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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Paladin Oath of Vengeance

Dungeons and Dragons – Mystara

Class Build – Paladin: Oath of the Radiance

Source: Midgards Heroes Handbook (5e-wiz-ph-82)

For one of my new gamers they are building a paladin using the oath of the vengeance 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 Genasi of Water (Waterchild), this changed to a Geansi of Fire (Firechild) at 4th level so this build will be done with the firechild traits.

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

Class Options – Oath of the Radiance?

Base racial options for the character are as follows.

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

Selecting Attributes

This has been left with the player to decide, when I have the details I will add them in here as part of the character build walk through.

Attributes have 27 point buy, starting with a base of 8.

  • Total Points (27)
  • Strength gains 15 costing 9
  • Dexterity gains 11 costing 3
  • Consitution gains 12 costing 4
  • Intelligence gains 8 costing 0
  • Wisdom gains 12 costing 4
  • Charisma gains 14 costing 7

STR 15 (+2) DEX 11 (-) CON 12 (+1) INT 8 (-1) WIS 12 (+1) CHA 14 (+2)

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

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

Backgrounds

The character background options for consideration suitable for Ethengar:

  • Attributes – Alfheim
    • Starting Languages: Common (Thyatian), and Ethengar
    • Pantheon: Ethengarian
  • Attributes – Soldier
    • Skills – Athletics, Intimidation
    • Tools – One Type of Gaming Set (dice), Vehicles (Land)
    • Languages – One of your choice
    • Equipment – An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a beIt pouch containing 10 gp.
    • Feature – Military Rank – You have a military rank from your career as a soldier. SoIdiers loyal to your former military organization still recognize your authority and inftuence, and they defer to you if they are of a Iower rank. You can invoke your rank to exert inftuence over other soldiers and requisition simple equipment or horses for temporary use. You can aIso usually gain access to friendly military encampments and fortresses where your rank is recognized.

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

Name and Sex

The name of the character will be left to the player with the sex of it also being up to the player. Playing a male of a female has not impact on what the character can do, just how they will be perceived in different encounters.

Choice of Background and Quirks

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

  • Background: Soldier
  • Speciality – Cavalry
  • Personality: Crude sense of humour, Ideal: my people are all that matter Bond: those who fight beside me are worth dying for, Flaw: a mistake in battle cost lives of Xhall’s family, must keep secret
  • Treasured Item: A piece of rock with unusual carvins on one side that you believe is the key to saving the world
  • Personal Goals: Duty – You will live up to what you have sworn to do, or die trying
  • Symbol – A clenched fist, because you are always ready to fight for your beliefs.
  • Nemeses: A vampire wo has swarn revenge against all paladins after being defeated by one.
  • Temptation: Fury – When your anger is roused, you have trouble thinking straight, and you fear you might do something you’ll regret.

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Here are all teh options available to the character and when they kick in.

  • Weapons Mastery – two weapon upgrades (Longsword and Spear)

Secret Crafts

Secret Craft Options available to the character.

  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Fireologist

Secret CraftCelestologist – Initiate

  • Craft Bonus = Proficiency + Wis + circle +2 (tba)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (tba).
  • Starting Language – Celestial (Angelic)

Celestologist Additional Crit Effects

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

Secret CraftChaosologist – Initiate

  • Craft Bonus = Proficiency + Dex + circle +2 (Hattians, Kerendans, Nuari and Thyatians)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (Hattians, Kerendans, Nuari and Thyatians).
  • Starting Language – Abyssal

Chaostologist Additional Crit Effects

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

Secret Craft – Fireologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (elemental aspect, genasi)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (elemental aspect, genasi).
  • Starting Language – Ignan

Fireologist Additional Crit Effects

  • Fireologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your fire 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 Ingan until you finish a long rest and have disadvantage on rolls using the language.
  • Fireologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in fire but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Ignan language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Secret CraftsFireologist – 1st Circle

Fireologist Manifestation (Replaces other active secret craft manifestation when activated)

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

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

  • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d6 Fire damage.
  • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Fire damage.
  • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to Fire Damage.
  • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest and stays active if your manifestation is active. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over lava or flame without slipping or treating as difficult terrain until the end of your next turn. (This does not protect you from submersion)

Fireologist Downtime Activities: require 1 or more points to activate and maintain. You do not require you to have the manifestation active to use.

