Dungeons and Dragons – Mystara
Classes – Cleric
- Source: Players Handbook (ph56), Xanathar’s Guide to Everything (xge17)
- Cleric Overview
- Cleric Features
- Background Elements
- Available Pantheons
- Spheres of Power
- Cleric – GM Section
- Character Build Shortcuts
- Content Updates
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.

Cleric – Overview
Hit Dice: 1d8
Proficiencies
- Armour: Light and Medium Armour.
- Weapons: All Simple Weapons.
- Tools: None.
- Saving Throws: Wisdom and Charisma.
- Skills: Choose two from History, Insight, Medicine, Persuasion and Religion.
Starting Gear
- a mace OR a warhammer (if proficient)
- scale mail OR leather armour OR chain mail (if proficient)
- light crossbow and 20 bolts OR any simple weapon
- a priests pack OR an explorer’s pack
- a shield and a holy symbol
Class Features
- (1st) Spellcasting (House Rule)
- (1st) Divine Domain
- (2nd) Channel Divinity
- (4th) Ability Score Improvement
- (5th) Destroy Undead
- (10th/20th) Divine Intervention
Cleric – Features
(1st) Spellcasting (with House Rules)
Each cleric receives their spells from one of the Spheres (and specific associated god) or from a religious organisation (or a pantheon)
Available Spelllist – A Clerics available spelllist is made up of the spells from the Players Handbook (phb) and any secret crafts they know.
Known Spelllist – A clerics known spelllist is made up of spells in their prayerbook they have learnt, these spells are the only spells available for preaparation. Ritual Spells are treated differently.
Prepared Spelllist – These are the spells the cleric has prepared for the day, including the extra spells provided by the domain or domains known. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric levei (minimum of one spell). The spells must be of a leveI for which you have spell slots. Cantrips are also prepared, but only count towards the cantrip maximum of two plus class tier.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spelllevel for each spell on your list.
Spellslots Per Level – These are the amount of spells you are able to cast choosing from your preapred spelllist. you expend one slot for the level fo the spell you are casting, multiple spellcasting classes combine levels for available spellslots, with Paladins and Rangers counting as half their level. You regain all expended spell slots when you finish a long rest.
lvl | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1 | 2 | – | – | – | – | – | – | – | – |
2 | 3 | – | – | – | – | – | – | – | – |
3 | 4 | 2 | – | – | – | – | – | – | – |
4 | 4 | 3 | – | – | – | – | – | – | – |
5 | 4 | 3 | 2 | – | – | – | – | – | – |
6 | 4 | 3 | 3 | – | – | – | – | – | – |
7 | 4 | 3 | 3 | 1 | – | – | – | – | – |
8 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
10 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
11 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
12 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Cantrips – At 1st level, you can prepare three cantrips of your choice from your characters available spell list. You can prepare additional cleric cantrips of your choice at higher levels, as you reach Tier 2, Tier 3 and Tier 4 you gain an additional cantrip with each tier..
Cleric start the game with a prayerbook, identical to a spellbook, and it contains the same amount of spells as a wizards, gaining two new known spells per level. They includes a ritual book as part of its starting option with two cleric rituals that the character has also learnt of the players choice, and gain one new ritual spell each level. These spells and rituals are considered learnt spells, any spells or rituals added outside of this to the praybook need to be learnt with downtime.
Spellcasting Ability – Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell Save DC = 8 + prof + Wisdom mod
Spell Attack Modifier = prof + Wisdom mod
Ritual Casting – You can cast a cleric spell as a ritual if that spell has the ritual tag and its in your Ritual book. Each spell that has the ritual spell tag needs to be learnt separately to being able to cast it normally. If you have prepared it for the day. You can learn ritual spells from the Cleric Players Handbook spell list and your secret craft spell lists.
If you have not prepared the spell for the day you can make a Religion check to cast from your Ritualbook. (see Ritual Caster Class Feature for more information)
Ritual Spell DC = 10 + (2x Ritual Spell Level)
Spellcasting Focus – You can use a holy symbol as a spellcasting focus for your cleric spells.
