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DnD Classes Wizard

Dungeons and Dragons – Mystara

Classes – Wizard

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-xge Xanathar's Guide to Everything

Wizard Overview

Hit Dice: 1d6 per wizard level

  • Proficiencies:
    • Armour: None.
    • Weapons: Gains proficiency with five simple weapons of your choice. Standard: Daggers, darts, slings, quarterstaff and light crossbow
    • Tools: None
    • Saving Throws: Intelligence, Wisdom
    • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Religion.

Starting Gear:

  • a quarterstaff or a dagger
  • a component pouch or an arcane focus
  • a scholar’s pack or explorers pack
  • A arcane spellbook and ritualbook

Class Features


Characters can choose one Secret Craft associated with their Arcane Tradition.
Restrictions: Cannot be a Dwarf unless otherwise noted due to setting restrictions.

Wizard Class Features

  • (1st) Arcane Recovery – You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
  • (1st) Renown – 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.
  • (1st) Spellcasting – House Rule – Wizards start the game with a spellbook, identical to a spellbook, and it contains 6 1st level spells and 4 cantrips, gaining two new known spells per level. They includes a ritual book as part of its starting option with two wizard rituals that the character has also learnt of the players choice.
    • Wizard spell list limited to what is on this list. All other spells are available from Secret Crafts in the setting.
  • Spell List – Classes – Wizards
    • Cantrips – Acid Splash (ph211), Blade Ward (ph218), Chill Touch (ph221), Dancing Lights (ph230), Fire Bolt (ph243), Friends (ph244), Light (ph255), Mage Hand (ph257), Mending (ph259), Message (ph259), Minor Illusion (ph261), Poison Spray (ph266), Prestidigitation (ph246), Ray of Frost (ph271), Shocking Grasp (ph275), True Strike (ph284)
    • Level 1 Spells – Alarm – R (ph212), Burning Hands (ph220), Charm Person (ph221), Chromatic Orb (ph221), Colour Spray (ph222), Comprehend Language – R (ph224), Detect Magic – R (ph231), Disguise Self (ph233), Expeditious Retreat (ph238), False Life (ph239), Feather Fall (ph239), Find Familiar – R (ph241), Fog Cloud (ph243), Grease (ph246), Identify – R (ph252), Illusory Script – R (ph252), Jump (ph254), Longstrider (ph256), Mage Armour (ph256), Magic Missile (ph257), Protection from Evil and Good (ph270), Ray of Sickness (ph271), Shield (ph275), Silent Image (ph276), Sleep (ph276), Tasha’s Hideous Laughter (ph280), Tenser’s Floating Disk – R (ph282), Thunderwave (ph282), Unseen Servant – R (ph284), Witch Bolt (ph289)
    • Level 2 Spells – Alter Self (ph211), Arcane Lock (ph215), Blindness/Deafness (ph219), Blur (ph219), Cloud of Daggers (ph222), Continual Flame (ph227), Crown of Madness (ph229), Darkness (ph230), Darkvision (ph230), Detect Thoughts (ph231), Enlarge/Reduce (ph237), Flaming Sphere (ph242), Gentle Repost – R (ph245), Gust of Wind (ph248), Hold Person (ph252), Invisibility (ph254), Knock (ph254), Levitate (ph255), Locate Object (ph256), Magic Mouth – R (ph257), Magic Weapon (ph257), Melf’s Acid Arrow (ph259), Mirror Image (ph260), Misty Step (ph260), Nystul’s Magic Aura (ph263), Phantasmal Force (ph264), Ray of Enfeeblement (ph271), Rope Trick (ph272), Scorching Ray (ph273), See Invisibility (ph274), Shatter (ph275), Spider Climb (ph277), Suggestion (ph279), Web (ph287)
    • Level 3 Spells – Animate Dead (ph213), Bestow Curse (ph218), Blink (ph219), Clairvoyance (ph222), Counterspell (ph228), Dispel Magic (ph234), Fear (ph239), Feign Death – R (ph240), Fireball (ph241), Fly (ph243), Gaseous Form (ph244), Glyph of Warding (ph245), Haste (ph250), Hypnotic Patter (ph252), Leomund’s Tiny Hut – R (ph255), Lightning Bolt (ph255), Magic Circle (ph257), Major Image (ph258), Nondetection (ph263), Phantom Steed – R (ph265), Protection from Energy (ph270), Remove Curse (ph271), Sending (ph274), Sleet Storm (ph276), Slow (ph 277), Stinking Cloud (ph278), Tongues (ph283), Vampiric Touch (ph285), Water Breathing – R (ph287)
    • Level 4 Spells – Arcane Eye (ph214), Banishment (ph217), Blight (ph219), Confusion (ph224), Conjure Minor Elementals (ph226), Control Water (ph227), Dimension Door (ph233), Evard’s Black Tentacles (ph238), Fabricate (ph239), Fire Shield (ph242), Greater Invisibility (ph246), Hallucinatory Terrain (ph249), Ice Storm (ph252), Leomund’s Secret Chest (ph254), Locate Creature (ph256), Mordenkainen’s Faithful Hound (ph261), Mordenkainen’s Private Sanctum (ph262), Otiluke’s Resilient Sphere (ph264), Phantasmal Killer (ph265), Polymorph (ph266), Stone Shape (ph278), Stoneskin (ph278), Wall of Fire (ph285)

