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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Lani Fighter Weapons Master

Dungeons and Dragons – Mystara

Class Build – Fighter: Weapons Master

Source: GM Created Content

For one of my new gamers they are building a fighter using the weapons master option that is part of my campaign setting so I thought I would make a post about all the linked content so its all in one place and will make referencing it easier.

Where to Start – Race

Race is one of the most important aspects of character creation as it points to solutions of class, homeland and background options that work well with the character concept.

There are a few different options in my setting for taking on character races, here is a link to the source material for my players – DnD Races Page.

Player was happy with Human of Water – Makai.

Here are the basics of what choosing a Makai would result in from a character build perspective.

Character has taken the following: Human, Makai, Water Aspected, Fighter.

Class and Archetype Options

Base racial options for the character are anything suitable for Ierendi, .

The player has chosen to go with Fighter as their character and with that I advised of an additional character class for fighter called Weapons Master.

Character has taken the following: Fighter – Weapons Mastery Archetype.

Selecting Attributes

This has been left with the player to decide, when I have the details I will add them in here as part of the character build walk through.

Attributes have 27 point buy, starting with a base of 8.

  • Strength gains 14 (7)
  • Dexterity gains 13 (5)
  • Consitution gains 12 (4)
  • Intelligence gains 12 (4)
  • Wisdom gains 11 (3)
  • Charisma gains 12 (4)

STR 14 (+2) DEX 13 (+1) CON 12 (+1) INT 12 (+1) WIS 11 (-) CHA 12 (+1)

After Point by add the following racial changes: Wisdom +3 and Dexterity +2

STR 14 (+2) DEX 15 (+2) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 12 (+1)

Backgrounds

The character background options for consideration suitable for Ierendi: Acolyte, Charlatan, City Watch, Criminal, Entertainer, Fisher, Marine, Sailor, Shipwright, Smuggler, Soldier

  • Sailor Background Traits
    • Attributes – Dexterity +1
    • Skills – Athletics and Perception
    • Tools – navigator’s tools, water vehicles
    • Equipment – A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the centre (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
    • Ships Passage – When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. Vou might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favour, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Languages

For mystara there are two common languages, Alpahtian and Thyatian. Not everyone know both languages. A good trade language is the Traladara language used as a core for a few countries in the region as well.

With the racial choice they gain the following languages: Common (Thyatian) and makai

  • Racial Makai – Common (Thyatian) and Makai
  • Background Ierendi – Common (Thyatian) and Makai, due to already having those has gained Common (Alphatian) and Gnomish
  • Secret Craft – Waterologist – Primordial (Aquan)
  • Secret Craft – Weaponoligist – Common (Thyatian), due already having those languages gained Traladaran
  • Secret Craft – Sailologist – Common (Thyatian) or Makai, due to already having those languages gained Elven
  • Secret Craft – Protectologist – Jotun (Giant)
  • Secret Craft – Warologist – Ingan

Name and Sex

The name of the character will be left to the player with the sex of it also being up to the player. Playing a male of a female has not impact on what the character can do, just how they will be perceived in different encounters.

Charcter is a female 🙂

Choice of Background and Quirks

I chose the quirks to give a new player a reason to be abrupt and not feel out of place with an established group of players.

  • Background: Sailor
  • Personality: 1 – My friends know they can rely on me, no matter what.. Ideal: 5 – People – I’m committed to my crewmates, not to ideals.. Bond: 4 – In a harbour town, I have a paramour whose eyes nearly stole me from the sea.. Flaw: 3 – Once someone questions my courage, I never back down no matter how dangerous the situation.
  • Treasured Item: 11 – A one ounce block made from an unknown material.
  • Signature Style: 2 – Brutal – Your attacks rain down like hammer blows, meant to splinter bone or send blood flying (Halfling style)
  • Instructor: 6 – Weapon Master – Your mentor helped you to become one with your chosen weapon, by imparting highly specialised knowledge of how to wield it most effectively.

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Here are all teh options available to the character and when they kick in.

  • Racial Weapons Mastery – Favoured Weapon starts at Skilled (trident)
  • Fighter Weapons Mastery – Four weapons are upgraded (selected Club, handaxe, Longbow and Rapier as starting equipment)

Secret Crafts

Secret Craft Options available to the character.

Secret CraftProtectologist – Initiate

  • Craft Bonus = Proficiency + Wis + circle +2 (Giants and Giantkin)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (Giants).
  • Starting Language – Jotun (Giant)
  • Associated Sphere – Usually a Giantkin Pantheon Immortal, or any Immortal who is a Patron of protection is valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of the Giants: You can make a craft check to use a artefact of the Giants without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Giantkin racial magical items attuned allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Protectologist Additional Crit Effects

  • Protectologist Additional Craft Mishap: In addition to the base critical failure effect, you radiate a wave energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this also reduces your armour class and saving throws by the same amount. You armour class penalty will remain until you finish a long rest.
  • Protectologist Additional Craft Boon: In addition to the base critical success effect you are able to put out a wave of protective energy and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your saving throws have Advantage until you finish a long rest.

Secret CraftSailologist – Initiate

  • Craft Bonus = Proficiency + Dex + circle +2 (water aspect, Halfling, Makai, Nuari)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (water aspect, Halfling, Makai, Nuari).
  • Bonus Language – Makai or Common (Thyatian)
  • Associated Sphere – Usually a Time Immortal, Ocean Guilds Pantheon Immortal, but any Immortal who is a Patron of travel is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of the Sea (any) You can make a craft check to use a artefact of of the Sea without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Travel and Water Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Sailologist Additional Crit Effects

  • Sailologist Additional Craft Mishap: In addition to the base critical failure effect your body appears to age a year which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Makai until you finish a short or long rest and have disadvantage on rolls using language.
  • Sailologist Additional Craft Boon: In addition to the base critical success effect you are bolterd by the touch of the gods and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the Makai language.

Secret Craft – Warologist – Initiate

  • Craft Bonus = Proficiency + Str + circle +2 (Fire aspected and Glantrian characters)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Cha mod + circle achieved +2 (earth aspected and Elven characters).
  • Bonus Language – Traladaran or Ignan
  • Associated Sphere – Usually a Immortal of Radiance pantheon, of Energy, or any Immortal who is a Patron of the warfare is valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of War (War) You can make a craft check to use a artefact of War without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Warfare affecting attuned magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Warologist Additional Crit Effects

  • Warologist Additional Craft Mishap: In addition to the base base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. Your tactical decisions on a battlefield have disadvantage for the duration of the manifestation.
  • Warologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your tactical decisions on a battlefield have advantage for the duration of the manifestation.

Secret CraftWaterologist – Initiate

  • Craft Bonus = Proficiency + Dex + circle +2 (water elemental aspect, genasi)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (water elemental aspect, genasi).
  • Bonus Language – Primordial (Aquan)
  • Associated Sphere – Usually a Time Immortal, Water Pantheon Immortal, Ocean Pantheon Immortal, but any Immortal who is a Patron of water is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Time (Water) You can make a craft check to use a artefact of time without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Water Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Waterologist Additional Crit Effects

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

Secret CraftWeaponologist – Initiate

  • Craft Bonus = Proficiency + Dex + circle +2 (Hattians, Kerendans, Nuari and Thyatians)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (Hattians, Kerendans, Nuari and Thyatians).
  • Bonus Language – Common (Thyatian)
  • Associated Sphere – Usually a Thyatian Empire Pantheon Immortal, or any Immortal who is a Patron of war is valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Artefacts of War: You can make a craft check to use a artefact of war without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact or magical weapon to heal your soul burn. If you are attuned to the artefact or Magical Weapon, you can use its power to activate your secret craft features without a chance of a penalty being activated. Magical Weapons attuned allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Weaponologist Additional Crit Effects

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

Character Spell Lists

Spell ListSecret CraftProtectologist (Protect)
(Defensive, Protection and Warding based spells)

Cantrip Blade Ward (ph219), Encrypt (bls52), Resistance (ph273),

1st Level SpellsAbsorb Elements (xge150), AlarmR (ph212), Circle of WindR (mhh157), Feather Fall (ph240), Heraldic Mastiff (bls70), Heraldic Owl (bls70), Heraldic Ox (bls70), Mage Armour (ph257), Mosquito Bane (mhh183), Protection from Evil and GoodR (ph271), Protection from Oozes (bls95), Sanctuary (ph273), Shield (ph276), Shield of Faith (ph276),

2nd Level SpellsArcane LockR (ph216), BarkskinR (ph218), Blur (ph220), Buttress (bls27), Cordon of Arrows (ph229), Fiery Shield (bls57), Find TrapsRO (ph242), Force Wave (bls60), Heraldic Fox (bls70), Heraldic Horse (bls70), Pass through ElementR (ea08), Protection from Paralysis (bls95), Protection from PoisonR (ph271), Warding Bond (ph288), Wind ArmourR (ea08)

3rd Level SpellsBeacon of HopeR (ph218), Binding Chains (bls20), Bone Armour (bls25), Charged Touch (bls29), Dispel MagicR (ph234), Godly Patronage (bls64), Glyph of WardingRO (ph246), Heraldic Lion (bls70), Protection from Energy (ph271), Tiny HutRO (ph256), Wall of Sand (xge170), Wall of Water (xge170), Wind Wall (ph289)

