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DnD Class Build 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.

  • Attributes – Elven Traits
    • Dexterity +2
    • Speed 30 ft
    • Size Medium
    • Darkvision: you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
    • Keen Senses: You have proficiency in the Perception skill.
    • Fey Ancestry: Advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trances: You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
    • Languages: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Attributes – Seasonfey Traits
    • Ability Score Increase: Charisma +1.
    • Seasons: 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.
      • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
    • Fey Step: 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).
      • Darkness. 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.
    • Eladrin: 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.
  • Attributes – Air Aspected Traits (Only in Autumn)
    • Ability Score Increase: Dexterity +2
    • Touch of the Air: 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 the Air: 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
    • 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)
  • Attributes – Darkness Aspected Traits (Only in Darkness)
    • Ability Score Increase: Charisma +2
    • Touch of the Darkness: 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 the Darkness: When using (or effected by) Necrotic 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
    • 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 (Only in Spring)
    • Ability Score Increase: Constitution +2
    • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • 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)
  • Attributes – Fire Aspected Traits (Only in Summer)
    • Ability Score Increase: Intelligence +2
    • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
    • Power of the Fire: When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)
  • Attributes – Water Aspected Traits (Only in Winter)
    • Ability Score Increase: Wisdom +2
    • Touch of the Water: While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
    • Power of the Water: When using (or effected by) Cold you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn
    • Water Evolution: Counts as a Genasi for the purposes of using Water Genasi effects and magical items, but not as a Water Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Water Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Fire (20)

Class Options – Bladesinger?

Base racial options for the character are as follows.

The player has chosen to go with Wizard as their character and with Bladesinger.

  • Attributes – Level 01
    • Proficiency +2
    • Tier 1
    • Atttuement slots 3
  • Gained Attribute – Wizard (1st)
    • 6 HP first level
    • Proficiencies:
      • Armour – None
      • Weapons – Gains proficiency with five simple weapons of your choice. Standard: Daggers, darts, slings, quarterstaff and light crossbow
      • Tools – None
      • Saving Throws – Intelligence, Wisdom
    • Skill Choices (select two) – Arcana, History, Insight, Investigation, Medicine, Religion.
    • Gear Choices
      • a quarterstaff or a dagger
      • a component pouch or an arcane focus
      • a scholar’s pack or explorers pack
      • arcane spellbook and ritualbook
    • Arcane Recovery – 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.
    • 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 ritualbook.
    • Spellcasting (ph66) The spellcaster is a 1st-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 (3) 1st (2)
      • Starting Cantrips – (4) Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
      • Starting 1st Level Spells (6) Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256),
    • Spellbook – 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.
    • Ritualbook – The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: 

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, Cha +1

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: Common (Thyatian), Elven (Alfheim) and Traladaran
    • Pantheon: Elven
  • Attribute – Knight of the Order
    • Persuasion plus Arcana
    • Tools – Gaming Set or Musical Instrument
    • Language – 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 – You receive shelter and succor from members of your order and those who are smypathetic to its aims. You can gain aid from assocaited 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.

  • Racial Languages: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • National Starting Languages: Common (Thyatian), Elven (Alfheim) and Traladaran
  • Background Language – 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 Weapon Mastery – Weapons – Gains proficiency with five simple weapons of your choice. Standard: Daggers, darts, slings, quarterstaff and light crossbow – Swap Quarterstaff with rapier,