  • 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.
  • Enhance Familiar (SB 1+): When summoning your familiar, you can choose to give it the traits of a tiny fire elemental instead. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar.
  • Enhance Companion (SB 1+): When summoning a beast as a companion and your patron comes from the Sphere of Energy, you can give it the traits of a fire elemental. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) and your patron comes from the Sphere of Energy, you can give it the traits of a fire elemental. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.

Secret CraftSpiritologist – Initiate

  • Craft Bonus = Proficiency + Wis + circle +2 (Atruaghin, Ethengarian and Traladaran)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (Atruaghin, Ethengarian and Traladaran).
  • Starting Language – Celestial
  • Guardian Spirit – Select Guardian Spirit.

Spiritologist Additional Crit Effects

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

Secret CraftWeaponologist – Initiate

  • Craft Bonus = Proficiency + Dex + circle +2 (Hattians, Kerendans, Nuari and Thyatians)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (Hattians, Kerendans, Nuari and Thyatians).
  • Starting Language – Common (Thyatian)

Weaponologist Additional Crit Effects

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

Spell Lists (2nd Level)

Available from certain levels a paladin can selects spells from them when they gain new spells each level.

House Rule – In my setting, Paladins can prepare 1 cantrip for each Tier that they have achieve (a tier is every 5 character levels) Cantrips come from the secret crafts they have learnt.

  • Fireologist Spell List (Available from level 1, but spells only come level 2)
  • Paladin Spell List (Available from level 2)
  • Chaosologist Spell List (Available from level 2)
  • Weaponologist Spell List (Available from level 3)
  • Spiritologist Spell List (Available from level 4)
  • Celestologist (Available from level 5)
  • Paladin Available Spell List
    • Level 1 Spells – Bless – H (ph219), Command – H (ph223), Compelled Duel (ph224), Cure Wounds – H (ph230), Detect Evil and Good (ph231), Detect Magic – R (ph231), Detect Poisons and Disease – R (ph231), Divine Favour (ph234), Heroism (ph250), Protector from Evil and Good (ph270), Purify Food and Drink – R (ph270), Searing Smite – H (ph274), Shield of Faith (ph275), Thunderous Smite (ph283), Wrathful Smite (ph290)
    • Level 2 Spells – Aid – H (ph211), Branding Smite – H (ph219), Find Steed (ph240), Lesser Restoration (ph255), Locate Object (ph256), Magic Weapon – H (ph257), Protection from Poison (ph270), Zone of Truth (ph289)