4th Level Spells – Aetheric Shield (bls11), Air SphereR (bls13), Charge (bls29), Death Ward (ph231), Demon Flesh (bls42), Exorcise (bls55), Faithful Hound (ph262), Fire Shield (ph243), Freedom of Movement (ph245), Heraldic Leopard (bls70), Heraldic Tortoise (bls71), Resilient Sphere (ph265), Stonefast (bls114), Stoneskin (ph279), Wall of Fire (ph286)

5th Level Spells – Absorb Object (bls10), Antilife Shell (ph214), Arcane Hand (ph219), Arcane Retribution (bls14), Arcane Shield (bls14), Cloak of the Serpents (bls32), Dispel Evil and Good (ph234), HallowRO (ph250), Heraldic Bear (bls69), Spellcaster’s Refusal (bls112)

  • 6th Level – Bead of Iron (bls19), Negative Energy Aura (bls90)
  • 7th Level – Containment Orbs (bls34), Heraldic Boar (bls69), Seal of Sanctuary – R (mhh190), Shield of Crackling Fire (bls105), Volley Spell (bls124)
  • 8th Level – Heraldic Hydra (bls70)
  • 9th Level – Greater Seal of Sanctuary – R (mhh171), Heraldic Phoenix (bls70), Heraldic Wyrm (bls71), Invulnerability (xge160)

R – Ritual Spells.
Source: bls, mhh, ph, xge

Spell ListsSecret CraftSailologist (Sail)
(Movement and Ocean travel based spells)

Cantrip Breeze (ea08), Headwind (bls68), Hydraulic Push (pcc40), Ray of Frost (ph272), Thorn Whip (ph283)

1st Level Spells – Air Bubble (pcc34), Animate Water (pcc35), Bubble Net (bls26), Buoyancy (bls26), Cool Strength (pcc421), Expeditious Retreat (ph239), Float (pcc38), Floating DiskR (ph282), Fog Cloud (ph244), Frostfire (bls62), Gliding StepR (mhh170), Jump (ph255), Lasting Breath (bls80), Locate Fish – R (bls83), Longstrider (ph257), Murk (pcc40), Quick Breath (pcc40), Read Weather (pcc41), Sea Sight (pcc44), Shock Shield (pcc44), Touch of the Seal (pcc46), Waterproof (pcc49), Weather Eye (pcc49), Wind Compass (pcc424), Wind Tunnel (mhh203),

2nd Level SpellsAlter SelfR (ph212), Bo of the River (pcc435), Boarding Plank (bls24), Depth Charge (pcc38), Depth Warning (pcc38), Dolphins Fins (bls47), False Gold (bls55), Flotsam Vessel (pcc39), Forecast – R (bls61), Gust of WindR (ph248), LevitateR (ph255), Marid’s Blessing (pcc421), Marid’s Curse (pcc421), Misty Step (ph261), Net (bls90), Riversight (pcc42), Sargasso Strands (pcc43), SkywriteR (xge165), Slipstream (pcc45), Spider Climb (ph278), Taunt (bls116), Track Ship (pcc46), True Bearing (pcc47), Web (ph288), Undertow (bls121)

3rd Level Spells – Aerial Pilot (bls11), Air BreathingR (bls12), Air BridgeR (bls12), Anchor (bls13), Detect Land (bls43), Fly (ph244), Gaseous Form (ph245), Phantom SteedRO (ph266), Protection from Pressure (bls95), Receding Reef (pcc41), Reef Growth (pcc42), Slow (ph278), Turbid Tide (pcc47), Undertow (pcc47), Upwards Thrust (mhh185), Water Double (bls126), Water WalkR (ph288), Weather Calming (bls127)

4th Level – Black Spot (pcc35), Control Water (ph228), Deep Diver (pcc38), Deflect Ram (bls42), Desail (bls42), Freedom of Movement (ph245), Hullshock (pcc39), Ice Ship (pcc432), Iron Rope (bls78), Phantom Rugging (pcc422), Remember Seas (bls98), Scalding Sea (bls101), Shatterhull (pcc44), Stone Hull (pcc424), Transform Boulder to Pebble (bls118), Transform Pebble to Boulder (bls118), Veiled Vessel (pcc48), Wall of Brine (pcc48)

5th Level Spells – Billow the Sails (bls19), Channelled Currents (pcc37), Control WindsR (xge152), Maelstrom (xge160), Sea Scrying (pcc44), Unseen Crew (pcc47)

  • 6th Level – Aqueous Extraction (pcc35), Change Dust to Water (bls28), Greater Veiled Vessel (pcc48), Paper Vessel (pcc436), Ship of Fools (pcc423), Wall of Coral (pcc49)
  • 7th Level – Change Water to Dust (bls28), Create Iceberg (bls36), Hovershp (bls72), Icebreaker (bls73), Raise Island (bls97), Submerge Ship (pcc45)
  • 8th Level – Caster’s Caravel (pcc36), Divine Wind (pcc436), Raise Shipwreck (bls97)
  • 9th Level – Curse of the Ancient Mariner (bls38), Interplanar Voyage (pcc40), Salvage (pcc43)

R – Ritual Spells
Source: bls, ea08, ph

Spell ListSecret CraftWarologist (War)
(Attack (non-weapon), Siege and Warfare based spells)

Cantrip Chill Touch (ph222), Eldritch Blast (ph238), Fist of Air (br207), Lightning Lure (scag143), Produce Flame (ph270), Sacred Flame (ph273), Shocking Grasp (ph276), Sword Burst (scag143), Thunder Bolt (mhh197), Vicious Mockery (ph285), Wind Lash (mhh202),

1st Level SpellsEntangle (ph239), Guiding Bolt (ph249), Ice Knife (xge157), Inflict Wounds (ph254), Magic Missile (ph258), Tidal Barrier (mhh198), Ray of Sickness (ph272),

2nd Level SpellsCloud of Daggers (ph223), Cordon of Arrows (ph229), Flame Blade (ph243), Scorching Ray (ph274), Silence R (ph276), Sleet Storm (ph277), Snowball Swarm (xge165), Spike Growth (ph278), Warding Wind (xge170),

3rd Level SpellsPlant GrowthR (ph267), Protection from Energy (ph271), Wind Wall (ph289)

4th Level SpellsBlack Tentacles (ph238), Control Water (ph228), Hallucinatory TerrainRO (ph250), Wall of Fire (ph286)

5th Level SpellsAnimate Objects (ph214), Arcane Hand (ph219), Cone of Cold (ph225),

  • 6th Level
  • 7th Level
  • 8th Level
  • 9th Level

* details still to come. R – Ritual Spells.
Source: mhh, ph, xge

Spell ListSecret CraftWaterologist (Water)
(Cold, Force and Water based spells)

Cantrip Claws of Darkness (mhh157), Drench (bls48), Eldritch Blast (ph238), Frostbite (xge157), Hoarfrost (mhh174), Shape Water (xge164), Spectral Weapon (GM), Sword Burst (scag143),

1st Level SpellsAbsorb Elements (xge150), Armour of the Void (ph216), Cloud BurstR (bls33), Create or Destroy WaterR (ph230), Flurry (mhh168), Freeze Potion (mhh169), Frostfire (bls62), Gliding StepR (mhh170), Ice Knife (xge157), Magic Missile (ph258), Protection from Evil and GoodR (ph271), Tidal Barrier (mhh198),

2nd Level SpellsBead of Frost (bls18), Elemental Horns (mhh165), Freeze WaterR (mhh154), Frost Snap (bls62), Pass through ElementR (ea08), Sleet Storm (ph277), Snowball Swarm (xge165), Spiritual Weapon (ph278),

3rd Level SpellsAwaken Element (ea08), Dispel MagicR (ph235), Elemental Shape (ea08), Elemental Weapon (ph238), Freezing Fog (mhh169), Frost Shards (bls62), Frozen Razors (mhh169), Hard Water Blast (bls66), Protection from Energy (ph271), Magic CircleRO (ph257), Riptide (mhh189), Tidal Wave (xge168), Tiny HutRO (ph256), Wall of Water (xge170), Water BreathingR (ph288), Water WalkR (ph288),

4th Level Spells – Brittling (mhh154), Conjure Minor ElementalsRO (ph226), Control Water (ph228), Elemental Bane (xge155), Fire Shield (ph243), Freedom of Movement (ph245), Ice Storm (ph253), Resilient Sphere (ph265), Siphon Elemental Lifeforce (ea08), Watery Sphere (xge170)

5th Level SpellsBanishing Smite (ph217), Cone of Cold (ph225), Conjure ElementalRO (ph225), Drown*, Frostbite (mhh169), Maelstrom (xge160), Magic Circle against EnergyR (ea08)

  • 6th Level – Change Dust to Water (bls28), Cold Fog (bls33), Curse of Boreas (mhh160), Drown (mhh164), Ebon Water (bls50), Elemental Cloak (Ice) (bls50), Elemental FabricationR (ea08), Elemental Scimitar (bls51), Icy Manipulation (mmh175), Investiture of Element (xge159), Primordial Ward (xge163), Razor Rain*, Suffocate (ea08), Torrent (bls117)
  • 7th Level – Blizzard (mhh153), Create Iceberg (bls36), Deep Freeze (bls41), Glacial Fog (mwb428), Ice Soldiers (mwb429), Triumph of Ice (mhh199)
  • 8th Level – Abi-Daizim’s Horrid Wilting (xge150), Control WeatherR (ph228), Elemental Infusion (bls51), Glacial Cascade (mhh170), Ice Geyser (bls73), Tundra-Touched (mwb435), Whirlpool*
  • 9th LevelCircle of Devastation (mhh157), Gate (ph244), Rimeshatter (bls100

* details to come. R – Ritual Spells.
Source: bls, br, ea08, mhh, mw, ph, scag, xge

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

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

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

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

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

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

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

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

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

Character Advancement

Creating 1st level Fighter

Character Level 01 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown at Starting City +1
  • Secret Craft: Gain one craft at Initiate.
  • Weapons Mastery: Training available up to Skilled Only.

