: Cryptology, Shadeologist, Spiritologist
Locations: Northern Reaches, Norwold Region
Races: Human (Heldannic)

Circle of the Tree of Life

Source: The Book of the Righteous (br191)

The circles of druids that tend to Eliwyn, the Great Tree, are shaped by the Tree of Life’s presence, their magical abilities cultivated to reflect not only nature’s verdant growth but also the life, hope, and purity that Eliwyn represents.

Secret Crafts: Elvenologist

Feyfriend Circle

Source: Forest Kingdom Campaign Compendium (fkcc7)

Deep involvement with the fey is something that can come about not only by blood or birth, but also within those deeply affected by the fey and their interactions with mortals. As described above, interactions with the fey and their world can be illuminating and captivating, and it is only natural for some characters (especially those already with an affinity for nature) to invest their longing for the fey and communion with them into their life and work as adventurers. The Feyfriend Circle are druids that share a special bond with the realms beyond the veil. They draw on their powers to influence moods and bend minds to their will.

Secret Crafts: Elvenologist

Design Changes

Moved renown, secret craft and weapons mastery advancement to level based, instead of class based advancement.

Renown (1st) – House Rule

Starting at 1st level, a character gains renown of their choice in the nation they train in when they gain a level equal to the class level gained. They also gain renown in their secret craft, and as a weapons master when they advance either weapons mastery or a secret craft using a class feature.

Secret Crafts (1st) – House Rules

Starting from 1st level, you can gain a secret craft. You cannot gain a craft at 1st Circle until your 4th level, 2nd Circle until your 8th level, 3rd Circle until your 12th level, 4th Circle until your 16th level and 5th Circle until your 20th level.

A Druid has access to choose from the Naturologist, Preservologist or Shapeologist, plus racial crafts. Character can gain acces to more secret crafts during gameplay.

Weapons Mastery (1st, 3rd, 6th, 9th, 12th, 15th, 18th) – House Rules

From first level the weapon option for a druid is either the standard weapons and armour shown below or they can swap out the specified items and replace them with others after gaining GM approval.

  • Armour: Light and Medium Armour, shields. (Will not use any armour made of metal)
  • Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears. (or Nine weapons of your choice with GM approval)

Content Updates

  • 2022-02-04 – Added in some of the circle of the land options.
  • 2021-10-29 – Added in Tashia’s Cauldron of Everything class options.
  • 2021-03-25 – Completed the Circle of Dreams and moved to its own blog page.
Mystara 5E Classes

Overview, Downtime for Gaining Level

Artificer: Alchemist, Armourer, Artillerist, Battle Smith, Bombardier, Engineer, Stitcher

Barbarian: Amber’s Enlightened, Ancestors, Ancestral Guardian, Battlerager, Beast, Beast Slayer, Bearsarker, Berserker, Carcharodon, Dreadnought, Fractured, Fungal Hulk, Harrier, Herculean, Juggernaut, Primal Spirit, Primordial Predator, Rager, Storm Herald, Tempest, Totem Warrior, Ulfhander, Wild Magic, Wizard Slayer, Zealot

Bard: Adventurers, Ancients, Creation, Eloquence, Entropy, Epic Poetry, Fey Magic, Glamour, Grace, Greenleaf, the Jester, Lore, Loremaster, Minstrel, Mirthful Mariarchi, Mountebank, Requiems, Singer of the Deeps, Spirits, Swords, Troubadour, Valour, Virtue, Warchanter, Whispers, Wyrdsingers

Cleric: Aberrance, Alhool Keener, Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Chaos, City, Clockwork, Corruption, Crafts, Creation, Darkness, Death, Dragon, Earth, Eldritch, Enigma, Fire, Force, Forge, Grave, Healer, Hunger, Hunt, Hunting, Inquisition, Justice, Knowledge, Labyrinth, Law, Life, Light, Luck, Lust, Madness, Messiah of Ashes, Moon, Mountain, Mushroom, Naraneus, Nature, Nobility, Oceans, Oracle, Order, Peace, Prophecy, Repose, Sharing, Sickness, Solidarity, Speed, Strength, Sun Priest, Tempest, Time, Travel, Trickery, Twilight, Tyranny, Undeath, Void, War, Warpriest, Water, Winter, Zeal

Druid: Ancestors, Blood, Dreams, Feyfriend, the Forest Kingdom, Guardian, the Land, the Moon, Mushrooms, Mutation, Oaks, Owls, Roses, Sacrifice, the Shapeless and Prime Terror, the Shepherd, Skinchanger, Spirits, Stars, the Stones, the Tree of Life, Treespeaker, Wildfire