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 Spell List – From Players Handbook
    • (1st level) Elvenologist Available Spells
    • (2nd level) Weaponoligist Available Spells
    • (3rd level) Chaosologist Available Spells
  • Spell List – Classes – Wizards
    • Cantrips – Acid Splash (ph211), Blade Ward (ph218), Chill Touch (ph221), Dancing Lights (ph230), Fire Bolt (ph243), Friends (ph244), Light (ph255), Mage Hand (ph257), Mending (ph259), Message (ph259), Minor Illusion (ph261), Poison Spray (ph266), Prestidigitation (ph246), Ray of Frost (ph271), Shocking Grasp (ph275), True Strike (ph284)
    • Level 1 Spells – Alarm – R (ph212), Burning Hands (ph220), Charm Person (ph221), Chromatic Orb (ph221), Colour Spray (ph222), Comprehend Language – R (ph224), Detect Magic – R (ph231), Disguise Self (ph233), Expeditious Retreat (ph238), False Life (ph239), Feather Fall (ph239), Find Familiar – R (ph241), Fog Cloud (ph243), Grease (ph246), Identify – R (ph252), Illusory Script – R (ph252), Jump (ph254), Longstrider (ph256), Mage Armour (ph256), Magic Missile (ph257), Protection from Evil and Good (ph270), Ray of Sickness (ph271), Shield (ph275), Silent Image (ph276), Sleep (ph276), Tasha’s Hideous Laughter (ph280), Tenser’s Floating Disk – R (ph282), Thunderwave (ph282), Unseen Servant – R (ph284), Witch Bolt (ph289)
    • Level 2 Spells – Alter Self (ph211), Arcane Lock (ph215), Blindness/Deafness (ph219), Blur (ph219), Cloud of Daggers (ph222), Continual Flame (ph227), Crown of Madness (ph229), Darkness (ph230), Darkvision (ph230), Detect Thoughts (ph231), Enlarge/Reduce (ph237), Flaming Sphere (ph242), Gentle Repost – R (ph245), Gust of Wind (ph248), Hold Person (ph252), Invisibility (ph254), Knock (ph254), Levitate (ph255), Locate Object (ph256), Magic Mouth – R (ph257), Magic Weapon (ph257), Melf’s Acid Arrow (ph259), Mirror Image (ph260), Misty Step (ph260), Nystul’s Magic Aura (ph263), Phantasmal Force (ph264), Ray of Enfeeblement (ph271), Rope Trick (ph272), Scorching Ray (ph273), See Invisibility (ph274), Shatter (ph275), Spider Climb (ph277), Suggestion (ph279), Web (ph287)
    • Level 3 Spells – Animate Dead (ph213), Bestow Curse (ph218), Blink (ph219), Clairvoyance (ph222), Counterspell (ph228), Dispel Magic (ph234), Fear (ph239), Feign Death – R (ph240), Fireball (ph241), Fly (ph243), Gaseous Form (ph244), Glyph of Warding (ph245), Haste (ph250), Hypnotic Patter (ph252), Leomund’s Tiny Hut – R (ph255), Lightning Bolt (ph255), Magic Circle (ph257), Major Image (ph258), Nondetection (ph263), Phantom Steed – R (ph265), Protection from Energy (ph270), Remove Curse (ph271), Sending (ph274), Sleet Storm (ph276), Slow (ph 277), Stinking Cloud (ph278), Tongues (ph283), Vampiric Touch (ph285), Water Breathing – R (ph287)
    • Level 4 Spells – Arcane Eye (ph214), Banishment (ph217), Blight (ph219), Confusion (ph224), Conjure Minor Elementals (ph226), Control Water (ph227), Dimension Door (ph233), Evard’s Black Tentacles (ph238), Fabricate (ph239), Fire Shield (ph242), Greater Invisibility (ph246), Hallucinatory Terrain (ph249), Ice Storm (ph252), Leomund’s Secret Chest (ph254), Locate Creature (ph256), Mordenkainen’s Faithful Hound (ph261), Mordenkainen’s Private Sanctum (ph262), Otiluke’s Resilient Sphere (ph264), Phantasmal Killer (ph265), Polymorph (ph266), Stone Shape (ph278), Stoneskin (ph278), Wall of Fire (ph285)

R – Ritual Spells

Chaosologist Available Spell List:

  • Cantrip
  • 1st Level – Auspicious Warning (mhh150), Chaos Bolt (xge151), Ill-Fated Word (mhh175), Undermine Armour (mhh201)
  • 2nd Level – Bad Timing (mhh150), Chaotic Vitality (mhh157), Flame of Chaos (bls58), Frame (bls61), Frenzied Bolt (mhh169), Inverted Compass (bls77), Luck of the Saints (bls83), Shifting the Odds (mhh192), Timely Distraction (mwb435)
  • 3rd Level – Bad Luck (bls16), Calm of the Storm (mhh155), Chaos Bolt (bls29), Entropic Damage Field (mhh166), Surge Dampener – R (mhh196), Twisted Magic (bls119)
  • 4th Level – Bead of Luck (bls19), Chaotic Form (mhh156), Fluctuating Alignment (mhh168), Iron Core (bls78), Rainbow Spear (bls97), Wild Shield (mhh202)
  • 5th Level – 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) are ritual spells.