R – Ritual Spells

  • Ability Score Improvement (4th, 8th, 12th, 16th, 19th) – 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 choice 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.
  • (6th) Tier Upgrade – At 6th/11th/16th your wizard gains a Tier Upgrade. tba

Background Elements

Spellbook

Your wizard characters most prized possession – your spellbook – might be an innocusous looking volume whose cover show no hint of what’s inside. Or you might display some flair, as many wizards do, by carrying a spellbook of an unusual sort. If you don’t own such an item already, your goals might be to find a spellbook that sets you apart by its appearance or its means of manufacture.

d6 – Spellbook

  1. A tome with pages that are thin sheets of metal, spells etched into them with acid. (Dwarven and Gnome style pages)
  2. Long strands of leath on which spells are written, wrapped around a staff for ease of transport (Elven and Halfling style pages)
  3. A battered tome filled with pictographs that only you can understand (Dragon and human style pages)
  4. Small stones inscribed with spells and kept in a cloth bag (Norse style)
  5. A scorched book, ravaged by dragonfire, with the script of your spells barely visible on its pages (heirloom style)
  6. A tome full of black pages whose writing is visible only in dim light or darkness (shadowlands style)
Ambition

Few aspiring wizards undertake the study of magic wihtout some personal goal in mind. Many wizards use their spells as a tool to produce a tangible benefit, in Material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or confirm old ones.

Beyond the obvious, why does your wizard character study magic, and what do you want to achieve? If you haven’t given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.

d6 – Ambition

  1. You will prove that the gods aren’t as powerful as folk believe.
  2. Immortality is the end goal of your studies.
  3. If you can fully understand magic, you can unlock its use for all and usher in a era of equality.
  4. Magic is a dangerous tool. You use it to protect what you treasure.
  5. Arcane power must be taken away from those who would abuse it.
  6. You will become the greatest wizard the world has seen in generations.
Eccentricity

Endless hours of solitary study and research can have a negative effect on anyone’s social skills. Wizards who are a breed apart to begin with, are no exception. An odd manerism or two is not necessarily a drawback, though, an eccentricity og this sort is usuallu harmless and could provide a source of ammusement or serve as a calling card of sort.

If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in some ciricles because of it? Do you fight to overcome it, or do you embrace the minor claim to fame of yours?

d6 – Eccentricities

  1. You have the habbit of tapping yout foot incessantly, which often annoys those arround you.
  2. Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purpose.
  3. You never enter a room without looking to see what’s hanging from the cealing.
  4. Your most prized possession is a dear worm that you keep inside a potion vial.
  5. When you want people to leave you along, you start talking to yourself. This usually does the trick.
  6. Your fashion sense and grooming, or more accurately lack thereof, sometimes causes others to assume you are a beggar.

