Categories
Building a Character Dungeons & Dragons Roleplaying

DnD Class Build 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 inportant aspects of character creation as it points to solutions of class, homeland and background options that work well with the charcter 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.

  • Gained Attributes – Human
    • Speed – 30 ft
    • Weapons Mastery – One weapon of significance – Skilled (Trident)
  • Gained Attribute – Makai
    • Wisdom +1 plus one of players choice (Dex)
    • choice of Insight or Perception proficiency
    • choice of Healer or Skilled feats
    • 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
  • Gained Attribute – Water Aspected
    • Wisdom +2
    • Touch of the Water: 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 the Water: 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.
    • 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 Options – Weapons Master?

Base racial options for the character are as follows.

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.

  • Attributes – Level 01
    • Proficiency +2
    • Tier 1
    • Atttuement slots 3
  • Gained Attribute – Fighter (1st)
    • 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 (rapier) 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)
    • Second Wind: 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.
    • Weapons Mastery – Four weapons are upgraded

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 choice +1 Dex

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

Backgrounds

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

  • Attributes – Ierendi
  • Attributes – Sailor
    • 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 center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common dothes, 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 favor, you can’t be certain of a schedule or route that wiII meet your every need. Your Dungeon Master wiII 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

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
  • Human Feat Skilled – Animal Handling, History, Nature
  • 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.

  • (1st) Waterologist – Initiate
  • (2nd) Weaponologist – Initiate
  • (3rd) Sailologist – Intiate
  • (4th) Weaponologist – First Circle
  • (5th) Waterologist – First Crcle
  • (6th) Sailologist – First Cirlce
  • (7th) Protectologist – Initiate (Note: was preservologist, but notes for that indicate not available yet.)
  • Attributes – Secret Crafts – Weaponologist – Initiate
    • Craft = Proficency + Dex + circle
    • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
    • 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.

Spell List – Secret CraftWeaponologist

  • Cantrip Booming Blade (scag142), Fist of Iron (mhh167), Green-Flame Blade (scag143), Hoarfrost (mhh175), Magic Stone (xge160), Spectral Scythe (dWiki), Sword Burst (scag143)
  • 1st Level – Adjust Positioning (mhh148), Armoured Heart (mhh149), Armoured Shell (mhh150), Battle Wisdom (bls18), Broken Charge (mhh155), Catapult (xge150), Hobble Mount (mhh174), Spur Mount (mhh194), Thunderous Charge (mhh197), Zephyr Strike (xge171)
  • 2nd Level – Battle Guidance (bls18), Boiling Oil (mhh154), Charged Missile (bls29), Crushing Trample (mhh160), Furious Hooves (mhh170), Mass Blade Ward (mhh182), Poisoned Volley (mhh186), Precision of Arms (bls94), Sacrifice (mhh192), Thunderous Stampede (mhh197), Trench (mhh199), Warning Shout (mhh202), Wrestling Wind (mhh203)
  • 3rd Level – Arcane Spear (bls14), Axe of Destruction (bls16), Curse of Incompetence (mhh161), Doom of Dancing Blades (mwb426), Flame Arrows (xge156), Mass Hobble Mount (mhh182), Nightfall – R (mhh184), Outflanking Boon (mhh184), Rain of Blades (mhh188), Smart Arrow (bls108), Sudden Dawn – R (mhh196), Thunderous Wave (mhh197)
  • 4th Level – 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)
  • 5th Level – 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
Reference: bls, dWiki, mhh, mwb (GM Only), scag, xge

Character Advancement

Advancing to 2nd level Fighter
  • Attributes – Fighter (2nd)
    • Hit Points 6 + con (d10)
    • Action Surge – Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn
  • Attributes – Secret Crafts – Waterologist – Initiate
    • Additional Languages – Aquan

Spell ListSecret CraftWaterologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, mw, ph, scag, xge

Advancing to 3rd level Fighter
  • Attributes – Fighter (3rd)
    • Hit Points 6 + con (d10)
    • Martial Archetype – Weapons Master
      • All weapon proficiencies are now at skilled and you learn 1 new weapon option (Previous weapon upgrades become options for those weapons, even though other character can’t take options until they are experts)
        • Club weapon option – Sunder Joints
        • handaxe weapon option – Pinning Hit
        • Longbow weapon option – Shrapnel Shot
        • Rapier weapon option – Lock Blades
        • Trident weapon option – Armour Piercing Thurst
        • extra – weapon option – Concealed Weapon
      • Weapon Mastery (+1), 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 two 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.
      • You can use expert weapon options on weapons with Skilled proficiency.
    • Weapons Mastery (weapon option only) – Close Quarters Combat
  • Attributes – Secret Crafts – Sailologist – Initiate

Spell ListsSecret Craft – Sailologist

  • Cantrip – Hydraulic Push (pcc40)
  • 1st Level – Air Bubble (pcc34), Animate Water (pcc35), Bubble Net (bls26), Buoyancy (bls26), Cool Strength (pcc421), Float (pcc38), Lasting Breath (bls80), Locate Fish – R (bls83), 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)
  • 2nd Level – 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), Marid’s Blessing (pcc421), Marid’s Curse (pcc421), Net (bls90), Riversight (pcc42), Sargasso Strands (pcc43), Slipstream (pcc45), Taunt (bls116), Track Ship (pcc46), True Bearing (pcc47), Undertow (bls121)
  • 3rd Level – Aerial Pilot (bls11), Air BreathingR (bls12), Anchor (bls13), Detect Land (bls43), Protection from Pressure (bls95), Receding Reef (pcc41), Reef Growth (pcc42), Turbid Tide (pcc47), Undertow (pcc47), Water Double (bls126), Weather Calming (bls127)
  • 4th Level – Black Spot (pcc35), Deep Diver (pcc38), Deflect Ram (bls42), Desail (bls42), 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 – 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.

