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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Paladin Oath of the Radiance

Dungeons and Dragons – Mystara

Class Build – Paladin: Oath of the Radiance

Source: Midgards Heroes Handbook (5e-kob-mhh-39)

For one of my new gamers they are building a paladin using the oath of the radiance 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 Elf of Fire (Sunfey).

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

  • Attributes – Elven Traits
    • Dexterity +2
    • Speed 30 ft
    • Size Medium
    • Darkvision: you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
    • Keen Senses: You have proficiency in the Perception skill.
    • Fey Ancestry: Advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trances: You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
    • Languages: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Attributes – Sunfey Traits
    • Clan – Feadil
    • Intelligence +1
    • Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it (message)
    • Extra Language: You know one extra language of your choice (abyssal)
    • Elf Weapon Training: Proficiency with Longsword, Shortsword, Shortbow and Longbow or four proficiencies of your choice with GM permission
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: FireologistElvenologist.
    • High Elf: Count as a High Elf
    • Evolution (1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi
  • Attributes – Fire Aspected Traits
    • Ability Score Increase: Intelligence +2
    • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
    • Power of the Fire: When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Class Options – Oath of the Radiance?

Base racial options for the character are as follows.

The player has chosen to go with Paladin and Oath of the Radiance.

  • Attributes – Level 01
    • Proficiency +2
    • Tier 1
    • Atttuement slots 3
  • Gained Attribute – Paladin (1st)
    • 10 HP first level
    • Proficiencies:
      • Armour – All
      • Weapons – All
      • Tools – None
      • Saving Throws – Wisdom, Charisma
    • Skill Choices (select two) – Athletics, Insight, Intimidation, Medicine, Perception, Religion.
    • Gear Choices
      • a martial weapon and a shield or two martial weapons
      • a five javelins or a simple melee weapon
      • a priest pack or explorers pack
      • Chainmail and a holy symbol
      • a praybook spellbook and Ritualbook
    • Divine Sense – The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
    • Lay On Hands – Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
    • Weapons Mastery – two weapon upgrades

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.

  • Total Points (27)
  • Strength gains 14 costing 7
  • Dexterity gains 8 costing 0
  • Consitution gains 13 costing 5
  • Intelligence gains 10 costing 2
  • Wisdom gains 12 costing 4
  • Charisma gains 15 costing 9

STR 14 (+2) DEX 8 (-1) CON 13 (+1) INT 10 (-) WIS 12 (+1) CHA 15 (+2)

After Point by add the following racial changes: +2 Dex, +3 Int

STR 14 (+2) DEX 10 (-) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 15 (+2)

Backgrounds

The character background options for consideration suitable for Alfheim: Acoylte, City Watch, Courtier, Criminal, Emissary, Far Traveller, Folk Hero, Hermit, Inheritor, Knight of the Order, Noble, Prophet, Sage, Seer, Smuggler, Soldier

  • Attributes – Alfheim
    • Starting Languages: Common (Thyatian), Elven (Alfheim) and Traladaran
    • Pantheon: Elven
  • Attributes – Hermit
    • Skills – Medicine and Religion
    • Tools – Herbalism Kit
    • Languages – One of your choice
    • Equipment – A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 5 gp
    • Feature – Discovery – The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. Vou might have uncovered a fact that has long been forgotten, or unearthed some reli c of the past that could rewrite history. It might be information that would be damaging to the peopJe who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

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.

  • Racial Languages: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Sunfey Extra Language: You know one extra language of your choice
  • National Starting Languages: Common (Thyatian), Elven (Alfheim) and Traladaran
  • Background Languages – One of your choice (orcish)
  • Discovery – you have access to a unique and powerful discovery.

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.

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: Hermit
  • Life of Seclusion – 7 – I was the caretaker of an ancient ruin or relic.
  • Personality: 6. – I connect everything that happens to me to a grand, cosmic plan. Ideal: 5 – Live and Let Live – Meddling in the affairs of other only causes trouble (Gnomish Philosophy). Bond: 3 – I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me. Flaw: 2 – I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
  • Treasured Item: 85 – A diary with seven missing pages relating to the discovery on how to remove it, or what’s it intended purpose.
  • Personal Goals: 4 – Leadership – You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
  • Nemeses: 1 A mighty orc war chief who threatens to overrun and destroy everyhing you hold sacred.
  • Temptation: 2 Pride – Your deeds are noteworthy, and no one takes note of them more often than you.

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.

  • Weapons Mastery – two weapon upgrades
  • Elf Weapon Training: Proficiency upgrades with Longsword, Shortsword, Shortbow and Longbow or four proficiencies upgrades of your choice with GM permission (Standard) Change to Crossbow – heavy, Flail, Longsword, Longbow, Mace, Morningstar

Secret Crafts

Secret Craft Options available to the character.

  • (1st) tba
  • (2nd) tba
  • (3rd) tba
  • 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.

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 Paladin
  • Attributes – Paladin (2nd)
    • Hit Points 6 + con (d10)
    • Fighting Style – Defence
    • Spellcasting –
      • Slots – Cantrip (1) 1st (2)
      • Learn Cantrips (4) – Booming Blade, Green-Flame Blade, Fist of Iron, Sword Burst
      • Learn Level 1 Spells (6) Bless, Command, Cure Wounds, Detect Magic, Heroism, Wrathful Smite
      • Spellcasting (ph66 – Paladin) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
        • Spell Save DC =
        • Spell Attack =
    • Divine Smite – Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend
  • Attributes – Secret Crafts – Elvenologist – Initiate
  • Paladin Available Spell List
    • Level 1 Spells – Bless – H (ph219), Command – H (ph223), Compelled Duel (ph224), Cure Wounds – H (ph230), Detect Evil and Good (ph231), Detect Magic – R (ph231), Detect Poisons and Disease – R (ph231), Divine Favour (ph234), Heroism (ph250), Protector from Evil and Good (ph270), Purify Food and Drink – R (ph270), Searing Smite – H (ph274), Shield of Faith (ph275), Thunderous Smite (ph283), Wrathful Smite (ph290)
    • Level 2 Spells – Aid – H (ph211), Branding Smite – H (ph219), Find Steed (ph240), Lesser Restoration (ph255), Locate Object (ph256), Magic Weapon – H (ph257), Protection from Poison (ph270), Zone of Truth (ph289)

H – Heightened Spell, R – Ritual Spell

  • Spell List – Secret CraftElvenologist
    • Cantrip Booming Blade (scag142), Green-Flame Blade (scag143), Lightning Lure (scag143), Sword Burst (scag143)
    • 1st Level – Extract Foyson – R (mhh166), Guest of Honour – R (mhh172), Land Bond (mhh178), Tree Ladder (bls119)
    • 2nd Level – Black Swan Storm (mhh152), Clearing the Field – R (mhh158), Heartache (mhh172), Ley Disruption (mhh179), Shadows Brought to Light – R (mhh192), Vine Trestle – R (mhh201)
    • 3rd Level – Ley Energy Bolt (mhh179), Ley Sense (mhh179), Song of the Forest – R (mhh193)
    • 4th Level – Ray of Life Suppression (mhh188), Shadow Retribution – R (mhh192)
    • 5th Level – Amplify Ley Field (mhh149), Energy Absorption (mhh165), Lesser Ley Pulse (mhh178), Ley Leech (mhh179), Spell Legs (bls112), Tongue Tied (mhh199)
    • 6th Level – Encroaching Shadows – R (mhh165), Ley Whip (mhh180)
    • 7th Level – Celebration – R (mhh156), Greater Ley Pulse (mhh171), Volley Shield (mhh201)
    • 8th Level – Bloom – R (mhh154), Desolation – R (mhh162), Disruptive Aura (mhh163), Harsh Light of Summer’s Glare (mhh172), Ley Surge (mhh180)
    • 9th Level – Afflict Line – R (mhh148), Cosmic Alignment – R (mhh160), Ley Storm (mhh180)

* details to come. R – Ritual Spells.