Character Build Shortcuts

  • Class Build – Wizard – Level 01
  • Starting Hit Points: 6 + Con mod (1d6) (first level only)
    • Multiclass – 4 + Con Mod
  • Starting Proficiencies:
    • Armour – None
    • Weapons – Gains proficiency with five simple weapons of your choice. Standard: Daggers, darts, slings, quarterstaff and light crossbow
    • Tools – None
    • Saving Throws – Intelligence, Wisdom
  • Starting Skill Choices – Arcana plus select two from History, Insight, Investigation, Medicine, Religion.
    • Multiclass – Arcana
  • Gear Choices
    • a quarterstaff or a dagger
    • a component pouch or an arcane focus
    • a scholar’s pack or explorers pack
    • arcane spellbook and ritual book
  • Arcane Magic (Wizard 1st) You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard leveI (rounded up), and none of the slots can be 6th level or higher.
  • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritual book.
  • Spellcasting (Wizard – ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Intelligence. The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Learn Cantrips (4)
    • Learn Level 1 Spells (6)
    • Spell Save DC = (spell save DC 8+prof+ability)
    • Spell Attack = (prof+ability)
    • Spell Slots – Cantrip (1) 1st (2)
      • Note: Multiclass increase spellcasting slots by one level
  • Spell book – 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 + 2x Spell 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.

Class DetailsWizard – Level 02

  • Hit Points 4 + con (d6)
  • Arcane Tradition: Choose an arcane tradition.
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (3)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)

Class DetailsWizard – Level 03

  • Hit Points 4 + con (d6)
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4), 2nd (2)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)

Class DetailsWizard – Level 04

  • Hit Points 4 + con (d6)
  • Ability Score Improvement (gain both) Abilities and Feat
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4), 2nd (3)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)

Wizard Arcane Traditions

* (and bold) Contains rules changes from those found in the sourcebooks.
Wizard Overview (2020-08-13)

  • Angelic Scribe (mhh76)
  • Bladesinger * – 2021-03-30
  • Doom Croaker (mhh79)
  • Dragon Masks (mhh80)
  • Elementalist * – 2020-09-12
  • Geomancy (mhh88)
  • Necrophagy (mhh90)
  • Ring Warden (mhh90)
  • School of Abjuration (ph115)
  • School of Artifice (br202)
  • School of Blood Magic (mw405)
  • School of Clockwork (mhh78)
  • School of Conjuration (ph116)
  • School of Divination (ph16)
  • School of Elven High Magic (mhh85)
  • School of Enchantment (ph117)
  • School of Entropy (mhh85)
  • School of Evocation (ph117)
  • School of Illumination (mhh88)
  • School of Illusion (ph118)
  • School of Necromancy (ph118)
  • School of Transmutation (ph119)
  • School of Void Magic (mw405)
  • Timekeeper (dm16)
  • War Mage (xge59)
Angelic Scribe

Source: Midgard Heroes Handbook (mhh76)

You study the angelic seals that bind the power of celestial messengers through their names, and you shape that power into magical effects. Beyond the seals and wardings themselves, you learn esoteric spells to call down the essence of the angelic host. Most angelic scribes take up their craft out of reverence and a desire to protect the righteous; a few tempt angelic wrath with their lust for power that’s otherwise beyond their grasp.

Except as noted below, angelic scribes function as wizards and use the wizard spell list.

Secret Crafts: Cryptologist
Locations: Alphatia, Ylaruam
Races: Human (Nithian, Thothian)

Doom Croaker

Source: Midgard Heroes Handbook (mhh79)

The doom croaker tradition originated among the Northlands ravenfolk and spread from there to the northern dwarves. Doom croakers follow the teachings of Wotan to gain glimpses into the infinite knowledge he was granted while hanging from the branches of Yggdrasil.

Common folk regard doom croakers with a mixture of fear and awe. The doom croakers carry the power of Wotan’s runes, and though people cautiously seek out croakers for their wisdom, they remain terrified of giving offense and rousing a doom croaker’s ire.

The rune magic of doom croakers is substantially different from the runes crafted by runecasters. Except as noted below, doom croakers function as wizards and use the wizard spell list.