Racial BuildHuman Traits – Level 01 (Players Handbook and Level Up)

  • Age: Young Adult at 14, Adult at 18 and live to 100 years.
  • Size: Humans are 4 ½ to 5 ½ feet tall in general. Their size is Medium, thought in some special cases they can be Small.
  • Speed: Your base walking speed 30 ft.
  • Fast Learner (Level Up) With their short life spans, humans can acquire knowledge at a higher rate than more long-lived heritages. You gain proficiency in one additional skill of your choice in addition you require half as much time as normal to train yourself in the use of armour, skill, tool, secret craft or weapon during downtime.
  • Intrepid (Level Up) Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.
  • Weapons Mastery (GM House Rule) Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.
  • Human Gifts (Level Up) Choose One – Diehard Survivor (p40), Ingenious Focus (p40), Spirited Traveller (p40)

HumanMakai (Human of Water) Traits

  • Ability Score Increase: Choice of Two Attribute increases (usually Wisdom +1, plus one other ability of your choice)
  • Skills: Proficiency with Insight or Perception
  • Feat: Healer or Skilled
  • Spirit of the Sea: When making navigation checks on a large body of water, you have advantage if you are travelling to a place you have been before.
  • Language: Common language is Thyatian. Bonus language is Makai.
  • Pantheons: Makai
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Waterologist.
  • Evolution (1st Evolution): Counts as the Neathar and Genasi races for the purposes of effects and magical items. As a 1st evolution, there is a 25% chance for any offspring to be a Genasi.

Associated Element – Water Aspected Traits

  • Ability Score Increase: Wisdom +2
  • Touch of the Water (Water Aspected) While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Time (Water Aspected) When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
  • Danger of Energy (Water Aspected) When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Water Evolution: Counts as a Genasi for the purposes of using Water Genasi effects and magical items, but not as a Water Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Water Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Fire (20)

Class BuildFighter – Level 01

  • Starting Hit Points – 10 HP first level
  • Proficiencies:
    • Armour – All
    • Weapons – All
    • Tools – None
    • Saving Throws – Strength, Constitution
  • Skill Choices (select two) – Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival.
  • Gear Choices
    • a Chainmail or Leather, longbow and 20 arrows
    • a Martial Weapon (choice) and a Shield or Two Martial Weapons
    • a Light Crossbow and 20 bolts or Two Handaxes
    • a Dungoneer’s pack or a Explorer’s pack
  • Fighting Style: Choice from Archery, Defence, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting (others also available)
  • Traditions Known x2 (Manoeuvres per tradition 3, Manoeuvre degree 1st)
  • Learn Manoeuvre (x3) – Manoeuvre degree 1st
  • Learn Soldering Knack (1)
  • Second Wind (Fighter 1st) You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Player Choices
    • Human – Weapon Mastery – Skill (Athletics), upgrade (Trident), Age – 21, Human Gift (Spirited Traveller)
    • Makai – Wisdom +1, Dexterity +1, Skill (Insight), Feat (Skilled (Animal Handling, History, Nature))
    • Fighter – Skills (Intimidation, Survival), Gear Choices (Leather, longbow and 20 arrows, a Martial Weapon (rapier) and a Shield, 2x Handaxe, Explorer’s pack), Fighting Style (Two-Weapon combat), Weapon Mastery upgrade (club, Handaxe, Longbow, Rapier)
    • Background – Skills (Athletics, Perception)
    • Secret Craft – Waterologist
    • AttributesSTR 14 (+2) DEX 15 (+2) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 12 (+1)
    • Combat Tradition and Manoeuvres (max 1st) Rapid Current Manoeuvres – Feat over Strength, Eyes Slash
    • Combat Tradition and Manoeuvres (max 1st) Adamant Mountain Manoeuvres – Catch Your Breath
    • Exertion pool (4)
    • Fighter Knacks – Amphibious Combatant
  • Downtime – Ierendi City +1 (Downtime check 10 +1 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 10
    • Week 1 – Carousing DC 14
    • Week 2 – Carousing DC 13
    • Week 3 – Carousing DC 12
    • Week 4 – Carousing DC 11
    • Week 5 – Carousing DC 10 – Contact in Settlement
    • Week 6 – Learn a Weapon – Skilled #1 – DC 12 (Lasso)
    • Week 7 – Learn a Weapon – Skilled #1 – DC 10 (Lasso)
    • Week 8 – Learn a Weapon – Skilled #2 – DC 13 (Spontoon)
Advancing to 2nd level Fighter

Character level 02 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate

Class BuildFighter – Level 02

  • Hit Points 6 + con (d10)
  • Action Surge (Fighter 2nd) You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Learn Manoeuvre – Manoeuvre degree 1st
  • Steely Mien – Choice of Closed Helm, Heroic Flair, or Watchful Eye
  • Player Choices
    • Secret Craft – Weaponologist
    • Manoeuvre (1st) – Lean Into It (Adamant)
    • Steely Mien – Heroic Flair
  • Downtime – Darokin City +1 (Downtime check 10 +1 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 10
    • Week 1 – Learn a Weapon – Skilled #2 – DC 11 (Spontoon)
    • Week 2 – Learn a Weapon – Skilled #2 – DC 9 (Spontoon)
    • Week 3 – Learn a Weapon – Skilled #3 – DC 14 (Knife Shield)
    • Week 4 – Learn a Weapon – Skilled #3 – DC 12 (Knife Shield)
    • Week 5 – Learn a Weapon – Skilled #3 – DC 10 (Knife Shield)
    • Week 6 – Learn a Weapon – Skilled #4 – DC 15 (Hand Crossbow)
    • Week 7 – Learn a Weapon – Skilled #4 – DC 13 (Hand Crossbow)
    • Week 8 – Learn a Weapon – Skilled #4 – DC 11 (Hand Crossbow)
Advancing to 3rd level Fighter

Character level 03 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate.
  • Weapons Mastery – One weapon upgrade.

Class BuildFighter – Level 03

  • Hit Points 6 + con (d10)
  • Martial Archetype – Choose one.
  • Learn Manoeuvre – Manoeuvre degree 1st
  • Manoeuvre Specialisations (1)

Class BuildFighter – Weapons Master – Level 03 (updated – 2022-05-05)

  • Proficiency Upgrade (Skilled) – Learn two weapons at skilled. Do this at each level until replaced at 7th.
  • Weapon Mastery (+1), increase the Base DC for archetype to +1
  • Moment of Martial Brilliance – once per short rest, for one round, you can use a weapon as if its proficiency was one step higher. You can refresh this when using your action surge, second wind or takings a short rest.
  • Player Choices
    • Secret Craft – Sailologist
    • Weapon Mastery – Upgrade Weapons (Longsword, Bastard Sword, Greatsword)
    • Learn Manoeuvre – Charge (rapid)
    • Manoeuvre Specialisations – Rapid Strike
  • Downtime – (Downtime check 10 +1 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 10
    • Week 1 – Learn a Weapon – Skilled #4 – DC 9 (Hand Crossbow)
    • Week 2 – Learn a Weapon – Skilled #5 – DC 16 (Morningstar)
    • Week 3 – Learn a Weapon – Skilled #5 – DC 14 (Morningstar)
    • Week 4 – Learn a Weapon – Skilled #5 – DC 12 (Morningstar)
    • Week 5 – Learn a Weapon – Skilled #5 – DC 10 (Morningstar)
    • Week 6 – Learn a Tool #1 – DC 10 (Dice game)
    • Week 7 – Learn a Tool #2 – DC 11 (Cartography)
    • Week 8 – Learn a Tool #2 – DC 9 (Cartography)
Advancing to 4th level Fighter

Character Level 04 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +2
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate.