Advancing to 4th level Fighter
  • Attributes – Fighter (4th)
    • Hit Points 6 + con (d10)
    • Ability Score Improvement
      • Attributes Upgrades (2) – Con +2
      • Feat Selection – Defensive Duelist
  • Attributes – Secret Crafts – Weaponologist – 1st Circle
    • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.
      • Battle 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 the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
      • 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.
      • Shared Weapon 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 replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.
Advancing to 5th level Fighter
  • Attributes – Level 5
    • Proficency Bonus increases to +3
    • Secret Craft 1st Circle now available
  • Attributes – Fighter (5th)
    • Hit Points 6 + con (d10)
    • Extra Attack – Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three wheo you reach 11th leveI in this c1ass and to four when you reach 20th leveI in this c1ass.
  • Attributes – Secret Crafts – Waterologist – 1st Circle
    • Waterologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate blue light 5 ft radius. All cold attacks treat a damage dice rolled of 2 or less as a 2.
      • 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.
Advancing to 6th level Fighter
  • Attributes – Level 6
    • Tier 2 Character
    • Attument slots now 4
    • Weappon Mastery of Expert Available (Weapon option only)
  • Attributes – Fighter (6th)
    • Hit Points 6 + con (d10)
    • Ability Score Improvement
      • Attributes Upgrades (2) – Int +2
      • Feat Selection – Grappler
  • Attributes – Secret Crafts – Sailologist – 1st Circle
    • Sailologist Apprentice (Manifestation SB 1 DC 16) You can activate this ability, either at the end of a short ot long rest. This lasts until you have a short or long rest off a water based ship. While active you radiate a bright blue light for 10 ft. 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.
      • Fast Pursuit (Enhancement SB 1 DC 16) You can gain an extra 5% speed out of your ships speed while you direct the sailors and man the helm.
      • Infalliable Direction (Enchancement SB 1 DC 16) You know which way true north is, gaining advantage on survival checks relating to navigation.
      • Inspire Crew (Enchancement SB 1 DC 16) Your crew gain advantage on Wisdom saving throws.
      • Leaping Dodge (Enchancement 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.
Advancing to 7th level Fighter
  • Attributes – Fighter (7th)
    • Hit Points 6 + con (d10)
    • Martial Archetype – Weapons Master
      • All weapon proficiencies are now at expert and you learn 1 new weapon option – Distming Parry
      • 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 usable with a bonus action with a single bonus action
  • Attributes – Secret Crafts – Protectologist – Initiate

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 7

Name
Medium Female Human of Water (Makai), alignment
Fighter – Weapons Master Archetype 7

  • Armour Class: 15 (Leather Armour and Shield)
  • Hit Points: 60 (7d10+14)
  • Speed: 30 ft

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

  • Saving Throws: +5 Strenght, +5 Constitution
  • Weapon and Armour: Profiencent (Martial and Simple Weapons, Armour, Shield), Skilled (Club, handaxe, Longbow, Rapier, Trident)
  • Tools: navigator’s tools, vehicles (water)
  • Skills: +5 Acrobatics, +5 Animal Handling, +5 History, +5 Insight, +4 Intimidateion, +5 Nature, +5 Perception, +5 Survival
  • Senses:
  • Languages: Common (Thyatian), Aquan, Makai

ABILITIES

  • Action Surge – Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
  • 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 favor, you can’t be certain of a schedule or route that wiII meet your every need. Your Dungeon Master wiII 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.
  • 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 – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • Secret Craft – Protectologist (initiate)
    • Craft DC 13 = 8+prof+int+circle
    • Craft Check +5 = prof+int+circle
  • Secret Craft – Sailologist (1st Circle)
    • Craft DC 15 = 8+prof+dex+circle+2 (race)
    • Craft Check +7 = prof+dex+circle+2 (race)
  • Secret Craft – Waterologist (1st Circle)
    • Craft DC 14 = 8+prof+dex+circle
    • Craft Check +6 = prof+dex+circle
  • Secret Craft – Weaponologist (1st Circle)
    • Craft DC 14 = 8+prof+dex+circle
    • Craft Check +6 = prof+dex+circle
    • 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.
    • You can use expert weapon options on weapons with Skilled proficiency.
  • Evolution (Human 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
    • Water Evolution (Water Aspected): 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)

Actions (1 per round)

  • Armour-Piercing Thrust: As an action, you may pinpoint a weak point of an opponent’s armour and make a single attack with your weapon (expert proficencies minimum) against it. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage. (Bill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick)
  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • 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.
  • 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.
  • 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.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Shrapnel Shot. As an action, make a single attack with your ranged weapon (expert proficiency minimum) 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: (Light Crossbow, Longbow, Shortbow, Sling)
    • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
    • A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage. (Blackjack, Dagger, Dart, Hand Crossbow)
  • 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.