Advancing to 3rd level Paladin
  • Attributes – Paladin (3rd)
    • Hit Points 6 + con (d10)
    • Divine Health – By 3rd level, the divine magic flowing through you makes you immune to disease
    • Sacred Oath – Oath of the Radiance
      • Cleanse the Corruption – I will burn out all creatures born of darkness, showing no pity or mercy. I will not suffer the company of dark creatures, save those taken in by darkness who I might redeem.
      • Lead with Light – I stand open and courageous in the face of battle and will be the last of my companions to quit the field, just as the last ray of sun leaves the day.
      • Preserve the Righteous – I will defend those who labor and live in fear of shadow. I will shield them from harm and keep the light upon them.
      • Redeem the Beguilded – Those tempted into the service of darkness may yet be saved, and I will do everything in my power to bring them back to the light. I will be discerning in offering this mercy, but the redemption of the corrupted is paramount.
      • Remain Pure – I will never yield to the lies of darkness or suffer corruption to take me. I will cleanse myself of dark taint or die before threatening those I defend.
    • Channel Divinity – When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
      • Dawn’s Radiance. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that. An undead creature, a creature native to the Shadow Realm or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity (Stealth) and Wisdom (Perception) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.
      • Turn the Corrupted. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Realm or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage.
    • Weapons Mastery – Upgrade selected weapon to skilled (Tusked Shield)
    • Spellcasting –
      • Slots – Cantrip (1) 1st (3)
      • Learnt new spells (2) – Control Flames, Divine favour
      • Oath Spells Always Prepared – Guiding Bolt, Protection from Evil and Good
  • Attributes – Secret Crafts – Fireologist – Initiate
    • Additional Langauge – Ignan

Spell List – Secret CraftFireologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, ea08 (conversion), ph, xge

Advancing to 4th level Paladin
  • Attributes – Paladin (4th)
    • Hit Points 6 + con (d10)
    • Ability Score Improvement
      • Abilities increases (2) – +2 Cha
      • Feat – Forestlands (Resistance)
    • Spellcasting –
      • Slots – Cantrip (1) 1st (3)
      • Learnt new spells (2) – Analyze Device, Fiery Grasp
  • Attributes – Secret Crafts – Mechologist – Initiate
    • Additional Language – Gnomish
  • Spell Lists – Secret CraftMechologist
    • Cantrip – Fist of Iron (mhh167), Tick Stop (mhh198)
    • 1st Level – Analyze Device (mhh149), Animate Construct (mhh149), Armoured Heart (mhh149), Armoured Shell (mhh150), Find the Flaw (mhh167), Gear Shield (mhh170), Machine’s Load (mhh181), Machine Speech (mhh181), Pendulum (mhh185), Tireless (mhh198)
    • 2nd Level – Heartstop (mhh173), Lock Armour (mhh180), Repair Metal (mhh188), Spin (mhh194), Winding Key (mhh203)
    • 3rd LevelElectromagnetic Storm (bls50), Gear Barrage (mhh170), Overclock (mhh185), Steam Bolt (bls113), Thousand Darts (mhh197)
    • 4th Level – Absolute Command (mhh148), Gremlins (mhh171), Grinding Gears (mhh172), Read Memory (mhh188), Steam Blast (mhh196), Steam Cloud (bls114), Steaming Breath (pcc437), Write Memory (mhh203)
    • 5th Level – Chains of the Goddess (mhh156), Imbue Spell – R (mhh175), Mass Repair Metal (mhh182), Mechanical Union (mhh182)
    • 6th Level – Catapult Greater (mhh155), Robe of Shards (mhh189)
    • 7th Level – Disassemble (bls45), Hellforging – R (mhh173), Timeless Engine (mhh198)
    • 8th Level – Machine Sacrifice (mhh181), Move the Cosmic Wheel (mhh183), Power Word Restore (mhh186), Steam Whistle (mhh196), Time Jump (mhh198)
    • 9th Level – Time in a Bottle (mhh198)

* details to come. (R) are for ritual spells.

Advancing to 5th level Paladin
  • Attributes – Level 5
    • Proficency Bonus increases to +3
    • Secret Craft 1st Circle now available
  • Attributes – Paladin (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.
    • Spellcasting –
      • Slots – Cantrip (1) 1st (4) 2nd (2)
      • Learnt new spells (2) – Locate Object, Zone of Truth
      • Oath Spells Always Preapared – Magic Weapon, Scorching Ray
  • Attributes – Secret Crafts – Fireologist – 1st Circle
    • Fireologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate red light 5 ft radius. All fire 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 Fire 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 Fire damage.
      • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to Fire Damage.
      • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest and stays active if your manifestation is active. 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 lava or flame without slipping or treating as difficult terrain until the end of your next turn. (This does not protect you from submersion)
Advancing to 6th level Paladin
  • Attributes – Level 6
    • Tier 2 Character
    • Attument slots now 4
    • Weappon Mastery of Expert Available
  • Attributes – Paladin (6th)
    • Hit Points 6 + con (d10)
    • Aura of Protection – Starting at 6th level, whenever you or a friendly creature within 10 ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma mod (min +1). You must be concious to grant this ability.
    • Weapons Mastery – Can upgrade a weapon to expert – Flail
    • Spellcasting –
      • Slots – Cantrip (2) 1st (4) 2nd (2)
      • Learnt new spells (2) Fiery Shield, Find Steed
  • Attributes – Secret Crafts – Elvenologist – 1st Circle
    • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
      • Converse with Nature (Enhancement SB 1 DC 16): As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
      • Mount Synergy (Enhancement SB 1 DC 16): As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
      • Shape Spell (Power SB 1 DC 16): As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
      • Elven 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.
      • Treesong (Power SB 1 DC 16): As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
Advancing to 7th level Paladin
  • Attributes – Paladin (7th)
    • Hit Points 6 + con (d10)
    • Sacred Oath
      • Aura of Resolve – Beginning at 7th level, you and your allies within 10 feet of you have advantage on saving throws against spells and effects created by undead creatures and by creatures native to the Shadow Realm or with any levels of shadow corruption. This benefit lasts until someone fails a saving throw that was made with advantage because of your aura of resolve. Once that happens, you must complete a short or long rest before this ability functions again. At 18th level, the range of this aura increases to 30 feet.
    • Spellcasting –
      • Slots – Cantrip (2) 1st (4) 2nd (2)
      • Learnt new spells (2) Aganazzar’s Scorcher, Clearing the Field
      • Oath Spells Always Prepared – Beacon of Hope, Daylight
  • Attributes – Secret Crafts – Mechologist – 1st Circle
    • Mechologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate grey light (with a blue flicker) 5 ft radius. All constructs within your manifestation radius heal an additional 1 hp at the start of their turn. Lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.
      • Clockwork Dial (Enhancement SB 1 DC 16): As an action you can activate. All constructs within your manifestation are either slowed or hastened. If slowed they loose 5 ft on their movement, make one less attack on their round (or if only having one attack loose reaction or bonus actions). If hasted they gain 5 ft on their movement and when attacking have an additional attack.
      • Clockwork Resistance (Enhancement SB 1 DC 16): As an action you can activate. You gain resistance to Damage from constructs.
      • Clockwork 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.