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

* details to come. R – Ritual Spells.

Spell List – Secret CraftWeaponologist

  • Cantrip Booming Blade (scag142), Fist of Iron (mhh167), Green-Flame Blade (scag143), Hoarfrost (mhh175), Magic Stone (xge160), Spectral Scythe (dWiki), Sword Burst (scag143)
  • 1st Level – Adjust Positioning (mhh148), Armoured Heart (mhh149), Armoured Shell (mhh150), Battle Wisdom (bls18), Broken Charge (mhh155), Catapult (xge150), Hobble Mount (mhh174), Spur Mount (mhh194), Thunderous Charge (mhh197), Zephyr Strike (xge171)
  • 2nd Level – Battle Guidance (bls18), Boiling Oil (mhh154), Charged Missile (bls29), Crushing Trample (mhh160), Furious Hooves (mhh170), Mass Blade Ward (mhh182), Poisoned Volley (mhh186), Precision of Arms (bls94), Sacrifice (mhh192), Thunderous Stampede (mhh197), Trench (mhh199), Warning Shout (mhh202), Wrestling Wind (mhh203)
  • 3rd Level – Arcane Spear (bls14), Axe of Destruction (bls16), Curse of Incompetence (mhh161), Doom of Dancing Blades (mwb426), Flame Arrows (xge156), Mass Hobble Mount (mhh182), Nightfall – R (mhh184), Outflanking Boon (mhh184), Rain of Blades (mhh188), Smart Arrow (bls108), Sudden Dawn – R (mhh196), Thunderous Wave (mhh197)
  • 4th Level – Blade of my Brother (mhh152), By the Light of the Watchful Moon (mhh155), Inspired Speech (mhh175), Instant Fortification (mhh176), Multiple Shot (bls88), Projectile Link (bls94), Reposition (mhh188)
  • 5th Level – Holy Ground (mhh174), Instant Siege Weapon (mhh176), Jolt (bls79), Steel Wind Strike (xge166)
  • 6th Level – Catapult Greater (mhh155), Fault Line (mhh167), Tenser’s Transformation (xge168)
  • 7th Level – Walking Wall (mhh202)
  • 8th Level – Costly Victory (mhh160)
  • 9th Level

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

Secret Crafts

Secret Craft Options available to the character.

  • Seasonfey Secret Crafts: (Starting) Your choice of starting secret crafts include: Elvenologist.
  • Attribute – Secret Craft – Elvenologist – Initiate
    • Craft = Proficency + Int + circle +2 (elves)
    • Starting Language – Elven (no extra language)
    • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (elves).

