Dungeons and Dragons – Mystara Secret Crafts
Secret Craft of Sailologist
aka Swashbuckler, Pirate, Merchant Prince or Master of the Sea
They are known as a Sailologist or Merchant Prince in the Minrothad Guilds. They are also found as the Swashbuckler, Pirate or Master of the Sea of the Ierendi Islands. This is an expansion of the Secret Crafts inspired by Gazetteer 3, 4 and 9.

This secret crafts was brought into this world by the ancient ancestors of the makai. It has been passed down over the generations and learned by those who have a deep connection with the oceans surface. It is connected to the Sphere of Time and Thought.
Source Material: This secret craft was built from material gained from various editions of the game. Ultimate Prestige Classes Vol 1 (Buccaneer, Navigator-Wizard, Reaver, Sea Witch, Swashbuckler)
List of Practitioners of the Sailologist Secret Craft
- Initiates –
- 1st Circle –
- 2nd Circle –
- 3rd Circle –
- 4th Circle –
Craft Magical Items – Sailologist
Ranks of the Sailologist Secret Craft
- Initiate (from 1st level)
- 1st Circle (from 4th level)
- 2nd Circle (from 8th level)
- 3rd Circle (from 12th level)
- 4th Circle (from 14th level)
- 5th Circle (from 20th level)
Sailologist Initiate
To become an initiate, one must be part of either a Student of the Naval Academy of Ierendi or the Guilds of Minrothad.
Secret Craft – Sailologist – Initiate
- Craft Bonus = Proficiency + Dex + circle +2 (water aspect, Halfling, Makai, Nuari)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (water aspect, Halfling, Makai, Nuari).
- Bonus Language – Makai or Common (Thyatian)
- Associated Sphere – Usually a Time Immortal, Ocean Guilds Pantheon Immortal, but any Immortal who is a Patron of travel is also valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of the Sea (any) You can make a craft check to use a artefact of of the Sea without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Travel and Water Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
Sailologist Additional Crit Effects
- Sailologist Additional Craft Mishap: In addition to the base critical failure effect your body appears to age a year which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Makai until you finish a short or long rest and have disadvantage on rolls using language.
- Sailologist Additional Craft Boon: In addition to the base critical success effect you are bolterd by the touch of the gods and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the Makai language.
Sailologist Secret Craft
Associated Options: -This is the Association between secret crafts, patrons, Immortals and classes and other class options.
- Patrons of
- Thought – Inspiration (Adventure (8)),
- Associated Immortals – Arnelee, Eiryndul, Mealiden, Ninfangle, Nob Nar, Saturnius, Sinbad, Turmis
Pantheons
- Primary Pantheon/Immortals – Makai (Arnelee, Eiryndul, Mealiden, Ninfangle, Nob Nar, Saturnius, Sinbad, Turmis)
- Secondary Pantheon/Immortals – Alphatian Empire (Turmis), Atruaghin (Eiryndul, Ninfangle), Dragonkin (Mealiden), Dwarven and Gnome (Sinbad), Elven (Eiryndul, Mealiden), Ethengarian (Ninfangle, Turmis), Forest (Eiryndul), Giantkin (Arnelee, Mealiden, Nob Nar), Halfling (Nob Nar), Myoshima (Ninfangle), Norse (Arnelee, Ninfangle), Thyatian Empire (Arnelee, Eiryndul, Mealiden, Ninfangle), Traladaran (Mealiden, Sinbad), Ylari (Turmis),
- Councils – Assembly (Arnelee, Eiryndul, Mealiden, Ninfangle, Nob Nar, Saturnius, Sinbad, Ylari), Empyreal (Eiryndul, Mealiden, Saturnius), Energy (Mealiden, Saturnius), Eternal (Ninfangle, Sinbad), Initiate (Nob Nar, Turmis), Temporals (Arnelee), Thought (Arnelee, Eiryndul, Ninfangle, Nob Nar, Sinbad, Turmis),
Immortals