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.

Sunfey Paladin Oath of Radiance – Level 7

Name
Medium Male Elven of Fire (Sunfey), lawful
Paladin Sacred Oath of Radiance 7

  • Armour Class: 18 (+6 Chainmail +2 Shield)
  • Hit Points: 53 (7d10+7)
  • Speed: 30 ft

STR 14 (+2) DEX 10 (-) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 17 (+3)

  • Saving Throws: +5 Strenght, +4 Constitution
  • Weapon and Armour: Profiencent (Armour – All Armour and Shields, Weapons – All), Skilled (Heavy Crossbow, Longbow, Longsword, Mace, Morningstar, Tusked Shield), Expert (Flail)
  • Tools: Herbalism Kit
  • Skills: +5 Athletics, +4 Insight, +4 Medicine, +4 Perception, +4 Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Clan), Gnomish, Ignan, Orcish, Traladaran

ABILITIES

  • Aura of Protection (Paladin) Starting at 6th level, whenever you or a friendly creature within 10 ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma mod (min +1). You must be concious to grant this ability.
  • Aura of Resolve – Beginning at 7th level, you and your allies within 10 feet of you have advantage on saving throws against spells and effects created by undead creatures and by creatures native to the Shadow Realm or with any levels of shadow corruption. This benefit lasts until someone fails a saving throw that was made with advantage because of your aura of resolve. Once that happens, you must complete a short or long rest before this ability functions again. At 18th level, the range of this aura increases to 30 feet.
  • Darkvision: (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Discovery (Blackground) – you have access to a unique and powerful discovery. Blackmore relic that appears to be an arm band, but when a space is pushed, it folds out into a shield, or another turns it into a heavy crossbow. Other aspects have not been discovered, and the item is kept secret from other elves who wish to destroy such items.
  • Divine Health (Paladin) – By 3rd level, the divine magic flowing through you makes you immune to disease
  • Fey Ancestry: (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • High Elf: Count as a High Elf as well as Sunfey and Elven.
  • Power of the Fire: (Fire) When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Touch of the Fire: (Fire) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Trances: (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep
  • Spellcasting (Paladin) The spellcaster is a 3rd-level spellcaster. Its spellcasting ability is Charisam (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half-level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (2) 1st (4) 2nd (2)
    • Spells Prepared (6 +1 Cantrip)
      • Oath Spells – Beason of Hope, Daylight, Guiding Bolt, Magic Weapon, Protection from Evil and Good, Scorching Ray
    • Spell Save DC = 14
    • Spell Attack = +6
  • Spellbook (Paladin 30/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (5) – Booming Blade, Control Flames (xge152), Green-Flame Blade, Fist of Iron (mhh167), Sword Burst
    • Level 1 Spells (9) – Analyze Device (mhh149), Bless – H (ph219), Command – H (ph223), Cure Wounds – H (ph230), Detect Magic – R (ph231), Divine Favour (ph234), Fiery Grasp (bls57), Heroism (ph250), Wrathful Smite (ph290)
    • Level 2 Spells (6) – Aganazzar’s Scorcher (xge150), Clearing the Field – R (mhh158), Fiery Shield (bls57), Find Steed (ph240), Locate Object (ph256), Zone of Truth (ph289)
  • Ritualbook (Paladin 16/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph231), Purify Food and Drink – R (ph270)
    • Level 2 Spells (1) – Clearing the Field – R (mhh158)
  • Secret Craft – Elvenologist (1st Circle)
    • Craft DC 15 = 8+prof+int+circle+2 (elven)
    • Craft Check +7 = prof+int+circle+2 (elven)
  • Secret Craft – Fireologist (1st Circle)
    • Craft DC 15 = 8+prof+int+circle+2 (fire aspected)
    • Craft Check +7 = prof+int+circle+2 (fire aspect)
  • Secret Craft – Mechologist (initiate)
    • Craft DC 12 = 8+prof+int+circle
    • Craft Check +4 = prof+int+circle
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 11 = 8+prof+dex+circle
    • Craft Check +3 = 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 (Elven 1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Cantrip (Racial): You cast the cantrip Message (as a Wizard)
  • Channel Divinity – When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
    • Dawn’s Radiance. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that. An undead creature, a creature native to the Shadow Realm or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity (Stealth) and Wisdom (Perception) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.
    • Turn the Corrupted. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Realm or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage.
  • 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.
  • Divine Sense (Paladin) – The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses
  • 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.
  • Forestlands Magic (Elven) You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid can trip of your choice (Resistance). You also learn the “Longstrider” and “Pass without Trace” spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
  • 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.
  • Lay On Hands – Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • 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.

Free Action (any number of times on a turn)

  • Divine Smite – Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend

Available Attack Options

  • Dagger (Proficient) +5 to hit one target (Finesse, Light) Thrown Range (20/60)
    • Hit (1 hand): 1d4+mod piercing or slashing
    • (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.
  • Flail (Expert) +5 to hit one target
    • Hit: 2d6+mod bludgeoning.
    • Crit: Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
    • (B) AC Defence (+1/3) – 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 several attacks instead using your attack roll instead of your AC if higher.
  • Grapple (special) see ph195.
  • Heavy Crossbow (Skilled) +3 to hit one target (Heavy, Loading, Two-Handed) Ammunition Range (120+Stun/440 ft)
    • Hit: 3d6+mod piercing.
    • Crit (within 120): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
  • Longbow (Skilled) +3 to hit one target – Ammunition Range (170+Delay/640 ft)
    • 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.
  • Longsword (Skilled) +5 to hit one target (Versatile)
    • Hit (1 Hand): 3d4+mod slashing
    • Hit (2 Hand): 3d6+mod slashing
    • (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 several attacks instead using your attack roll instead of your AC.
    • (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.
  • Mace (Skilled) +5 to hit one target
    • Hit (1 hand): 2d4+mod bludgeoning.
    • (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.
  • Morningstar (Skilled) +5 to hit one target
    • Hit: 3d4+mod piercing.
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (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.
  • Tusked Shield (Skilled) +5 to hit one target (Break)
    • Hit: 3d4+mod piercing.
    • (B) AC Defence (+1/2) – You gain an AC Bonus against the next number of attacks.
    • (B) Extra Attack – Can use this attack if your attack action in the round was a light weapon. This attack includes your mod bonus to damage.