Class BuildFighter – Level 04

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Attributes and Feat
  • Learn Manoeuvre – Manoeuvre degree 2nd
  • Reserves – +1 to the exertion pool
  • Player Choices
    • Fighter – Attributes (+2 Con), Feat (Defensive Duellist)
    • Secret Craft – Naturologist
    • Weapon Mastery – Upgrade Weapons (Dagger, Shortsword)
    • Manoeuvre – Warding Wield (Mountain)
  • Downtime – (Downtime check 10 +1 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 10
    • Week 1 – Learn a Skill #1 – Medicine DC 10 Week 1/2
    • Week 2 – Learn a Skill #1 – Medicine DC 10 Week 2/2
    • Week 3 – Learn a Skill #2 – Persuasion DC 11 Week 1/2
    • Week 4 – Learn a Skill #2 – Persuasion DC 11 Week 2/2
    • Week 5 – Learn a Skill #2 – Persuasion DC 9
    • Week 6 – Learn a Skill #3 – Deception DC 12 Week 1/2
    • Week 7 – Learn a Skill #3 – Deception DC 12 Week 2/2
    • Week 8 – Learn a Skill #3 – Deception DC 10
Advancing to 5th level Fighter

Character Level 05 Traits

  • Downtime – One activity each week of downtime
  • Character Tier – Tier 1
  • Proficiency Bonus +3
  • Attunement Slots – 3
  • Renown +1
  • Secret Craft: Gain one craft at Initiate.

Class BuildFighter – Level 05

  • Hit Points 6 + con (d10)
  • Extra Attack (Fighter 5th) You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Learn Manoeuvre – Manoeuvre degree 2nd
  • Fighter Knacks
  • Player Choices
    • Secret Craft – Protectologist
    • Weapon Mastery – Upgrade Weapons (Spear, Pike)
    • Manoeuvre – Rolling Strike (Rapid)
    • Fighter Knacks – Stable Footing
  • Downtime – (Downtime check 10 +1 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +3 (prof) = 11
    • Week 1 – Carousing – Lower Class DC 14
    • Week 2 – Carousing – Lower Class DC 13
    • Week 3 – Carousing – Lower Class DC 12
    • Week 4 – Carousing – Lower Class DC 11 – Contact Gained
    • Week 5 – Carousing – Upper Class Class DC 14
    • Week 6 – Carousing – Upper Class Class DC 13
    • Week 7 – Carousing – Upper Class Class DC 12
    • Week 8 – Carousing – Upper Class Class DC 11 – Contact Gained
Advancing to 6th level Fighter

Character Level 06 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.
  • Weapons Mastery – One weapon upgrade. Expert training available.

Class BuildFighter – Level 06

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Attributes and Feat
  • Fighting Style Upgrade – You learn an additional Fighting Style which you can switch between as a bonus action on your turn.
  • Learn Manoeuvre – Manoeuvre degree 2nd
  • Gain a Additional Fighting Tradition
  • Martial Lore – Military Traditions, Size Up, Weapon Lore
  • Player Choices
    • Fighter – Attributes (+2 Int), Feat (Grappler)
    • Secret Craft – Weaponologist 1st Circle
    • Weapon Mastery – Upgrade Weapons (Hand Axe, Club, Rapier)
    • Traditions – Mirrors Glint Manoeuvre
    • Manoeuvre – Off-Balanced Strike (Mirror)
  • Downtime – Darokin City +2 (Downtime check 10 +2 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (Prof) = 17)
    • Week 1 – Weapon Options 1 – Sunder Joints (DC 13)
      / Learn a Skill #4 – Stealth DC 13 Week 1/2
    • Week 2 – Weapon Options 2 – Pinning Hit (DC 14)
      / Learn a Skill #4 – Stealth DC 13 Week 2/2
    • Week 3 – Weapon Options 3 – Shrapnel Shot (DC 15)
      / Learn a Skill #5 – Sleight of Hand DC 14 Week 1/2
    • Week 4 – Weapon Options 4 – Lock Blades (DC 16)
      / Learn a Skill #5 – Sleight of Hand DC 14 Week 2/2
    • Week 5 – Weapon Options 5 – Armour Piercing Thrust (DC 17)
      / Learn a Skill #6 – Culture DC 15 Week 1/2
    • Week 6 – Weapon Options 6 – Concealed Weapon (DC 18)
      / Learn a Skill #6 – Culture DC 15 Week 2/2
    • Week 7 – Weapon Options 7 – Close Quarters Combat (DC 19)
      / Learn a Skill #7 – Investigation DC 16 Week 1/2
    • Week 8 – Weapon Options 7 – Close Quarters Combat (DC 17)
      / Learn a Skill #7 – Investigation DC 16 Week 2/2
Advancing to 7th level Fighter

Character Level 07 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.

Class BuildFighter – Level 07

  • Hit Points 6 + con (d10)
  • Martial Archetype Upgrade – See selected martial archetype.
  • Learn Manoeuvre – Manoeuvre degree 2nd
  • Manoeuvre Specialisations (1)

Class BuildFighter – Weapons Master – Level 07 (updated – 2022-05-05)

  • Proficiency Upgrade (Expert) – Upgrade one skilled weapon to expert and learn a weapon option for that weapon. If no weapon option available, upgrade another weapon one step towards expert. Do this at each level until replaced at 10th.
  • Weapon Mastery (+2), increase the Base DC bonus for archetype to +2
  • Moment of Martial Brilliance – can now be used twice per short rest, lasting for two rounds each. You can activate two bonus actions related to weapons and two reactions also related to weapons. Your weapon options also work with weapons your skilled with.
  • Player Choices
    • Secret Craft – tba
    • Weapon Mastery – Upgrade Weapons (Trident) with Option (Disarming Parry)
    • Manoeuvre – Shrug it off (Mountain)
    • Manoeuvre Specialisation – Redirect
  • Downtime – Ierendi City +2 (Downtime check 10 +2 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (Prof) = 17)
    • Week 1 – Weapon Training Expert #1 DC 14 (Shortsword)
      / Learn a Skill #8 – Religion DC 17 Week 1/2
    • Week 2 – Weapon Training Expert #2 DC 15 (Hand Crossbow)
      / Learn a Skill #8 – Religion DC 17 Week 2/2
    • Week 3 – Weapon Training Expert #3 DC 16 (Dagger)
      / Learn a Skill #9 – Arcana DC 18 Week 1/2
    • Week 4 – Weapon Training Expert #4 DC 17 (Lasso)
      / Learn a Skill #8 – Arcana DC 18 Week 2/2
    • Week 5 – Weapon Options #1 DC 14 (Snare)
      / Learn a Skill #8 – Arcana DC 18
    • Week 6 – Weapon Options #2 DC 15 (Bullwhip)
      / Learn a Skill #10 – Performance DC 19 Week 1/2
    • Week 7 – Weapon Options #3 DC 16 (Fearsome Accuracy)
      / Learn a Skill #10 – Performance DC 19 Week 2/2
    • Week 8 – Weapon Options #4 DC 17 (Short Draw)
      / Learn a Skill #10 – Performance DC 17
Advancing to 8th level Fighter

Character Level 08 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.

Class BuildFighter – Level 08

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Attributes and Feat
  • Learn Manoeuvre – Manoeuvre degree 3rd
  • Reserves – +1 to the exertion pool
  • Player Choices
    • Fighter – Attributes (+2 Con), Feat (Lucky)
    • Secret Craft – tba
    • Weapon Mastery – Upgrade Weapons (Longbow) with Option (Trick Shot)
    • Manoeuvre – Rapid Strike (Rapid)
  • Downtime – (Downtime check 10 +2 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (Prof) = 17)
    • Week 1 – Weapon Training Expert #5 DC 18 (Morningstar)
      / Language Learning #1 – DC 10 (Atruaghin)
    • Week 2 – Weapon Training Expert #5 DC 16 (Morningstar)
      / Language Learning #2 – DC 11 (Draconic)
    • Week 3 – Weapon Training Expert #6 DC 19 (Knife Shield)
      / Language Learning #3 – DC 12 (Goblin)
    • Week 4 – Weapon Training Expert #6 DC 17 (Knife Shield)
      / Language Learning #4 – DC 13 (Francian)
    • Week 5 – Weapon Options #5 DC 18 (Main Gauche)
      / Learn a Tool #3 – DC 12 (Disguise Kit)
    • Week 6 – Weapon Options #5 DC 16 (Main Gauche)
      / Learn a Tool #4 – DC 13 (Flute)
    • Week 7 – Weapon Options #6 DC 19 (Bruising Blow)
      / Learn a Tool #5 – DC 14 (Lute)
    • Week 8 – Weapon Options #6 DC 17 (Bruising Blow)
      / Learn a Tool #6 – DC 15 (Bongo)
Advancing to 9th level Fighter

Character Level 09 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus increases to +4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.
  • Weapons Mastery – One weapon upgrade.