Spell List – Class List – Cleric
Cantrips – Guidance (ph249), Light (ph256), Mending (ph260), Resistance (ph273), Sacred Flame (ph273), Spare the Dying (ph278), Thaumaturgy (ph283),
1st Level Spells – Bane (ph217), Bless (ph220), Command (ph223), Create or Destroy Water – R (ph230), Cure Wounds – R (ph231), Detect Evil and Good – R (ph232), Detect Magic – R (ph232), Detect Poison and Disease – R (ph232), Guiding Bolt (ph249), Healing Word (ph251), Inflict Wounds (ph254), Protection from Evil and Good – R (ph271), Purify Food and Drink – R (ph271), Sanctuary (ph273), Shield of Faith (ph276),
2nd Level Spells – Aid (ph212), Augury – RO (ph216), Blindness/Deafness (ph220), Calm Emotions (ph222), Continual Flame – R (ph228), Enhance Ability – R (ph238), Find Traps – RO (ph242), Gentle Repose – R (ph246), Hold Person (ph252), Locate Object – R (ph257), Prayer of Healing – RO (ph268), Protection from Poison – R (ph271), Restoration – R (ph256), Silence – R (ph276), Spiritual Weapon (ph278), Warding Bond (ph288), Zone of Truth – R (ph290),
3rd Level Spells – Animate Dead (ph213), Aura of Vitality (ph217), Beacon of Hope – R (ph218), Bestow Curse (ph219), Clairvoyance (ph223), Create Food and Water – R (ph230), Daylight (ph231), Dispel Magic – R (ph234), Feign Death – R (ph241), Glyph of Warding – RO (ph246), Magic Circle – RO (ph257), Mass Healing World (see Healing Word), Meld Into Stone – R (ph260), Protection from Energy (ph271), Remove Curse (ph272), Revivify – R (ph273), Sending (ph275), Speak with Dead – R (ph278), Spirit Guardians (ph279), Tongues (ph284), Water Walk – R (ph288),
4th Level Spells – Aura of Life (ph217), Aura of Purity (ph217), Banishment (ph218), Control Water (ph228), Death Ward (ph231), Divination – R (ph235), Freedom of Movement (ph245), Guardian of Faith (ph248), Locate Creature – R (ph257), Stone Shape (ph279)
5th Level – Commune – RO (ph224), Contagion (ph228), Dispel Evil and Good (ph234), Flame Strike (ph243), Geas – RO (ph245), Greater Restoration (see Restoration), Hallow – RO (ph250), Hold Monster (see Hold Person), Insect Plague (ph255), Legend Lore (ph), Mass Cure Wounds (ph), Planar Binding (ph), Raise Dead (ph), Scrying (ph)
- 6th Level – Blade Barrier (ph), Create Undead (ph), Find the Path (ph), Forbiddance – R (ph), harm (ph), Heal (ph), Heroes’ Feast (ph), Planar Ally (ph), Sunbeam (ph/tce), True Seeing (ph), Word of Recall (ph)
- 7th Level – Conjure Celestial (ph), Divine Word (ph), Etherealness (ph), Fire Storm (ph), Plane Shift (ph), Regenerate (ph), Resurrection (ph), Symbol (ph)
- 8th Level – Antimagic Field (ph), Control Weather (ph), Earthquake (ph), Holy Aura (ph), Sunburst (ph/tce)
- 9th Level – Astral Projection (ph), Gate (ph), Mass Heal (ph), Power Word Heal (ph/tce), True Resurrection (ph)
* details to come. R – Ritual Spells, RO – Ritual Only Spells
Source: ph, tce
(1st) Divine Domain
Characters can choose one Secret Craft associated with their Domain.