Secret Crafts Manifestations (can only have one active)

  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
  • Fireologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate red light 5 ft radius. All fire attacks treat a damage dice rolled of 2 or less as a 2.
  • Mechologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate grey light (with a blue flicker) 5 ft radius. All constructs within your manifestation radius heal an additional 1 hp at the start of their turn. Lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Secret Crafts Enhancements and Powers

  • Clockwork Dial (Enhancement SB 1 DC 16): Must have Mechologist Apprentice active to use – As an action you can activate. All constructs within your manifestation are either slowed or hastened. If slowed they loose 5 ft on their movement, make one less attack on their round (or if only having one attack loose reaction or bonus actions). If hasted they gain 5 ft on their movement and when attacking have an additional attack.
  • Clockwork Resistance (Enhancement SB 1 DC 16): Must have Mechologist Apprentice active to use – As an action you can activate. You gain resistance to Damage from constructs.
  • Clockwork Specialisation (Enhancement SB 1 DC 16): Must have Mechologist Apprentice active to use – 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.
  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Fire Elemental Fists (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – As an action you can activate this power. Your natural attacks deal an extra 1d6 Fire damage.
  • Fire Elemental Rebuke (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – 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 Fire damage.
  • Fire Elemental Resistance (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – As an action you can activate this power. You gain resistance to Fire Damage.
  • Fire Elemental Specialisation (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – Activate as part of a short rest and stays active if your manifestation is active. 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.
  • Fire Elemental Walk (Power SB 1 DC 16): Must have Fireologist Apprentice active to use – As a Bonus action you can walk over lava or flame without slipping or treating as difficult terrain until the end of your next turn. (This does not protect you from submersion)
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – 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.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.

Equipment

  • Armour – Chainmail, Shield
  • Weapons – Dagger, Flail
  • Priests Pack – Backpack, blanket, 10x candles, a tinderbox, alms box, 2x incense, censer, vestments, 2x rations, waterskin, A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 205 gp
  • Holy Symbol, Prayerbook and Divine Ritualbook

Feats

  • Notes
  • Age: 326 Height: Proficiency Bonus: +3
  • Characteristics:
    • Life of Seclusion – 7 – I was the caretaker of an ancient ruin or relic.
    • Personality: 6. – I connect everything that happens to me to a grand, cosmic plan.
    • Ideal: 5 – Live and Let Live – Meddling in the affairs of other only causes trouble (Gnomish Philosophy)
    • Bond: 3 – I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
    • Flaw: 2 – I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
    • Treasured Item: 85 – A diary with seven missing pages relating to the discovery on how to remove it, or what’s it intended purpose. Those missing pages may hold the key to those secrets.
    • Personal Goals: 4 – Leadership – You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
    • Nemeses: 1 A mighty orc war chief who threatens to overrun and destroy everyhing you hold sacred.
    • Temptation: 2 Pride – Your deeds are noteworthy, and no one
  • Sacred Oath – Oath of the RadianceCleanse the Corruption – I will burn out all creatures born of darkness, showing no pity or mercy. I will not suffer the company of dark creatures, save those taken in by darkness who I might redeem.
    • Lead with Light – I stand open and courageous in the face of battle and will be the last of my companions to quit the field, just as the last ray of sun leaves the day.
    • Preserve the Righteous – I will defend those who labor and live in fear of shadow. I will shield them from harm and keep the light upon them.
    • Redeem the Beguilded – Those tempted into the service of darkness may yet be saved, and I will do everything in my power to bring them back to the light. I will be discerning in offering this mercy, but the redemption of the corrupted is paramount.
    • Remain Pure – I will never yield to the lies of darkness or suffer corruption to take me. I will cleanse myself of dark taint or die before threatening those I defend.takes note of them more often than you.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +prof + abil mod
Sunfey Paladin Oath of Radiance – Level 6

Name
Medium Male Elven of Fire (Sunfey), lawful
Paladin Sacred Oath of Radiance 6

  • Armour Class: 18 (+6 Chainmail +2 Shield)
  • Hit Points: 46 (6d10+6)
  • Speed: 30 ft

STR 14 (+2) DEX 10 (-) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 17 (+3)

  • Saving Throws: +5 Strenght, +4 Constitution
  • Weapon and Armour: Profiencent (Armour – All Armour and Shields, Weapons – All), Skilled (Heavy Crossbow, Longbow, Longsword, Mace, Morningstar, Tusked Shield), Expert (Flail)
  • Tools: Herbalism Kit
  • Skills: +5 Athletics, +4 Insight, +4 Medicine, +4 Perception, +4 Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Clan), Gnomish, Ignan, Orcish, Traladaran

ABILITIES

  • Aura of Protection (Paladin) Starting at 6th level, whenever you or a friendly creature within 10 ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma mod (min +1). You must be concious to grant this ability.
  • Darkvision: (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Discovery (Blackground) – you have access to a unique and powerful discovery. Blackmore relic that appears to be an arm band, but when a space is pushed, it folds out into a shield, or another turns it into a heavy crossbow. Other aspects have not been discovered, and the item is kept secret from other elves who wish to destroy such items.
  • Divine Health (Paladin) – By 3rd level, the divine magic flowing through you makes you immune to disease
  • Fey Ancestry: (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • High Elf: Count as a High Elf as well as Sunfey and Elven.
  • Power of the Fire: (Fire) When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Touch of the Fire: (Fire) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Trances: (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep
  • Spellcasting (Paladin) The spellcaster is a 3rd-level spellcaster. Its spellcasting ability is Charisam (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half-level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (2) 1st (4) 2nd (2)
    • Spells Prepared (6 +1 Cantrip)
      • Oath Spells – Guiding Bolt, Magic Weapon, Protection from Evil and Good, Scorching Ray
    • Spell Save DC = 14
    • Spell Attack = +6
  • Spellbook (Paladin 26/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (5) – Booming Blade, Control Flames (xge152), Green-Flame Blade, Fist of Iron (mhh167), Sword Burst
    • Level 1 Spells (9) – Analyze Device (mhh149), Bless – H (ph219), Command – H (ph223), Cure Wounds – H (ph230), Detect Magic – R (ph231), Divine Favour (ph234), Fiery Grasp (bls57), Heroism (ph250), Wrathful Smite (ph290)
    • Level 2 Spells (4) – Fiery Shield (bls57), Find Steed (ph240), Locate Object (ph256), Zone of Truth (ph289)
  • Ritualbook (Paladin 8/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph231), Purify Food and Drink – R (ph270)
  • Secret Craft – Elvenologist (1st Circle)
    • Craft DC 15 = 8+prof+int+circle+2 (elven)
    • Craft Check +7 = prof+int+circle+2 (elven)
  • Secret Craft – Fireologist (1st Circle)
    • Craft DC 15 = 8+prof+int+circle+2 (fire aspected)
    • Craft Check +7 = prof+int+circle+2 (fire aspect)
  • Secret Craft – Mechologist (initiate)
    • Craft DC 12 = 8+prof+int+circle
    • Craft Check +4 = prof+int+circle
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 11 = 8+prof+dex+circle
    • Craft Check +3 = 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 (Elven 1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Cantrip (Racial): You cast the cantrip Message (as a Wizard)
  • Channel Divinity – When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
    • Dawn’s Radiance. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that. An undead creature, a creature native to the Shadow Realm or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity (Stealth) and Wisdom (Perception) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.
    • Turn the Corrupted. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Realm or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage.
  • 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.
  • Divine Sense (Paladin) – The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses
  • 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.
  • Forestlands Magic (Elven) You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid can trip of your choice (Resistance). You also learn the “Longstrider” and “Pass without Trace” spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
  • 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.
  • Lay On Hands – Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • 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.

