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DnD Class Build Narye Wizard Bladesinger

Dungeons and Dragons – Mystara

Class Build – Wizard Bladesinger

Source: Sword Coast Adventures Guide (5e-wiz-scag-141)

For one of my new gamers they are building a wizard using the bladesinger 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 Elements – Seasonfey.

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

Class Options – Bladesinger?

Base racial options for the character are as follows.

The player has chosen to go with Wizard as their character and with Bladesinger when they get to level 2.

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.

  • Points spent (27)
  • Strength gains 10 costing 2
  • Dexterity gains 12 costing 4
  • Consitution gains 14 costing 7
  • Intelligence gains 15 costing 9
  • Wisdom gains 10 costing 2
  • Charisma gains 11 costing 3

STR 10 (-) DEX 12 (+1) CON 14 (+2) INT 15 (+2) WIS 10 (-) CHA 11 (-)

After Point by add the following racial changes: Dex +2 (Elven), Cha +1 (Seasonfey)

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

Backgrounds

The character background options for conideration 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 (Alfheim) Common (Thyatian), Elven (Alfheim) and Traladaran
    • Pantheon: Elven
  • Attribute – Knight of the Order
    • Persuasion plus Arcana
    • Tools – Gaming Set or Musical Instrument
    • Language (Background) One of your choice (orcish)
    • Equipment – One set of travellers clothes, a signet banner, or a seal representing your place or rank in the order, and a pouch with 10 gp
    • Knightly Regard (Background) You receive shelter and succor from members of your order and those who are sympathetic to its aims. You can gain aid from associated temples and communities. This also reflects on those they have aided in the past as well. This comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky endeavours such as rescuing and smuggling the character.

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.

  • Starting Languages (Elven) You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Starting Languages (Alfheim) Common (Thyatian), Elven (Alfheim) and Traladaran
  • Background Language (Knight of the Order) – Orcish

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.

The character is female.

Choice of Background and Quirks

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

  • Background: Knight of the Order (Tree of Life)
  • Personality: 8 – I face problems head.on. A simple, direct solulion is the best path to success. Ideal: 3 – Independence – When people follow orders blindly, they embrace a kind of tyranny. (Halfling Philosophy). Bond: 5 – Those who fight beside me are those worth dying for. Flaw: 4 – My hatred of my enemies is blind and unreasoning.
  • Treasured Item: . (GM will provide)
  • From Xanathar’s Guide p58
  • Spellbook: A tome full of black pages whose writing is visible only in dim light or darkness (6)
  • Ambition: If you can fully understand magic, you can unlock its use for all and usher in an era of equality (3).
  • Eccentricities: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes. (2) You change your demeanour and (sometimes) your preferred name with the different seasonal manifestations of your Seasonfey magic.

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.

  • Wizard Starting: (Proficient) Daggers, darts, slings, Rapier and light crossbow.
  • Elven Starting: (Proficient or Upgrade) Longsword, shortsword, shortbow and longbow

Starting Spells

  • Wixard startings with the following spells at first level
    • 4 cantrips of your choice known in spellbook
    • 6 1st level spells of your choice known in spellbook
  • List of available spells to learn from.
    • (1st level) Wizards Class List, Elvenologist Spell List
    • (2nd level) Weaponoligist Spell List
    • (3rd level) Chaosologist Spell List
    • (4th level) Protectologist Spell List
    • (5th level) Naturologist Spell List

Spell ListClass ListWizards

Cantrips Acid Splash (ph211), Blade Ward (ph219), Chill Touch (ph222), Dancing Lights (ph231), Fire Bolt (ph243), Friends (ph245), Light (ph256), Mage Hand (ph257), Mending (ph260), Message (ph260), Minor Illusion (ph261), Poison Spray (ph267), Prestidigitation (ph248), Ray of Frost (ph272), Shocking Grasp (ph276), True Strike (ph285),

Level 1 Spells AlarmR (ph212), Burning Hands (ph221), Charm Person (ph222), Chromatic Orb (ph222), Colour Spray (ph223), Comprehend LanguagesR (ph225), Detect MagicR (ph232), Disguise SelfR (ph234), Expeditious Retreat (ph239), False Life (ph240), Feather Fall (ph240), Find FamiliarRO (ph241), Floating DiskR (ph282), Fog Cloud (ph244), Grease (ph247), Hideous Laughter (ph281), IdentifyRO (ph253), Illusory ScriptRO (ph253), Jump (ph255), Longstrider (ph257), Mage Armour (ph257), Magic Missile (ph258), Protection from Evil and GoodR (ph271), Ray of Sickness (ph272), Shield (ph276), Silent Image (ph277), Sleep (ph277), Thunderwave (ph283), Unseen ServantR (ph285), Witch Bolt (ph290),

Level 2 Spells Arcanist’s Magic Aura (ph264), Acid Arrow (ph260), Alter SelfR (ph212), Arcane LockR (ph216), AuguryRO (ph216), Blindness/Deafness (ph220), Blur (ph220), Cloud of Daggers (ph223), Continual FlameR (ph228), Crown of Madness (ph230), Darkness (ph230), DarkvisionR (ph230), Detect ThoughtsR (ph232), Enhance AbilityR (ph238), Enlarge/ReduceR (ph238), Flaming Sphere (ph243), Gentle ReposeR (ph246), Gust of WindR (ph248), Hold Person (ph252), Invisibility (ph255), KnockR (ph255), LevitateR (ph255), Locate ObjectR (ph257), Magic MouthR (ph258), Magic Weapon (ph258), Mirror Image (ph261), Misty Step (ph261), Phantasmal Force (ph265), Ray of Enfeeblement (ph272), Rope TrickR (ph273), Scorching Ray (ph274), See InvisibilityR (ph275), Shatter (ph276), Sleet Storm (ph277), Spider Climb (ph278), SuggestionR (ph280), Web (ph288),

Level 3 Spells Animate Dead (ph213), Bestow Curse (ph219), Blink (ph220), Clairvoyance (ph223), Counterspell (ph229), Dispel MagicR (ph235), Fear (ph240), Feign DeathR (ph241), Fireball (ph242), Fly (ph244), Gaseous Form (ph245), Glyph of WardingRO (ph246), Haste (ph251), Hypnotic Pattern (ph253), Lightning Bolt (ph256), Magic CircleRO (ph257), Major ImageR (ph259), NondetectionR (ph264), Phantom SteedRO (ph266), Protection from Energy (ph271), Remove Curse (ph272), Sending (ph275), Slow (ph278), Speak with DeadR (ph278), Stinking Cloud (ph279), Tiny HutRO (ph256), Tongues (ph284), Vampiric Touch (ph286), Water BreathingR (ph288), Water WalkR (ph288),