Character Advancement

Advancing to 2nd level Wizard Bladesigner
  • Attributes – Wizard (2nd)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (3) 1st (3)
      • Spells Learnt (2) – Shield (ph275), Zephyr Strike (xge171)
    • Arcane Tradition – Bladesigner
      • Proficiency – 1 handed melee Weapon (longswor) and light armour
      • Skill – Performance
      • 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 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 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).
  • Attributes – Secret Crafts – Weaponologist – Initiate
Advancing to 3rd level Wizard Bladesigner
  • Attributes – Wizard (3rd)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (3) 1st (4) 2nd (2)
      • Two new spells – Knock (ph254), Tasha’s Hideous Laughter (ph280),
    • Weapons Mastery – Uprade to Proficient or Skilled (longbow)
  • Attributes – Secret Crafts – Chaosologist – Initiate
    • Bonus language abyssal
Advancing to 4th level Wizard Bladesigner
  • Attributes – Wizard (4th)
    • Hit Points 4 + con (d6)
    • Ability Score Adjustment
      • Attribute increase (2) – Int +2
      • Feat – War Caster – You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
        • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
        • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
        • When a hostile creayure’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
    • Spellcasting
      • Slots – Cantrips (3) 1st (4) 2nd (3)
      • Two new spells – Chaos Bolt (xge151), Shadows brought to life (tba)
  • Attributes – Secret Crafts – Elvenologist – 1st Circle
    • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
      • Converse with Nature (Enhancement SB 1 DC 16): As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
      • Mount Synergy (Enhancement SB 1 DC 16): As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
      • Shape Spell (Power SB 1 DC 16): As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
      • Elven Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
      • Treesong (Power SB 1 DC 16): As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
Advancing to 5th level Wizard Bladesigner
  • Attributes – Level 5
    • Proficency Bonus increases to +3
    • Secret Craft 1st Circle now available
  • Attributes – Wizard (5th)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (3) 1st (4) 2nd (3) 3rd (2)
      • Two new spells – Counterspell (ph228), Fireball (ph241)
  • Attributes – Secret Crafts – Weaponologsit – 1st Circle
    • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.
      • Battle Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
      • Damage Resistance (Power SB 1 DC 16) As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
      • Shared Weapon Proficiency (Power SB 1 DC 16) As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
      • Weapon Option Versatility (Enhancement SB 1 DC 16) As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.
Advancing to 6th level Wizard Bladesigner
  • Attributes – Level 6
    • Tier 2 Character
    • Attument slots now 4
    • Weappon Mastery of Expert Available
  • Attributes – Wizard (6th)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (4) 1st (4) 2nd (3) 3rd (3)
      • Two new spells – Dispel Magic (ph234), Vampiric Touch (ph285)
    • Arcane Feature – Bladesigner
      • Extra Attack – Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
    • Weapons Mastery – Increase to proficient, skilled or expert (rapier)
  • Attributes – Secret Crafts – Chaosologist 1st Circle
    • Chaosologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an ever-changing light 5 ft radius. Your first attack after manifesting you treat a damage dice rolled of 2 or less as a 2. For each attack it works on, it works again after the same number of attacks have passed. Starts with 1st, then 3rd, then 7th, then 12th, 18th. If you take a short rest the number of attacks needed to work resets.
      • 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.
      • 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.
      • Chaos Touch (Power SB 1 DC 16): as a free action you can choose the outcome of a randomised chaos roll.
Advancing to 7th level Wizard Bladesigner
  • Attributes – Wizard (7th)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (4) 1st (4) 2nd (3) 3rd (3) 4th (1)
      • Two new spells – Suggestion (ph279),
  • Attributes – Secret Crafts – Chronologist – Initiate

Magical Items

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

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

Finished Example

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

Seasonfey Wizard Bladesinger – Level 7
– Work In Progress –

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 7

  • Armour Class: 12/13 autumn
  • Hit Points: 44/51 spring (7d6+14/+21 spring)
  • Speed: 30 ft

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

  • Saving Throws: +5 (+6 summer) Intelligence, +3 (+4 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +6 (+7 summer) Arcana, +6 (+7 summer) Investigation, +3 (+4 winter) Perception, +4 (+5 darkness) Performance, +4 (+5 darkness) Persuasion, +6 (+7 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – 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.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: 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 the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Water: When using (or effected by) Cold you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Fire: When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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 the Darkness: When using (or effected by) Necrotic 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
  • War Caster (Feat)- You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
    • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creature’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • 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 ritualbook.
  • Spellcasting (ph66) The spellcaster is a 7th-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 (1)
    • Prepared Spells (10/11 summer)
    • Spell Save DC = 14/15 (summer)
    • Spell Attack = +6/+7 (summer)
  • Arcane Spellbook (32/100 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 (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (10) – Chaos Bolt (xge151), Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (3) – Knock (ph254), Shadows Brought to Light – R (mhh192), Suggestion (ph279),
    • Level 3 Spells (4) – Counterspell (ph228), Dispel Magic (ph234), Fireball (ph241), Vampiric Touch (ph285),
  • Arcane Ritualbook (28/100 pages) – The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
    • Level 1 Spells (5) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
    • Level 2 Spells (1) – Shadows Brought to Light – R (mhh192),
  • Secret Craft – Chaosologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +5 (+6 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: 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.