Choose one domain associated with your chosen Pantheon. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Domain Spells – Each domain has a list of spells-its domain spells that you gain at the cleric level is noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Aberrance Domain (fa145), Ahool Keener Domain (urc12), Air Domain (br183, wll6), Ambition Domain (psa), Apocalypse Domain (dm314, mhh65), Arcana Domain (scag125), Balance Domain (br184), Beauty Domain (br185), Beer Domain (dm125, mhh55), Blood Domain (tcs65), Cat Domain (dm126, mhh58), Chaos Domain (wllra7), City Domain (wll8), Clockwork Domain (mhh58), Corruption Domain (br186), Craft Domain (wll9), Creation Domain (br185), Darkness Domain (dm126, mhh59, wll10), Death Domain (dmg96, wll10), Dragon Domain (dm127, mhh60), Earth Domain (br187, wll11), Eldritch Domain (ghpg45), Enigma Domain (fa146), Fire Domain (br187, wll11), Force Domain (fa147), Forge Domain (xge18), Grave Domain (xge19), Healer (ag159), Hunger Domain (dm127, mhh60, wll12), Hunting Domain (dm128, fkcc3, mhh61), Inquisition Domain (ghpg47), Justice Domain (dm129, mhh61, wll15), Knowledge Domain (ph59), Labyrinth Domain (dm129, mhh62), Law Domain (wll12), Life Domain (ph60, fa148), Light Domain (ph60), Luck Domain (wll13), Lust Domain (dm344, mwb404), Madness Domain (br188), Messiah of Ashes Domain (osu20), Moon Domain (dm130, mhh63, wll13), Mountain Domain (dm131, mhh64), Mushroom Domain (urc95), Naraneus Domain (osu51), Nature Domain (ph61), Nobility Domain (wll14), Ocean Domain (dm132, mhh64, wll15), Oracle (ag160), Order Domain (ggr24, tce31), Peace Domain (tce32), Prophecy Domain (dm132, mhh62, ootd324), Repose Domain (br189), Sharing Domain (fa149), Sickness Domain (wll16), Solidarity Domain (psa), Speed Domain (dm133, mhh65), Strength Domain (psa), Sun Priest (ag162), Tempest Domain (ph62), Time Domain (dm15, fa150), Travel Domain (fa151, dm134, mhh66, wll16), Trickery Domain (ph62), Twilight Domain (tce34), Tyranny Domain (br190), Undeath Domain (wll17), Void Domain (dm334, mhh62), War Domain (ph63), Warpriest (ag163), Water Domain (br190), Winter Domain (dm134), Zeal Domain (psa)
Previously published but removed from lists – Hunt Domain,
All Spells – C – Cantrips, L# Spell Level, Ab – Abjuration Spells, Co – Conjuration Spells, Di – Divination Spells, En – Enchantment Spells, Ev – Evocation Spells, Il – Illusion Spells, Ne – Necromancy Spells, Tr – Transmutation Spells, R – Ritual Spells (RO for Ritual Only)
Classes – Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizards
Crafts (49) – Air, Alchemist, Beast, Blood, Bueau, Celest, Chaos, Chrono, Craft, Crypt, Dark, Devour, Diplomat, Diviner, Dragon, Earth, Elements, Elven, Entertain, Fiend, Fire, Grave, Heal, Mech, Mental, Music, Nature, Necro, Portal, Preserve, Protect, Rad, Reanimate, Sail, Shade, Shape, Skald, Sky, Spirit, Spy, Star, Summon, Tech, Void, Wagon, War, Water, Weapon, Witch
Sourcebooks: The Book of Lost Spells (bls), The Book of the Righteous (br), Encyclopaedia Arcana (Necromancy (ea02) Elementalism (ea08)), Forest Kingdom Campaign Compendium (fkcc), Midgard Heroes Handbook (mhh), Midgard Worldbook (mwb), Pirate Campaign Compendium (pcc), Player’s Handbook (ph), Princes of the Apocalypse (pota), Sword Coast Adventurer’s Guide (scag), Tashia’s Cauldron of Everything (tce), The World of the Lost Lands (wllra), Xanathar’s Guide to Everything (xge)
(2nd) Channel Divinity
At 2nd levei, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. Vou start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity. you choose which effect to create. Vou must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your c1eric spell save DC.
Beginning at 6th leveI, you can use your Channel Divinity twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity – Turn Undead – As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. lt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
(4th) Ability Score Improvement
At level 4th, 8th, 12th, 16th and 19th you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. You can’t increase any ability score above 20.
(5th) Destroy Undead
At 5th/8th/11th/14th/17th you gain an increase in the level of undead destroyed if they fail their saving throw vs your Turn Undead Channel Divinity. Starting at 1/2 CR or clower at 5th level, it increases to 1 CR at 8th level and by 1 for each increase after that.
(10th) Divine Intervention
Beginning at 10th levei, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric leveI, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. lf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th leveI, your call for intervention succeeds automatically, no roll required.
Background Elements
Temple
Most clerics start their lives of service as priests in an order, then later realize that they have been blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, candida tes typically receive instruction from a cleric of a temple or another place of study devoted to their deity.
Some temples are cut off from the world so that their occupants can focus on devotions, while other temples open their doors to minister to a nd heal the masses. What is noteworthy about the temple you studied at?
d6 / Example Temple
1 – Your temple is said to be the oldest surviving structure built to honor your god.
2 – Acolytes of several like-minded deities all received instruction together in your temple.
3 – You come from a temple famed for the brewery it operates. Some say you smell like one of its ales.