Reactions (1 per round)

  • Defensive Duelist (ph165) While wielding a finesse weapon you are proficient with, and you are hit by a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, which potentially causes the attack to miss. (+2)
  • Disarming Parry: When a creature attacks you with a weapon, you may use your reaction to catch their weapon in yours and disarm them. Make an attack roll with your weapon. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon. (Glaive, Greataxe, Greatsword, Halberd, Ranseur, Sickle, Spetum, Trident, Whip)
  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your bladed weapon. You have advantage on this roll if you are wielding your bladed weapon with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses. (Bastard Sword, Dagger, Greatsword, Longsword, Rapier, Scimitar, Shortsword, Sword Shield)
  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Free Actions (on your turn)

  • Pinning Hit: When you make a melee or ranged attack with this weapon (expert proficiency mimumum), 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 Strength saving throw vs your Base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw. (Bastard Sword, Battleaxe, Dagger, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, War Pick)
  • Sunder Joints. When you make a melee weapon attack with this weapon (expert proficiency minumum) 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, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative. (Cestus, Club, Flail, Greatclub, Horned Shield, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed)

Available Attack Options

  • Club (Expert) +5 to hit on target (Light) Thrown Range (-/25)
    • Hit: 2d4+2 bludgeoning.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
    • Grappler – Advantage to grapple a creature. You can attempt a 2nd Grapple check to pin the target which causes you and target to become restrained. Creatures one size larger than you don’t automatically succeed on checks to escape your grapple.
    • Close Quarters Combat: When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon (expert proficiency minimum) 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. (Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed)
  • Handaxe (Expert) +5 to hit on target (Light) Thrown Range (30/80)
    • Hit: 2d6+2 slashing.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Longbow (Expert) +5 to hit on target – Ammunition Range (180+Delay/660)
    • Hit: 2d8+2 piercing.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • Crit within 180: Delay (Base DC) Con save or opponent you have struck this round is stunned until start of their turn, or a cirical fail until their next turn.
  • Rapier (Expert) +5 to hit on target (Finesse)
    • Hit: 3d6+2 piercing.
    • (B) AC Defence (+1/3) – You gain an AC Bonus against the next number of attacks.
    • (B) Deflect (2) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.
  • Trident (Expert) +5 to hit on target (Versatile) Thrown Range (30/80)
    • Hit (1 Hand): 3d6+mod piercing.
    • Hit (2 Hands): 3d8+mod piercing
    • Crit: Skewer – Leave trident in wound with Str check vs (Base DC+1) to remove.

Secret Craft Manifestations (Only one can be active)

  • Sailologist Apprentice (Manifestation SB 1 DC 16) You can activate this ability, either at the end of a short ot long rest. This lasts until you have a short or long rest off a water based ship. While active you radiate a bright blue light for 10 ft. 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 (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate blue light 5 ft 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 white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

Secret Craft Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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 the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Damage Resistance (Power SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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.
  • Fast Pursuit (Enhancement SB 1 DC 16) Requirees Sailologist Apprentice to be active – You can gain an extra 5% speed out of your ships speed while you direct the sailors and man the helm.
  • Infalliable Direction (Enchancement SB 1 DC 16) Requirees Sailologist Apprentice to be active – You know which way true north is, gaining advantage on survival checks relating to navigation.
  • Inspire Crew (Enchancement SB 1 DC 16) Requirees Sailologist Apprentice to be active – Your crew gain advantage on Wisdom saving throws.
  • Leaping Dodge (Enchancement SB 1 DC 16) Requirees Sailologist Apprentice to be active – 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.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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) Requirees Weaponologist Apprentice to be active – 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 replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.
  • Water Elemental Fists (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – As an action you can activate this power. Your natural attacks deal an extra 1d6 Cold damage.
  • Water Elemental Rebuke (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – 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.
  • Water Elemental Resistance (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – As an action you can activate this power. You gain resistance to Cold Damage.
  • Water Elemental Specialisation (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – 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.
  • Water Elemental Walk (Power SB 1 DC 16): Requirees Waterologist Apprentice to be active – As a Bonus action you can walk over water or ice without slipping until the end of your next turn.

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 center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common dothes, and a belt pouch containing 10 gp

Feats – Defensive Duelist (ph165), Grappler (ph167), Skilled (ph170)

  • Notes
  • Age: 28 Height: Proficiency Bonus: +3
  • Characteristics:
    • Religion – Makai 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.
  • Downtime:
  • Character Variations:
  • 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
Makai Fighter – Weapons Master – Level 6

Name
Medium Female Human of Water (Makai), alignment
Fighter – Weapons Master Archetype 6

  • Armour Class: 15 (Leather Armour and Shield)
  • Hit Points: 52 (6d10+12)
  • Speed: 30 ft

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

  • Saving Throws: +5 Strenght, +5 Constitution
  • Weapon and Armour: Profiencent (Martial and Simple Weapons, Armour, Shield), Skilled (Club, handaxe, Longbow, Rapier, Trident)
  • Tools: navigator’s tools, vehicles (water)
  • Skills: +5 Acrobatics, +5 Animal Handling, +5 History, +5 Insight, +4 Intimidateion, +5 Nature, +5 Perception, +5 Survival
  • Senses:
  • Languages: Common (Thyatian), Aquan, Makai