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: 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).
    • Darkness. 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) +5 (+6 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Expert) +5 (+6 autumn) to hit one target (finesse)
    • Hit (1 Hand): 3d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (2) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Secret Craft – Manifestations (Only one can be active at any time)

  • Chaosologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an ever-changing light 5 ft radius. Your first attack after manifesting you treat a damage dice rolled of 2 or less as a 2. For each attack it works on, it works again after the same number of attacks have passed. Starts with 1st, then 3rd, then 7th, then 12th, 18th. 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 an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
  • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

Secret Craft – Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Chaos Fists (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. Your natural attacks deal an extra 1d6 randomised damage.
  • Chaos Rebuke (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 randomised damage.
  • Chaos Resistance (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. You gain resistance to a randomised damage type.
  • Chaos Specialisation (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Chaos Touch (Power SB 1 DC 16): Must have Chaosologist Apprentice active to use – as a free action you can choose the outcome of a randomised chaos roll.
  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Damage Resistance (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – 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.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – 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.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
  • Weapon Option Versatility (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.

Equipment

  • 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 – 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard Bladesinger – Level 6

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 6

  • Armour Class: 12/13 autumn
  • Hit Points: 38/42 spring (6d6+12/+18 spring)
  • Speed: 30 ft

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

  • Saving Throws: +5 (+6 summer) Intelligence, +3 (+4 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +6 (+7 summer) Arcana, +6 (+7 summer) Investigation, +3 (+4 winter) Perception, +4 (+5 darkness) Performance, +4 (+5 darkness) Persuasion, +6 (+7 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – 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.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: 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 the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Water: When using (or effected by) Cold you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Fire: When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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 the Darkness: When using (or effected by) Necrotic 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
  • War Caster (Feat)- You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
    • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creature’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • 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 ritualbook.
  • Spellcasting (ph66) The spellcaster is a 5th-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)
    • Prepared Spells (9/10 summer)
    • Spell Save DC = 14/15 (summer)
    • Spell Attack = +6/+7 (summer)
  • Arcane Spellbook (30/100 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 (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (10) – Chaos Bolt (xge151), Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (2) – Knock (ph254), Shadows Brought to Light – R (mhh192),
    • Level 3 Spells (4) – Counterspell (ph228), Dispel Magic (ph234), Fireball (ph241), Vampiric Touch (ph285),
  • Arcane Ritualbook (28/100 pages) – The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
    • Level 1 Spells (5) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
    • Level 2 Spells (1) – Shadows Brought to Light – R (mhh192),
  • Secret Craft – Chaosologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +5 (+6 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: 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.

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: 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).
    • Darkness. 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) +5 (+6 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Expert) +5 (+6 autumn) to hit one target (finesse)
    • Hit (1 Hand): 3d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (2) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Secret Craft – Manifestations (Only one can be active at any time)

  • Chaosologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an ever-changing light 5 ft radius. Your first attack after manifesting you treat a damage dice rolled of 2 or less as a 2. For each attack it works on, it works again after the same number of attacks have passed. Starts with 1st, then 3rd, then 7th, then 12th, 18th. 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 an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
  • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

Secret Craft – Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Chaos Fists (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. Your natural attacks deal an extra 1d6 randomised damage.
  • Chaos Rebuke (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 randomised damage.
  • Chaos Resistance (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. You gain resistance to a randomised damage type.
  • Chaos Specialisation (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Chaos Touch (Power SB 1 DC 16): Must have Chaosologist Apprentice active to use – as a free action you can choose the outcome of a randomised chaos roll.
  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Damage Resistance (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – 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.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – 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.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
  • Weapon Option Versatility (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.

Equipment

  • 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 – War Caster (ph170)

  • Notes
  • Age: 145 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard Bladesinger – Level 5

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 5

  • Armour Class: 12/13 autumn
  • Hit Points: 32/37 spring (5d6+10/+15 spring)
  • Speed: 30 ft

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

  • Saving Throws: +5 (+6 summer) Intelligence, +3 (+4 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +6 (+7 summer) Arcana, +6 (+7 summer) Investigation, +3 (+4 winter) Perception, +4 (+5 darkness) Performance, +4 (+5 darkness) Persuasion, +6 (+7 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – 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.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: 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 the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Water: When using (or effected by) Cold you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Fire: When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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 the Darkness: When using (or effected by) Necrotic 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
  • War Caster (Feat)- You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
    • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creayure’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • 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 ritualbook.
  • Spellcasting (ph66) The spellcaster is a 5th-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 (3) 1st (4) 2nd (3) 3rd (2)
    • Prepared Spells (8/9 summer)
    • Spell Save DC = 14/15 (summer)
    • Spell Attack = +6/+7 (summer)
  • Arcane Spellbook (24/100 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 (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (10) – Chaos Bolt (xge151), Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (2) – Knock (ph254), Shadows Brought to Light – R (mhh192),
    • Level 3 Spells (2) – Counterspell (ph228), Fireball (ph241)
  • Arcane Ritualbook (28/100 pages) – The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
    • Level 1 Spells (5) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
    • Level 2 Spells (1) – Shadows Brought to Light – R (mhh192),
  • Secret Craft – Chaosologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +5 (+6 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: 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.