- Immortals of Energy (2) – Mealiden (Empyreal 23, Adventure, Alfheim), Saturnius (Empyreal 20, Adventure),
- Immortals of Thought (6) – Arnelee (Temporal 8, Adventure, Aesirs), Eiryndul (Empyreal 20, Adventure), Ninfangle (Eternal 26, Adventure), Nob Nar (Initiate 4, Adventure), Sinbad (Eternal 25, Adventure), Turmis (Initiate 1, Adventure),
Class Options
- Cleric – Travel (Adventure)
Available Feats
Spell Lists – Secret Craft – Sailologist (Sail)
(Movement and Ocean travel based spells)
Cantrip – Breeze (ea08), Headwind (bls68), Hydraulic Push (pcc40), Ray of Frost (ph272), Thorn Whip (ph283)
1st Level Spells – Air Bubble (pcc34), Animate Water (pcc35), Bubble Net (bls26), Buoyancy (bls26), Cool Strength (pcc421), Expeditious Retreat (ph239), Float (pcc38), Floating Disk – R (ph282), Fog Cloud (ph244), Frostfire (bls62), Gliding Step – R (mhh170), Jump (ph255), Lasting Breath (bls80), Locate Fish – R (bls83), Longstrider (ph257), Murk (pcc40), Quick Breath (pcc40), Read Weather (pcc41), Sea Sight (pcc44), Shock Shield (pcc44), Touch of the Seal (pcc46), Waterproof (pcc49), Weather Eye (pcc49), Wind Compass (pcc424), Wind Tunnel (mhh203),
2nd Level Spells – Alter Self – R (ph212), Bo of the River (pcc435), Boarding Plank (bls24), Depth Charge (pcc38), Depth Warning (pcc38), Dolphins Fins (bls47), False Gold (bls55), Flotsam Vessel (pcc39), Forecast – R (bls61), Gust of Wind – R (ph248), Levitate – R (ph255), Marid’s Blessing (pcc421), Marid’s Curse (pcc421), Misty Step (ph261), Net (bls90), Riversight (pcc42), Sargasso Strands (pcc43), Skywrite – R (xge165), Slipstream (pcc45), Spider Climb (ph278), Taunt (bls116), Track Ship (pcc46), True Bearing (pcc47), Web (ph288), Undertow (bls121)
3rd Level Spells – Aerial Pilot (bls11), Air Breathing – R (bls12), Air Bridge – R (bls12), Anchor (bls13), Detect Land (bls43), Fly (ph244), Gaseous Form (ph245), Phantom Steed – RO (ph266), Protection from Pressure (bls95), Receding Reef (pcc41), Reef Growth (pcc42), Slow (ph278), Turbid Tide (pcc47), Undertow (pcc47), Upwards Thrust (mhh185), Water Double (bls126), Water Walk – R (ph288), Weather Calming (bls127)
4th Level – Black Spot (pcc35), Control Water (ph228), Deep Diver (pcc38), Deflect Ram (bls42), Desail (bls42), Freedom of Movement (ph245), Hullshock (pcc39), Ice Ship (pcc432), Iron Rope (bls78), Phantom Rugging (pcc422), Remember Seas (bls98), Scalding Sea (bls101), Shatterhull (pcc44), Stone Hull (pcc424), Transform Boulder to Pebble (bls118), Transform Pebble to Boulder (bls118), Veiled Vessel (pcc48), Wall of Brine (pcc48)
5th Level Spells – Billow the Sails (bls19), Channelled Currents (pcc37), Control Winds – R (xge152), Maelstrom (xge160), Sea Scrying (pcc44), Unseen Crew (pcc47)
- 6th Level – Aqueous Extraction (pcc35), Change Dust to Water (bls28), Greater Veiled Vessel (pcc48), Paper Vessel (pcc436), Ship of Fools (pcc423), Wall of Coral (pcc49)
- 7th Level – Change Water to Dust (bls28), Create Iceberg (bls36), Hovershp (bls72), Icebreaker (bls73), Raise Island (bls97), Submerge Ship (pcc45)
- 8th Level – Caster’s Caravel (pcc36), Divine Wind (pcc436), Raise Shipwreck (bls97)
- 9th Level – Curse of the Ancient Mariner (bls38), Interplanar Voyage (pcc40), Salvage (pcc43)
R – Ritual Spells
Source: bls, ea08, ph
Sailologist 1st Circle (Apprentice)
Secret Craft – Sailologist – 1st Circle
Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.
Sailologist Apprentice (Manifestation SB 1 DC 16) You can activate this ability, either at the end of a short to long rest. This lasts until you have a short or long rest off a water based ship. While active you radiate a bright light for 10ft. You gain proficiency on initiate checks when on the vehicle.