Level 4 Spells Arcane Eye (ph215), Banishment (ph218), Black Tentacles (ph238), Blight (ph220), Confusion (ph225), Conjure Minor ElementalsRO (ph226), Control Water (ph228), Dimension Door (ph234), DivinationR (ph235), Dominate Beast (ph235), FabricateRO (ph240), Faithful Hound (ph262), Fire Shield (ph243), Greater Invisibility (see Invisibility), Hallucinatory TerrainRO (ph250), Ice Storm (ph253), Locate CreatureR (ph257), Phantasmal Killer (ph266), Polymorph (ph267), Private SanctumRO (ph263), Resilient Sphere (ph265), Secret ChestRO (ph254), Stone Shape (ph279), Stoneskin (ph279), Wall of Fire (ph286)

Level 5 SpellsAnimate Objects (ph214), Arcane Hand (ph219), Cloudkill (ph223), Cone of Cold (ph225), Conjure ElementalRO (ph225), Contact Outer PlaneRO (ph227), CreationRO (ph230), Dominate Person (see Dominate Beast), DreamRO (ph237), GeasRO (ph245), Hold Monster (see Hold Person), Legend Lore (ph), Mislead (ph), Modify Memory (ph), Passwall (ph), Planar Binding (ph), Rary’s Telepathic Bond (ph), Scrying (ph), Seeming (ph), Telekinesis (ph) Teleportation Circle (ph), Wall of Force (ph), Wall of Stone (ph)

  • Level 6 Spells – Arcane Gate (ph), Chain Lightning (ph), Circle of Death (ph), Contingency (ph), Create Undead (ph), Disintegrate (ph), Drawmij’s Instant Summons (ph), Eyebite (ph), Flesh to Stone (ph), Globe of Invulnerability (ph), Guards and Wards (ph), Magic Jar (ph), Mass Suggestion (ph), Move Earth (ph), Otiluke’s Freezing Sphere (ph), Otto’s Irresistible Dance (ph), Programmed Illusion (ph), Sunbeam (ph), True Seeing (ph), Wall of Ice (ph)
  • Level 7 Spells – Delayed Blast Fireball (ph), Finger of Death (ph), Forcecage (ph), Mirage Arcane (ph), Mordenkainen’s Magnificent Mansion (ph), Mordenkainen’s Sword (ph), Plane Shift (ph), Prismatic Spray (ph), Project Image (ph), Reverse Gravity (ph), Sequester (ph), Simulacrum (ph), Symbol (ph), Teleport (ph)
  • Level 8 Spells – Antimagic Field (ph), Antipathy/Sympathy (ph), Clone (ph), Control Weather (ph), Demiplane (ph), Dominate Monster (ph), Feeblemind (ph), Incendiary Cloud (ph), Maze (ph), Mind Blank (ph), Power Word Stun (ph), Sunburst (ph), Telepathy (ph), Trap the Soul (ph)
  • Level 9 Spells – Astral Projection (ph), Foresight (ph), Gate (ph), Imprisonment (ph), Meteor Swarm (ph), Power Word Kill (ph), Prismatic Wall (ph), Shapechange (ph), Time Stop (ph), True Polymorph (ph), Weird (ph), Wish (ph)

R – Ritual Spells, RO – Ritual Only Spells
Source: ph

Spell ListsSecret CraftChaosologist (Chaos)
(Chaos, Halfling, Luck, Prismatic and Random based spells)

Cantrip Minor Illusion (ph261),

1st Level Spells – Auspicious Warning (mhh150), Chaos Bolt (xge151), Chromatic Orb (ph222), Colour Spray (ph223), Ill-Fated Word (mhh175), Undermine Armour (mhh201),

2nd Level Spells – Bad Timing (mhh150), Chaotic Vitality (mhh157), Flame of Chaos (bls58), Frame (bls61), Frenzied Bolt (mhh169), Inverted Compass (bls77), LevitateR (ph255), Luck of the Saints (bls83), Mirror Image (ph261), Misty Step (ph261), Shifting the Odds (mhh192), Timely Distraction (mwb435),

3rd Level Spells – Bad Luck (bls16), Calm of the Storm (mhh155), Chaos Bolt (bls29), Entropic Damage Field (mhh166), Hypnotic Pattern (ph253), Major ImageR (ph259), Surge Dampener – R (mhh196), Twisted Magic (bls119),

4th Level Spells – Bead of Luck (bls19), Chaotic Form (mhh156), Confusion (ph225), Elemental Bane (xge155), Fluctuating Alignment (mhh168), Iron Core (bls78), Rainbow Spear (bls97), Wild Shield (mhh202)

5th Level SpellsCircle of Power (ph222), Mass Surge Dampener – R (mhh182), Prismatic Ray (mhh186), Rainbow Staff (bls97)

  • 6th Level – Chaotic World (mhh157)
  • 7th Level – Crawling Chaos (bls36), Uncontrollable Transformation – R (mhh200)
  • 8th Level – Ebonflame (bls50), Maddening Darkness (xge160), Paragon of Chaos (mhh185)

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

Spell ListSecret CraftElvenologist (Elven)
(Beast, Plants and Elven tradition spells)

Cantrip Booming Blade (scag142), Ensnaring Strike (ph238), Green-Flame Blade (scag143), Hail of Thorns (ph250), Hunter’s Mark (ph252), Lightning Lure (scag143), Sword Burst (scag143), Thorn Whip (ph283),

1st Level SpellsAnimal Friendship (ph213), Entangle (ph239), Extract Foyson – R (mhh166), Find FamiliarRO (ph241), Guest of Honour – R (mhh172), Land Bond (mhh178), Speak with AnimalsR (ph278), Tree Ladder (bls119),

2nd Level SpellsAnimal MessengerR (ph213), BarkskinR (ph218), Beast SenseR (ph218), Black Swan Storm (mhh152), Clearing the Field – R (mhh158), Enhance AbilityR (ph238), Find SteedRO (ph241), Heartache (mhh172), Ley Disruption (mhh179), Locate Animals or PlantsR (ph257), Shadows Brought to Light – R (mhh192), Vine Trestle – R (mhh201)

3rd Level SpellsConjure Animals (ph226), Conjure Barrage (ph226), Ley Energy Bolt (mhh179), Ley Sense (mhh179), Lightning Arrow (ph256), Plant GrowthR (ph267), Song of the Forest – R (mhh193), Speak with PlantsR (ph278),

4th Level SpellsBlight (ph220), Dominate Beast (ph235), Giant Insect (ph246), Grasping Vine (ph247), Locate CreatureR (ph257), Polymorph (ph267), Ray of Life Suppression (mhh188), Shadow Retribution – R (mhh192)

5th Level Spells – Amplify Ley Field (mhh149), AwakenRO (ph217), Dominate Person (see Dominate Beast), Energy Absorption (mhh165), Insect Plague (ph255), 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.
Source: ph, scag