Actions (1 per round)

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

Bonus Actions (1 per round)

  • 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: 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).
    • Darkness. 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.

Available Attack Options

  • Dagger (Proficient) +5 (+6 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Skilled) +5 (+6 autumn) to hit one target (finesse)
    • Hit (1 Hand): 2d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Secret Craft – Manifestations (Only one can be active at any time)

  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
  • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

Secret Craft – Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Damage Resistance (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – 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.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – 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.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
  • Weapon Option Versatility (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.

Equipment

  • 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 – War Caster (ph170)

  • Notes
  • Age: 144 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard Bladesinger – Level 4

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 4

  • Armour Class: 12/13 autumn
  • Hit Points: 26/30 spring (4d6+8/+12 spring)
  • Speed: 30 ft

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

  • Saving Throws: +4 (+5 summer) Intelligence, +2 (+3 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +5 (+6 summer) Arcana, +5 (+6 summer) Investigation, +2 (+3 winter) Perception, +3 (+4 darkness) Performance, +3 (+4 darkness) Persuasion, +5 (+6 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – 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.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: 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 the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Water: When using (or effected by) Cold you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Fire: When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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 the Darkness: When using (or effected by) Necrotic 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
  • War Caster (Feat)- You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
    • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creayure’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • 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 ritualbook.
  • Spellcasting (ph66) The spellcaster is a 4th-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 (3) 1st (4) 2nd (3)
    • Prepared Spells (7/8 summer)
    • Spell Save DC = 13/14 (summer)
    • Spell Attack = +5/+6 (summer)
  • Arcane Spellbook (18/100 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 (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (10) – Chaos Bolt (xge151), Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (2) – Knock (ph254), Shadows Brought to Light – R (mhh192),
  • Arcane Ritualbook (28/100 pages) – The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
    • Level 1 Spells (5) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
    • Level 2 Spells (1) – Shadows Brought to Light – R (mhh192),
  • Secret Craft – Chaosologist (initiate)
    • Craft +7 (+8 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +7 (+8 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +4 (+5 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: 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.

Actions (1 per round)

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

Bonus Actions (1 per round)

  • 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: 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).
    • Darkness. 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.

Available Attack Options

  • Dagger (Proficient) +4 (+5 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Skilled) +4 (+5 autumn) to hit one target (finesse)
    • Hit (1 Hand): 2d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Secret Craft – Manifestations (Only one can be active at any time)

  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.

Secret Craft – Enhancements and Powers

  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.

Equipment

  • 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 – War Caster (ph170)

  • Notes
  • Age: 143 Height: Proficiency Bonus: +2
  • 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard Bladesinger – Level 3

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 3

  • Armour Class: 12/13 autumn
  • Hit Points: 20/23 spring (3d6+6/+9 spring)
  • Speed: 30 ft

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

  • Saving Throws: +4 (+5 summer) Intelligence, +2 (+3 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +4 (+5 summer) Arcana, +4 (+5 summer) Investigation, +2 (+3 winter) Perception, +3 (+4 darkness), +3 (+4 darkness), Performance, Persuasion, +4 (+5 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – 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.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: 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 the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Water: When using (or effected by) Cold you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Fire: When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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 the Darkness: When using (or effected by) Necrotic 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
  • 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 ritualbook.
  • Spellcasting (ph66) The spellcaster is a 3rd-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 (3) 1st (4) 2nd (2)
    • Prepared Spells (5/6 summer)
    • Spell Save DC = 12/13 (summer)
    • Spell Attack = +4/+5 (summer)
  • Arcane Spellbook (15/100 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 (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (9) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (1) Knock (ph254),
  • Arcane Ritualbook (20/100 pages) – The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
    • Level 1 Spells (5) Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
  • Secret Craft – Chaosologist (initiate)
    • Craft +6 (+7 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 14 (15 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +6 (+7 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 14 (15 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +4 (+5 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: 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.