Secret Crafts: Cryptologist, Devourologist
Locations: Northern Reaches, Norwold Region
Races: Human (Heldannic)

Dragon Masks

Source: Midgard Heroes Handbook (mhh80)

Also known as the Dragon Mage

Wizards practice the subtle magic of pulling power from thin air and shaping it to fit their needs. Sorcerers tame the chaotic power within themselves, releasing it in barely controlled gouts of magical eruptions. Mages who walk the path between these two diverse means of magic are called dragon magi, and they meld the order of dweomery with the chaos of sorcery to grant themselves powers beyond anything the individual traditions could muster alone.

Dragon magi manifest their magic in variety of styles, as diverse as the draconic species and the types of magic that populate the worlds. Kobolds serving as councillors to great wyrms are taught by their masters to harness their innate draconic natures through the use of more traditional spells. A wild-eyed human, oozing sorcerous magic from an ancient draconic ancestor, might find a kindly wizard to help her focus her power. Special legions of dragonborn troops train with a master dragon mage, learning all there is to know to better defend their homeland from invaders.

Except as noted below, dragon magi function as wizards and use the wizard spell list.

Secret Crafts: Dragonologist
Locations:
Races:

Geomancy

Source: Midgard Heroes Handbook (mhh88)

While any spellcaster can tap the potential coursing through ley lines, the tradition of geomancy teaches the art of becoming like a ley line and bonding with the great flow of power. Geomancy is sometimes looked down on by adherents of traditions that focus on individual magic schools because it eschews specialization in favour of moulding any form of magic through the focused power of ley lines. Geomancers have an increased facility for tapping into any ley line, but they also learn to bind themselves to a specific ley line. While other spellcasters must be within a ley line’s area of influence to use it, the geomancer becomes a tributary of his or her chosen river of power, capable of siphoning its power anywhere. Except as noted below, geomancers function as wizards and use the wizard spell list.

Secret Crafts: Elvenologist
Locations:
Races:

Necrophagy

Source: Midgard Heroes Handbook (mhh90)

The necrophage tradition is similar to that of the necromancer, but with a much more grisly focus. Necrophages, sometimes called “death eaters,” consume the flesh of both the living and the recently deceased to steal those creatures’ knowledge and power.

Adherents of this tradition claim that it is the origin of all necromancy magic and necrotic energy. They view the Negative Plane as a cosmic necrophage all its own, devouring all matter, energy, and life and replacing it with necrotic energy and undead.

Except as noted below, necrophages function as wizards and use the wizard spell list.

Secret Crafts: Devourologist
Locations:
Races:

Ring Warden

Source: Midgard Heroes Handbook (mhh90)

The dwarves long ago discovered the means to imbue magic into metal rings, and the ring wardens were born. With a focus on the school of transmutation, they blend dwarven craftsmanship with arcane might. The ring wardens are rare outside dwarven nations, but they are easy to recognize thanks to their signature ring-staves.

Except as noted below, ring wardens function as wizards and use the wizard spell list.

Note: This is the only specialty of Wizard available to most Dwarves.

Secret Crafts:
Locations: Ethengar, Rockhome
Races: Dwarf (Stonebound)

School of Abjuration

Source: Players Handbook (ph115)

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Closely aligned with the sphere of matter and the element of earth.

Secret Crafts:
Locations: Darokin, Ethengar, Glantri, Ylaruam
Races: Human (Ethengarian, Makistani)

School of Artifice

Source: The Book of the Righteous (br202)

The magic taught by the School of Artifice encompasses a broad spectrum of schools of magic, but all of it is concentrated on transferring that magical power into magic items. Students of the School of Artifice can accurately identify magic items and their properties as a matter of course, and are among the most skilled magical craftsmen in existence. Beyond that, the School of Artifice teaches its students how to enchant magic items with a speed unmatched by other wizards. Though the magic imbued in such items often does not last long, they produce magical devices in hours that it would take other wizards days, weeks, or longer to produce. Wizards that study in the School of Artifice are sometimes called Craftbounds, and are frequently hired by adventuring companies looking to gain some magical support.