Class BuildFighter – Level 09

  • Hit Points 6 + con (d10)
  • Indomitable (Fighter 9th) You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
  • Learn Manoeuvre – Manoeuvre degree 3rd
  • Fighter Knacks
  • Player Choices
    • Secret Craft – tba
    • Weapon Mastery – Upgrade Weapons (Spontoon) with Option (Vault)
    • Manoeuvre – Redirect (Mirrors)
    • Fighter Knack – Clearsight Sentinel
  • Downtime – (Downtime check 10 +2 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +4 (Prof) = 18)
    • Week 1 – Weapon Training Expert #7 DC 20 (Longsword)
      / Learn a Tool #7 – DC 16 (Thieves Tools)
    • Week 2 – Weapon Training Expert #7 DC 18 (Longsword)
      / Learn a Tool #8 – DC 17 (Leather Workers)
    • Week 3 – Weapon Options #7 DC 20 (Unmount)
      / Learn a Tool #9 – DC 18 (Woodcarvers)
    • Week 4 – Weapon Options #7 DC 18 (Unmount)
      / Learn a Tool #10 – DC 19 (Herbalism)
    • Week 5 – Carousing Upper Class DC 14 Wek 1/2
      / Learn a Tool #10 – DC 17 (Herbalism)
    • Week 6 – Carousing Upper Class DC 14 Wek 2/2 – Contact Group
      / Weapon Training Expert #8 DC 21 (Bastard Sword)
    • Week 7 – Carousing Middle Class DC 14 Wek 1/2
      / Weapon Training Expert #8 DC 19 (Bastard Sword)
    • Week 8 – Carousing Middle Class DC 14 Wek 2/2 – Contact Group
      / Weapon Training Expert #8 DC 17 (Bastard Sword)

Magical Items

I handle magical items differently in my world. Each character gains these options are new levels (2nd and beyond) and will only get to make the choice once their character is complete. All Items ar either random or selected by the GM.

  • Tier 1 – 2x Common Item or 1x Uncommon Item or Upgrade 1 item
  • Tier 2 – 2x lower tier or 2x Uncommon Item or 1x Rare Item or Upgrade 1 item
  • Tier 3 – 2x lower tier or 2x Rare item, or 2x Very Rare Item or Upgrade 1 item
  • Tier 4 – 2x lower tier or 2x Very Rare Item, 1x Legenday Item or Upgrade 1 item.

Finished Example

This uses my annotated stat block to show how I lay out PCs and NPCs for reference, and showing how its works for me. This is waht players need to provide for ongoing reference of characters.

Makai Fighter – Weapons Master – Level 9

Lani the Undying
Medium Female Human of Water (Makai), alignment Lawful
Fighter – Weapons Master Archetype 9

  • Armour Class: 15 (Leather Armour and Shield)
  • Hit Points: 85 (9d10+27) (10 +(6×8= 48) +27
  • Speed: 30ft, Swim 30ft
  • Exertion Pool – 10

STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 12 (+1)

  • Saving Throws: +6 Strength, +6 Constitution
  • Weapon and Armour: (Proficient) Martial and Simple Weapons, Armour, Shield, (Skilled) Greatsword (Expert) Bastard Sword, Club, Dagger, Hand Crossbow, Handaxe, Knife Shield, Lasso, Longbow, Longsword, Morningstar, Pike, Rapier, Shortsword, Spear, Spontoon, Trident
  • Weapon Options (17): Armour-Piercing Thrust, Bullwhip, Bruising Blow, Close Quarters Combat, Concealed Weapon, Disarming Parry, Fearsome Accuracy, Lock Blades, Main Gauche, Pinning Hit, Short Draw, Shrapnel Shot, Snare, Sunder Joints, Trick Shot, Unmount, Vault
  • Tools: (Proficient) Cartography tools, Disguise Kit, Gaming Set (Dice), Herbalism Kit, Leather Workers Tools, Navigator’s tools, Musical Instrument (Bongo, Flute, Lute), Thieves Tools, Vehicles (water), Woodcarvers tools
  • Skills: (Proficient) +6 Athletics (Str), +6 Acrobatics (Dex), +6 Animal Handling (Wis), +6 Arcana (Int), +6 Culture (Wis), +5 Deception (Cha), +6 History (Int), +6 Insight (Wis), +5 Intimidation (Cha), +6 Investigation (Int), +6 Medicine (Int), +6 Nature (Wis), +5 Performance (Cha), +6 Perception (Wis), +5 Persuasion (Cha), +6 Religion (Int), +6 Slight of Hand (Dex), +6 Stealth (Dex), +6 Survival (Wis)
  • Senses: Darkvision 60ft
  • Languages: Common (Alphatian, Seatrade, Thyatian), Atruaghin, Draconic, Elven, Francian, Gnomish, Goblin, Jotun (Giant), Makai, Primordial (Aquan, Ingan), Traladaran
Abilities
  • Amphibious Combatant (Fighter – Level Up) May spend 1 exertion to reroll a failed Strength, Dexterity or Constitution check related to aquatic activity. You may choose whether to keep the new roll or the original roll. In addition you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend 1 exertion to hold your breath for additional minutes equal to your proficiency bonus.
  • Action Surge (Fighter)- You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Clearsighted Sentinel (Fighter – Level Up) Gain Darkvision. Don’t have disadvantage on Wisdom (Perception) checks in lightly obscured areas.
  • Combat Traditions: Adamant Mountain (Hardiness, Might, Power), Catch Your Breath, Lean Into it, Shrug It Off, Warding Wield, Mirror’s Glint (Flowing, Insightful, Reactive), Off-Balancing Strikes, Redirect (Sig), Rapid Current (Fast Strikes, Mobility, Swiftness) – Charge, Eye Slash, Rapid Strike (Sig), Rolling Strike, Speed Over Strength
  • Fast Learner (Level Up) With their short life spans, humans can acquire knowledge at a higher rate than more long-lived heritages. You gain proficiency in one additional skill of your choice in addition you require half as much time as normal to train yourself in the use of armour, skill, tool, secret craft or weapon during downtime.
  • Heroic Flair (Fighter – Level Up) – You have advantage on Persuasion checks made to influence friendly creatures with CR lower than your fighter level.
  • Indomitable (Fighter 9th) You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
  • Intrepid (Level Up) Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.
  • Marathon Runner (Level Up) The first time between each long rest you would gain a level of fatigue, you ignore it. You still suffer a level of fatigue from finishing a long rest without any supply.
  • Moment of Martial Brilliance (Weapons Master) – twice per short rest, for two rounds, you can use a weapon as if its proficiency was one step higher. You can refresh this when using your action surge, second wind or takings a short rest.
  • Power of the Water (Water Aspected): When using (or effected by) Cold you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
  • Second Wind (Fighter): You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again
  • Ships Passage (Sailor) – When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. Vou might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favour, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage
  • Spirit of the Sea (Human): When making navigation checks on a large body of water, you have advantage if you are travelling to a place you have been before.
  • Sojourner’s Fortitude (Level Up) You gain an expertise die on saving throws made to resist fatigue for marching longer than 8 hours.
  • Stable Footing (Fighter – Level Up) You have advantage on any check or saving throw to avoid falling prone or handle difficult ground. You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus x10.
  • Touch of the Water (Water Aspected): While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Two-Weapon Fighting (Fighting Style) – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • Traits (Human 1st Evolution): Counts as the Neathar and Genasi races for the purposes of effects and magical items.
Actions (1 per round)
  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Charge (1 exertion) Move up to 30ft in a straight line and make a melee weapon attack. You can’t take the Dash action and use this manoeuvre on the same time.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Desperate Dash (Level Up) When you take the Dash action, your movement this turn does not provoke opportunity attacks. During this movement, you gain an expertise dice on Acrobatic checks made to avoid hazards and Dexterity saving throws. Once you use this trait, you cannot use it again until you finish a short rest.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Eye Slash (2 exertion) Make a melee weapon attack on a creature that relies on sight. On a hit, the target makes a Constitution saving throw or is blinded until the end of your next turn.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Lean Into It (2 exertion) Take the Attack Action, and until the start of your next turn, when you hit a creature with a melee weapon attack it makes a Strength saving throw or it is knocked prone.
  • Rapid Strike (2 exertion – Signature) Take an attack action with melee weapons, can use a bonus action to attack the same target, and spend an additional 2 exertion to have an extra attack on the same target. (signature – reduces cost by 1, increases save by 1, and deals an extra 2 damage)
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Rolling Strike (1 exertion) Move up to 20ft without provoking opportunity attacks and make a melee weapon attack.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.
Bonus Actions (1 per round)
  • Catch Your Breath (2 exertion) – You regain hit points equal to 1d6 + proficiency bonus + Constitution modifier (min 0).
  • Off-Balancing Strike (1 exertion) Until the start of your next turn, when you hit a creature with a melee weapon attack instead of dealing damage you can choose to use pulls, shoves and strikes to put your target off-balance. Until the end of your next turn, the target moves at half Speed, and it has disadvantage on ability checks and Dexterity saving throws.
  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.
    • Two-Weapon Fighting (Fighting Style) – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • Warding Wield (1 exertion) Until the start of your next turn, your AC increases by 2.
Reactions (1 per round)
  • Opportunity Attack (ph195) – Trigger – A hostile creature that moves out of your reach. Effect – You can make one attack against the triggering creature.
  • Redirect (2 exertion – signature) – Trigger – Hit be a melee weapon attack. Effect – Attacker makes a Intelligence saving throw or strikes another creature within 5ft. (signature – reduces cost by 1, increases save by 1, and deals an extra 2 damage)
  • Shrug It Off (2 Exertion) – Trigger – When an effect causes you to become frightened, poisoned, or stunned – Effect – you can prevent it.
  • Speed Over Strength (1 Exertion) – Trigger – Attacked by creature with Heavy weapon or Large Sized or larger creature attacks you with natural weapons and your wielding a weapon with the dual-wielding or finesse property. Effect – You make one melee attack against the triggering creature.
Available Attack Options
  • Club (Expert) +11 to hit one target, Thrown Range (-/25ft)
    • Basic Hit: 3d4 +Str mod bludgeoning
    • Weapon Abilities – Base DC, Defensive, Deflect, Light, Range, Thrown
    • Weapon Options (Available to learn) – Blackjack, Bruising Blow, Dazing Blow, Fearsome Accuracy, Improvised Clobber, Sunder Joints
  • Grapple (special) see ph195.
  • Handaxe (Expert) +11 to hit one target, Thrown Range (30/80ft)
    • Basic Hit: 3d6 +Str mod slashing
    • Weapon Abilities – Defensive, Light, Range, Thrown
    • Weapon Options (Available to learn) – Blunted Blow, Close Quarter Combat, Fearsome Accuracy, Pinning Hit, Trip
  • Longbow (Expert) +11 to hit one target, Ammunition Range (180+Delay/660ft)
    • Basic Hit: 3d8 +Dex mod piercing + Delay
    • Weapon Abilities – Ammunition, Defensive, Heavy, Range, Two-Handed
    • Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Shot, Power Shot, Shrapnel Shot, Staggering Shot, Trick Shot
  • Rapier (Expert) +11 to hit one target
    • Basic Hit: 3d8 +Str or Dex mod piercing
    • Weapon Abilities – Defensive, Deflect, Disarm, Finesse
    • Weapon Options (Available to learn) – Armour-Piercing Thrust, Main Gauche, Lock Blades, Short Draw
  • Trident (Expert) +11 to hit one target, Thrown Range (30/80 ft)
    • Basic Hit: 3d6 +Str mod piercing + Skewer
    • Weapon Abilities â€“ Disarm, Range, Skewer, Thrown, Versatile
    • Weapon Options (Available to learn) – Armour-Piercing Thrust, Disarming Parry, Fearsome Accuracy, Grinding Halt, Phalanx, Pinning Hit, Vault
  • Shoving a Creature (special) see ph195.
Weapon Abilities