Actions (1 per round)

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

Bonus Actions (1 per round)

  • 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: 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).
    • Darkness. 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.

Available Attack Options

  • Dagger (Proficient) +4 (+5 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Skilled) +4 (+5 autumn) to hit one target (finesse)
    • Hit (1 Hand): 2d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Equipment

  • Weapons – Dagger
  • 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

  • Notes
  • Age: 142 Height: Proficiency Bonus: +2
  • 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard Bladesinger – Level 2

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 2

  • Armour Class: 12/13
  • Hit Points: 14/16 spring (2d6+4/+6 spring)
  • Speed: 30 ft

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

  • Saving Throws: +4 (+5 summer) Intelligence, +2 (+3 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +4 (+5 summer) Arcana, +4 (+5 summer) Investigation, +2 (+3 winter) Perception, +3 (+4 darkness), +3 (+4 darkness), Performance, Persuasion, +4 (+5 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – 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.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: 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 the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Water: When using (or effected by) Cold you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Fire: When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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 the Darkness: When using (or effected by) Necrotic 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
  • 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 ritualbook.
  • Spellcasting (ph66) The spellcaster is a 2nd-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 (3) 1st (3)
    • Prepared Spells (4/5 summer)
    • Spell Save DC = 12/13 (summer)
    • Spell Attack = +4/+5 (summer)
  • Arcane Spellbook (12/100 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 (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (8) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Zephyr Strike (xge171)
  • Arcane Ritualbook (20/100 pages) – The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
    • Level 1 Spells (5) Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
  • Secret Craft – Elvenologist (initiate)
    • Craft +6 (+7 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 14 (15 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +4 (+5 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: 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.

Actions (1 per round)

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

Bonus Actions (1 per round)

  • 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 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 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).
  • Fey Step: 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).
    • Darkness. 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.

Available Attack Options

  • Dagger (Proficient) +4 (+5 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Skilled) +4 (+5 autumn) to hit one target (finesse)
    • Hit (1 Hand): 2d6+2 (+3 autumn) slashing
    • (B) AC Defence (+12) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

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

  • Notes
  • Age: 141 Height: Proficiency Bonus: +2
  • 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard – Level 1

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard 1

  • Armour Class: 12/13
  • Hit Points: 8/9 spring (1d6+2/+3 spring)
  • Speed: 30 ft

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

  • Saving Throws: +4 (+5 summer) Intelligence, +2 (+3 winter) Wisdom
  • Weapon and Armour: Profiencent (Weapons (Daggers, darts, longsword, slings, light crossbow))
  • Tools: Musical Instrument (Flute)
  • Skills: +4 (+5 summer) Arcana, +4 (+5 summer) Investigation, +2 (+3 winter) Perception, +3 (+4 darkness) Persuasion, +4 (+5 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – 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.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: 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 the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Water: When using (or effected by) Cold you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Fire: When using (or effected by) Fire you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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 the Darkness: When using (or effected by) Necrotic 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
  • 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 ritualbook.
  • Spellcasting (ph66) The spellcaster is a 1st-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 (3) 1st (2)
    • Prepared Spells (3/4 summer)
    • Spell Save DC = 12/13 (summer)
    • Spell Attack = +4/+5 (summer)
  • Arcane Spellbook (10/100 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 (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (6) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256),
  • Arcane Ritualbook (20/100 pages) – The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
    • Level 1 Spells (5) Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
  • Secret Craft – Elvenologist (initiate)
    • Craft +6 = Proficency + Int + circle +2 (race)
    • Craft DC 14: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Eladrin: 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.

Actions (1 per round)

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

Bonus Actions (1 per round)

  • Fey Step: 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).
    • Darkness. 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.

Available Attack Options

  • Dagger (Proficient) +4 (+5 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Equipment

  • Weapons – Dagger
  • 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

  • Notes
  • Age: 140 Height: Proficiency Bonus: +2
  • 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.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + ability mod

Conclusion

More details to come.

Content Updates

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

WRATH: Campaign, Design

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

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

FloorplansThyatian

Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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

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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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