Sailologist Apprentice Enhancements and Powers (Requires Sailologist Apprentice to be active)
- Competent Sailor (Enhancement SB 1 DC 16) You have expertise on all checks to control your vehicle, and if you already have expertise you gain advantage as well. Other sailors gain proficiency while in manifestation.
- Fast Pursuit (Enhancement SB 1 DC 16) You can gain extra speed out of your vehicle speed while you direct the sailors and control the helm with a speed boost equal to your manifestation radius.
- Infallible Direction (Enhancement SB 1 DC 16) You know which way true north is, gaining advantage on survival checks relating to navigation.
- Inspire Crew (Enhancement SB 1 DC 16) Your crew gain advantage on Wisdom saving throws when they see you on deck or know your at the helm of the vehicle.
- Leaping Dodge (Enhancement SB 1 DC 16) while not wearing armour or carrying a shield you can use a reaction each round to avoid damage from one attack that hits but is not a critical hit.
- One with the Ship (Enhancement SB 1 DC 16) As an action you can activate this ability. When fighting with two weapons, gain an extra attack with your primary hand and you have advantage on all climbing checks while you are at sea.
Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.
Sailologist Apprentice Downtime
- Boathouse (SB 1+) Must create a boathouse to use their abilities in at the cost of 5,000 gp per circle they have obtained.
- Efficient Vehicle (SB 1+) You reduce the number of crew needed to control the vehicle down by your circle in this craft to a minimum of 1. This costs 1 point per crew member replaced. You cannot recover the soul burn while you retain the efficiency.
- Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
- Sailing Familiar (SB 1+) You spend a week to training a familiar to take work as a crew member. This gives the familiar the ability to replace one crew on the vehicle. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Ocean Guild pantheons). You cannot recover the soul burn while you retain the familiar.
- Sailing Companion (SB 1+) You spend a week to training a companion to take work as a crew member. This gives the companion the ability to replace one crew on the vehicle. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Ocean Guild pantheons). You cannot recover the soul burn while you retain the companion.
- Sailing Mount (SB 1+) You spend a week to training a mount to take work as a crew member. This gives the mount the ability to replace one crew on the vehicle. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Ocean Guild pantheons). You cannot recover the soul burn while you retain the mount.
- Sailing Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.
Sailologist 2nd Circle (Journeyman)
- Attributes – Secret Craft – Sailologist – 2nd Circle
- Sailologist Journeyman (Enhancement SB 2 DC 18) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Journeyman Enhancement is active. You have advantage while controlling a ship.
- Catch the Wind (Enhancement SB 2 DC 18) You gain a base speed increase of 10% to movement for its base and daily speeds.
- Install Fear (Power SB 2 DC 18) As an action, while boarding another ship, you can cause the crew of that ship to make a Wisdom saving throw or become fearful of you and your crew as the fear spell.
- Sea Perception (Enchancement SB 2 DC 18) You can sense the nature of the sea, predicting dangerous currents, possible ambush sites, and other potentially useful bits of information.
- Witty One Liners (Enchancement SB 2 DC 18) As a bonus action, one target your are in melee with must make a Charisma saving throw or have disadvantage while attacking you.
- Downtime Activities: require 2 or more points to activate and do not require you to have the manifestation active to use.
- Bond with Boat (SB 1+) You can bond with a ship allowing you to target the boat with personal spells. You can only be bound to a single boat at a time.
- Sailologist Journeyman (Enhancement SB 2 DC 18) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Journeyman Enhancement is active. You have advantage while controlling a ship.
Sailologist 3rd Circle (Adept)
- Attributes – Secret Craft – Sailologist – 3rd Circle
- Sailologist Adept (Enhancement SB 3 DC 20) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Adept Enhancement is active. You have advantage while moving around a ship and can travel the rigging at full speed. You can tell an amazing story about life at sea that give you advantage on performance checks.
- Evasion (Enhancement SB 3 DC 20) While on a ship, when making a dexterity save to take half damage from a spell, you take no damage.
- True Voyage (Enhancement SB 3 DC 20) You never get lost while at sea, automatically passing any navigation checks unless magic is involved such as teleportation.
- Weather Prediction (Enhancement SB 3 DC 20) You can predict the weather for the next few days equal to the number of circles you have obtained.
- Downtime Activities: require 3 or more points to activate and do not require you to have the manifestation active to use.
- Bond with Large Boat (SB 3+) You can bond with a boat allowing you to target the boat with personal spells. You can only be bound to a single large boat at a time.