Weapon Ability – Ammunition – You can use a weapon that has the ammunition properly lo make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
(Proficiency) At the end of the battle, you can recover half your expended ammunition by taking a minute lo search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Associated WeaponsBlowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling

Weapon Ability – Base DC – Some of the effects produced by weapons masters has a saving throw to resist. This saving throw is calculated as 8 plus the ability modifier used in the attack roll, your weapon mastery bonus, your Weaponologist bonus, your weapons mastery feats and Archetypes.
Base DC = 8 +Ability Mod +Prof +WM Bonus +Circle Bonus +Feat Bonus +Arch Type Bonus (Martial +2)
Associated WeaponsBardiche, Bastard Sword, Battleaxe, Bill, Blackjack, Blowgun 1H, Blowgun 2H, Bola, Cestus, Club, Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hand Crossbow, Handaxe, Hat, Heavy Crossbow, Heavy Shield, Holy Symbol, Horned Shield, Javelin, Knife Shield, Lance, Lasso, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Maul, Medium Shield, Morningstar, Net, Orb, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Ring, Rod, Scimitar, Scythe, Shortbow, Shortsword, Sickle, Sling, Spear, Spetum, Spontoon, Staff, Sword Shield, Tome, Tower Shield, Trident, Tusked Shield, Unarmed or Natural, Vaulge, Wand, Warhammer, Warpick,

Weapon Ability – Defensive – If you spend your bonus action this round on this quality you gain a bonus for your armour class until the start of your next round as long as you still have your reaction. Each level above skilled adds +1 WM Bonus to the Shield bonus provided.
Defensive (Skilled Bonus Action) – This weapon provides a +1 Shield bonus to your armour class as long as your still have your reaction. If an attack would have hit you, but misses because of using defensive, you deflect the attack and expend your reaction. (Martial weapons add +1 to the shield bonus, A shield weapon does not use up reactions but can trigger retaliate instead)
Associated WeaponsBardiche, Bastard Sword, Battleaxe, Bill, Bola, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Handaxe, Heavy Crossbow, Heavy Shield, Horned Shield, Lance, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Medium Shield, Morningstar, Net, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortbow, Shortsword, Sling, Spetum, Tower Shield, Tusked Shield, Voulge, Warhammer,

Weapon Ability – Deflect – If you spend your bonus action this round on this quality, you can attempt to deflect attacks with your weapon. Your Base DC becomes your armour class against ranged or melee weapons of your size or smaller until the start of your next round while you still have a reaction. If an attack would have hit you, but is lower than your Base DC, you deflect the attack and your weapon takes half the damage. Each level above skilled adds +1 WM Bonus to the Base DC. (Magical Implements don’t take damage from spells or use up their reactions when deflecting spells)
(Expert Spell Deflection) You can redirect the spell to a target with a cone opposite from the spell caster as long as its still within range, expending your reaction to do so.
(Master Spell Deflecting) You can redirect the spell to a target with the remainder of the range, and expend your reaction to do so.
(Grand Master Spell Deflecting) You add your range extension to the redirect.
Associated WeaponsBardiche, Bastard Sword, Bill, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Heavy Shield, Light Shield, Lochaber Axe, Longsword, Medium Shield, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortsword, Spetum, Staff, Tower Shield, Voulge, Wand, Warpick,

Weapon Ability – Delay – On a Critical Hit (for a range weapon only in the normal weapons range), the target must make a Encumbered Saving Throw. Once you gained skilled in this weapon you learn the ability Attempt Stun. Each level above skilled adds +1 WM Bonus to the DC.
Encumbered Saving Throw – Strength vs Base DC. Saving throw at the start of their turn with failure causes the Encumbered condition until start of their next turn, when they can make another saving throw. Any number of encumbered conditions can be applied, each reducing the targets speed. One saving throw for all conditions, and anything the roll equals or beats is removed.
(Skilled Bonus Action) Attempt Delay – Against a target you have already hit this round, you can force it to make a Encumbered Saving Throw. The DC is increased by 1 for every addition hit you made against them this round with the Delay weapon.
Associated WeaponsBattleaxe, Hand Crossbow, Heavy Crossbow, Longbow, Shortbow

Weapon AbilityFinesse – You can choose to use Strength or Dexterity with your attack. You also apply the same attribute to the damage.
(Expert Upgrade) At Expert you can choose to use one for the attack and the other for the damage
(Master Upgrade) At Master level you add both to the attack, but only one to the damage as long as they are positive.
(Grand Master Upgrade) At Grand Master level you add both to the attack and damage as long as they are positive.
Associated WeaponsDagger, Dart, Rapier, Scimitar,

Weapon Ability – Heavy – Attacks are at disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a non-proficient creature to use effectively.
(Proficiency) Only small creatures have disadvantage.
(Expert proficiency) No creatures have disadvantage.
Associated WeaponsBardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Heavy Crossbow, Lochaber Axe, Longbow, Maul, Partisan, Pike, Poleaxe, Ranseur, Voulge,

Weapon Ability – Light – Can be used with Two Weapon Fighting.
(Proficient Bonus Action) Two-Weapon Fighting Additional Attack – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
Associated WeaponsBlackjack, Cestus, Club, Dagger, Hand Crossbow, Handaxe, Javelin, Light Hammer, Mace, Scimitar, Shortsword, Sickle, Unarmed or Natural

Weapon Ability – Range – A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Associated WeaponsBastard Sword, Battleaxe, Blowgun 1H, Blowgun 2H, Bola, Club, Dart, Flail, Greatsword, Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Light Hammer, Light Shield, Longbow, Longsword, Mace, Morningstar, Net, Shortbow, Shortsword, Sling, Spear, Trident, Warhammer, Warpick,

Weapon Ability – Skewer – On a Critical Hit, you can choose to leave weapon in wound causing 1d6 piercing plus any energy damage at the start of the round, and reduce the creatures movement by 5ft on its turn. Can be removed with a Strength check (Base DC) causing 1d6 slashing damage.
Associated WeaponsSpontoon, Trident,

Weapon Ability – Thrown – If a weapon has the thrown property, you can throw the weapon to make a ranged attack.
Thrown (Attack Option) If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Associated WeaponsBastard Sword, Battleaxe, Club, Dagger, Flail, Greatsword, Handaxe, Javelin, Light Hammer, Light Shield, Longsword, Mace, Morningstar, Net, Shortsword, Spear, Trident, Warhammer, Warpick,

Weapon Ability – Two-Handed – If your not proficient in the weapon, this weapon is used with Disadvantage. Your required to use two hands to use this weapon.
(Master proficiency) You add half your strength bonus again to damage.
(Grand Master proficiency) You add your strength bonus twice to damage
Associated WeaponsBardiche, Bill, Blowgun 2H, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Heavy Crossbow, Light Crossbow, Lochaber Axe, Longbow, Maul, Partisan, Pike, Poleaxe, Ranseur, Scythe, Shortbow, Spetum, Voulge,

Weapon Ability – Versatile – Does more damage if wielded in two hands. When using two hands upgrade the dice to the next, a d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10. I don’t believe there are versatile weapons that start at d10.
Associated WeaponsBastard Sword, Battleaxe, Longsword, Quarterstaff, Spear, Spontoon,