Free Action (any number of times on a turn)

  • Divine Smite – Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend

Available Attack Options

  • Dagger (Proficient)
  • Flail (Expert)
  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.
  • Tusked Shield (Skilled)

Secret Crafts Manifestations (can only have one active)

  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
  • Fireologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate red light 5 ft radius. All fire attacks treat a damage dice rolled of 2 or less as a 2.

Secret Crafts Enhancements and Powers

  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Fire Elemental Fists (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – As an action you can activate this power. Your natural attacks deal an extra 1d6 Fire damage.
  • Fire Elemental Rebuke (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – 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 Fire damage.
  • Fire Elemental Resistance (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – As an action you can activate this power. You gain resistance to Fire Damage.
  • Fire Elemental Specialisation (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – Activate as part of a short rest and stays active if your manifestation is active. 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.
  • Fire Elemental Walk (Power SB 1 DC 16): Must have Fireologist Apprentice active to use – As a Bonus action you can walk over lava or flame without slipping or treating as difficult terrain until the end of your next turn. (This does not protect you from submersion)
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – 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.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.

Equipment

  • Armour – Chainmail, Shield
  • Weapons – Dagger, Flail
  • Priests Pack – Backpack, blanket, 10x candles, a tinderbox, alms box, 2x incense, censer, vestments, 2x rations, waterskin, A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 205 gp
  • Holy Symbol, Prayerbook and Divine Ritualbook

Feats

  • Notes
  • Age: 325 Height: Proficiency Bonus: +3
  • Characteristics:
    • Life of Seclusion – 7 – I was the caretaker of an ancient ruin or relic.
    • Personality: 6. – I connect everything that happens to me to a grand, cosmic plan.
    • Ideal: 5 – Live and Let Live – Meddling in the affairs of other only causes trouble (Gnomish Philosophy)
    • Bond: 3 – I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
    • Flaw: 2 – I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
    • Treasured Item: 85 – A diary with seven missing pages relating to the discovery on how to remove it, or what’s it intended purpose. Those missing pages may hold the key to those secrets.
    • Personal Goals: 4 – Leadership – You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
    • Nemeses: 1 A mighty orc war chief who threatens to overrun and destroy everyhing you hold sacred.
    • Temptation: 2 Pride – Your deeds are noteworthy, and no one
  • Sacred Oath – Oath of the RadianceCleanse the Corruption – I will burn out all creatures born of darkness, showing no pity or mercy. I will not suffer the company of dark creatures, save those taken in by darkness who I might redeem.
    • Lead with Light – I stand open and courageous in the face of battle and will be the last of my companions to quit the field, just as the last ray of sun leaves the day.
    • Preserve the Righteous – I will defend those who labor and live in fear of shadow. I will shield them from harm and keep the light upon them.
    • Redeem the Beguilded – Those tempted into the service of darkness may yet be saved, and I will do everything in my power to bring them back to the light. I will be discerning in offering this mercy, but the redemption of the corrupted is paramount.
    • Remain Pure – I will never yield to the lies of darkness or suffer corruption to take me. I will cleanse myself of dark taint or die before threatening those I defend.takes note of them more often than you.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +prof + abil mod
Sunfey Paladin Oath of Radiance – Level 5

Name
Medium Male Elven of Fire (Sunfey), lawful
Paladin Sacred Oath of Radiance 5

  • Armour Class: 18 (+6 Chainmail +2 Shield)
  • Hit Points: 39 (5d10+5)
  • Speed: 30 ft

STR 14 (+2) DEX 10 (-) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 17 (+3)

  • Saving Throws: +5 Strenght, +4 Constitution
  • Weapon and Armour: Profiencent (Armour – All Armour and Shields, Weapons – All), Skilled (Heavy Crossbow, Flail, Longbow, Longsword, Mace, Morningstar, Tusked Shield)
  • Tools: Herbalism Kit
  • Skills: +5 Athletics, +4 Insight, +4 Medicine, +4 Perception, +4 Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Clan), Gnomish, Ignan, Orcish, Traladaran

ABILITIES

  • Darkvision: (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Discovery (Blackground) – you have access to a unique and powerful discovery. Blackmore relic that appears to be an arm band, but when a space is pushed, it folds out into a shield, or another turns it into a heavy crossbow. Other aspects have not been discovered, and the item is kept secret from other elves who wish to destroy such items.
  • Divine Health (Paladin) – By 3rd level, the divine magic flowing through you makes you immune to disease
  • Fey Ancestry: (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • High Elf: Count as a High Elf as well as Sunfey and Elven.
  • Power of the Fire: (Fire) When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Touch of the Fire: (Fire) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Trances: (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep
  • Spellcasting (Paladin) The spellcaster is a 2nd-level spellcaster. Its spellcasting ability is Charisam (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half-level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (1) 1st (4) 2nd (2)
    • Spells Prepared (5 +1 Cantrip)
      • Oath Spells – Guiding Bolt, Magic Weapon, Protection from Evil and Good, Scorching Ray
    • Spell Save DC = 14
    • Spell Attack = +6
  • Spellbook (Paladin 18/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (5) – Booming Blade, Control Flames (xge152), Green-Flame Blade, Fist of Iron (mhh167), Sword Burst
    • Level 1 Spells (9) – Analyze Device (mhh149), Bless – H (ph219), Command – H (ph223), Cure Wounds – H (ph230), Detect Magic – R (ph231), Divine Favour (ph234), Fiery Grasp (bls57), Heroism (ph250), Wrathful Smite (ph290)
    • Level 2 Spells (2) – Locate Object (ph256), Zone of Truth (ph289)
  • Ritualbook (Paladin 8/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph231), Purify Food and Drink – R (ph270)
  • Secret Craft – Elvenologist (initiate)
    • Craft DC 14 = 8+prof+int+circle+2 (elven)
    • Craft Check +6 = prof+int+circle+2 (elven)
  • Secret Craft – Fireologist (1st Circle)
    • Craft DC 15 = 8+prof+int+circle+2 (fire aspected)
    • Craft Check +7 = prof+int+circle+2 (fire aspect)
  • Secret Craft – Mechologist (initiate)
    • Craft DC 12 = 8+prof+int+circle
    • Craft Check +4 = prof+int+circle
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 11 = 8+prof+dex+circle
    • Craft Check +3 = 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 (Elven 1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Cantrip (Racial): You cast the cantrip Message (as a Wizard)
  • Channel Divinity – When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
    • Dawn’s Radiance. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that. An undead creature, a creature native to the Shadow Realm or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity (Stealth) and Wisdom (Perception) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.
    • Turn the Corrupted. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Realm or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage.
  • 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.
  • Divine Sense (Paladin) – The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses
  • 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.
  • Forestlands Magic (Elven) You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid can trip of your choice (Resistance). You also learn the “Longstrider” and “Pass without Trace” spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
  • 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.
  • Lay On Hands – Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • 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.