ABILITIES

  • Action Surge – Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
  • 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 favor, you can’t be certain of a schedule or route that wiII meet your every need. Your Dungeon Master wiII 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.
  • 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 – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • Secret Craft – Sailologist (initiate)
    • Craft DC 15 = 8+prof+dex+circle+2 (race)
    • Craft Check +7 = prof+dex+circle+2 (race)
  • Secret Craft – Waterologist (1st Circle)
    • Craft DC 14 = 8+prof+dex+circle
    • Craft Check +6 = prof+dex+circle
  • Secret Craft – Weaponologist (1st Circle)
    • Craft DC 14 = 8+prof+dex+circle
    • Craft Check +6 = prof+dex+circle
    • 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.
    • You can use expert weapon options on weapons with Skilled proficiency.
  • Evolution (Human 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
    • Water Evolution (Water Aspected): 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)

Actions (1 per round)

  • Armour-Piercing Thrust: As an action, you may pinpoint a weak point of an opponent’s armour and make a single attack with your weapon (expert proficencies minimum) against it. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage. (Bill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick)
  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • 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.
  • 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.
  • 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.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Shrapnel Shot. As an action, make a single attack with your ranged weapon (expert proficiency minimum) 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: (Light Crossbow, Longbow, Shortbow, Sling)
    • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
    • A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage. (Blackjack, Dagger, Dart, Hand Crossbow)
  • 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.

Reactions (1 per round)

  • Defensive Duelist (ph165) While wielding a finesse weapon you are proficient with, and you are hit by a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, which potentially causes the attack to miss. (+2)
  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your bladed weapon. You have advantage on this roll if you are wielding your bladed weapon with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses. (Bastard Sword, Dagger, Greatsword, Longsword, Rapier, Scimitar, Shortsword, Sword Shield)
  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Free Actions (on your turn)

  • Pinning Hit: When you make a melee or ranged attack with this weapon (expert proficiency mimumum), 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 Strength saving throw vs your Base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw. (Bastard Sword, Battleaxe, Dagger, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, War Pick)
  • Sunder Joints. When you make a melee weapon attack with this weapon (expert proficiency minumum) 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, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative. (Cestus, Club, Flail, Greatclub, Horned Shield, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed)

Available Attack Options

  • Club (Skilled) +5 to hit on target (Light)
    • Hit: 1d6+mod bludgeoning.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
    • Grappler – Advantage to grapple a creature. You can attempt a 2nd Grapple check to pin the target which causes you and target to become restrained. Creatures one size larger than you don’t automatically succeed on checks to escape your grapple.
    • Close Quarters Combat: When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon (expert proficiency minimum) 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. (Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed)
  • Handaxe (Skilled) +5 to hit on target (Light) Thrown Range (25/70)
    • Hit: 2d4+mod slashing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Longbow (Skilled) +5 to hit on target – Ammunition Range (170+Delay/640)
    • Hit: 3d6+mod piercing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • Crit within 160: Delay (Base DC) Con save or opponent you have struck this round is stunned until start of their turn, or a cirical fail until their next turn.
  • Rapier (Skilled) +5 to hit on target (Finesse)
    • Hit: 2d6+mod piercing.
    • (B) AC Defence (+1/2) – You gain an AC Bonus against the next number of attacks.
    • (B) Deflect (1) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.
  • Trident (Skilled) +5 to hit on target (Versatile) Thrown Range (25/70)
    • Hit (1 Hand): 3d4+mod piercing.
    • Hit (2 Hands): 3d6+mod piercing
    • Crit: Skewer – Leave trident in wound with Str check vs (Base DC) to remove.

Secret Craft Manifestations (Only one can be active)

  • Sailologist Apprentice (Manifestation SB 1 DC 16) You can activate this ability, either at the end of a short ot long rest. This lasts until you have a short or long rest off a water based ship. While active you radiate a bright blue light for 10 ft. 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 (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate blue light 5 ft 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 white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

Secret Craft Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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 the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Damage Resistance (Power SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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.
  • Fast Pursuit (Enhancement SB 1 DC 16) Requirees Sailologist Apprentice to be active – You can gain an extra 5% speed out of your ships speed while you direct the sailors and man the helm.
  • Infalliable Direction (Enchancement SB 1 DC 16) Requirees Sailologist Apprentice to be active – You know which way true north is, gaining advantage on survival checks relating to navigation.
  • Inspire Crew (Enchancement SB 1 DC 16) Requirees Sailologist Apprentice to be active – Your crew gain advantage on Wisdom saving throws.
  • Leaping Dodge (Enchancement SB 1 DC 16) Requirees Sailologist Apprentice to be active – 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.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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) Requirees Weaponologist Apprentice to be active – 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 replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.
  • Water Elemental Fists (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – As an action you can activate this power. Your natural attacks deal an extra 1d6 Cold damage.
  • Water Elemental Rebuke (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – 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.
  • Water Elemental Resistance (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – As an action you can activate this power. You gain resistance to Cold Damage.
  • Water Elemental Specialisation (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – 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.
  • Water Elemental Walk (Power SB 1 DC 16): Requirees Waterologist Apprentice to be active – As a Bonus action you can walk over water or ice without slipping until the end of your next turn.