Weapon Options

Weapon Option – Armour-Piercing Thrust (Attack Option) – As an attack, you may pinpoint a weak point of an opponent’s armour. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage.
Associated WeaponBill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick

Bullwhip (Attack Option) As part of your attack action, make a weapon attack against a beast or a creature with an Intelligence score of 2 or lower. The target must make a Frightened Saving Throw.
Frightened Saving Throw – Wisdom vs Base DC. Failure causes target to be frightened of you until the end of its next turn.
Associated WeaponsLasso, Whip

Weapon Option – Bruising Blow (Attack Option) – For an attack roll with your weapon against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Bruised Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Bruised Saving Throw – Constitution vs Base DC. Failure causes the target to lose its Dexterity Modifier (if positive, or double it if negative) to its AC until it takes a short rest or is treated with a successful Wisdom (Medicine) check vs the Base DC.
Associated WeaponsBlackjack, Cestuc, Club, Greatclub, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed or Natural, Warhammer

Weapon Option – Concealed Weapon (Bonus Action) You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon as a bonus action. You gain the Surprise Attack option while the weapon is concealed. Each level above expert adds +1 dice to the sneak attack damage.
Surprise Attack (Attack Option) As an action you can attack with a concealed weapon gaining advantage, if you already have advantage then it deals 1d6 sneak attack damage which stacks with any existing sneak attack you might have.
Associated WeaponsBlackjack, Dagger, Dart, Hand Crossbow

Weapon Option – Close Quarters Combat (Bonus or Reaction Attack Option) – When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with this weapon as a reaction. Each level above expert with the weapon adds +1 WM Bonus to the DC to escape your grapples, or as a bonus for you to escape a grapple.
Associated WeaponsBlackjack, Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed or Natural

Weapon Option – Disarming Parry (Reaction Option) When a creature attacks you with a weapon, you may use your reaction to catch their weapon in yours and disarm them. Compare you Base DC with the attack roll and if it exceeds it, their attack misses and they must succeed on a Strength saving throw or drop their weapon.
Associated WeaponsGlaive, Greataxe, Greatsword, Halberd, Ranseur, Sickle, Spetum, Trident, Whip

Weapon Option – Fearsome Accuracy (Attack Option) As an attack, you may throw your weapon at a creature at the very limit of your range. Make an attack roll against a creature exactly at you range maximum. If the attack hits, the creature takes normal damage and must make a Frightened Saving Throw. Each level above expert with the weapon adds +1 WM Bonus to the DC.
Frightened Saving Throw – Wisdom vs Base DC. Failure has the target Frightened of you for 1 minute.
Associated WeaponsBastard Sword, Battleaxe, Club, Dagger, Handaxe, Javelin, Light Hammer, Mace, Morningstar, Spear, Trident, Warhammer, Warpick

Weapon Option – Lock Blades (Reaction Option) – When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Add 10 to your attack roll with the weapon and if that equals or exceeds their attack roll, their attack misses and they can’t reuse that weapon until the start of your next turn. If you are wielding your bladed weapon with two hands you get to add your Str mod twice. Each level above expert with the weapon adds +1 WM Bonus to the check.
Associated WeaponsBastard Sword, Dagger, Greatsword, Longsword, Rapier, Scimitar, Shortsword, Sword Shield

Weapon Option – Main Gauche (Reaction Option) – While wielding both a bladed weapon and a light bladed weapon, you may use a reaction after being attacked to roll a d4 and add the result to your Armour Class until the end of the attacker’s turn. Each level above expert with the weapon adds +1 WM Bonus to your AC.
Associated WeaponsBastard Sword, Dagger, Knife Shield, Longsword, Rapier, Scimitar, Shortsword, Sickle, Sword Shield

Weapon Option – Pinning Hit (Attack Option) – When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Restrained Saving Throw vs your Base DC.
Retrained Saving Throw – Strength vs your Base DC. On a failure the creature is restrained, and can use an action on their turn to make another Restrained Saving Throw to get free.
Associated WeaponsBastard Sword, Battleaxe, Dagger, Dart, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick

Short Draw (Attack Option) As an attack, you may draw a sheathed one-handed blade and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the target is Stunned until the start of their turn. You must have at least one hand free to take this action.
Associated WeaponsBastard Sword, Dagger, Longsword, Rapier, Scimitar, Shortsword

Weapon Option – Shrapnel Shot (Attack Option) As an attack, make an attack with your ranged weapon against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options: A creature adjacent to the object must make a Blinded Saving Throw or all creatures within 5ft of the object must make a Shrapnel Saving Throw.
Shrapnel Saving Throw – Dexterity vs Base DC. Taking 1d6 piercing damage on a failure. Each level above expert with the weapon adds +1 to the dice of damage.
Blinded Saving Throw – Constitution vs Base DC. On a failure, the creature is blinded until the beginning of your next turn. Each level above expert with the weapon adds +1 to the rounds affected with the target getting a saving throw at the start of its turn.
Associated WeaponsLight Crossbow, Longbow, Shortbow, Sling

Snare (Reaction Option) As part of your attack action, you may use your reaction to snap your weapon around a creature or its weapon. If you target the weapon, the creature must make a Disarm Saving Throw. If you target the creature, it must make a Restrained Saving Throw.
Disarm Saving Throw – Strength vs Base DC. Failure causes it to drop its weapon at its feet.
Restrained Saving Throw – Strength vs Base DC. Failure causes it to be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make weapon attacks with this weapon until the restrained condition is ended.
Associated WeaponsLasso, Net, Whip

Weapon Option – Sunder Joints (Attack Option) When you make a melee weapon attack with this weapon against a creature in medium or heavy armour, you may choose to damage the joints of their armour instead of dealing damage to the creature. If the attack hits, that armour takes the damage, and the creature must make a Joint Saving Throw.
Joint Saving Throw – Dexterity vs Base DC. Failure causes target to be Slowed by 10ft until they remove or repair the armour. This reduction is not cumulative.
Associated WeaponsCestus, Club, Flail, Greatclub, Horned Shield, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Scythe, Unarmed or Natural

Weapon Option – Trick Shot (Attack Option) As an attack, make a stylish bow attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit.
Associated WeaponLongbow, Shortbow

Weapon Option – Unmount (Attack Option) As an attack while wielding this polearm, you may make a melee attack against a mounted creature. If the attack hits, the target must make a Prone Saving Throw.
Prone Saving Throw – Strength vs Base DC. On a failure, the target is dismounted and falls prone.
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Ranseur, Spear, Spetum, Spontoon

Weapon Option – Vault (Action and Attack Option) You can use your weapon as an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with your weapon as part of this action.
Associated WeaponsBardiche, Bill, Glaive, Guisarme, Halberd, Lochaber Axe, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Spear, Spetum, Spontoon, Trident

Secret Crafts
  • Secret Craft – Protectologist (initiate)
    • Craft DC 14 = 8+ Proficiency + Wis + circle +2 (Giants and Giantkin)
    • Craft Check +6 = prof+int+circle
  • Secret Craft – Sailologist (1st Circle)
    • Craft DC 17 = 8+ Proficiency + Dex + circle +2 (water aspect, Halfling, Makai, Nuari))
    • Craft Check +9 = prof+dex+circle+2 (race)
  • Secret Craft – Warologist (1st Circle)
    • Craft Bonus +8 = Proficiency + Str + circle +2 (Fire Aspected, Glantrian)
    • Craft DC 16 = The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Str mod + circle achieved +2 (Fire Aspected, Glantrian).
  • Secret Craft – Waterologist (1st Circle)
    • Craft DC 17 = 8+ Proficiency + Dex + circle +2 (water elemental aspect, genasi)
    • Craft Check +9 = prof+dex+circle
  • Secret Craft – Weaponologist (1st Circle)
    • Craft DC 15 = 8+ Proficiency + Dex + circle +2 (Hattians, Kerendans, Nuari and Thyatians)
    • Craft Check +7 = prof+dex+circle

Secret Crafts – The Craft Check (used whenever a 1 or a 20 is rolled on a craft check)

  • Base Craft Check Critical Failure: A roll of a 1 on this check is a curse from your patron, and you suffer a mishap. Check each of the crafts for what happens during a mishap. The standard thing that happens is that it doubles the loss to maximum hit points due to soulburn. This also ends any ongoing effects from your crafts.
  • Base Craft Check Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. Check each of the crafts for what happens during a boon. The standard thing is that you half the loss to maximum hit points due to soulburn.

Sailologist Additional Crit Effects

  • Sailologist Additional Craft Mishap: In addition to the base critical failure effect your body appears to age a year which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Makai until you finish a short or long rest and have disadvantage on rolls using language.
  • Sailologist Additional Craft Boon: In addition to the base critical success effect you are bolterd by the touch of the gods and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the Makai language.

Warologist Additional Crit Effects

  • Warologist Additional Craft Mishap: In addition to the base base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. Your tactical decisions on a battlefield have disadvantage for the duration of the manifestation.
  • Warologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your tactical decisions on a battlefield have advantage for the duration of the manifestation.