Spell ListSecret CraftNaturologist (Nature)
(Beast, Nature, Plant and Storm based spells)

Cantrip – Alter Normal Fire (bls13), Daze Animal (bls40), Druidcraft (ph231), Ensnaring Strike (ph238), Hail of Thorns (ph250), Hunter’s Mark (ph252), Infestation (xge158), Primal Savagery (xge163), Produce Flame (ph270), Resistance (ph273), Shillelagh (ph276), Thorn Whip (ph283),

1st Level SpellsAffect Normal FogR (bls11), Alter Scent (bls13), Animal Friendship (ph213), Beast Bond (xge150), Bee Sting (bls19), Bewildering Tracks (bls19), Call of the Wild Companion (bls27), Chlorophyll (bls31), Cloud BurstR (bls33), Cure WoundsR (ph231), Detect MagicR (ph232), Detect Poison and DiseaseR (ph232), Divining Rod – R (bls47), Empower Companion (bls52), Entangle (ph239), Feather Step (bls56), Find FamiliarRO (ph241), Fog Cloud (ph244), Goodberry (ph247), Guiding Star – R (mhh172), Mosquito Bane (mhh183), Otter’s Grace (bls92), Pummel (bls95), Purify Food and DrinkR (ph271), Snare (xge165), Speak with AnimalsR (ph278), Swirling Leaves (bls115), Thunderwave (ph283), Tree Ladder (bls119), Wolfsong (mhh203), Woodland Shriek (bls129)

2nd Level SpellsAnimal MessengerR (ph213), BarkskinR (ph218), Blessed Harvest (bls22), Boost Potency (bls25), Branch Assault (bls25), Bug Bites (bls26), Catnip (bls28), Chatterwild (bls30), DarkvisionR (ph230), Enhance AbilityR (ph238), Find SteedRO (ph241), Gust of WindR (ph248), Healing Spirit (xge157), Heat Metal (ph251), Hunter’s Insight (bls73), Identify Tracks (bls74), Leaf Fall (bls80), Leaf Tide (bls81), Locate Animals or PlantsR (ph257), Moonbeam (ph262), Nature’s Aura (bls88), Pass through ElementR (ea08), Pass Without TraceR (ph265), Pollen Cloud (bls94), Protection from PoisonR (ph271), Quell the Wild (bls95), Regenerate Plant (bls98), Sleet Storm (ph277), Spike Growth (ph278), Thorn Snare (bls117), Wolf’s Howl (bls129)

3rd Level Spells – Animal Mask (bls13), Call Lightning (ph220), Bestow Speech (bls19), Conjure Animals (ph226), Daylight (ph231), Dire Rage (bls44), Earthen Concealment (bls49), Halt Plant (bls66), Hornet Wall (bls71), Lightning Bolt (ph256), Meld Into StoneR (ph260), Nature’s Repast (bls89), Nature’s Strength (bls89), Plant GrowthR (ph267), Speak with PlantsR (ph278), Unstoppable Tracker (bls122), Volley of Thorns (bls124), Wind Wall (ph289)

4th Level Spells – Absorption (bls10), Barbaric Rage (bls17), Blight (ph220), Charm Monster (xge151), Conjure Minor ElementalsRO (ph226), Conjure Woodland BeingsR (ph227), Control Water (ph228), Dominate Beast (ph235), Enliven Wood (bls52), Forest Home (bls61), Giant Insect (ph246), Grasping Vine (ph247), Guardian of Nature (xge157), Ice Storm (ph253), Locate CreatureR (ph257), Polymorph (ph267), Stone Shape (ph279), Stoneskin (ph279), Storm Sphere (xge166), Vines of Binding (bls123)

5th Level SpellsAwakenRO (ph217), Commune with NatureRO (ph225), Conjure ElementalRO (ph225), Contagion (ph228), Death Spores (bls41), Dominate Person (see Dominate Beast), Enrich Soil (bls52), Gutsprout (bls66), Insect Plague (ph255), Prey’s Scent (bls94), Vengeful Environs (bls122), Wrath of Nature (xge171)

  • 6th Level – Acorn Grove (bls11), Blades of Jade (bls21), Druid Grove (xge154), Nature’s Support (bls89), Plant Form (bls93)
  • 7th Level
  • 8th Level – Darken Forest (bls40), Tranquil Grove (bls118)
  • 9th Level – Crag Warrior (bls35)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Secret Crafts

Secret CraftChaosologist – Initiate

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

Chaosologist Additional Crit Effects

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

Secret CraftElvenologist – Initiate

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

Elvenologist Additional Crit Effects

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

Secret CraftNaturologist – Initiate

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

Naturologist Additional Crit Effects

  • Naturologist Additional Craft Mishap: In addition to the base critical failure effect, you radiate a wave Poison energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to use anything with language until you have a long rest.
  • Naturologist Additional Craft Boon: In addition to the base critical success effect you are able to put out a wave of life energy and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the languages tongue is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using language.

Secret CraftProtectologist – Initiate

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

Protectologist Additional Crit Effects

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

Secret CraftWeaponologist – Initiate

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

Weaponologist Additional Crit Effects

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

Character Advancement

Elven Wizard Level 1

Character Level 01 Traits

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

D&D RacesElven Traits

  • Ability Score Increase: Dexterity +2
  • Alignment: Elves are Chaotic in general
  • Size: Elves are between 6 and 7 feet tall. Your size is Medium
  • Speed: Your walking speed is 30 ft
  • 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.
  • Elf Gifts (Level Up) Choice of Mystic Rapport, Prescient Vision or Preternatural Awareness
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, gaining an expertise dice, and magic can’t put you to sleep.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Starting Languages (Elven) You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Character Options – Available to all Elven Subraces

RacesElvenSeasonfey Traits

  • Ability Score Increase: Charisma +1.
  • Seasons (seasonfey) Colours and temperament according to season:
    • Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Colours of Red and Brown. They have Air Aspected Traits.
    • Winter is the season of contemplation and dolour, when the vibrant energy of the world slumbers. Colours of White and Blue. They have Water Aspected Traits
    • Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Colours of Green and White. They have Earth Aspected Traits.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
    • Sorrow is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
  • Fey Step (seasonfey) As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 +your proficiency bonus+ your Charisma modifier:
    • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
    • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
    • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
    • Sorrow. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Elvenologist.
  • Racial Subtypes: Count as Eladrin, Elf, Fey and Humanoid.
  • 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.