H – Heightened Spell, R – Ritual Spell

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 CraftCelestologist

  • Cantrip – Benediction (mhh151), Starburst (mhh195), Word of Radiance (xge171)
  • 1st Level – Angelic Guardian (mhh149), Cloth of Honourable Melee (bls32), Divine Beacon (bls46), Holy Infusion (bls71), Mercurial Smite (bls86)
  • 2nd Level – Blade of Light (bls20), Blessed Halo (mhh153), Chanting (bls29), Orb of Light (mhh184), Sanctified Reverie of Arms (bls101), Spirit Cartographer (bls112), Vigil of Enlightenment (bls122), Wisdom of the Divine (bls128)
  • 3rd Level – Blade of Wrath (mhh153), Divine Mantle (bls47), Favour Mount (bls56), Godly Patronage (bls64), Mighty Steed (bls86), Weapon of Retribution (bls126), Wings of Heaven (bls128)
  • 4th Level – Balance of the Mind (bls17), Circle of Divine Censure (bls32), Diva’s Wings (mhh163), Divine Charge (bls46), Divine Communion (bls46), Exorcise (bls55), Hand of Judgement (bls66), Paean of Greater Glory (bls92), Paean of the Holy (bls92), Sickening Radiance (xge164), Test of Souls – R (br208)
  • 5th Level – Blazing Chariot (mhh153), Dawn (xge153), Divine Beacon’s Answer (bls46), Fair Light (br207), Harmony of the Gods (bls68), Holy Blazon (bls71), Holy Ground (mhh174), Holy Weapon (xge157), Light of the Moon (br207), Sacred Champion (bls101), Starfall (mhh195), Wall of Light (xge170)
  • 6th Level – Angel’s Cloak (bls13), Heavenly Crown (mhh173), Primordial Ward (xge163), Winter’s Radiance (mwb437)
  • 7th Level – Crown of Stars (xge152), Divine Intervention (bls47), Sacred Aegis (bls100). Seal of Sanctuary – R (mhh190), Temple of the Gods (xge167)
  • 8th Level – Call Divine Warrior (bls27), Divine Assimilation (bls45), Godsblood (bls64), Quintessence (mhh187), Summon Star (mhh196)
  • 9th Level – Anwyn’s Elysian Palace (br206), Circle of Devastation (mmh157), Divine Inspiration (bls47), Form of the Gods (mhh168), Greater Seal of Sanctuary – R (mhh171), Judgement of Maal – R (br207), Shooting Stars (br207)

R – Ritual Spells.
Sourcebooks: bls, br, mhh, mwb (GM Only), xge

Spell List – Secret CraftFireologist

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

Spell Lists – Secret CraftSpiritologist

  • Cantrip – Bless the Dead (mhh153), Ward against Undead (br208)
  • 1st Level – Commune with Shade (bls33), Detect Life – R (bls43), Holy Infusion (bls71), Morph Shadow (bls88), Shroud the Shadow (bls106), Speak with Inanimate Object (mhh194)
  • 2nd Level – Corpse Lanterns (fkcc20), Dust to Death (bls49), Ethereal Strike (bls54), Find Corpse (bls57), Healing Spirit (xge157), Protection from Paralysis (bls95), Rite of Counsel – R*, Soul Shield (bls110), Spirit Blast (bls112)
  • 3rd Level – Aspect Tattoo – R (bls14), Expunge Shadow (bls55), Hero’s Steel (mhh173), Rain of Blades (mhh188), Rite of Defilement – R*, Rite of Healing – R*, Rite of Protection – R*, St. Blusen’s Reaver Spirit (mwb434)
  • 4th Level – Exorcise (bls55), Find Greater Steed (xge156), Force Corporeality (bls60), Guardian of Nature (xge157), Negative Energy Aura (bls90), Profane Link (bls94), Rite of Cleansing – R*, Test of Souls – R (br208)
  • 5th Level – Deathly Gaze (bls41), Rite of Atonement – R*, Rite of Initiation – R*, Wrath of Nature (xge171)
  • 6th Level – Life Shot (bls81)
  • 7th Level – Divine Disconnection (bls46), Rite of Cursing – R*
  • 8th Level
  • 9th Level – Judgement of Maal – R (br207)

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, fkcc, mhh, mwb (GM Only), xge

Spell List – Secret CraftWeaponologist

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

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

Character Advancement

Creating a 1st level Paladin
  • Attributes – Character Level 01 Traits
    • Proficiency Bonus: +2
    • Character Tier: Tier 1
    • Attunement Slots: 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.