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 center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common dothes, and a belt pouch containing 10 gp

Feats – Defensive Duelist (ph165), Grappler (ph167), Skilled (ph170)

  • Notes
  • Age: 27 Height: Proficiency Bonus: +3
  • Characteristics:
    • Religion – Makai 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC (8+exp+ability mod+1)
    • Weapon Mastery (+1), 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 two 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.
Makai Fighter – Weapons Master – Level 5

Name
Medium Female Human of Water (Makai), alignment
Fighter – Weapons Master Archetype 5

  • Armour Class: 15 (Leather Armour and Shield)
  • Hit Points: 44 (5d10+10)
  • Speed: 30 ft

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

  • Saving Throws: +5 Strenght, +5 Constitution
  • Weapon and Armour: Profiencent (Martial and Simple Weapons, Armour, Shield), Skilled (Club, handaxe, Longbow, Rapier, Trident)
  • Tools: navigator’s tools, vehicles (water)
  • Skills: +5 Acrobatics, +5 Animal Handling, +4 History, +5 Insight, +4 Intimidateion, +5 Nature, +5 Perception, +5 Survival
  • Senses:
  • Languages: Common (Thyatian), Aquan, Makai

ABILITIES

  • Action Surge – Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
  • 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 favor, you can’t be certain of a schedule or route that wiII meet your every need. Your Dungeon Master wiII 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.
  • 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 – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • Secret Craft – Sailologist (initiate)
    • Craft DC 15 = 8+prof+dex+circle+2 (race)
    • Craft Check +7 = prof+dex+circle+2 (race)
  • Secret Craft – Waterologist (1st Circle)
    • Craft DC 14 = 8+prof+dex+circle
    • Craft Check +6 = prof+dex+circle
  • Secret Craft – Weaponologist (1st Circle)
    • Craft DC 14 = 8+prof+dex+circle
    • Craft Check +6 = prof+dex+circle
    • 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.
    • You can use expert weapon options on weapons with Skilled proficiency.
  • Evolution (Human 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
    • Water Evolution (Water Aspected): 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)

Actions (1 per round)

  • Armour-Piercing Thrust: As an action, you may pinpoint a weak point of an opponent’s armour and make a single attack with your weapon (expert proficencies minimum) against it. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage. (Bill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick)
  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • 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.
  • 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.
  • 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.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Shrapnel Shot. As an action, make a single attack with your ranged weapon (expert proficiency minimum) 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: (Light Crossbow, Longbow, Shortbow, Sling)
    • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
    • A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage. (Blackjack, Dagger, Dart, Hand Crossbow)
  • 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.

Reactions (1 per round)

  • Defensive Duelist (ph165) While wielding a finesse weapon you are proficient with, and you are hit by a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, which potentially causes the attack to miss. (+2)
  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your bladed weapon. You have advantage on this roll if you are wielding your bladed weapon with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses. (Bastard Sword, Dagger, Greatsword, Longsword, Rapier, Scimitar, Shortsword, Sword Shield)
  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Free Actions (on your turn)

  • Pinning Hit: When you make a melee or ranged attack with this weapon (expert proficiency mimumum), 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 Strength saving throw vs your Base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw. (Bastard Sword, Battleaxe, Dagger, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, War Pick)
  • Sunder Joints. When you make a melee weapon attack with this weapon (expert proficiency minumum) 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, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative. (Cestus, Club, Flail, Greatclub, Horned Shield, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed)

Available Attack Options

  • Club (Skilled) +5 to hit on target (Light)
    • Hit: 1d6+mod bludgeoning.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
    • Close Quarters Combat: When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon (expert proficiency minimum) 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. (Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed)
  • Handaxe (Skilled) +5 to hit on target (Light) Thrown Range (25/70)
    • Hit: 2d4+mod slashing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Longbow (Skilled) +5 to hit on target – Ammunition Range (170+Delay/640)
    • Hit: 3d6+mod piercing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • Crit within 160: Delay (Base DC) Con save or opponent you have struck this round is stunned until start of their turn, or a cirical fail until their next turn.
  • Rapier (Skilled) +5 to hit on target (Finesse)
    • Hit: 2d6+mod piercing.
    • (B) AC Defence (+1/2) – You gain an AC Bonus against the next number of attacks.
    • (B) Deflect (1) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.
  • Trident (Skilled) +5 to hit on target (Versatile) Thrown Range (25/70)
    • Hit (1 Hand): 3d4+mod piercing.
    • Hit (2 Hands): 3d6+mod piercing
    • Crit: Skewer – Leave trident in wound with Str check vs (Base DC) to remove.

Secret Craft Manifestations (Only one can be active)

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

Secret Craft Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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 the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Damage Resistance (Power SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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) Requirees Weaponologist Apprentice to be active – 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 replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.
  • Water Elemental Fists (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – As an action you can activate this power. Your natural attacks deal an extra 1d6 Cold damage.
  • Water Elemental Rebuke (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – 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.
  • Water Elemental Resistance (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – As an action you can activate this power. You gain resistance to Cold Damage.
  • Water Elemental Specialisation (Enhancement SB 1 DC 16): Requirees Waterologist Apprentice to be active – 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.
  • Water Elemental Walk (Power SB 1 DC 16): Requirees Waterologist Apprentice to be active – As a Bonus action you can walk over water or ice without slipping until the end of your next turn.