Elemental – Air Aspected Traits

  • Ability Score Increase: Dexterity +2
  • Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
  • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Air Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)

Elemental – Darkness Aspected Traits

  • Ability Score Increase: Charisma +2
  • Touch of the Darkness (Darkness aspected) While taking a short rest in an enclosed space without light, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Entropy Darkness aspected) When using (or effected by) Necrotic or Psychic you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to turn completely black till the start of your next turn
  • Danger of the Competing Elements (Darkness aspected) When hit by both Energy (fire or radiant) and Time (cold or force), or both Matter (acid or poison) and Thought (lighting or thunder) damage types in the same round you are considered to have weakness to the second energy type. If you are hit by both energy types of Energy, Matter, Thought or Time in the same round you take additional damage equal to your proficiency. If you use an energy type against those with the same aspect, you have your attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Dark Evolution: Counts as a Genasi for the purposes of using Darkness Genasi effects and magical items, but not as a Darkness Genasi. With every offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Darkness Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Earth (18), Fire (19), Water (20)

Attributes – Earth Aspected Traits

  • Ability Score Increase: Constitution +2
  • Appearance: Green eyes, Veins, Skin or Hair are trademarks of Earth Aspected characters.
  • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Earth Evolution: Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Earth Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Elemental AspectsFire Aspected Traits

  • Ability Score Increase: Intelligence +2
  • Touch of the Fire (fire aspected) 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 Energy (fire aspected) When using (or effected by) Fire or Radiant damage 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.
  • Danger of Time (fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • 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)

Character Options – All Fire Aspected Sub-Races

Associated Element – Water Aspected Traits

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

Class BuildWizard – Level 01

  • Starting Hit Points: 6 + Con mod (1d6) (first level only)
    • Multiclass – 4 + Con Mod
  • Starting Proficiencies:
    • Armour – None
    • Weapons – Gains proficiency with five simple weapons of your choice. Standard: Daggers, darts, slings, quarterstaff and light crossbow
    • Tools – One artisan tool of your choice from Alchemist’s supplies, Calligrapher’s supplies or cartographer’s tools.
    • Saving Throws – Intelligence, Wisdom
  • Starting Skill Choices – Arcana plus select two from History, Insight, Investigation, Medicine, Religion.
    • Multiclass – Arcana
  • Gear Choices (100 gold or one below, keeping the remaining gold)
    • Base DnD Wizard (Costs 100 gold) a quarterstaff or a dagger, a component pouch or an arcane focus, a scholar’s pack or explorers pack, arcane spellbook and ritual book
    • Arcane Investigators Set (Costs 81 gold) Dagger backpack, 4 candles, chalk, clothes (common), component pouch, spellbook, ritual book, 2 vials.
    • Mage Scholar’s Set (Costs 89 gold) Quarterstaff, abacus, clothes (fine), ink (1-ounce bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack spellbook, ritual book.
    • Traveling Mage’s Set (Cost 86 gold) Quarterstaff, backpack, bedroll, clothes (travellers), component pouch, flask of oil, lantern (hooded), mess tin, spellbook, ritual book,
  • Arcane Recovery (Wizard 1st) You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
  • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritual book.
  • Spellcasting (Wizard – ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Intelligence. The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Learn Cantrips (4)
    • Learn Level 1 Spells (6)
    • Spell Save DC = (spell save DC 8+prof+ability)
    • Spell Attack = (prof+ability)
    • Spell Slots – Cantrip (1) 1st (2)
      • Note: Multiclass increase spellcasting slots by one level
  • Spell book – The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
  • Ritual book – The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
  • Player Choices
    • Elven – Preternatural Awareness (Skills Perception)
    • Background – Skills (2 – Arcana – replaced Performance, Persuasion), Musical Instrument (Flute),
    • Destiny 
    • Class – Skills (3 – Arcana – added Religion, Investigation), Tools (Calligrapher’s supplies)
    • Secret CraftElvenologist
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) Alfheim City +1 (Downtime check = 10 +2 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 11
    • 1st Week – Spell Learning (1st DC 11) – Feather Fall
    • 2nd Week – Spell Learning (1st DC 11) – Magic Missile
    • 3rd Week – Spell Learning (Can DC 10) – Prestidigitation
    • 4th Week – Spell Learning (1st DC 11) – Shield
    • 5th Week – Spell Learning (Can DC 10) – Sword Burst
    • 6th Week – Spell Learning (1st DC 11) – Jump
    • 7th Week – Spell Learning (1st DC 11) – Find Familiar (Spell only)
    • 8th Week – Spell Learning (1st DC 11) – Chromatic Orb
Elven Wizard Leve 2 Bladesinger

Character level 02 Traits

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

Class DetailsWizard – Level 02

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

Class BuildWizardBladesinger – Level 02

  • Bladesong – Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy a rmor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you wear medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). You can use this feature twice. You regain a ll expended uses of it when you finish a short or long rest. While your Bladesong is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
  • Player Choices
    • Wizard Spells (2) – Elstrich Blast (can), Zephyr Strike (1st xge)
    • Secret CraftWeaponologist
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) (Downtime check = 10 +2 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 11
    • 1st Week – Spell Learning (1st DC 11) – Thunderous Charge
    • 2nd Week – Spell Learning (1st DC 11) – Broken Charge
    • 3rd Week – Spell Learning (1st DC 11) – True Strike
    • 4th Week – Spell Learning (Can DC 10) – Sacred Flame
    • 5th Week – Spell Learning (1st DC 11) – Thunderwave
    • 6th Week – Spell Learning (1st DC 11) – Alarm (ritual only)
    • 7th Week – Spell Learning (1st DC 11) – Sleep
    • 8th Week – Spell Learning (1st DC 11) – Tashias Hideous Laughter
Elven Wizard Bladesinger Level 3

Character level 03 Traits

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

Class DetailsWizard – Level 03

  • Hit Points 4 + con (d6)
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4), 2nd (2)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)
  • Player Choices
    • Wizard Spells (2) – Knock (ph254), Flaming Sphere (ph280),
    • Secret CraftChaosologist
    • Weapons Mastery – Upgrade to Skilled (rapier)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) (Downtime check = 10 +3 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 12
    • 1st Week – Spell Learning (1st DC 11) – Ill-Fated Word (chaos)
    • 2nd Week – Spell Learning (1st DC 11) – Undermine Armour (Chaos)
    • 3rd Week – Spell Learning (2nd DC 12) – See Invisibility – (1/2)
    • 4th Week – Spell Learning (2nd DC 12) – See Invisibility – (2/2)
    • 5th Week – Spell Learning (2nd DC 12) – Shatter – (1/2)
    • 6th Week – Spell Learning (2nd DC 12) – Shatter – (2/2)
    • 7th Week – Spell Learning (2nd DC 12) – Spider Climb (1/2)
    • 8th Week – Spell Learning (2nd DC 12) – Spider Climb (2/2)
Elven Wizard Bladesinger 4th