4 – Your temple is a fortress and a proving ground that trains warrior-priests.
5 – Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
6 – You served in a temple in the Outer Planes.
Keepsakes
Many clerics have items a mong their personal gear that symbolize their faith, remind them of their vows, or otherwise help to keep them on their chosen paths. Even though such an item is not imbued with divine power, it is vitally important to its owner because of what it represents.
d6 / Keepsake
1 – The finger bone of a saint.
2 – A metal-bound book that tells how to hunt and destroy infernal creatures.
3 – A pig’s whistle that reminds you of your humble and beloved mentor.
4 – A braid of hair woven from the tail of a unicorn.
5 – A scroll that describes how best to rid the world of necromancers.
6 – A runes tone said to be blessed by your god.
Secret
No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark desires or the forbidden attr action of turning against the teachings of one’s deity.
If you haven’t considered this aspect of your character yet, see the table entries for some possibilities, or use them for inspiration. Your deep, dark secret might involve something you did (or a re doing), or it could be rooted in the way you feel about the world and your role in it.
d6 / Secret
1- An imp offers you counsel. You try to ignore the creatture, but sometimes its advice is helpful.
2 – You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal creatures.
3 – You acknowledge the power of the gods, but you think that most events are dictated by pure chance.
4 – Even though you can work divine magic, you have never truly felt the presence of a divine essence within yourself.
5 – You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.
6 – In times of despair, you feel that you are but a plaything of the gods, and you resent their remoteness.
Available Pantheons
Clerics need to choose a Pantheon at first level for which their character follows the belief, religious holidays and events. They also venerate all the gods of the pantheon, with a special connection to one of the the gods associated with the domain.
Elemental Pantheons
At Tier 2 characters can choose to change their pantheon to an elemental pantheon. They must match their chosen got to the pantheon they seelct.
- Radiance (Fire)
Spheres of Power
All gods belong to one of the spheres, while a pantheon can come from multiple. There are five spheres of power. When cleric reach Tier 3 they can choose to follow a Sphere instead of a Pantheon. They must match their chosen got to the sphere.
- Energy (Element of Fire)
- Entropy (Element of Destruction)
- Matter (Element of Earth)
- Thought (Element of Air)
- Time (Element of Water)
Domains by Sphere
These are the main source of the domains.
- Energy
- Basic – Light – Fire – War
- Advenced – Arcana – Hunting – Travel
- NPC Only – Zeal
- Matter
- Basic – Earth – Forge – Nature
- Advanced – Beer- Dragon – Moon – Mountain
- NPC Only – Creation – Hunt – Strength
- Thought
- Basic – Air – Knowledge –Trickery
- Advanced – Balance – Beauty – Justice – Tempest
- NPC Only – Labyrinth – Solidarity
- Time
- Basic – Life – Speed – Water
- Advanced – Ocean – Repose – Time
- NPC Only – Clockwork – Cats – Prophecy
- Entropy
- Basic – Darkness – Death – Grave
- Advanced – Corruption – Lust – Tyranny
- NPC Only – Ambition, Apocalypse, Blood, Hunger, Madness, Void (mhh62)
Energy Sphere
Closely associated with the Element of Fire and Energy type of Fire and the colour red. Desires activity and chaos, and the schools of evocation and illusion. The guiding principle is Energy dominates Matter by making it unstable, opposes Thought’s categorisation, and is subject to Time’s organisation. Fire burns earth and is in turn quenched by water.
Divine Features
- Protected by the Gods (Energy): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
- Spell Affinity (Energy): You have Energy Sphere affinity, your fire spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
- Base Anathema (Energy): Water or Time abilities and any cold damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.