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 center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common dothes, and a belt pouch containing 10 gp

Feats – Defensive Duelist (ph165), Skilled (ph170)

  • Notes
  • Age: 26 Height: Proficiency Bonus: +3
  • Characteristics:
    • Religion – Makai 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC (8+exp+ability mod+1)
    • Weapon Mastery (+1), 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 two 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.
Makai Fighter – Weapons Master – Level 4

Name
Medium Female Human of Water (Makai), alignment
Fighter – Weapons Master Archetype 4

  • Armour Class: 15 (Leather Armour and Shield)
  • Hit Points: 36 (4d10+8)
  • Speed: 30 ft

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

  • Saving Throws: +4 Strenght, +4 Constitution
  • Weapon and Armour: Profiencent (Martial and Simple Weapons, Armour, Shield), Skilled (Club, handaxe, Longbow, Rapier, Trident)
  • Tools: navigator’s tools, vehicles (water)
  • Skills: +4 Acrobatics, +4 Animal Handling, +3 History, +4 Insight, +3 Intimidateion, +4 Nature, +4 Perception, +4 Survival
  • Senses:
  • Languages: Common (Thyatian), Aquan, Makai

ABILITIES

  • Action Surge – Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
  • 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 favor, you can’t be certain of a schedule or route that wiII meet your every need. Your Dungeon Master wiII 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.
  • 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 – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • Secret Craft – Sailologist (initiate)
    • Craft DC 14 = 8+prof+dex+circle+2 (race)
    • Craft Check +6 = prof+dex+circle+2 (race)
  • Secret Craft – Waterologist (initiate)
    • Craft DC 12 = 8+prof+dex+circle
    • Craft Check +4 = prof+dex+circle
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 12 = 8+prof+dex+circle
    • Craft Check +4 = prof+dex+circle
    • 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.
    • You can use expert weapon options on weapons with Skilled proficiency.
  • Evolution (Human 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
    • Water Evolution (Water Aspected): 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)

Actions (1 per round)

  • Armour-Piercing Thrust: As an action, you may pinpoint a weak point of an opponent’s armour and make a single attack with your weapon (expert proficencies minimum) against it. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage. (Bill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick)
  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • 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.
  • 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.
  • 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.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Shrapnel Shot. As an action, make a single attack with your ranged weapon (expert proficiency minimum) 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: (Light Crossbow, Longbow, Shortbow, Sling)
    • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
    • A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage. (Blackjack, Dagger, Dart, Hand Crossbow)
  • 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.

Reactions (1 per round)

  • Defensive Duelist (ph165) While wielding a finesse weapon you are proficient with, and you are hit by a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, which potentially causes the attack to miss. (+2)
  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your bladed weapon. You have advantage on this roll if you are wielding your bladed weapon with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses. (Bastard Sword, Dagger, Greatsword, Longsword, Rapier, Scimitar, Shortsword, Sword Shield)
  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Free Actions (on your turn)

  • Pinning Hit: When you make a melee or ranged attack with this weapon (expert proficiency mimumum), 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 Strength saving throw vs your Base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw. (Bastard Sword, Battleaxe, Dagger, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, War Pick)
  • Sunder Joints. When you make a melee weapon attack with this weapon (expert proficiency minumum) 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, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative. (Cestus, Club, Flail, Greatclub, Horned Shield, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed)

Available Attack Options

  • Club (Skilled) + to hit on target (Light)
    • Hit: 1d6+mod bludgeoning.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
    • Close Quarters Combat: When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon (expert proficiency minimum) 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. (Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed)
  • Handaxe (Skilled) + to hit on target (Light) Thrown Range (25/70)
    • Hit: 2d4+mod slashing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Longbow (Skilled) + to hit on target – Ammunition Range (170+Delay/640)
    • Hit: 3d6+mod piercing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • Crit within 160: Delay (Base DC) Con save or opponent you have struck this round is stunned until start of their turn, or a cirical fail until their next turn.
  • Rapier (Skilled) + to hit on target (Finesse)
    • Hit: 2d6+mod piercing.
    • (B) AC Defence (+1/2) – You gain an AC Bonus against the next number of attacks.
    • (B) Deflect (1) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.
  • Trident (Skilled) + to hit on target (Versatile) Thrown Range (25/70)
    • Hit (1 Hand): 3d4+mod piercing.
    • Hit (2 Hands): 3d6+mod piercing
    • Crit: Skewer – Leave trident in wound with Str check vs (Base DC) to remove.

Secret Craft Manifestations (Only one can be active)

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

Secret Craft Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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 the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Damage Resistance (Power SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Requirees Weaponologist Apprentice to be active – 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) Requirees Weaponologist Apprentice to be active – 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 replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.