Character Level 04 Traits

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

Class DetailsWizard – Level 04

  • Hit Points 4 + con (d6)
  • Ability Score Improvement (gain both) Abilities and Feat
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4), 2nd (3)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)
  • Player Choices
    • Wizard Spells (2) – Invisibility, Levitate
    • Secret CraftProtectologist
    • Attribute – +2 Int
    • Feat – War Caster
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) (Downtime check = 10 +3 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +2 (prof) = 12
    • 1st Week – Armour Proficiency (DC 10) – Light Shield
    • 2nd Week – Spell Learning (2nd DC 12) – Fury Shield (1/2)
    • 3rd Week – Spell Learning (2nd DC 12) – Fury Shield (2/2)
    • 4th Week – Spell Learning (2nd DC 12) – Protection from Paralysis (1/2)
    • 5th Week – Spell Learning (2nd DC 12) – Protection from Paralysis (2/2)
    • 6th Week – Spell Learning (1st DC 11) – Heraldic Owl
    • 7th Week – Spell Learning (2nd DC 12) – Misty Step (1/2)
    • 8th Week – Spell Learning (2nd DC 12) – Misty Step (2/2)
Elven Wizard Bladesinger Level 5

Character Level 05 Traits

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

Class DetailsWizard – Level 05

  • Hit Points 4 + con (d6)
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4), 2nd (3), 3rd (2)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)
  • Player Choices
    • Wizard Spells (2) – Counterspell (ph228), Fireball (ph241)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) (Downtime check = 10 +4 (Int) +1 (Renown) -6 (Settlement) +2 (Lifestyle) +3 (prof) = 14
    • 1st Week – Spell Learning (1st DC 11) – Cure Wounds
    • 2nd Week – Spell Learning (3rd DC 13) – Haste (1/3)
    • 3rd Week – Spell Learning (3rd DC 13) – Haste (2/3)
    • 4th Week – Spell Learning (3rd DC 13) – Haste (3/3)
    • 5th Week – Spell Learning (2nd DC 12) – Leaf Tide (1/2)
    • 6th Week – Spell Learning (2nd DC 12) – Leaf Tide (2/2)
    • 7th Week – Spell Learning (1st DC 11) – Nature’s Aura (1/2)
    • 8th Week – Spell Learning (1st DC 11) – Nature’s Aura (2/2)
Elven Wizard Bladesinger 6th

Character Level 06 Traits

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

Class DetailsWizard – Level 06

  • Hit Points 4 + con (d6)
  • Arcane Tradition: Upgrade arcane tradition.
  • Wizard Apprentice Bonus – Choose an attuned Book, Familiar, Orb, Ring, Staff, or Wand, and it gains the following properties and the item must be rare.
    • Book of Thought – Channeling a secret craft of thought uses 1 less soul burn. You can do this up to your proficiency bonus per long rest. When you learn a spell, you learn its ritual version as well.
    • Familiar of Matter – Channeling a secret craft of matter uses 1 less soul burn. You can do this up to your proficiency bonus per long rest. Your familiar counts as you line of effect for your spells, as long as you have line of effect to it.
    • Orb of Time – Channeling a secret craft of time uses 1 less soul burn. You can do this up to your proficiency bonus. While holding this item, you add your proficiency to initiative.
    • Ring of Entropy – Channeling a secret craft of entropy uses 1 less soul burn. You can do this up to your proficiency bonus per long rest. The ring does not count towards your attunement limit.
    • Staff of Energy – Channeling a secret craft of energy uses 1 less soul burn. You can do this up to your proficiency bonus per long rest. When rolling damage dice for an energy attack, you can reroll 1’s or 2’s once but must keep the next roll.
    • Wand of the Wizard – Channeling a secret craft of uses 1 less soul burn. You can do this up to your proficiency bonus per long rest. As a reaction you, you have advantage on ranged spell attacks or saving throws vs spells until the start of your next turn.
  • Spellcasting Increase
    • Slots – Cantrip (4) 1st (4), 2nd (3), 3rd (3)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)

Class BuildWizardBladesinger – Level 06

  • Extra Attack – Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Player Choices
    • Wizard Spells (2) – Remove Curse, Vampiric Touch (ph285)
    • Secret CraftElvenologist to 1st Circle
    • Class – Familiar of Matter
    • Weapons Mastery – Increase to expert (rapier)
    • Renown – Glantri City +1 (current total of +1)
    • School of Magic – 3/15 classes completed (1.5 complementary courses done)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level for two activities each week) Alfheim City +2 (Downtime check = 10 +4 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (prof) = 19
    • 1st Week – Learn 2nd level spell (DC 12) Mass Blade Ward / Admittance to Great School of Magic DC 15 (1/3)
    • 2nd Week – Learn 2nd level spell (DC 12) Mass Blade Ward / Admittance to Great School of Magic DC 14 (2/3)
    • 3rd Week – Learn 3rd level spell (DC 13) Ley Energy Bolt / Class Spell Identification Rank 1
    • 4th Week – Learn 3rd level spell (DC 13) Ley Energy Bolt /Class Spell Identification Rank 2
    • 5th Week – Learn 3rd level spell (DC 13) Ley Energy Bolt / Class Spell Identification Rank 2
    • 6th Week – Class Spell Identification Rank 3 / Class Agility Training Rank 1
    • 7th Week – Class Spell Identification Rank 3 / Class Agility Training Rank 1
    • 8th Week – Library Acquisition Elven History Rank 1/ Class Conjure Companion 1
Elven Wizard Bladesinger Level 7

Character Level 07 Traits

  • Downtime – Two activities each week of downtime
  • Character Tier – Tier 2
  • Proficiency Bonus +3
  • Attunement Slots – 4
  • Renown +1
  • Secret Craft: Upgrade one craft to 1st Circle.
  • Attributes – Wizard (7th)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (4) 1st (4) 2nd (3) 3rd (3) 4th (1)
  • Player Choices
    • Wizard Spells (2) – Greater Invisibility, Mordenkainens Private Sactum
    • Secret CraftChaosologist to 1st Circle
    • Renown – Glantri City +1 (current total of +2)
    • School of Magic – 14/15 classes completed (4 complementary courses done)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level for two activities each week) (Downtime check = 10 +4 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (prof) = 19
    • 1st Week – Class Spell Rank 3 – Protection from Evil and Good/ Class Conjure Companion 1
    • 2nd Week – Class Spell Rank 3 – Blindness/Deafness / Class Agility Training Rank 2
    • 3rd Week – Class Spell Rank 3 – Gust of Wind/ Class Agility Training Rank 2
    • 4th Week – Class Spell Rank 3 – Darkness/ Class Agility Training Rank 3
    • 5th Week – Class Spell Rank 3 – Charged Missile / Class Agility Training Rank 3
    • 6th Week – Class Spell Rank 3 – Vine Tressle / Library Acquisition – Tree of Life Rank 1
    • 7th Week – Class Spell Rank 3 – Butress / Library Acquisition – Ilsundal Rank 1
    • 8th Week – Class Spell Rank 3 – Force Wave / Library Acquisition – Sylvan Realm Rank 1
Elven Wizard Bladesinger Level 8