Free Action (any number of times on a turn)

  • Divine Smite – Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend

Available Attack Options

  • Dagger (Proficient)
  • Flail (Skilled)
  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Secret Crafts Manifestations (can only have one active)

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

Secret Crafts Enhancements and Powers

  • Fire Elemental Fists (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – As an action you can activate this power. Your natural attacks deal an extra 1d6 Fire damage.
  • Fire Elemental Rebuke (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – 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 Fire damage.
  • Fire Elemental Resistance (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – As an action you can activate this power. You gain resistance to Fire Damage.
  • Fire Elemental Specialisation (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – Activate as part of a short rest and stays active if your manifestation is active. 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.
  • Fire Elemental Walk (Power SB 1 DC 16): Must have Fireologist Apprentice active to use – As a Bonus action you can walk over lava or flame without slipping or treating as difficult terrain until the end of your next turn. (This does not protect you from submersion)

Equipment

  • Armour – Chainmail, Shield
  • Weapons – Dagger, Flail
  • Priests Pack – Backpack, blanket, 10x candles, a tinderbox, alms box, 2x incense, censer, vestments, 2x rations, waterskin, A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 205 gp
  • Holy Symbol, Prayerbook and Divine Ritualbook

Feats

  • Notes
  • Age: 324 Height: Proficiency Bonus: +3
  • Characteristics:
    • Life of Seclusion – 7 – I was the caretaker of an ancient ruin or relic.
    • Personality: 6. – I connect everything that happens to me to a grand, cosmic plan.
    • Ideal: 5 – Live and Let Live – Meddling in the affairs of other only causes trouble (Gnomish Philosophy)
    • Bond: 3 – I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
    • Flaw: 2 – I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
    • Treasured Item: 85 – A diary with seven missing pages relating to the discovery on how to remove it, or what’s it intended purpose. Those missing pages may hold the key to those secrets.
    • Personal Goals: 4 – Leadership – You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
    • Nemeses: 1 A mighty orc war chief who threatens to overrun and destroy everyhing you hold sacred.
    • Temptation: 2 Pride – Your deeds are noteworthy, and no one
  • Sacred Oath – Oath of the RadianceCleanse the Corruption – I will burn out all creatures born of darkness, showing no pity or mercy. I will not suffer the company of dark creatures, save those taken in by darkness who I might redeem.
    • Lead with Light – I stand open and courageous in the face of battle and will be the last of my companions to quit the field, just as the last ray of sun leaves the day.
    • Preserve the Righteous – I will defend those who labor and live in fear of shadow. I will shield them from harm and keep the light upon them.
    • Redeem the Beguilded – Those tempted into the service of darkness may yet be saved, and I will do everything in my power to bring them back to the light. I will be discerning in offering this mercy, but the redemption of the corrupted is paramount.
    • Remain Pure – I will never yield to the lies of darkness or suffer corruption to take me. I will cleanse myself of dark taint or die before threatening those I defend.takes note of them more often than you.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +prof + abil mod
Sunfey Paladin Oath of Radiance – Level 4

Name
Medium Male Elven of Fire (Sunfey), lawful
Paladin Sacred Oath of Radiance 4

  • Armour Class: 18 (+6 Chainmail +2 Shield)
  • Hit Points: 32 (4d10+4)
  • Speed: 30 ft

STR 14 (+2) DEX 10 (-) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 17 (+3)

  • Saving Throws: +4 Strenght, +3 Constitution
  • Weapon and Armour: Profiencent (Armour – All Armour and Shields, Weapons – All), Skilled (Heavy Crossbow, Flail, Longbow, Longsword, Mace, Morningstar, Tusked Shield)
  • Tools: Herbalism Kit
  • Skills: +4 Athletics, +3 Insight, +3 Medicine, +3 Perception, +3 Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Clan), Gnomish, Ignan, Orcish, Traladaran

ABILITIES

  • Darkvision: (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Discovery (Blackground) – you have access to a unique and powerful discovery. Blackmore relic that appears to be an arm band, but when a space is pushed, it folds out into a shield, or another turns it into a heavy crossbow. Other aspects have not been discovered, and the item is kept secret from other elves who wish to destroy such items.
  • Divine Health (Paladin) – By 3rd level, the divine magic flowing through you makes you immune to disease
  • Fey Ancestry: (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • High Elf: Count as a High Elf as well as Sunfey and Elven.
  • Power of the Fire: (Fire) When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Touch of the Fire: (Fire) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Trances: (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep
  • Spellcasting (Paladin) The spellcaster is a 2nd-level spellcaster. Its spellcasting ability is Charisam (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half-level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (1) 1st (3)
    • Spells Prepared (5 +1 Cantrip)
      • Oath Spells – Guiding Bolt, Protection from Evil and Good
    • Spell Save DC = 13
    • Spell Attack = +5
  • Spellbook (Paladin 14/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (5) – Booming Blade, Control Flames (xge152), Green-Flame Blade, Fist of Iron (mhh167), Sword Burst
    • Level 1 Spells (9) – Analyze Device (mhh149), Bless – H (ph219), Command – H (ph223), Cure Wounds – H (ph230), Detect Magic – R (ph231), Divine Favour (ph234), Fiery Grasp (bls57), Heroism (ph250), Wrathful Smite (ph290)
  • Ritualbook (Paladin 8/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph231), Purify Food and Drink – R (ph270)
  • Secret Craft – Elvenologist (initiate)
    • Craft DC 13 = 8+prof+int+circle+2 (elven)
    • Craft Check +5 = prof+int+circle+2 (elven)
  • Secret Craft – Fireologist (initiate)
    • Craft DC 13 = 8+prof+int+circle+2 (fire aspected)
    • Craft Check +5 = prof+int+circle+2 (fire aspect)
  • Secret Craft – Mechologist (initiate)
    • Craft DC 11 = 8+prof+int+circle
    • Craft Check +3 = prof+int+circle
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 10 = 8+prof+dex+circle
    • Craft Check +2 = 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 (Elven 1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can make one weapon attack.
  • Cantrip (Racial): You cast the cantrip Message (as a Wizard)
  • Channel Divinity – When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
    • Dawn’s Radiance. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that. An undead creature, a creature native to the Shadow Realm or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity (Stealth) and Wisdom (Perception) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.
    • Turn the Corrupted. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Realm or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage.
  • 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.
  • Divine Sense (Paladin) – The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses
  • 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.
  • Forestlands Magic (Elven) You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid can trip of your choice (Resistance). You also learn the “Longstrider” and “Pass without Trace” spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
  • 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.
  • Lay On Hands – Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • 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.