Secret Crafts: Graveologist, Mechologist
Locations: Northern Reaches, Rockhome
Races: Dwarf (Craftbound)

School of Blood Magic

Source: Midgard Worldbook (mw405)

A blood mage powers his magic with the secrets he learns from his own blood. Eventually, he learns to manipulate others’ blood too.  A blood mage has the following class features.

Secret Crafts: Bloodologist
Locations: Darokin, Glantri, Karameikos
Races: Human (Traladaran)

School of Clockwork

Source: Midgard Heroes Handbook (mhh78)

The origins of clockwork magic are nebulous at best. Those of a religious bent say that it’s derived from the divine, that a follower of some god of smiths or machines or even time had an epiphany. Others, usually those of a less religious bent, claim that clockwork magic was the discovery of an ancient Craftbound who, while experimenting with gears and steam, built the first device animated by enchantments. Whatever its origin, clockwork magic involves time manipulation, constructs, and mechanical devices of all kinds.

The school of clockwork magic is a blending of technology and magic not often seen. While some would argue that all spells of this so-called school are simply applications of the more traditionally acknowledged branches of arcane magic, clockwork mages understand that there is qualitative difference in thought between casting, say, a clockwork(evocation) spell and an ordinary evocation. The school thrives alongside industry, using a small number of spells, compared to the older schools, to create a wide range of styles. Fool is he who fails to notice arcane glyphs and wands and mistakes a clockwork mage for a common gear grinder or tinkerer.

Secret Crafts: Mechologist
Locations: Northern Reaches, Rockhome
Races: Dwarf (Craftbound)

School of Conjuration

Source: Players Handbook (ph116)

As a conjurer, you favour spells that produce objects and creatures out of thin air. Vou can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

Closely aligned with the sphere of matter and the element of earth.

Secret Crafts: Spiritologist
Locations: Darokin, Ethengar, Glantri, Ylaruam
Races: Human (Ethengarian, Makistani)

School of Divination

Source: Players Handbook (ph116)

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Closely aligned with the sphere of thought and the element of air.

Secret Crafts:
Locations: Darokin, Glantri, Karameikos, Northern Reaches, Norwold Region
Races: Human (Heldannic, Traladaran)

School of Elven High Magic

Source: Midgard Heroes Handbook (mhh85)

Elven high magic is very powerful and extremely rare. With high magic and sufficient time, an elven wizard can accomplish just about anything. It is a closely guarded secret, practiced only by the elves and their shadow fey relatives. Non-elves are never taught the ways of this school. That’s both a sign of the elves’ sense of superiority and an unfortunate practicality. High magic can take centuries to master, and humans and other short-lived races simply don’t live long enough to become skilled in this art.

Except as noted below, practitioners of elven high magic function as wizards and use the wizard spell list.

Secret Crafts: Elvenologist
Locations:
Races:

School of Enchantment

Source: Players Handbook (ph117)

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Closely aligned with the sphere of thought and the element of air.

Secret Crafts:
Locations: Darokin, Glantri, Ierendi, Karameikos, Northern Reaches, Norwold Region, Thyatis, Ylaruam
Races: Human (Hattian, Heldannic, Kerendan, Thyatian)

School of Entropy

Source: Midgard Heroes Handbook (mhh85)

Wizards who specialize in chaos magic crave an understanding of probability and life’s unpredictable outcomes to the point of obsession. What starts as an attempt to analyse the patterns of chaos quickly becomes a trip down the rabbit hole to madness.

Except as noted below, entropists function as wizards and use the wizard spell list.

Also known as School of Chaos.

Secret Crafts: Chaosologist
Locations:
Races:

School of Evocation

Source: Players Handbook (ph117)

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Closely aligned with the sphere of energy and the element of fire.