Character Level 08 Traits

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

Class DetailsWizard – Level 08

  • Hit Points 4 + con (d6)
  • Ability Score Improvement (gain both) Abilities and Feat
  • Spellcasting Increase
    • Slots – Cantrip (4) 1st (4), 2nd (3), 3rd (3), 4th (2)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)
  • Player Choices
    • Wizard Spells (2) – Instant Fortification, Guardian of Nature
    • Secret CraftWeaponologist to 1st Circle
    • Attribute – Int +2
    • Feat – Resilient (+1 Con – Proficiency in Con saving throws)
    • School of Magic (Graduate) – 21/25 classes completed (6.5 complementary courses done)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level for two activities each week) (Downtime check = 10 +5 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (prof) = 20
    • 1st Week – Test to Graduate Great School of Magic (Int DC 18) (Whole Week)
    • 2nd Week – Test to Graduate Great School of Magic (Int DC 17) (Whole Week)
    • 3rd Week – Library Acquisition Tree of Life Rank 2 / Class Agility Training Rank 4
    • 4th Week – Library Acquisition Sylvan Realm Rank 2 / Class Agility Training Rank 4
    • 5th Week – Class Spell Identification Rank 4 / Class Agility Training Rank 5
    • 6th Week – Class Spell Identification Rank 4 / Class Agility Training Rank 5
    • 7th Week – Class Spell Identification Rank 5 / Class Conjure Companion Rank 2
    • 8th Week – Class Spell Identification Rank 5 / Class Conjure Companions Rank 2
Elven Wizard Bladesinger Level 9

Character Level 09 Traits

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

Class DetailsWizard – Level 09

  • Hit Points 4 + con (d6)
  • Wizard’s Flair (Level Up) – Choose one from the following – Awe and Wonder, Terror, Brilliance, and Warding.
  • Spellcasting Increase
    • Slots – Cantrip (4) 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (1)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)
  • Player Choices
    • Wizard Spells (2) –
    • Secret Craft – TBA to 1st Circle (Choice of Protection or Nature)
    • School of Magic (Graduate) – 21/25 classes completed (6.5 complementary courses done)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level for two activities each week) (Downtime check = 10 +5 (Int) +2 (Renown) -2 (Settlement) +2 (Lifestyle) +3 (prof) = 20
    • 1st Week –
    • 2nd Week –
    • 3rd Week –
    • 4th Week –
    • 5th Week –
    • 6th Week –
    • 7th Week –
    • 8th Week –

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 what players need to provide for ongoing reference of characters.

Seasonfey Wizard Bladesinger – Level 9

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 9

  • Initiative +2 (+3 in Autumn or Winter form)
  • Armour Class: 12/13 autumn
  • Hit Points: 56/65 spring (9d6+18/+27 spring) = 6 + (4×8=32) + 18
  • Speed: 30 ft

STR 10 (-) DEX 14/16 (+2/+3 autumn) CON 15/17 (+2/+3 spring)
INT 19/20 (+4/+5 summer) WIS 10/12 (-/+1 winter) CHA 12/14 (+1/+2 darkness)
Note – Attributes change depending on season

  • Saving Throws: Constitution +5 (+6 spring), +7 (+8 summer) Intelligence, +3 (+4 winter) Wisdom (See Fey Ancestry)
  • Weapon and Armour: Proficient (Armour (light), Shield (light), Weapons (Daggers, darts, slings, light crossbow, longsword, Shortsword, shortbow, longbow)), Expert (Rapier)
  • Tools: Proficient – +3 Calligrapher’s supplies, +3 Musical Instrument (Flute)
  • Skills: Untrained – – Trained – +7 (+8 summer) Arcana (Int), +7 (+8 summer) Investigation (Int), +3 (+4 winter) Perception (Wis), +4 (+5 darkness) Performance (Cha), +4 (+5 darkness) Persuasion (Cha), +7 (+8 summer) Religion (Int) – Expertise
  • Senses: +3 Perception, Passive DC 13, Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, High Elven, Longrunner Clan), Juntun (Giant), Orcish, Traladaran

ABILITIES

  • Arcane Recovery (Wizard) You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
  • 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.
  • Familiar of Matter – Channeling a secret craft of matter uses 1 less soul burn. You can do this up to your proficiency bonus per long rest. Your familiar counts as you line of effect for your spells, as long as you have line of effect to it.
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, gaining an expertise dice, and magic can’t put you to sleep.
  • Knightly Regard (Background) You receive shelter and succor from members of your order and those who are sympathetic to its aims. You can gain aid from associated temples and communities. This also reflects on those they have aided in the past as well. This comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky endeavours such as rescuing and smuggling the character.
  • Resilient (Feat) – Gain +1 Constitution and proficiency is Constitution saving throws.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • War Caster (Feat) – You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creature’s movement provokes an opportunely attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • Racial Types: Count as a Eladrin, as well as Seasonfey and 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.

Seasonal Aspects

  • Autumn (Air Aspected) is the season of peace and goodwill, when summer’s harvest is shared with all. Colours of Red and Brown.
    • Attribute Modifier – Dex Bonus +1
    • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fey Step Autumn – Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
    • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
    • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Winter (Water Aspected) is the season of contemplation and dolour, when the vibrant energy of the world slumbers. Colours of White and Blue.
    • Attribute Modifier – Wis Bonus +1
    • Danger of Energy (Water Aspected) When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fey Step Winter – When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Power of Time (Water Aspected) When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
    • Touch of the Water (Water Aspected) While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Spring (Earth Aspected) is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Colours of Green and White.
    • Attribute Modifier – Con Bonus +1
    • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fey Step Spring – When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
    • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
    • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Summer (Fire Aspected) is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green.
    • Attribute Modifier – Int Bonus +1
    • Danger of Time (fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fey Step Summer – Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
    • Power of Energy (fire aspected) When using (or effected by) Fire or Radiant damage 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 aspected) 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.
  • Sorrow (Darkness Aspected) is the season of loss, a time of pain, and mourning. Colours of Black and Blue.
    • Attribute Modifier – Cha Bonus +1
    • Danger of the Competing Elements (Darkness aspected) When hit by both Energy (fire or radiant) and Time (cold or force), or both Matter (acid or poison) and Thought (lighting or thunder) damage types in the same round you are considered to have weakness to the second energy type. If you are hit by both energy types of Energy, Matter, Thought or Time in the same round you take additional damage equal to your proficiency. If you use an energy type against those with the same aspect, you have your attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fey Step Sorrow – If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
    • Power of Entropy Darkness aspected) When using (or effected by) Necrotic or Psychic you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to turn completely black till the start of your next turn
    • Touch of the Darkness (Dark aspected) While taking a short rest in an enclosed space without light, you can spend 1 HD to roll two dice and take the results of both.