Class DetailsPaladin – Level 01 (Starting)

  • 10 HP first level
  • Proficiencies:
    • Armour – All
    • Weapons – All
    • Tools – None
    • Saving Throws – Wisdom, Charisma
  • Skill Choices (select two) – Athletics, Insight, Intimidation, Medicine, Perception, Religion.
  • Gear Choices
    • a martial weapon and a shield or two martial weapons
    • a five javelins or a simple melee weapon
    • a priest pack or explorers pack
    • Chainmail and a holy symbol
    • a praybook spellbook and Ritual book
  • Divine Sense (Paladin 1st) The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
  • Lay On Hands (Paladin 1st) Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • Weapons Mastery – two weapon upgrades
  • Attributes – Genasi Traits
    • Ability Score Increase: Constitution +2
    • Age: Young Adult as parent or 75 years whichever is shorter, Reach adulthood as parent or 100 years whichever is shorter, expected to live till 700 year of age.
    • Size: 5 to 6 ft tall, you are Medium
    • Speed: Base walking speed is 30 ft.
    • Languages: Primordial and Common (either Thyatian or Alphatian)
    • Weapons Mastery: Gains proficiency with five weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.
  • Attributes – GenasiFirechild Traits
    • Ability Score Increase (Firechild) Intelligence +1.
    • Darkvision (Firechild) You see in dim light as if bright light in 60 ft, and darkness as if it was dim light. It all appears in shades of red.
    • Fire Resistance (Firechild) You have resistance to fire damage.
    • Reach to the Blaze (Firechild) You can cast the produce flame cantrip. Once your reach 3rd level you can cast the burning hands spell per long rest, requiring no material components, using Con.
    • Overwhelming Emotion (Firechild) A genasi subject to overwhelming emotions can manifest another aspect, or even change their traits to that aspect.
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Fireologist
    • Genasi: Count as a Genasi.
    • Bonus Language: ignan
    • Evolution (Base): Counts as the Genasi races for the purposes of effects and magical items. Can have offspring with any race, if any other than genasi then there is a 50% chance for any offspring to be a Genasi.
  • Attributes – Fire Aspected Traits
    • Ability Score Increase: Intelligence +2
    • Touch of the Fire: While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
    • Power of Energy: When using (or effected by) Fire or Radiant damage you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Danger of Time: When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)
  • Player Choices:
    • Race Choices: Longsword, Shortsword, Longbow, Shortbow, Lasso
    • Background: One Type of Gaming Set (cards), Vehicles (Land)
    • Class Choices: Skills (Medicine, Religion), Equipment (two martial, five javelins, priest pack), Weapons Mastery (Handaxe, Spear)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 2nd level Paladin
  • Attributes – Paladin (2nd)
    • Hit Points 6 + con (d10)
    • Fighting Style – Choice one
    • Spellcasting
      • Slots – Cantrip (1) 1st (2)
      • Learn Cantrips (4)
      • Learn Level 1 Spells (6)
      • Spellcasting (ph66 – Paladin) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
        • Spell Save DC =
        • Spell Attack =
    • Divine Smite (Paladin 2nd) Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend.
  • Attributes – Secret Crafts – Chaosologist – Initiate
    • Learn Language – Abyssal
  • Player Choices:
    • Paladin: Great Weapon Fighter
    • Learn Cantrips – Control Flames (xge152), Create Bonfire (xge152), Green-Flame Blade (scag143)
    • Learn Spells – Chaos Bolt (xge151), Cure Wounds – H (ph230), Detect Magic – R (ph231), Divine Favour (ph234), Purify Food and Drink – R (ph270), Searing Smite – H (ph274)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 3rd level Paladin
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.