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 center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common dothes, and a belt pouch containing 10 gp

Feats – Defensive Duelist (ph165), Skilled (ph170)

  • Notes
  • Age: 25 Height: Proficiency Bonus: +2
  • Characteristics:
    • Religion – Makai 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC (8+exp+ability mod+1)
    • Weapon Mastery (+1), 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 two 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.
Makai Fighter – Weapons Master – Level 3

Name
Medium Female Human of Water (Makai), alignment
Fighter – Weapons Master Archetype 3

  • Armour Class: 15 (Leather Armour and Shield)
  • Hit Points: 25 (3d10+3)
  • Speed: 30 ft

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

  • Saving Throws: +4 Strenght, +3 Constitution
  • Weapon and Armour: Profiencent (Martial and Simple Weapons, Armour, Shield), Skilled (Club, handaxe, Longbow, Rapier, Trident)
  • Tools: navigator’s tools, vehicles (water)
  • Skills: +4 Acrobatics, +4 Animal Handling, +3 History, +4 Insight, +3 Intimidateion, +4 Nature, +4 Perception, +4 Survival
  • Senses:
  • Languages: Common (Thyatian), Aquan, Makai

ABILITIES

  • Action Surge – Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
  • 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 favor, you can’t be certain of a schedule or route that wiII meet your every need. Your Dungeon Master wiII 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.
  • 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 – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • Secret Craft – Sailologist (initiate)
    • Craft DC 14 = 8+prof+dex+circle+2 (race)
    • Craft Check +6 = prof+dex+circle+2 (race)
  • Secret Craft – Waterologist (initiate)
    • Craft DC 12 = 8+prof+dex+circle
    • Craft Check +4 = prof+dex+circle
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 12 = 8+prof+dex+circle
    • Craft Check +4 = prof+dex+circle
    • 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.
    • You can use expert weapon options on weapons with Skilled proficiency.
  • Evolution (Human 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
    • Water Evolution (Water Aspected): 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)

Actions (1 per round)

  • Armour-Piercing Thrust: As an action, you may pinpoint a weak point of an opponent’s armour and make a single attack with your weapon (expert proficencies minimum) against it. This attack pierces armour, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage. (Bill, Dagger, Halberd, Horned Shield, Knife Shield, Partisan, Pike, Poleaxe, Ranseur, Rapier, Spear, Spetum, Spontoon, Trident, Tusked Shield, Warpick)
  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • 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.
  • 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.
  • 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.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Shrapnel Shot. As an action, make a single attack with your ranged weapon (expert proficiency minimum) 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: (Light Crossbow, Longbow, Shortbow, Sling)
    • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure.
    • A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage. (Blackjack, Dagger, Dart, Hand Crossbow)
  • 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.

Reactions (1 per round)

  • Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your bladed weapon. You have advantage on this roll if you are wielding your bladed weapon with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses. (Bastard Sword, Dagger, Greatsword, Longsword, Rapier, Scimitar, Shortsword, Sword Shield)
  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Free Actions (on your turn)

  • Pinning Hit: When you make a melee or ranged attack with this weapon (expert proficiency mimumum), 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 Strength saving throw vs your Base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw. (Bastard Sword, Battleaxe, Dagger, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, War Pick)
  • Sunder Joints. When you make a melee weapon attack with this weapon (expert proficiency minumum) 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, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative. (Cestus, Club, Flail, Greatclub, Horned Shield, Light Hammer, Mace, Maul, Morningstar, Quarterstaff, Unarmed)

Available Attack Options

  • Club (Skilled) + to hit on target (Light)
    • Hit: 1d6+mod bludgeoning.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
    • Close Quarters Combat: When you successfully grapple a creature or escape a grapple, you may make a single attack with this weapon (expert proficiency minimum) 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. (Dagger, Handaxe, Horned Shield, Knife Shield, Light Hammer, Mace, Scimitar, Shortsword, Sword Shield, Tusked Shield, Unarmed)
  • Handaxe (Skilled) + to hit on target (Light) Thrown Range (25/70)
    • Hit: 2d4+mod slashing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Longbow (Skilled) + to hit on target – Ammunition Range (170+Delay/640)
    • Hit: 3d6+mod piercing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • Crit within 160: Delay (Base DC) Con save or opponent you have struck this round is stunned until start of their turn, or a cirical fail until their next turn.
  • Rapier (Skilled) + to hit on target (Finesse)
    • Hit: 2d6+mod piercing.
    • (B) AC Defence (+1/2) – You gain an AC Bonus against the next number of attacks.
    • (B) Deflect (1) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.
  • Trident (Skilled) + to hit on target (Versatile) Thrown Range (25/70)
    • Hit (1 Hand): 3d4+mod piercing.
    • Hit (2 Hands): 3d6+mod piercing
    • Crit: Skewer – Leave trident in wound with Str check vs (Base DC) to remove.