Energy Domains
- <> 100 or more <> Arcane (8-28-152), Light (5-21-111), Nature (7-26-137),
- Fire (4-15-79), Knowledge (5-17-91), Travel (4-12-61), War (4-16-93)
- Balance (3-9-41), Clockwork (3-7-33), Hunting (3-10-57),
- Creation (2-8-45),
- Beauty (1-2-7), Forge (1-4-24), Life (1-2-7), Prophecy (1-2-10), Repose (1-2-7), Tempest (1-3-17), Trickery (1-4-20)
Energy Immortals
- Benekander (I1) – Balance, Clockwork, Light, Travel
- Coberham (T10) – Arcana, Fire, Knowledge, Prophecy
- Eiryndul (e20) – Fire, Light, Nature, Travel, Trickery
- Ilsundal (H33) – Arance, Balance, Light, Nature
- Ixion (H36) – Fire, Knowledge, Light War
- Lornasen (T7) – Balance, Beauty, Life, Nature, Repose
- Mahmatti (C13) – Arcane, Fire, Knowledge, Nature
- Mazikeen (T11) – Arcana, Clockwork, Knowledge, Labyrinth
- Mealiden (e23) – Arcana, Hunting, Nature, Travel, War
- Rafiel (e21) – Arcana, Clockwork, Creation, Knowledge, Light
- Tahkati (C17) – Hunting, Tempest, Travel, War
- The Korrigans (e24) – Arcana, Creation, Forge, Nature
- Zirchev (C17) – Arcana, Hunting, Nature, War
Entropy Sphere
Closely associated with the Element of Death and Energy type of Necrotic and the colour black. Desires death and destruction, and not associated with any particular school or element. The guiding principle is Entropy is in opposition to all the other principles. Entropy seeks to Destroy Matter, dissipate Energy, stagnate Time, and Stifle Thought.
Divine Features
- Protected by the Gods (Entropy): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
- Spell Affinity (Entropy): You have Entropy Sphere affinity, your death or necrotic spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
- Base Anathema (Entropy): Radiant or Light abilities and any radiant damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.
Entropy Domains
- Corruption (4-22-120),
- Apocalypse (3-14-76),
- Arcane (2-8-43), Blood (2-7-40), Grave (2-11-61), Hunger (2-11-59), Lust (2-11-59), Tyranny (2-5-29),
- Cats (1-2-14), Creation (1-3-15), Death (1-6-35), Dragon (1-3-15), Madness (1-6-31), Trickery (1-5-29), War (1-2-14)
- NPC Only: Void (mhh62)
Entropy Immortals
- Aracne Prime – Void
- Arik – Void
- Atzanteotl (H31) – Corruption, Hunger, Lust, Madness
- Danel (C14) – Blood, Cats, Tyranny, War
- Idris (C15) – Apocalypse, Arcana, Creation, Dragon, Tyranny
- Masuwu (E28) – Arcana, Corruption, Hunger, Lust, Trickery
- Orcus (E26) – Apocalypse, Blood, Corruption, Grave
- Stodos – Void
- Thanatos (H35) – Apocalypse, Corruption, Death, Grave
Matter Sphere
Closely associated with the Element of Earth and Energy type of Acid and the colour green. Desires stasis and stability, and the schools of abjuration and conjuration. The guiding principle is Matter dominates Thought by forcing it to be logical, opposes Time’s attempts to change things, and is subject to Energy’s introduction of chaos. Earth chokes air and is in turn burned by fire.
Divine Features
- Protected by the Gods (Matter): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
- Spell Affinity (Matter): You have Matter Sphere affinity, your earth or acid spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
- Base Anathema (Matter): Air or Thought abilities and any thunder or lightning damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.
Matter Domains
- <> Over 100 <> Creation (6-20-111), Earth (5-22-125), Knowledge (6-26-143), Life (4-19-111), Nature (8-31-174),
- Forge (6-16-82),
- Dragon (4-13-65), Hunt (5-14-71), Justice (4-17-87), War (5-12-62)
- Arcane (3-13-71),
- Balance (2-12-66), Beer (2-7-39), Clockwork (2-3-15), Moon (2-4-21), Travel (2-6-32),
- Cats (1-5-27), Fire (1-1-3), Lust (1-2-11), Madness (1-2-11), Mountain (1-6-34), Repose (1-6-36), Speed (1-3-15), Tempest (1-3-13), Tyranny (1-1-5)
Matter Immortals
- Atruaghin (H32) – Balance, Justice, Knowledge, Nature
- Branden (I3) – Clockwork, Creation, Fire, Forge, War
- Chiron (I6) – Creation, Knowledge, Life, Nature
- Diamond (C16) – Dragon, Forge, Hunt, Justice, Knowledge
- Djaea (H34) – Balance, Earth, Life, Mountain, Nature
- Faunus (T11) – Beer, Lust, Madness, Moon, Nature
- Garl (T12) – Clockwork, Creation, Earth, Forge, War
- Hattani (C15) – Earth, Nature, Speed, War
- Ka (H35) – Arcane, Knowledge, Life, Nature
- Kagyar (E28) – Beer, Creation, Earth, Forge, Knowledge
- Ninfangle (E27) – Cats, Hunt, Travel, War
- Opal (C13) – Dragon, Forge, Hunt, Justice, Tempest
- Pearl (T10) – Arcane, Dragon, Forge, Hunt, Moon
- Terra (H36) – Creation, Earth, Life, Nature, Repose
- The Great One (E26) Arcane, Creation, Dragon, Justice, Knowledge
- Wogar (I5) Hunt, Nature, Travel, Tyranny, War
Thought Sphere
Closely associated with the Element of Air and Energy type of Lighting and Thunder and the colour white. Desires perception and categorisation, and the schools of divination and enchantment. The guiding principle is Thought dominates Time by enforcing free will, opposes Energy’s chaos, and is subject to Matter’s restriction. Wind dries water and is in turn blocked by earth.