Class DetailsPaladin – Level 03

  • Hit Points 6 + con (d10)
  • Channel Divinity (Paladin 3rd) When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
  • Divine Health (Paladin 3rd) The divine magic flowing through you makes you immune to disease.
  • Sacred Oath – Choose a Sacred Oath
  • Spellcasting Increase
    • Slots – Cantrip (1) 1st (3)
    • Learnt new spells (2)
    • Oath Spells Always Prepared

Class DetailsPaladin – Level 03

  • Hit Points 6 + con (d10)
  • Channel Divinity (Paladin 3rd) When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
  • Divine Health (Paladin 3rd) The divine magic flowing through you makes you immune to disease.
  • Sacred Oath – Choose a Sacred Oath
  • Spellcasting Increase
    • Slots – Cantrip (1) 1st (3)
    • Learnt new spells (2)
    • Oath Spells Always Prepared

Class DetailsPaladinOath of Vengeance – Level 03

  • Sacred Tenets of Vengeance
    • Fight the Greater Evil. Faeed with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
    • No Mercy for the Wicked. Ordinary foes might win my merey, but my sworn enemies do not.
    • By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
    • Restitution. If my foes wreck ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
  • Sacred Oath Spells – Bane (1st – ph217), Hunter’s Mark (1st – ph251)
  • Channel Divinity Options
    • Abjure Enemy (Vengeance) As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
      • On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened, the creature’s speed is 0, and It can’t benefit from any bonus to its speed.
      • On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
    • Vow of Enmity (Vengeance) As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
  • Attributes – Secret Crafts – Weaponologist – Initiate
  • Player Choices:
    • Weapons Mastery – Handaxe (Skilled)
    • Cantrip LearntSword Burst (scag143)
    • Spells Learnt – Detect Evil and Good (ph231), Detect Poisons and Disease (ph231)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 4th level Paladin

Class DetailsPaladin – Level 04

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Abilities and Feat.
  • Spellcasting Increase
    • Slots – Cantrip (1) 1st (3)
    • Learnt new spells (2)
  • Attributes – Secret Crafts – Spiritologist – Initiate
    • Additional Language – Celestial
  • Player Choices:
    • Attributes – Charisma +2
    • Feat – Great Weapon Master
    • Learn Spells – Auspicious Warning (mhh150), Undermine Armour (mhh201)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 5th level Paladin

Class DetailsPaladin – Level 05

  • Hit Points 6 + con (d10)
  • Extra Attack (Paladin 5th) You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Spellcasting Increase
    • Slots – Cantrip (1) 1st (4) 2nd (2)
    • Learnt new spells (2)

Class DetailsPaladinOath of Vengeance – Level 05

  • Sacred Oath Spells – Hold Person (2nd – ph251), Misty Step (2nd – ph260)
  • Player Choices:
    • Learnt new spells (2) – Bless – H (ph219), Ill-Fated Word (mhh175),
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 6th level Paladin
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.

Class DetailsPaladin – Level 06

  • Hit Points 6 + con (d10)
  • Aura of Protection (Paladin 6th) Whenever you or a friendly creature within 10ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma mod (min +1). You must be conscious to grant this ability.
  • Spellcasting Increase
    • Slots – Cantrip (2) 1st (4) 2nd (2)
    • Learnt new spells (2)
  • Player Choices:
    • Learnt new spells (2) Find Steed (ph240), Lesser Restoration (ph255),
    • Weapons Mastery – Longsword (expert)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 7th level Paladin

Class DetailsPaladin – Level 07

  • Hit Points 6 + con (d10)
  • Sacred Oath Upgrade – Gain new features.
  • Spellcasting Increase
    • Slots – Cantrip (2) 1st (4) 2nd (3)
    • Learnt new spells (2)

Class DetailsPaladinOath of Vengeance – Level 07

  • Sacred Oath Spells – Haste (3rd – ph250), Protection from Energy (3rd – ph270)
  • Relentless Avenger (Vengeance 7th) Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
  • Player Choices:
    • Learnt New Spells (2) –
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 8th level Paladin

Class DetailsPaladin – Level 08

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Abilities and Feat.
  • Spellcasting Increase
    • Slots – Cantrip (2) 1st (4) 2nd (3)
    • Learnt new spells (2)
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week