Secret Crafts:
Locations: Alphatia, Darokin, Ylaruam
Races: Human (Alasiyan, Nithian, Thothian)

School of Illumination

Source: Midgard Heroes Handbook (mhh88)

First created by the shadow fey, the school of illumination blends observations of the heavens with the manipulation of light and shadow into an arcane tradition that’s closely tied with the shadow plane. Many of its spells have much in common with divination, illusion, and necromancy. Unlike those schools, illumination magic is obscure and rarely practiced outside the shadow plane. Its practitioners have been likened to elementalists who manipulate shadow instead of fire, earth, air, or water. This school is not simply about controlling shadow, however; its focus is simultaneously light and the absence of light. Starlight, in particular, holds special meaning within this school. Illumination mages study the evershifting alignment of the stars in their effort to read the road map of fate—a study that inevitably leads them out of the starless shadow plane and into contact with the mortal world.

Members of the School of Illumination, called illuminators, use the stars to predict when danger is near, and draw on the power of darkness to attack their foes. This school is popular with delvers into the underworld, because its spells work best where light is dim or absent. Except as noted below, illuminators function as wizards and use the wizard spell list.

Secret Crafts: Darkologist
Locations: Thyatis
Races: Human (Nuari)

School of Illusion

Source: Players Handbook (ph118)

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists-including many gnome wizards-are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Closely aligned with the sphere of energy and the element of fire.

Secret Crafts:
Locations: Alphatia, Darokin, Glantri, Karameikos, Ylaruam
Races: Human (Alasiyan, Nithian, Thothian, Traladaran)

School of Necromancy

Source: Players Handbook (ph118)

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the dose association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Closely aligned with the sphere of time and the element of water.

Secret Crafts: Bloodologist, Devourologist, Reanimatologist, Spiritologist
Locations: Darokin, Glantri, Karameikos
Races: Human (Traladaran)

Class DetailsWizard – School of Necromancy – Level 02

  • Necromancy Savant (Necromancy 2nd) The gold and time you must spend to copy a necromancy spell into your spellbook is halved.
  • Grim Harvest (Necromancy 2nd) Once per turn, when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the school of necromancy. You don’t gain this from killing constructs or undead.
School of Transmutation

Source: Players Handbook (ph119)

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Closely aligned with the sphere of time and the element of water.

Secret Crafts:
Locations: Ierendi, Minrothad
Races: Human (Makai)

School of Void Magic

Source: Midgard Worldbook (mw405)

Void magic comprises a dangerous school of wizardry that exists alongside, but in the shadows of, the more well-known practices. This magic is anathema to existence itself, making it difficult to master and dangerous even to study. Dabblers rarely produce effects more profound than minor injury, property damage, and psychological scars to themselves and those around them. More serious investigations into void magic can spell disaster. Only alien creatures whose psychology and physiology defy human understanding seem capable of commanding void magic with relative ease; even beings as anomalous as aboleths respect and fear the power of void magic.

Void magic spells can never be added to a wizard’s spellbook as part of the two spells learned automatically for gaining a level (with the exception of void savants; see below). To learn a void magic spell, a wizard must find an NPC void speaker who’s willing to impart the knowledge or discover the spell written as a spell scroll, in a captured spellbook, carved on a temple wall, or some other form of recorded lore. Alternatively, if the GM allows it, a character who sees and hears a void magic spell being cast can add it to his or her spell book, using the same rules as transcribing a spell from a scroll.

Despite void magic’s strange origins, it still functions similarly to other arcane magic on a fundamental level. Void magic follows all the normal rules for spellcasting and is susceptible to dispelling, countermagic, and antimagic as normal. Void magic spells always have a verbal component and can’t, under any circumstance, be cast without it.

Secret Crafts: Shadeologist
Locations:
Races:

Timekeeper

Source: Deep Magic #16 (dm16)

A timekeeper uses seconds and minutes not as a way to measure life but as the key to great and mysterious power. The tradition of the timekeepers began in the magocracies of the West prior to the Great Mage Wars. Many timekeepers find themselves responsible for keeping watch over the dread walkers of the Wastes, to ensure they are never freed from stasis. Others seek to rediscover the lost spells and rituals that allowed long-gone mages to halt the dread walkers in the first place. Except as noted below, timekeepers function as wizards and use the wizard spell list.

Secret Crafts:
Locations:
Races:

War Mage

Source: Xanathar’s Guide to Everything (xge59)

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defences.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armour, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defence. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?