Waterologist Additional Crit Effects

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

Weaponologist Additional Crit Effects

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

Secret Craft Manifestations

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

Sailologist Apprentice (Manifestation SB 1 DC 16) You can activate this ability, either at the end of a short to long rest. This lasts until you have a short or long rest off a water based ship. While active you radiate a bright light for 10ft. You gain proficiency on initiate checks when on the vehicle.

Warologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an light aura 10ft radius. Ranged attacks originating from the aura by you or allies gain your aura in range. The area affected by such attacks also increase by your aura.

Waterologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. All cold attacks treat a damage dice rolled of 2 or less as a 2.

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

Secret Craft Enhancements and Powers

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

  • Competent Sailor (Enhancement SB 1 DC 16) You have expertise on all checks to control your vehicle, and if you already have expertise you gain advantage as well. Other sailors gain proficiency while in manifestation.
  • Fast Pursuit (Enhancement SB 1 DC 16) You can gain extra speed out of your vehicle speed while you direct the sailors and control the helm with a speed boost equal to your manifestation radius.
  • Infallible Direction (Enhancement SB 1 DC 16) You know which way true north is, gaining advantage on survival checks relating to navigation.
  • Inspire Crew (Enhancement SB 1 DC 16) Your crew gain advantage on Wisdom saving throws when they see you on deck or know your at the helm of the vehicle.
  • Leaping Dodge (Enhancement SB 1 DC 16) while not wearing armour or carrying a shield you can use a reaction each round to avoid damage from one attack that hits but is not a critical hit.
  • One with the Ship (Enhancement SB 1 DC 16) As an action you can activate this ability. When fighting with two weapons, gain an extra attack with your primary hand and you have advantage on all climbing checks while you are at sea.

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

  • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d6 Cold damage.
  • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Cold damage.
  • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to Cold Damage.
  • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over water or ice without slipping until the end of your next turn.

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

  • TBA (Enhancement SB 1 DC 16):
  • Warfare Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed. You can have active as many spells as circles you have achieved circles in the craft
  • TBA (Power SB 1 DC 16):

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

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

DOWNTIME SPECIAL ACTIONS

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

Naturologist Apprentice Downtime

  • Nature Grove (SB 1): You spend a week in a unclaimed grove of trees. You can connect to a grove of trees and make it your home. While resting there you are provided with food and water to sustain you without needing to hunt or gather.
  • Nature Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Nature Familiar (SB 1+): You spend a week to training a familiar to be one with nature. This has the familiar providing food and water for your and itself after you complete a long rest. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow one of the Elemental pantheons). You cannot recover the soul burn while you retain the familiar.
  • Nature Companion (SB 1+): You spend a week to training a companion to be one with nature. This has the companion providing food and water for itself after you complete a long rest. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow one of the Elemental pantheons). You cannot recover the soul burn while you retain the companion.
  • Nature Mount (SB 1+): You spend a week to training a mount to be one with nature. This has the mount providing food and water for itself after you complete a long rest. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow one of the Elemental pantheons). You cannot recover the soul burn while you retain the mount.
  • Nature Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Sailologist Apprentice Downtime

  • Boathouse (SB 1+) Must create a boathouse to use their abilities in at the cost of 5,000 gp per circle they have obtained.
  • Efficient Vehicle (SB 1+) You reduce the number of crew needed to control the vehicle down by your circle in this craft to a minimum of 1. This costs 1 point per crew member replaced. You cannot recover the soul burn while you retain the efficiency.
  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Sailing Familiar (SB 1+) You spend a week to training a familiar to take work as a crew member. This gives the familiar the ability to replace one crew on the vehicle. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Ocean Guild pantheons). You cannot recover the soul burn while you retain the familiar.
  • Sailing Companion (SB 1+) You spend a week to training a companion to take work as a crew member. This gives the companion the ability to replace one crew on the vehicle. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Ocean Guild pantheons). You cannot recover the soul burn while you retain the companion.
  • Sailing Mount (SB 1+) You spend a week to training a mount to take work as a crew member. This gives the mount the ability to replace one crew on the vehicle. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Ocean Guild pantheons). You cannot recover the soul burn while you retain the mount.
  • Sailing Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Waterologist Apprentice Downtime

  • Elemental Water Aspect (SB 1) You can change your aspect to Water, or gain it as an elemental aspect if you did not already have one.
  • Elemental Water Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Elemental Water Familiar (SB 1+): You spend a week to training a familiar to take on Water Elemental traits. This gives the familiar once per short rest the ability to turn into water for 1 round per level taking on the abilities of water form, freeze, water movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Ocean or Water pantheons). You cannot recover the soul burn while you retain the familiar.
  • Elemental Water Companion (SB 1+): You spend a week to training a companion to take on Water Elemental traits. This gives the companion once per short rest the ability to turn into water for 1 round per level taking on the abilities of water form, freeze, water movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Ocean or Water pantheons). You cannot recover the soul burn while you retain the Companion.
  • Elemental Water Mount (SB 1+): You spend a week to training a mount to take on Water Elemental traits. This gives the mount once per short rest the ability to turn into water for 1 round per level taking on the abilities of water form, freeze, water movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Ocean or Water pantheons). You cannot recover the soul burn while you retain the mount.
  • Water Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Reference Notes for Elemental Water Creature Abilities

  • Fire Form – while in water form can move through a space as narrow as 1 inch wide without squeezing. In addition, the creature can enter a hostile creature’s space and stop there.
  • Freeze – If the creature takes cold damage, it partially freezes and its speed is reduced by 20 feet until the end of its next turn.
  • Water Movement – The creature gains a swim speed equal to its land movement, or if it already has a swim speed it is increased by its land speed.
  • Attacks – All attacks are treated as cold damage

Weaponologist Apprentice Downtime

  • Weapon Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Weapon Pit Fighting Renown – Regional (SB 1) You can participate in sanctioned fights in the settlement your in. You earn 50% more than the purse of standard pit fights. This otherwise follows the Downtime rules for Pit Fighting.
  • Weapon Proficiency Training (SB 1) You can learn weapons up to the skilled level without a teacher or train someone in a weapon your at least skilled with up to proficient.
  • Weapon Companion (SB 1+) You spend a week to training a companion to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
  • Weapon Familiar (SB 1+) You spend a week to training a familiar to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
  • Weapon Mount (SB 1+) You spend a week in a gladiatorial arena and train a mount to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the mount.
  • Weapon Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.
Equipment
  • Armour – Leather Armour and Shield
  • Weapons – Handaxe (x2), Longbow and 20 arrows, Rapier
  • Explorer’s pack – Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the centre (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

Feats – Deflector (a5e385, Defensive Duellist ph165), Grappler (a5e387, ph167), Fortunate (a5e386, Lucky ph168), Skillful (a5e396, Skilled ph170)

Deflector – When using a finesse weapon, when struck by a melee attack, you can spend a reaction to add your proficiency to your AC that can cause the attack to miss.
Grappler – Advantage when grappling, can pin a target of your grappling with using an action, making them restrained. Creatures one size larger do not automatically escape your grapples.
Fortunate – Gain 3 luck points, can reroll one of your own d20 dice rolls before decision is made, or one attacking you. You ragain fate points after a long rest (was Lucky)
Skillful – Gain proficiency in three skills or tools of your choice

Notes
  • Age: 29 Height: Proficiency Bonus: +4
  • Renown – Darokin City +2, Ierendi City +2, Minrothad City +2
  • Characteristics:
    • ReligionMakai Pantheon
    • Personality: 1 – My friends know they can rely on me, no matter what..
    • Ideal: 5 – People – I’m committed to my crewmates, not to ideals..
    • Bond: 4 – In a harbour town, I have a paramour whose eyes nearly stole me from the sea..
    • Flaw: 3 – Once someone questions my courage, I never back down no matter how dangerous the situation.
    • Treasured Items – 11 – A one ounce block made from an unknown material, and her family Trident.
    • Signature Style: 2 – Brutal – Your attacks rain down like hammer blows, meant to splinter bone or send blood flying (Halfling style)
    • Instructor: 6 – Weapon Master – Your mentor helped you to become one with your chosen weapon (trident), by imparting highly specialised knowledge of how to wield it most effectively.
  • Story Bonus – Tier 1 Complete (+2 Str), Castle Amber (+1 Dex)
  • Weapons Mastery: Base DC (8+exp+ability mod+2)
    • Weapon Mastery (+2), increase the Base DC, number of attacks you can use deflect and AC bonus, number of rounds for knockout and stun, with by the level of Weapons Mastery.
    • Can trigger three weapon effects useable with a bonus action with a single bonus action.
    • You are considered proficient and can add your proficiency modifier to the Base DC roll.
    • Weapon Options – Armour-Piercing Thrust, Close Quarters Combat, Concealed Weapon, Defensive Duelist, Disarming parry, Lock Blades, Pinning Hit, Shrapnel Shot, Sunder Joints

Content Updates

  • 2022-08-10 – Updated feats for a5e.
  • 2022-08-07 – Updating with the level up contents.
  • 2022-08-03 – Updating character to level 9, removing lower levels and cleaning up the rest of the details.
  • 2021-03-25 – Adding in more detail into the selected elements.
  • 2021-03-21 – Adding in updates after character creation session.
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

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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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