Magical Items

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

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

Items Gained in the course of the campaign –

Shoval (Josh)
  1. F005 – Tubak’s Vestments of Mending (Shoval)
  2. F016 – Ild Rune Stones (Shofa/Shoval) – Rune of Power
  3. F028 – Fireology – 4th Circle – Secrets of the Firelords (Shoval)
  4. F035 – Mithril Clanscale (Shoval)
  5. F036 – Sword of the Chossum (Shoval)
  6. F054 – Holy Book of Ylari – Nameh (Shoval)
  7. TBA – Paladin Special Mount with Aspects of a Fire Elemental (Cost of -1 HP per character level of Soul Burn) Max HP reduced to 1 due to special mount being a paladin class feature.

Items consumed (used, lost or sold during storyline)

  • Magical Item – Common – Potion of Healing – 25 gp
    • Standard: The potions red liquid glimmers when agitated. You regain 2d4+2 hit points when you drink this potion.
    • Attunement: If attuned to the item, it adds an extra dice of healing.
    • Relic: If you are an Elf then this potion will heal double the amount.
    • F019Forge of Fury and Sunless Citadel (1x room 30, 1x room 48, 3x room 56 The Sunless Citadel, 1x room 14 The Forge of Fury)
  • Magical Item – Uncommon – Tubak’s Vestments of Mending – 100 gp
    • Standard: Bearing the embroidery of water, horses and the sun, this clothing once belonged to the head shaman of Tubak and was passed onto this clan as a gift of gratitude. The robes work as a holy symbol for Tubak and it magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
    • Attunement: As an action you can cause your voice to resonate out to 300 ft until the end of your next turn. While you activate to project your voice, the sounds of numerous horns are heard to gain attention. Damage from weapons and energy attacks also mend if they happened while the clothing is attuned.
    • Awakened: Any person who views your character while wearing this item has the word paladin sung in their head in their favoured languege. Ranged attacks targeting just you have disadvantage.
    • Relic: While attuned by a Thyatian all your equipment is also considered to be in good repair.
    • Details built from: Created by Humans. Property of Religious. Minor Property of War Leader. Quirk of Loud.
    • Owners and History:
      • ????-??-?? – ?? (?) Robes of a former Head Priest of Tubak.
      • 1000-01-01 – Shoval (Genasi Paladin) Gift from the Great Khan of Ethengar.
      • 1005-06-03 – Shoval (Genasi Paladin) Awakens his vestments of Tubak after talking with his god.
  • Magical Item – Uncommon – Mithril Clanscale – 600 gp
    • Standard: Chain shirt made from leaf shapes and can be worn under normal clothes, and have a quarter the weight. In moonlight you can see a white tree on a green background, otherwise in normal light it looks like normal mithril. You get a feeling of dissatisfaction when you enter civilisation, and satisfaction when you enter nature
    • Attunement: While attuned you can rest in this armour without taking a level of exhaustion for sleeping in armour. This armour counts as a Holy Symbol of Ilsundal, and when used as such the symbol glows as if in moonlight.
    • Relic: If you are a dwarf, you gain advantage on constitution saving throws, if you are an elf you gain advantage on dexterity saving throws.
    • Details built from: Created by Elves, Arcane History, Holy Symbol, Quirk of Nature.
    • Owners
      • 1005-03-01 – Shoval (Fire Genasi Paladin/Warlock) Purchased from merchant in Darokin City.
  • Magical Item – Uncommon – Sword of the Chossum – 500 gp
    • Standard: You have a bonus of +1 to attack and damage rolls made with this magic weapon. The item is half the normal weight and the hilt is designed in the fashion of the elven clan Chossum and is the symbol of the clan guardians. You have a feeling of dissatisfaction when you enter civilisation, and satisfaction when you enter nature.
    • Attunement: If you attune this item it also adds one dice to the dice of damage. While attuned, you gain a +2 bonus to Initiative if you are not incapacitated.
    • Relic: If used by a Giant it provides an extra dice against Dragonkin.
    • Details built from: Made by Elves, Symbol of Power, Minor Property of Guardian, Quirk of Nature.
    • Owners and History:
      • 1005-03-01 – Shoval (Fire Genasi Paladin/Warlock) Bought from Merchant in Darokin City.