Secret Crafts: Weaponologist
Locations: Darokin, Glantri, Ierendi, Karameikos, Thyatis, Ylaruam
Races: Human (Thyatian)

Design Changes

  • 2021-08-22 – Secret Craft and Weapons Mastery moved to character level not class level.
Secret Craft (1st) – House Rule

Starting at 1st level, you gain a secret craft based on the associated Secret Crafts listed with your selected Domain. At 4th/8th/12th/16th/20th you can increase one existing Secret Craft (linked to your known domains) one step or learn a new one. If you learn a new one, you select it from your crafts based on your known domains.

Each time you gain this class feature the maximum you can increase the secret craft too increases by one. These are at 4th (1st Circle), 8th (2nd Circle), 12th (3rd Circle), 16th (4th Circle) and 20th (5th Circle). This is part of your class level and more Secret Crafts can be learnt with Downtime activities.

Weapons Mastery (3rd) – House Rule

Starting at 3rd level, you can increase your proficiency in one weapon every 3 class levels (6th, 9th, 12th, 15th and 18th). You still need to meet the level requirements to advance the weapons as normal. Learning these weapon proficiencies are part of gaining the class level, and further weapon proficiencies can be learned with downtime activities.

The advanced versions of weapon proficiencies and the required tiers: Skilled (Tier 1), Expert (Tier 2), Master (Tier 3), and Grand Master (Tier 4).

Content Updates

  • 2021-08-22 – Update to layout, menu and content.
  • 2021-03-29 – Added in some details relating to background up to level 7 wizards.
Mystara 5E Classes

Overview, Downtime for Gaining Level

Barbarian: Ancestors, Ancestral Guardian, Battlerager, Berserker, Harrier, Juggernaut, Storm Herald, Totem Warrior, Zealot

Bard: Entropy, Fey Magic, Glamour, Greenleaf, the Jester, Lore, Swords, Valour, Virtue, Whispers

Cleric: Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Clockwork, Corruption, Creation, Darkness, Death, Dragon, Earth, Fire, Forge, Grave, Hunger, Hunt, Hunting, Justice, Knowledge, Labyrinth, Life, Light, Lust, Madness, Moon, Mountain, Nature, Oceans, Order, Prophecy, Repose, Solidarity, Speed, Strength, Tempest, Time, Travel, Trickery, Tyranny, Void, War, Water, Zeal

Druid: Dreams, Feyfriend, the Forest Kingdom, the Land, the Moon, the Shapeless and Prime Terror, the Shepherd, the Stones, the Tree of Life

Fighter: Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Clacking Mercenary, Edjet, Eldritch Knight, Ghost Knight, Griffon Knight, Hospitaller, Knight Surgeon, Samurai, Shield Bearer, Sword Dancer, Weapons Master, Woodlands Cavalier

Monk: the Cobalt Soul, the Drunken Master, the Elements, Iron, the Kensai, the Long Death, the Open Hand, Shadow, the Sun Soul

Paladin: the Ancients, the Ascetic, Battle, Conquest, the Crown, Devotion, the Eagle, the Giving Grave, Mercy, Perfection, the Radiance, Redepmtion, Thunder, Vengeance. Special – Oathbreaker

Ranger: Beast Master, Explorer, Fey Hunter, Gloom Stalker, Hidden Guardian, Horizon Walker, Hunter, Monster Slayer, Unicorn Charger, Vampire Slayer, Zobecker Scout

Rogue: Arcane Trickster, Assassin, Duelist, Fixer, Inquisitive, Mastermind, Scout, Swashbuckler, Thief, Whisper

Sorcerer: Bloodlines (Draconic, Dryad, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow), Divine Inspiration, Divine Soul, Elemental Essence, Pyromancer, Runechild, Shadow Magic, Storm Sorcery, Wild Magic

Warlock: Archfey, Black Woods, Celestial, Fiend, Genie Lord, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Undying

Wizard: Angelic Scribe, Bladesinger, Doom Croaker, Dragon Masks, Elementalist, Geomancy, Necrophagy, Ring Warden, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Transmutation, Void Magic), Timekeeper, War Mage

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, 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 – Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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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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