- Sailologist Adept (Enhancement SB 3 DC 20) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Adept Enhancement is active. You have advantage while moving around a ship and can travel the rigging at full speed. You can tell an amazing story about life at sea that give you advantage on performance checks.
Sailologist 4th Circle (Master)
- Attributes – Secret Craft – Sailologist – 4th Circle
- Sailologist Master (Enhancement SB 4 DC 22) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Master Enhancement is active. When on a ship you can’t be flat footed and always have advantage when making initiative checks.
- Explorer (Enchancement SB 4 DC 22) You know area’s where legendary encounters can be found, such as dragon, artefacts or lost or dangerous civilizations. You also know your exact position, even without visible landmarks.
- Inspired Boarding Action (Power SB 4 DC 22) As an action, when boarding a ship, you grant advantage on all your rolls, as and your allies for the fight.
- Ride the Wind (Enchancement SB 4 DC 22) You can increase you ships speed by 25% to its base and daily speed.
- Downtime Activities: require 4 or more points to activate and do not require you to have the manifestation active to use.
- Bond with Small Ship (SB 4+) You can bond with a small ship allowing you to target the boat with personal spells. You can only be bound to a single small ship at a time.
- Petition Immortals – Grand Master (SB 4) – Request ability to train as a Grand Master.
- Sailologist Master (Enhancement SB 4 DC 22) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Master Enhancement is active. When on a ship you can’t be flat footed and always have advantage when making initiative checks.
Sailologist 5th Circle (Grand Master)
- Attributes – Secret Craft – Sailologist – 5th Circle
- Sailologist Grand Master (Enhancement SB 5 DC 24) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Grand Master Enhancement is active. While on a ship, you may add your Charisma modifier to your armour class and that of your ship.
- Control Winds (Power SB 5 DC 24) As an action, you can cast the spell control winds.
- Down with the Ship (Power SB 5 DC 24) If you sacrifice yourself to go down with your ship, you can make sure everyone else makes it off your ship safely.
- Freedom of Movement (Enhancement SB 5 DC 24) You and your ship gain the benefits of freedom of movement if you’re at sea.
- Sea Tracking (Enhancement SB 5 DC 24) You can track someone at sea.
- Downtime Activities: require 5 or more points to activate and do not require you to have the manifestation active to use.
- Bond with Large Ship – You can bond with a ship allowing you to target the ship with personal spells. You can only be bound to a single large ship at a time.
- Path to Immortality (SB 5) A mentalist can petition the Gods of Thought for the right to begin a path for Immortality.
- Sailologist Grand Master (Enhancement SB 5 DC 24) When you activate this enhancement as an action, you increase the light radius by 10ft. You can increase the circle rank enhancement effects of lower circles by 1. You also gain access to the following features while Grand Master Enhancement is active. While on a ship, you may add your Charisma modifier to your armour class and that of your ship.
Secret Craft References
- Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
- Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
- Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
- Base Critical Failure:Â A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
- Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
- Crit Effect Modifier: This is 1 + circle ability level + character level.
So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.A 4th level character with a 1st circle ability would have a modifier of 6.A 12th level character with s 3rd circle ability would have a modifier of 16.A 16th level character with a 4th circle ability would have a modifier of 21.A 20th level character with a 5th circle ability would have a modifier of 25.
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
- Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
- Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
- Enhancement – Lasts as long as the manifestation is active.
- Power – Has a limited duration, but needs the manifestation active to use.
- SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.
Design Details
Based on the secret craft from GAZ 3, 4 and 9 and modified to suit the setting and rules of 5th edition.
Content Updates
- 2022-03-13 – Updated the Initiate level abilities and wording. Update of the 1st Circle abilities and powers to bring them more in line with the changes made to the initiate level and through trial in play over the last year
- 2021-10-14 – Updating the initiate level for use on character build pages.
- 2021-07-21 – Added in magical item section.
Secret Crafts
Overview, Downtime: Secret Crafts, Spellcasters
Elemental Crafts: (6) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements
Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro
Racial Crafts: (38) Alchem, Beast, Bureau, Celest, Chaos, Chrono, Craft, Crypt, Diplomat, Diviner, Dragon, Elven, Entertain, Fiend, Heal, Mech, Mental, Merch, Music, Nature, Portal, Preserve, Protect, Rad, Sail, Shape, Skald, Sky, Spirit, Spy, Star, Sumon, Tech, Void, Wagon, War, Weapon, Witch
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