Finished Example

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

Firechild Paladin Oath of Vengeance – Level 7

Shoval Nitt
Medium Male Genasi of Fire (Firechild), lawful
Paladin Sacred Oath of Vengeance 6

  • Armour Class: 16 (+6 Chainmail) or 11 (+1 Leather Armour)
  • Hit Points: 59 (7d10+14) (Soul Burn -1, Mount (-1))
  • Speed: 30 ft

STR 15 (+2) DEX 11 (-) CON 14 (+2) INT 11 (-) WIS 12 (+1) CHA 16 (+3)

  • Saving Throws: +4 Wisdom, +6 Charisma
  • Resistance: Fire
  • Immunity: Disease
  • Weapon and Armour: Proficient (Armour – All Armour and Shields, Weapons – All), Skilled (Handaxe, Lasso, Longbow, Longsword, Shortbow, Shortsword, Spear), Expert (Longsword)
  • Tools: One Type of Gaming Set (cards), Vehicles (Land)
  • Skills: +5 Athletics, +6 Intimidation, +4 Medicine, +3 Religion
  • Senses: +1 Perception – Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Celestial, Elven (Alfheim, Clan), Orcish, Primordial (Ignan), Traladaran

ABILITIES

  • Aura of Protection (Paladin 6th) Whenever you or a friendly creature within 10ft of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma mod (min +1). You must be conscious to grant this ability.
  • Channel Divinity (Paladin) When you use your channel divinity, you choose the option to take. You must take a sort or long rest to then refresh it. Saving throws of this ability use your Paladin spell save DC.
    • Abjure Enemy (Vengeance) As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
      • On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened, the creature’s speed is 0, and It can’t benefit from any bonus to its speed.
      • On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
    • Vow of Enmity (Vengeance) As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious
  • Danger of Time (Fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Darkvision (Firechild) You see in dim light as if bright light in 60 ft, and darkness as if it was dim light. It all appears in shades of red.
  • Divine Health (Paladin 3rd) The divine magic flowing through you makes you immune to disease
  • Divine Sense (Paladin 1st) The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
  • Divine Smite (Paladin) Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is an undead or a fiend.
  • Extra Attack (Paladin 5th) You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Fire Resistance (Firechild) You have resistance to fire damage.
  • Genasi: Count as a Genasi.
  • Lay On Hands (Paladin 1st) Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • Military Rank (Background) You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • Overwhelming Emotion (Genasi): A genasi subject to overwhelming emotions can manifest another aspect, or even change their traits to that aspect.
  • Power of Energy (Fire aspected) When using (or effected by) Fire or Radiant damage you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
  • Reach to the Blaze (Firechild): You can cast the produce flame cantrip. Once your reach 3rd level you can cast the burning hands spell per long rest, requiring no material components, using Con.
  • Relentless Avenger (Vengeance 7th) Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
  • Sacred Tenets of Vengeance
    • Fight the Greater Evil. Faeed with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
    • No Mercy for the Wicked. Ordinary foes might win my merey, but my sworn enemies do not.
    • By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
    • Restitution. If my foes wreck ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds
  • Touch of the Fire: (Fire aspected) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.