Divine Features
- Protected by the Gods (Thought): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
- Spell Affinity (Thought): You have Thought Sphere affinity, your air, lightning or thunder spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
- Base Anathema (Thought): Earth or Matter Abilities and any acid damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.
Thought Domains
- <> Over 100 <> Trickery (4-20-111)
- Knowledge (4-18-99),
- Air (3-11-64), Balance (3-12-73), Justice (3-5-22), Life (3-9-47), Moon (3-8-37), Repose (3-6-29),
- Tempest (2-9-52), War (2-5-23)
- Arcana (1-4-23), Beauty (1-2-14), Clockwork (1-6-32), Creation, (1-2-12), Hunt (1-1-3), Hunting (1-1-3), Labyrinth (1-6-32), Nature (1-2-8), Oceans (1-2-14), Prophecy (1-4-23), Speed (1-2-12),
Thought Immortals
- Alhanni (T14) – Balance, Beauty, Oceans, Repose
- Asterius (E27) – Life, Moon, Travel, Trickery
- Cochere (T12) – Air, Creation, Justice, Life, Speed
- Cretia (C16) – Air, Tempest, Trickery, War
- Korotiku (H32) – Clockwork, Knowledge, Labyrinth, Trickery
- Matin (T7) – Justice, Moon, Repose, War
- Odin (H36) – Air, Balance, Knowledge, Tempest, Trickery
- Qywattz – Void
- Ralon (T8) – Knowledge, Life, Nature Repose
- Ruaidhri (I3) – Hunt, Hunting, Justice, Moon
- Ssu-Ma (e23) – Arcana, Balance, Knowledge, Prophecy
Time Sphere
Closely associated with the Element of Water and Energy type of Cold and the colour blue. Desires steady change, and the schools of necromancy and transmutation. The guiding principle is Time dominates Energy’s chaos by organising its change, opposes Matter’s stability, and is subject to Thought’s imposition of free will. Water quenches fire and is in turn dried by wind.
Divine Features
- Protected by the Gods (Thought): You can make death saving throws when reduced to zero hit points and can be brought back from the dead.
- Spell Affinity (Thought): You have Time Sphere affinity, your water or cold spells have a DC modifier of +1, such spells cast require a spell slot one lower to cast for normal effect.
- Base Anathema (Time): Fire or Energy abilities and any fire damage you deal is always minimum and such spells require a spell slot one higher to cast for normal effect.
Time Domains
- Time (4-17-91),
- Prophecy (3-12-62), Travel (3-12-66),
- Balance (2-8-38), Knowledge (2-8-43), Life (2-10-50), Nature (2-9-49), Oceans (2-8-47), Repose (2-10-50), Water (2-8-47)
- Speed (1-6-36)
Time Immortals
- Calitha (C18) – Nature, Oceans, Travel, Water
- Carnelian (T7) – Balance, Knowledge, Prophecy, Time
- Khoronus (H36) – Knowledge, Prophecy, Speed, Time
- Ordana (H31) – Balance, Life, Nature, Repose
- Protius (E29) – Oceans, Time, Travel, Water
- Simurgh (e19) – Life, Prophecy, Repose, Time, Tavel
Immortal Follower
Characters at Tier 4 can choose to just follow a specific immortal. They must match the domains of the immortal they choose.
Cleric – GM Section
This is a conceptual work in progress section for clerics.