Fighter: Arcane Archer, Banneret, Battle Master, Bladebonded, Blind Duelist, Boarder, Brute, Bulwark Warrior, Captain, Cavalier, Champion, Clacking Mercenary, Duelist, Echo Knight, Edjet, Eldritch Knight, Fortune’s Smith, Gholaad’s Translation, Ghost Knight, Gladiator, Griffon Knight, Hoplite Soldier, Hospitaller, Knight, Knight Surgeon, Living Crucible, Living Vampire, Prescient Knight, Psi Warrior, Rune Knight, Samurai, Sapper, Sharpshooter, Shield Bearer, Smithkin, Sword Dancer, Thug, Weapons Master, Woodlands Cavalier

Marshal: Crusader, Gambling General, Guerrilla, Kingpin, Mindbender, Noble, Path (Master, Night, Reaper), Rallier, Reaver, Redeemer, Revolutionary, Strategist, Swift Strategist, Tactician, Talented Tactician, Tyrant, Warbringer

Monk: the Ascendant Dragon, the Astral Self, the Bo’faquan, the Crystal Cannonade, Brawler, the Cobalt Soul, the Drunken Master, the Elements, the Exalted Athlete, Iron, the Kensai, the Leaden Crown, the Long Death, Mercy, the Open Hand, Pain, Pride, Reaving Vortex, Shadow, the Shield, the Sun Soul, the Warrior Monk

Paladin: the Ancients, the Annihilator, the Ascetic, Battle, Conquest, the Crown, Despair, Destruction, Devotion, the Dragonlord, the Eagle, Elimination, the Errant, the Giving Grave, Glory, Green Knight, Holy Champion, Inquisitor, Mercy, Pearl, Pestilence, Perfection, the Radiance, the Raven, Redemption, Spear Maiden, Thunder, Vengeance, the Watchers, Zeal. SpecialOathbreaker

Ranger: Beast Master, Explorer, Fey Hunter, Fey Wanderer, Gloom Stalker, Green Reaper, Hidden Guardian, Horizon Walker, Horse Nomad, Hoyrall Shredder, Hunter, Monster Slayer, Netherworld, Explorer, Privateer, Swarmkeeper, Underminer, Unicorn Charger, Urban Shadow, Vampire Slayer, Vermin Lord, Warden, Wildborn, Zobecker Scout

Rogue: Arcane Trickster, Assassin, Burglar, Cutthroat, Duelist, Fixer, Highway Rider, Hitman, Infernal Talismancer, Inquisitive, Investigator, Mastermind, Misfortune Bringer, Odyssean, Phantom, Poisoner of Minds, Scout, Soulknife, Spy, Svirf Scientist, Swashbuckler, Thief, Trapsmith, Whisper

Scholar: Alchemy, Mind-Delving

Sorcerer: Aberrant Mind, Aristocratic, Ascendant, Bloodlines (Boreal, Draconic, Dryad, Enigma, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow, Wretched), Clockwork Soul, Cunning Woman, Divine Inspiration, Divine Soul,, Draconist Elemental Essence, Facets (Flawless Caster, Gemblade), Farseer, Haunted, Psychic Magic, Pyromancer, Runechild, Shadow Magic, Soul Burner, Spore-cerer, Storm Sorcery, Traveler, Wild Magic

Underterror: Hel Savant, Slaver of the Damned, Underworld Monstrocity

Warlock: Alienist, Archfey, Archfiend, Black Woods, Celestial, Colloid, Diabolist, Fates, Fathomless, Fiend, First Vampire, Fragment Channeler of Zagnexis, Frozen One, the Genie, Genie Lord, Grand Void, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Parasite, Primeval One, Sargasso Siren, Sibyl, Spellbound, Undead, Undying, Voices of the Ancestors

Wizard: Academy Philosopher, Alkemancer, Angelic Scribe, Aquanaught, Arcane Specialist, Arcanist, Bladesinger, Blood Mage, Castellan, Chronury Magic, Demonologist, Disenchanter, Doom Croaker, Dragon Masks, Elementalist, Entropist, Geomancy, Graviturgy Magic, Illuminator, Mage, Master of Fiends, Mystifier, Necrophagy, Order of Scribes, Plague Doctor, Ring Warden, Rune Caller, Sangromancer, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Pyromancer, Transmutation, Void Magic), Ship Mage, Timekeeper, Transgnomamist, War Mage, White Necromancer

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

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)

FloorplansThyatian

Session RecordingsCampaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

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.

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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