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 center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common dothes, and a belt pouch containing 10 gp

Feats – Skilled (ph170)

  • Notes
  • Age: 24 Height: Proficiency Bonus: +2
  • Characteristics:
    • Religion – Makai 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC (8+exp+ability mod+1)
    • Weapon Mastery (+1), 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 two 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.
Makai Fighter – Level 2

Name
Medium Female Human of Water (Makai), alignment
Fighter 2

  • Armour Class: 15 (Leather Armour and Shield)
  • Hit Points: 18 (2d10+2)
  • Speed: 30 ft

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

  • Saving Throws: +4 Strenght, +3 Constitution
  • Weapon and Armour: Profiencent (Martial and Simple Weapons, Armour, Shield), Skilled (Club, handaxe, Longbow, Rapier, Trident)
  • Tools: navigator’s tools, vehicles (water)
  • Skills: +4 Acrobatics, +4 Animal Handling, +3 History, +4 Insight, +3 Intimidateion, +4 Nature, +4 Perception, +4 Survival
  • Senses:
  • Languages: Common (Thyatian), Aquan, Makai

ABILITIES

  • Action Surge – Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
  • 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 favor, you can’t be certain of a schedule or route that wiII meet your every need. Your Dungeon Master wiII 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.
  • 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 – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • Secret Craft – Waterologist (initiate)
    • Craft DC 12 = 8+prof+dex+circle
    • Craft Check +4 = prof+dex+circle
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 12 = 8+prof+dex+circle
    • Craft Check +4 = prof+dex+circle
    • 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.
  • Evolution (Human 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
    • Water Evolution (Water Aspected): 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)

Actions (1 per round)

  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • 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.
  • 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.
  • 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.
  • 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)

  • 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.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Available Attack Options

  • Club (Skilled) + to hit on target (Light)
    • Hit: 1d6+mod bludgeoning.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Handaxe (Skilled) + to hit on target (Light) Thrown Range (25/70)
    • Hit: 2d4+mod slashing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Longbow (Skilled) + to hit on target – Ammunition Range (170+Delay/640)
    • Hit: 3d6+mod piercing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • Crit within 160: Delay (Base DC) Con save or opponent you have struck this round is stunned until start of their turn, or a cirical fail until their next turn.
  • Rapier (Skilled) + to hit on target (Finesse)
    • Hit: 2d6+mod piercing.
    • (B) AC Defence (+1/2) – You gain an AC Bonus against the next number of attacks.
    • (B) Deflect (1) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.
  • Trident (Skilled) + to hit on target (Versatile) Thrown Range (25/70)
    • Hit (1 Hand): 3d4+mod piercing.
    • Hit (2 Hands): 3d6+mod piercing
    • Crit: Skewer – Leave trident in wound with Str check vs (Base DC) to remove.

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 center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common dothes, and a belt pouch containing 10 gp

Feats – Skilled (ph170)

  • Notes
  • Age: 23 Height: Proficiency Bonus: +2
  • Characteristics:
    • Religion – Makai 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC (8+prof+ability mod)
Makai Fighter – Level 1

Name
Medium Female Human of Water (Makai), alignment
Fighter 1

  • Armour Class: 15 (Leather Armour and Shield)
  • Hit Points: 11 (1d10+1)
  • Speed: 30 ft

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

  • Saving Throws: +4 Strenght, +3 Constitution
  • Weapon and Armour: Profiencent (Martial and Simple Weapons, Armour, Shield), Skilled (Club, handaxe, Longbow, Rapier, Trident)
  • Tools: navigator’s tools, vehicles (water)
  • Skills: +4 Acrobatics, +4 Animal Handling, +3 History, +4 Insight, +3 Intimidateion, +4 Nature, +4 Perception, +4 Survival
  • Senses:
  • Languages: Common (Thyatian), Makai

ABILITIES

  • 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 favor, you can’t be certain of a schedule or route that wiII meet your every need. Your Dungeon Master wiII 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.
  • 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 – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 12 = 8+prof+dex+circle
    • Craft Check +4 = prof+dex+circle
    • 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.
  • Evolution (Human 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
    • Water Evolution (Water Aspected): 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)

Actions (1 per round)

  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • 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.
  • 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.
  • 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.
  • 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)

  • 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.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Available Attack Options

  • Club (Skilled) + to hit on target (Light)
    • Hit: 1d6+mod bludgeoning.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect a number of attacks instead using your attack roll instead of your AC if higher.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Handaxe (Skilled) + to hit on target (Light) Thrown Range (25/70)
    • Hit: 2d4+mod slashing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Longbow (Skilled) + to hit on target – Ammunition Range (170+Delay/640)
    • Hit: 3d6+mod piercing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • Crit within 160: Delay (Base DC) Con save or opponent you have struck this round is stunned until start of their turn, or a cirical fail until their next turn.
  • Rapier (Skilled) + to hit on target (Finesse)
    • Hit: 2d6+mod piercing.
    • (B) AC Defence (+1/2) – You gain an AC Bonus against the next number of attacks.
    • (B) Deflect (1) – DC of attack roll to avoid attack, weapon takes half the missed damage.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.
  • Trident (Skilled) + to hit on target (Versatile) Thrown Range (25/70)
    • Hit (1 Hand): 3d4+mod piercing.
    • Hit (2 Hands): 3d6+mod piercing
    • Crit: Skewer – Leave trident in wound with Str check vs (Base DC) to remove.

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 center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common dothes, and a belt pouch containing 10 gp

Feats – Skilled (ph170)

  • Notes
  • Age: 22 Height: Proficiency Bonus: +2
  • Characteristics:
    • Religion – Makai 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC (8+prof+ability mod)

Conclusion

More details to come.

Content Updates

  • 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, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

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

Class Builds – Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

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

General Links

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

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

Follow My Blog

Get new content delivered directly to your inbox. For managing your subscriptions see Subscription Information.

Join 46 other followers

Categories

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

By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s