Common Domains
Energy / Fire
– Fire (br187) 2020-09-11
– Light (ph60) 2020-09-01
– War (ph63) 2020-08-17
Matter / Earth
– Earth (br187) 2020-09-12
– Forge (xge18) 2020-09-10
– Nature (ph61) 2020-08-27
Thought / Air
– Air (br183) 2020-09-26
– Knowledge (ph59) 2020-09-04
– Trickery (ph62) 2020-08-19
Time / Water
– Life (ph60) 2020-09-02
– Speed (mhh65) 2020-08-23
– Water (br190) 2020-08-16
Entropy / Darkness
– Darkness (mhh59) 2020-09-15
– Death (dmg96) 2020-09-14
– Grave (xge19) 2020-09-09
Uncommon Domains
Energy / Fire
– Arcana (scag125) 2020-09-24
– Hunting (mhh61) 2020-09-06
– Travel (mhh66) 2020-08-20
Matter / Earth
– Beer (mhh55) 2020-09-21
– Dragon (mhh60) 2020-09-13
– Moon (mhh63) 2020-08-29
– Mountain (mhh64) 2020-08-28
Thought / Air
– Balance (br184) 2020-09-23
– Beauty (br185) 2020-09-22
– Justice (mhh61) 2020-09-05
– Tempest (ph62) 2020-08-22
Time / Water
– Ocean (mhh64) 2020-08-26
– Repose (br189) 2020-08-24
– Time (dm15) 2020-08-21
Entropy / Darkness
– Corruption (br186) 2020-09-17
– Lust (mw404) 2020-08031
– Tyranny (br190) 2020-08-18
NPC Only Domains
Energy / Fire
– Zeal [WC-PSA]
Matter / Earth
– Creation (br185) 2020-09-16
– Hunt (fkcc3) 2020-09-07
– Strength [WC-PSA]
Thought / Air
– Labyrinth (mhh62) 2020-09-03
– Solidarity [WC-PSA]
Time / Water
– Cat (mhh58) 2020-09-19
– Clockwork (mhh58) 2020-09-18
– Prophecy (mhh62) 2020-08-25
Entropy / Darkness
– Ambition [WC-PSA]
– Apocalypse (mhh65) 2020-09-25
– Blood (tcs65) 2020-09-20
– Hunger (mhh60) 2020-09-08
– Madness (br188) 2020-08-30
Character Build Shortcuts
Class Details – Cleric – Level 01 (Starting)
- Starting Hit Points 8 HP first level (5 as multiclass)
- Starting Proficiencies:
- Armour – Light and Medium Armour, Shields
- Multi – also gains these proficiencies
- Weapons – All simple weapons
- Tools (Level Up) Choose from Herbalism Kit, Artisan Tool or a Musical Instrument
- Saving Throws (Level Up) Wisdom, (Intelligence or Charisma)
- Armour – Light and Medium Armour, Shields
- Starting Skill Choices Religion and Select Two Athletics, Culture, History, Insight, Intimidation, Medicine, Perception.
- Multi – Gains Religion as a skill.
- Starting Gear Choices (125 gp available to spend on)
- Holy Warrior’s Set (122 gold) Longbow and quiver with 20 arrows, mace, scale mail, explorer’s pack, reliquary divine focus (holy symbol).
- Righteous Combat Set (87 gold) 4 javelin, warhammer, 5 wooden stakes, chain short, medium shield, emblem divine focus (holy symbol), explorer’s pack.
- Spiritual Protector’s Set (90 gp) Quarterstaff, 2 flasks of holy water, padded leather, healer’s satchel, amulet divine focus (holy symbol), priest’s pack.
- a praybook spellbook and Ritual book
- Divine Domain (Cleric 1st) Choose one.
- Defensive Blessing (Level Up 1st) Choose one – Armour of Conviction (p152), Sacred Archery (p152), Spirit Soldier (p152)
- Sacred Call (Level Up 1st) Choose one – Clerical Charisma, Ordination, Zeal of the Convert.
- Spellcasting (ph58 – Cleric) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom. The caster has the following spells prepared: (A prepared caster has access to your level then add ability modifier 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 (3) 1st (2)
- Note: Multiclass increase spellcasting slots by one level
- Divine Ritual book (Cleric) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five 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 Religion skill to cast rituals. You gain the ritual Ceremony as a free ritual that does not need a ritual book.
- Weapons Mastery – patrons favoured weapon upgraded (max skilled)
Class Details – Cleric – Level 02
- Hit Points 5 + con (d8)
- Channel Divinity (Cleric 2nd) One per short or long rest you can channel divinity
- Harness Divine Power (Tashias 2nd) You can expend your channel divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no high than half your proficiency bonus.
- Turn Undead (Cleric 2nd) As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. lt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
- Divine Domain Upgrade: From selected domain.