Free Action (any number of times on a turn)

  • Divine Smite – Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend

Available Attack Options

  • Dagger (Proficient)
  • Flail (Skilled)
  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Equipment

  • Armour – Chainmail, Shield
  • Weapons – Dagger, Flail
  • Priests Pack – Backpack, blanket, 10x candles, a tinderbox, alms box, 2x incense, censer, vestments, 2x rations, waterskin, A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 205 gp
  • Holy Symbol, Prayerbook and Divine Ritualbook

Feats

  • Notes
  • Age: 323 Height: Proficiency Bonus: +2
  • Characteristics:
    • Life of Seclusion – 7 – I was the caretaker of an ancient ruin or relic.
    • Personality: 6. – I connect everything that happens to me to a grand, cosmic plan.
    • Ideal: 5 – Live and Let Live – Meddling in the affairs of other only causes trouble (Gnomish Philosophy)
    • Bond: 3 – I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
    • Flaw: 2 – I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
    • Treasured Item: 85 – A diary with seven missing pages relating to the discovery on how to remove it, or what’s it intended purpose. Those missing pages may hold the key to those secrets.
    • Personal Goals: 4 – Leadership – You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
    • Nemeses: 1 A mighty orc war chief who threatens to overrun and destroy everyhing you hold sacred.
    • Temptation: 2 Pride – Your deeds are noteworthy, and no one
  • Sacred Oath – Oath of the RadianceCleanse the Corruption – I will burn out all creatures born of darkness, showing no pity or mercy. I will not suffer the company of dark creatures, save those taken in by darkness who I might redeem.
    • Lead with Light – I stand open and courageous in the face of battle and will be the last of my companions to quit the field, just as the last ray of sun leaves the day.
    • Preserve the Righteous – I will defend those who labor and live in fear of shadow. I will shield them from harm and keep the light upon them.
    • Redeem the Beguilded – Those tempted into the service of darkness may yet be saved, and I will do everything in my power to bring them back to the light. I will be discerning in offering this mercy, but the redemption of the corrupted is paramount.
    • Remain Pure – I will never yield to the lies of darkness or suffer corruption to take me. I will cleanse myself of dark taint or die before threatening those I defend.takes note of them more often than you.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +prof + abil mod
Sunfey Paladin Oath of Radiance – Level 3

Name
Medium Male Elven of Fire (Sunfey), lawful
Paladin Sacred Oath of Radiance 3

  • Armour Class: 18 (+6 Chainmail +2 Shield)
  • Hit Points: 25 (3d10+3)
  • Speed: 30 ft

STR 14 (+2) DEX 10 (-) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 15 (+2)

  • Saving Throws: +4 Strenght, +3 Constitution
  • Weapon and Armour: Profiencent (Armour – All Armour and Shields, Weapons – All), Skilled (Heavy Crossbow, Flail, Longbow, Longsword, Mace, Morningstar, Tusked Shield)
  • Tools: Herbalism Kit
  • Skills: +4 Athletics, +3 Insight, +3 Medicine, +3 Perception, +3 Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Clan), Ignan, Orcish, Traladaran

ABILITIES

  • Darkvision: (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Discovery (Blackground) – you have access to a unique and powerful discovery. Blackmore relic that appears to be an arm band, but when a space is pushed, it folds out into a shield, or another turns it into a heavy crossbow. Other aspects have not been discovered, and the item is kept secret from other elves who wish to destroy such items.
  • Divine Health (Paladin) – By 3rd level, the divine magic flowing through you makes you immune to disease
  • Fey Ancestry: (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • High Elf: Count as a High Elf as well as Sunfey and Elven.
  • Power of the Fire: (Fire) When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Touch of the Fire: (Fire) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Trances: (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep
  • Spellcasting (Paladin) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Charisam (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half-level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (1) 1st (3)
    • Spells Prepared (3 +1 Cantrip)
      • Oath Spells – Guiding Bolt, Protection from Evil and Good
    • Spell Save DC = 12
    • Spell Attack = +4
  • Spellbook (Paladin 12/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (5) – Booming Blade, Control Flames (xge152), Green-Flame Blade, Fist of Iron (mhh167), Sword Burst
    • Level 1 Spells (7) – Bless – H (ph219), Command – H (ph223), Cure Wounds – H (ph230), Detect Magic – R (ph231), Divine Favour (ph234), Heroism (ph250), Wrathful Smite (ph290)
  • Ritualbook (Paladin 8/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph231), Purify Food and Drink – R (ph270)
  • Secret Craft – Elvenologist (initiate)
    • Craft DC 13 = 8+prof+int+circle+2 (elven)
    • Craft Check +5 = prof+int+circle+2 (elven)
  • Secret Craft – Fireologist (initiate)
    • Craft DC 13 = 8+prof+int+circle+2 (fire aspected)
    • Craft Check +5 = prof+int+circle+2 (fire aspect)
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 10 = 8+prof+dex+circle
    • Craft Check +2 = 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 (Elven 1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can make one weapon attack.
  • Cantrip (Racial): You cast the cantrip Message (as a Wizard)
  • Channel Divinity – When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
    • Dawn’s Radiance. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that. An undead creature, a creature native to the Shadow Realm or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity (Stealth) and Wisdom (Perception) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.
    • Turn the Corrupted. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Realm or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage.
  • 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.
  • Divine Sense (Paladin) – The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses
  • 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.
  • Lay On Hands – Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • 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.

Free Action (any number of times on a turn)

  • Divine Smite – Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend

Available Attack Options

  • Dagger (Proficient)
  • Flail (Skilled)
  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Equipment

  • Armour – Chainmail, Shield
  • Weapons – Dagger, Flail
  • Priests Pack – Backpack, blanket, 10x candles, a tinderbox, alms box, 2x incense, censer, vestments, 2x rations, waterskin, A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 205 gp
  • Holy Symbol, Prayerbook and Divine Ritualbook

Feats

  • Notes
  • Age: 322 Height: Proficiency Bonus: +2
  • Characteristics:
    • Life of Seclusion – 7 – I was the caretaker of an ancient ruin or relic.
    • Personality: 6. – I connect everything that happens to me to a grand, cosmic plan.
    • Ideal: 5 – Live and Let Live – Meddling in the affairs of other only causes trouble (Gnomish Philosophy)
    • Bond: 3 – I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
    • Flaw: 2 – I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
    • Treasured Item: 85 – A diary with seven missing pages relating to the discovery on how to remove it, or what’s it intended purpose. Those missing pages may hold the key to those secrets.
    • Personal Goals: 4 – Leadership – You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
    • Nemeses: 1 A mighty orc war chief who threatens to overrun and destroy everyhing you hold sacred.
    • Temptation: 2 Pride – Your deeds are noteworthy, and no one
  • Sacred Oath – Oath of the RadianceCleanse the Corruption – I will burn out all creatures born of darkness, showing no pity or mercy. I will not suffer the company of dark creatures, save those taken in by darkness who I might redeem.
    • Lead with Light – I stand open and courageous in the face of battle and will be the last of my companions to quit the field, just as the last ray of sun leaves the day.
    • Preserve the Righteous – I will defend those who labor and live in fear of shadow. I will shield them from harm and keep the light upon them.
    • Redeem the Beguilded – Those tempted into the service of darkness may yet be saved, and I will do everything in my power to bring them back to the light. I will be discerning in offering this mercy, but the redemption of the corrupted is paramount.
    • Remain Pure – I will never yield to the lies of darkness or suffer corruption to take me. I will cleanse myself of dark taint or die before threatening those I defend.takes note of them more often than you.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +prof + abil mod
Sunfey Paladin – Level 2