SPELLCASTING

  • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritual book.
  • Spellcasting (ph66) The spellcaster is a 8th-level spellcaster. Its spellcasting ability is Intelligence (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 level + ability spells known from their spellbook)
    • Slots – Cantrips (4) 1st (4) 2nd (3) 3rd (3) 4th (2)
    • Prepared Cantrips (4)
    • Prepared Spells (12/13 summer)
    • Spell Save DC = 15/16 (summer)
    • Spell Attack = +7/+8 (summer)
  • Arcane Spellbook #1 (97/100 pages) – 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 (9) – Booming Blade (scag142), Eldritch Blast (ph238), Green Flame Blade (scag143), Mage Hand (ph257), Mending (ph260), Prestidigitation (ph248), Sacred Flame (ph273), Sword Burst (scag143), True Strike (ph285)
    • Level 1 Spells (23) – Animal Friendship (ph213), Broken Charge (mhh155), Chromatic Orb (ph222), Comprehend Languages (ph225), Cure Wounds –(ph231), Detect Magic (ph232), Disguise Self (ph234), Expeditious Retreat (ph238), Feather Fall (ph239), Find Familiar (ph241), Heraldic Owl (bls70), Ill-Fated Word (mhh175), Jump (ph254), Identify (ph252), Magic Missile (ph257), Protection from Evil and Good (ph270), Shield (ph276), Sleep (ph276), Tasha’s Hideous Laughter (ph280), Thunderous Charge (mhh174), Thunderwave (ph282), Undermine Armour (mhh201), Zephyr Strike (xge171)
    • Level 2 Spells (20) – Blindness/Deafness (ph219), Buttress (bls27), Charged Missile (bls29), Darkness (ph230), Fiery Shield (bls57), Flaming Sphere (ph242), Force Wave (bls60), Gust of Wind (ph248), Invisibility (ph254), Knock (ph254),  Leaf Tide (bls81), Levitate (ph255), Mass Blade Ward (mhh182), Misty Step (ph260), Nature’s Aura (bls88), Protection from Paralysis (bls95), See Invisibility (ph274), Shatter (ph275), Spider Climb (ph277), Vine Trestle –(mhh201)
    • Level 3 Spells (6) – Counterspell (ph228), Fireball (ph241), Haste (ph250), Ley Energy Bolt (mhh179), Remove Curse (ph271), Vampiric Touch (ph285), 
    • Level 4 Spells (2) – Greater Invisibility (ph246), Mordenkainen’s Private Sanctum (ph262), 
  • Arcane Spellbook #2 (8/100 pages) – 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.
    • Level 4 Spells (2) – Guardian of Nature (xge157), Instant Fortification (mhh176), 
  • Arcane Ritual book (20/100 pages) – The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
  • School Training – Glantri School of Magic
    • Classes – Core (19), Complementary (7) – Graduate
    • Agility Training (rank 5) – Use up to full movement while casting a spell
    • Conjure Companions (rank 2) – Can change/upgrade your familiar or animal companion to Beast, Construct, Dragon, Elemental or Undead
    • Learn Spell (8) – Rank 2 – 1st Level (1), Rank 3 – 2nd Level (7)
    • Library Acquisition (6) – Elven History +1, Ilsundal +1, Sylvan Realm +2, Tree of Life +2
    • Spell Identification (rank 5) – Advantage to identify 4th level spells and lower

SECRET CRAFTS

  • Secret CraftChaosologist – 1st Circle (The Trickster – Korotiku – White Colour – Thought Sphere)
    • Craft DC 16 (17 with summer) = 8+prof (3)+int (4/5)+circle (1)
    • Craft Check +8 (+9 with summer) = prof (3)+int (4/5)+circle (1)
  • Secret CraftElvenologist – 1st Circle (Ilsundal – Red Colour – Energy Sphere)
    • Craft DC 17 (18 with summer) = 8+prof (3) +int (4/5)+circle (1)+2 (elven)
    • Craft Check +10 (+11 with summer) = prof (3)+int (4/5)+circle (1)+2 (elven)
  • Secret CraftProtectologist – Initiate (Mealiden – Red Colour – Energy Sphere)
    • Craft DC 11 (12 in winter) = 8+Prof (3)+Wis (0/1)+circle
    • Craft Check +3 (+4 in winter) = prof (3)+Wis (0/1)+circle
  • Secret CraftNaturologist – Initiate (Ilsundal – Red Colour – Energy Sphere)
    • Craft DC 13 (12 in winter) = 8+Prof (3)+Wis (0/1)+circle+2 (fey)
    • Craft Check +5 (+6 in winter) = prof (3)+Wis (0/1)+circle+2 (fey)
  • Secret CraftWeaponologist – 1st Circle (Mealiden – Red Colour – Energy Sphere)
    • Craft DC 14 (15 with autumn) = 8+prof (3)+dex (2/3)+circle (1)
    • Craft Check +6 (+7 with autumn) = prof (3)+dex (2/3)+circle (1)

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

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

Chaosologist Additional Crit Effects

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

Elvenologist Additional Crit Effects

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

Naturologist Additional Crit Effects

  • Naturologist Additional Craft Mishap: In addition to the base critical failure effect, you radiate a wave Poison energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to use anything with language until you have a long rest.
  • Naturologist Additional Craft Boon: In addition to the base critical success effect you are able to put out a wave of life energy and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the languages tongue is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using language.

Protectologist Additional Crit Effects

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

Weaponologist Additional Crit Effects

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

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

Chaosologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an light 5ft radius. Your first attack after manifesting you treat a damage dice rolled as 1 higher. For each attack it works on, it works again after the same number of attacks have passed. Starts with 1st, then 3rd (1 gap), then 6th (2 gap), then 10th (3 gap), 15h (4 gap), etc. If you take a short rest the number of attacks needed to work resets.

Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate a calming light 10ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.

Naturologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you project bright light out 10ft. When healing damage or using poison based effects, a roll of a 1 is treated as a 2. Beasts or Plants will not attack you or anyone else in this aura unless you or one of your allies attack them first.

Protectologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you have a protective halo and project a field of light and safety out 10ft. When you make saving throws vs enchantment (or other mental effect), you can add either Intelligence or Wisdom bonus to the check, as long as its not being added twice. Creatures will not attack you in this aura unless you or one of your allies attack them first.

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

Chaosologist Apprentice Enhancements and Powers (Requires Chaosologist Apprentice to be active) Random Damage (d10) 1 – Acid, 2 – Cold, 3 – Fire, 4 – Force, 5 – Lightning, 6 – Necrotic, 7 – Poison, 8 – Psychic, 9 – Radiant, 10 – Thunder.