- Principle of Devotion (Level Up) Choose a vow from Chaste, Destitute, Devotional Integrity, Image of the Divine, Merciful, Rule of Ritual, Secrecy, Severity, Silence.
- Spellcasting Increase
- Slots – Cantrip (3) 1st (3)
- Note: Multiclass increase spellcasting slots by one level
- Learnt new spells (2)
- Slots – Cantrip (3) 1st (3)
Class Details – Cleric – Level 03
- Hit Points 5 + con (d8)
- Signs of Faith (Level Up) Choose one of Ancestral Guidance, Compassionate Nurse, Faithful Historian, Gentle Healer, Graceful Fall, Monastic Austerity, Numinous Awareness, Premonition, Preservation, Righteous Path, Soothing Words, Supernal Intuition, Theologian, Voice of Doom.
- Spellcasting Increase
- Slots – Cantrip (3) 1st (4) 2nd (2)
- Note: Multiclass increase spellcasting slots by one level
- Learnt new spells (2)
- Slots – Cantrip (3) 1st (4) 2nd (2)
Class Details – Cleric – Level 04
- Hit Points 5 + con (d8)
- Ability Score Improvement (gain both) Abilities and Feat
- Spellcasting Increase
- Slots – Cantrip (3) 1st (4) 2nd (2)
- Note: Multiclass increase spellcasting slots by one level
- Learnt new spells (2)
- Slots – Cantrip (3) 1st (4) 2nd (2)
Class Details – Cleric – Level 06
- Hit Points 5 + con (d8)
- Extra Domain (GM) You learn a second domain from your pantheon. Which you can switch between during a short or long rest.
Class Details – Cleric – Level 08
- Hit Points 5 + con (d8)
- Blessed Strikes (Tashias 8th) You gain the ability to enhance your cantrip or weapon attacks with radiant damage. Once per round, as a reaction, you can add 1d8 radiant damage to a cantrip or weapon attack that deals damage.
Class Details – Cleric – Level 11
- Hit Points 5 + con (d8)
- Extra Domain (GM) You learn a third domain from your pantheon. Which you can switch between during a short or long rest
Class Details – Cleric – Level 16
- Hit Points 5 + con (d8)
- Extra Domain (GM) You learn a fourth domain from your pantheon. Which you can switch between during a short or long rest
Design Details
Here are options I had considered for level advancement.
(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) Secret Craft (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.
(3rd) Weapon Mastery (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).
(6th) Tier Upgrade
At 6th/11th/16th your cleric gains a Tier Upgrade which give the cleric a chance to change their Pantheon to one of the Racial or Cultural Pantheons or extra ones based on their level. Eitehr way you can select an extra Domain associated with your Immortal. A Cleric can only have one active domain at a time, but can switch the active domain during a short rest.
At 6th Level they can include Elemental Pantheons. At 11th Level they can include Sphere or Immortal Pantheons. At 16th Level they can follow the Immortal without a Pantheon.
A cleric can only change pantheons as long as their Selected Immortal stays the same in the new Pantheon.
Content Updates
- 2021-10-29 – Added in Tashia’s Cauldron of Everything class options.
- 2021-08-22 – Moved the rarity of domains to GM Section and updated the menu.
- 2020-09-20 – Cleaned up the Prayebook details to note how many spells you know, and that you learn a new ritual spell with each new level.
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. Special – Oathbreaker
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 Pantheons
The Pantheons, The Immortals, The Divine Features
Racial Pantheons: Atruaghin, Dragonkin, Dwarven and Gnome, Elven, Ethengarian, Giantkin, Halfling, Traladaran
Cultural Pantheons: Alphatian Empire, Land Guilds, Makai, Norse, Ocean Guilds, Outcast, Thyatian Empire, Ylari
Elemental Pantheons: Air, Darkness, Earth, Fire, Forest, Ocean, Radiance, Shadowlands, Sky, Water
Immortal Pantheons: Celestials, Elemental Rulers, Empyreals, Energy, Entropy, Eternals, Hierarchs, Initiates, Matter, Spheres, Temporals, Thought, Time
Special Pantheons: Ancient Ones, Assembly, Azcan, Davania, Hollow World, Myoshima, Nithian, Norwold, Old Ones, Olympian, Savage Coast
D&D 5E in Mystara
D&D Menu – Adventures, 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
Game Management – Annotated 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)
Floorplans – Thyatian
Session Recordings – Campaign Journals
Library of Books
B5, d20 System, Pathfinder, SW

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.
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