Name
Medium Male Elven of Fire (Sunfey), lawful
Paladin 2

  • Armour Class: 18 (+6 Chainmail +2 Shield)
  • Hit Points: 18 (2d10+2)
  • Speed: 30 ft

STR 14 (+2) DEX 10 (-) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 15 (+2)

  • Saving Throws: +4 Strenght, +3 Constitution
  • Weapon and Armour: Profiencent (Armour – All Armour and Shields, Weapons – All), Skilled (Heavy Crossbow, Flail, Longbow, Longsword, Mace, Morningstar)
  • Tools: Herbalism Kit
  • Skills: +4 Athletics, +3 Insight, +3 Medicine, +3 Perception, +3 Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Clan), Orcish, Traladaran

ABILITIES

  • Darkvision: (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Discovery – you have access to a unique and powerful discovery. Blackmore relic that appears to be an arm band, but when a space is pushed, it folds out into a shield, or another turns it into a heavy crossbow. Other aspects have not been discovered, and the item is kept secret from other elves who wish to destroy such items.
  • Fey Ancestry: (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • High Elf: Count as a High Elf as well as Sunfey and Elven.
  • Power of the Fire: (Fire) When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Touch of the Fire: (Fire) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Trances: (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep
  • Spellcasting (ph66 – Paladin) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Charisam (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half-level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (1) 1st (2)
    • Spells Prepared (3 +1 Cantrip)
    • Spell Save DC = 12
    • Spell Attack = +4
  • Spellbook (Paladin 10/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (4) – Booming Blade, Green-Flame Blade, Fist of Iron, Sword Burst
    • Level 1 Spells (6) – Bless – H (ph219), Command – H (ph223), Cure Wounds – H (ph230), Detect Magic – R (ph231), Heroism (ph250), Wrathful Smite (ph290)
  • Ritualbook (Paladin 8/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph231), Purify Food and Drink – R (ph270)
  • Secret Craft – Elvenologist (initiate)
    • Craft DC 13 = 8+prof+int+circle+2 (elven)
    • Craft Check +5 = prof+int+circle+2 (elven)
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 10 = 8+prof+dex+circle
    • Craft Check +2 = 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 (Elven 1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can make one weapon attack.
  • Cantrip: You cast the cantrip Message (as a Wizard)
  • 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.
  • Divine Sense (Paladin) – The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses
  • 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.
  • Lay On Hands – Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • 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.

Free Action (any number of times on a turn)

  • Divine Smite – Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend

Available Attack Options

  • Dagger (Proficient)
  • Flail (Skilled)
  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Equipment

  • Armour – Chainmail, Shield
  • Weapons – Dagger, Flail
  • Priests Pack – Backpack, blanket, 10x candles, a tinderbox, alms box, 2x incense, censer, vestments, 2x rations, waterskin, A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 205 gp
  • Holy Symbol, Prayerbook and Divine Ritualbook

FeatsForestlands Magic

  • Notes
  • Age: 321 Height: Proficiency Bonus: +2
  • Characteristics:
    • Life of Seclusion – 7 – I was the caretaker of an ancient ruin or relic.
    • Personality: 6. – I connect everything that happens to me to a grand, cosmic plan.
    • Ideal: 5 – Live and Let Live – Meddling in the affairs of other only causes trouble (Gnomish Philosophy)
    • Bond: 3 – I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
    • Flaw: 2 – I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
    • Treasured Item: 85 – A diary with seven missing pages relating to the discovery on how to remove it, or what’s it intended purpose. Those missing pages may hold the key to those secrets.
    • Personal Goals: 4 – Leadership – You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
    • Nemeses: 1 A mighty orc war chief who threatens to overrun and destroy everyhing you hold sacred.
    • Temptation: 2 Pride – Your deeds are noteworthy, and no one takes note of them more often than you.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +prof + abil mod
Sunfey Paladin – Level 1

Name
Medium Male Elven of Fire (Sunfey), lawful
Paladin 1

  • Armour Class: 18 (+6 Chainmail +2 Shield)
  • Hit Points: 11 (1d10+1)
  • Speed: 30 ft

STR 14 (+2) DEX 10 (-) CON 13 (+1) INT 13 (+1) WIS 12 (+1) CHA 15 (+2)

  • Saving Throws: +4 Strenght, +3 Constitution
  • Weapon and Armour: Profiencent (Armour – All Armour and Shields, Weapons – All), Skilled (Heavy Crossbow, Flail, Longbow, Longsword, Mace, Morningstar)
  • Tools: Herbalism Kit
  • Skills: +4 Athletics, +3 Insight, +3 Medicine, +3 Perception, +3 Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Clan), Orcish, Traladaran

ABILITIES

  • Darkvision: (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Discovery – you have access to a unique and powerful discovery. Blackmore relic that appears to be an arm band, but when a space is pushed, it folds out into a shield, or another turns it into a heavy crossbow. Other aspects have not been discovered, and the item is kept secret from other elves who wish to destroy such items.
  • Fey Ancestry: (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • High Elf: Count as a High Elf as well as Sunfey and Elven.
  • Power of the Fire: (Fire) When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Touch of the Fire: (Fire) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Trances: (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 10 = 8+prof+dex+circle
    • Craft Check +2 = 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 (Elven 1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can make one weapon attack.
  • Cantrip: You cast the cantrip Message (as a Wizard)
  • 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.
  • Divine Sense (Paladin) – The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses
  • 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.
  • Lay On Hands – Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • 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

  • Dagger (Proficient)
  • Flail (Skilled)
  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Equipment

  • Armour – Chainmail, Shield
  • Weapons – Dagger, Flail
  • Priests Pack – Backpack, blanket, 10x candles, a tinderbox, alms box, 2x incense, censer, vestments, 2x rations, waterskin, A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 205 gp
  • Holy Symbol, Prayerbook and Divine Ritualbook

Feats

  • Notes
  • Age: 320 Height: Proficiency Bonus: +2
  • Characteristics:
    • Life of Seclusion – 7 – I was the caretaker of an ancient ruin or relic.
    • Personality: 6. – I connect everything that happens to me to a grand, cosmic plan.
    • Ideal: 5 – Live and Let Live – Meddling in the affairs of other only causes trouble (Gnomish Philosophy)
    • Bond: 3 – I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
    • Flaw: 2 – I harbour dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
    • Treasured Item: 85 – A diary with seven missing pages relating to the discovery on how to remove it, or what’s it intended purpose. Those missing pages may hold the key to those secrets.
    • Personal Goals: 4 – Leadership – You will win a great battle that bards will sing about, and in so doing, you will become an example to inspire others.
    • Nemeses: 1 A mighty orc war chief who threatens to overrun and destroy everyhing you hold sacred.
    • Temptation: 2 Pride – Your deeds are noteworthy, and no one takes note of them more often than you.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +prof + abil mod

Conclusion

More details to come.

Content Updates

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)

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By thedarkelf007

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

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