  • Chaos Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d6 randomised damage.
  • Chaos 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 randomised damage.
  • Chaos Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to a randomised damage type. You can have active as many resistances as circles you have achieved circles in the craft
  • Chaos Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed. You can have active as many spells as circles you have achieved circles in the craft
  • Chaos Touch (Power SB 1 DC 16): as a reaction action triggered by you using one of the other abilities of this craft, you can choose the outcome damage type of a randomised chaos roll.

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

  • Elven 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, adding to the original plant or animal, requiring a further craft check and cost. You can have as many plant of animals connected as circles you have learned.
  • Elven 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 even if it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target must succeed on a Wisdom check against your craft DC.
  • Elven Shape Spell (Power SB 1 DC 16): As an Reaction Action triggered by you casting a spell, 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. You can have active as many spells as circles you have achieved circles in the craft
  • Elven Treesong (Power SB 1 DC 16): As a bonus action, you can sing an ancient elven song that gives your allies within your light radius a +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.

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

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

Actions (1 per round)

  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Bladesong – Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. While your Bladesong is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
  • Fey Step (seasonfey) As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 +your proficiency bonus+ your Charisma modifier:
    • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
    • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
    • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
    • Sorrow. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • 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. You can use a spell as per the War Caster feat for the attack.

Available Attack Options

  • Dagger (Proficient) +6 (+7 autumn) to hit on target, Throw Range (20/60)
    • Hit: 1d4+2 (+3 autumn) piercing or slashing
    • Weapon Abilities – Finesse, Light, Range, Thrown
  • Grapple (special) see ph195.
  • Rapier (Expert) +10 (+11 autumn) to hit one target (finesse)
    • Hit: 3d8+2 (+3 autumn) slashing
    • Weapon Abilities – Base DC, Defensive, Deflect, Disarm, Finesse
    • Weapon Options (Available to learn) – Armour-Piercing Thrust, Main Gauche, Lock Blades, Short Draw
  • Shoving a Creature (special) see ph195.

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

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

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

Weapon Ability – Disarm – As a bonus action, if you have struck an opponent this weapon this round, you can attempt to disarm your opponent with the opponent making a Disarm Saving Throw.
Disarm Saving Throw – Dexterity vs Base DC. Failure causes item in chosen hand to be dropped in targets square. Critical success causes you to drop this weapon instead.
Associated WeaponsHalberd, Lochaber Axe, Longsword, Morningstar, Partisan, Rapier, Shortsword, Sickle, Trident, Warpick,

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

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

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

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

DOWNTIME SPECIAL ACTIONS

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

Chaosologist Apprentice Downtime

  • Chaos Apprentice of the Blackflame (SB 1): You can activate the apprentice power of your Clan’s Blackflame or another Clan’s Blackflame with a DC 16 craft check after also paying the activation cost.
  • Chaos Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Chaos Familiar (SB 1+) You spend a week to training a familiar to be one with chaos making them hard to target. This provides disadvantage on any checks targeting them from range. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Halfling pantheon). You cannot recover the soul burn while you retain the familiar.
  • Chaos Companion (SB 1+): You spend a week to training a companion to be one with chaos making them hard to target. This provides disadvantage on any checks targeting them from range. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Halfling pantheon). You cannot recover the soul burn while you retain the companion.
  • Chaos Mount (SB 1+) You spend a week to training a mount to be one with chaos making them hard to target. This provides disadvantage on any checks targeting them from range. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Halfling pantheon). You cannot recover the soul burn while you retain the mount.
  • Chaos Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Elvenologist Apprentice Downtime

  • Elven Apprentice Treekeeper (SB 1): You can activate the apprentice power of your Clan’s Tree of Life or another Clan’s Tree with a DC 16 craft check after also paying the activation cost.
  • Elven Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Elven Companion (SB 1+) You spend a week to training a companion to be able to fey step once per short rest. This allows them to teleport as a bonus action 30 ft. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Elven Pantheon). You cannot recover the soul burn while you retain the companion.
  • Elven Familiar (SB 1+): You spend a week to training a familiar to be able to fey step once per short rest. This allows them to teleport as a bonus action 30 ft. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Elven Pantheon). You cannot recover the soul burn while you retain the familiar.
  • Elven Mount (SB 1+): You spend a week to training a mount to be able to fey step once per short rest. This allows them to teleport with their rider as a bonus action 30 ft. If their rider also has the fey step ability, they can take their mount during their own fey step. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Elven Pantheon). You cannot recover the soul burn while you retain the mount.
  • Elven Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Weaponologist Apprentice Downtime

  • Weapon Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Weapon Pit Fighting Renown – Regional (SB 1) You can participate in sanctioned fights in the settlement your in. You earn 50% more than the purse of standard pit fights. This otherwise follows the Downtime rules for Pit Fighting.
  • Weapon Proficiency Training (SB 1) You can learn weapons up to the skilled level without a teacher or train someone in a weapon your at least skilled with up to proficient.
  • Weapon Companion (SB 1+) You spend a week to training a companion to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
  • Weapon Familiar (SB 1+) You spend a week to training a familiar to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
  • Weapon Mount (SB 1+) You spend a week in a gladiatorial arena and train a mount to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the mount.
  • Weapon Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Equipment

  • Weapons – Dagger, Rapier
  • Explorers Pack – Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. Plus one set of travellers clothes, a signet banner, or a seal representing your place or rank in the order, and a pouch with 10 gp. Flute.
  • arcane focus, arcane spellbook and ritualbook

Feats – Resilient (ph169), War Caster (ph170)

  • Notes
  • Age: 146 Height: Proficiency Bonus: +3
  • Characteristics:
    • Personality: 8 – I face problems head.on. A simple, direct solulion is the best path to success.
    • Ideal: 3 – Independence – When people follow orders blindly, they embrace a kind of tyranny. (Halfling Philosophy)
    • Bond: 5 – Those who fight beside me are those worth dying for.
    • Flaw: 4 – My hatred of my enemies is blind and unreasoning.
    • Spellbook: A tome full of black pages whose writing is visible only in dim light or darkness (6)
    • Ambition: If you can fully understand magic, you can unlock its use for all and usher in an era of equality (3).
    • Eccentricities: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes. (2) You change your demeanour and (sometimes) your preferred name with the different seasonal manifestations of your Seasonfey magic.
  • Weapons Mastery: Base DC = 8 + prof 3 (weaponologist)+ ability mod

Content Updates

  • 2022-08-04 – Updated character to level 9. Wizard feature, Downtime, weapon mastery, spells, and secret craft choices still to be made.
  • 2022-03-10 – Removed all the additional level examples, only need the current level for the character for it to be done.
  • 2021-03-23 – Adding in Eladrin and aspected information for racial adjustments.
D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

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

Class Builds
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)

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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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