SPELLCASTING

  • Spellcasting (ph66 – Paladin) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom. The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
    • Spell Save DC = 14 (spell save DC 8+prof+ability)
    • Spell Attack = +6 (prof+ability)
    • Spells Prepared (1x Cantrip + 5 others + oath Spells)
      • Oath Spells – Bane (1st – ph217), Haste (3rd – ph250), Hold Person (2nd – ph251), Hunter’s Mark (1st – ph251), Misty Step (2nd – ph260), Protection from Energy (3rd – ph270)
    • Spell Slots – Cantrip (1) 1st (2)
  • Divine Spellbook (20/100 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) – Control Flames (xge152), Create Bonfire (xge152), Green-Flame Blade (scag143), Sword Burst (scag143)
    • Level 1 Spells (12) – Auspicious Warning (mhh150), Bless – H (ph219), Chaos Bolt (xge151), Cure Wounds – H (ph230), Detect Evil and Good (ph231), Detect Magic – R (ph231), Detect Poisons and Disease – R (ph231), Divine Favour (ph234), Ill-Fated Word (mhh175), Purify Food and Drink – R (ph270), Searing Smite – H (ph274), Undermine Armour (mhh201)
    • Level 2 Spells (2) – Find Steed (ph240), Lesser Restoration (ph255),
  • Divine Ritual book (Paladin) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
    • Ritual Casting Bonus = +3 (Religion)
    • Rituals Known – Detect Magic (DC12), Detect Poisons and Disease (DC12), Purify Food and Drink (DC12)
    • Ritual Book #1 (15/100 pages)
      • Level 1 Rituals (3) – Detect Magic (ph231), Detect Poisons and Disease (ph231), Purify Food and Drink (ph270),

SECRET CRAFTS

  • Secret Craft – Chaosologist (initiate)
    • Craft +3 = Proficiency + Int + circle
    • Craft DC 11: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved
  • Secret Craft – Fireologist (initiate)
    • Craft +5 = Proficiency + Int + circle +2 (race)
    • Craft DC 13: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Spiritologist (initiate)
    • Craft +6 = Proficiency + Wis + circle +2 (race)
    • Craft DC 14: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +3 = Proficiency + Dex + circle
    • Craft DC 11: 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.

FEATS

  • Great Weapon Master (ph167) You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
    • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
    • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Actions (1 per round)

  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Cantrip: You cast the cantrip Message (as a Wizard)
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Divine Sense (Paladin) – The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Vou know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Lay On Hands – Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

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

Free Action (an number of times per round)

  • Great Weapon Fighter – When you roll a 1 or a 2 on damage dice, you can reroll but keep the new roll if you are attacking with a weapon held with two hands. This applies to two handed and versatile weapons once per damage roll.

Available Attack Options

  • Handaxe (Skilled) +5 to hit one target (Light) Thrown Range (25/70)
    • Hit: 2d4+2 slashing.
    • (B) AC Defence (+1/1) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Two-Weapon Fighting – Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Javelin (Proficient) +5 to hit one target (Light) Thrown Range (30/120)
    • Hit: 1d4+2 piercing.
    • (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.
  • Longsword (Expert) +5 to hit one target (versatile) Thrown range (-/15)
    • Hit (1 Hand): 2d6+2 slashing
    • Hit (2 Hand): 3d8+2 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+1) 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.
  • Morningstar (Proficient) +5 to hit one target
    • Hit: 2d4+2 piercing.
  • Shortbow (Proficient) +3 to hit one target (Two-Handed) Ammunition range (80/320 ft)
    • Hit: 1d6+0 piercing.
  • Shoving a Creature (special) see ph195.
  • Spear (Skilled) +5 to hit one target (Versatile) Throw Range (25/70)
    • Hit (1 hand): 2d4+2 piercing.
    • Hit (2 hands): 2d6+2 piercing.
    • (R) Set: Get a free attack against a charging foe, if it hits it is a crit.

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

Secret Craft Enhancements and Powers (requires manifestation running to use)

  • 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.
  • Fire Elemental Fists (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – As an action you can activate this power. Your natural attacks deal an extra 1d6 Fire damage.
  • Fire Elemental Rebuke (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Fire damage.
  • Fire Elemental Resistance (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – As an action you can activate this power. You gain resistance to Fire Damage.
  • Fire Elemental Specialisation (Enhancement SB 1 DC 16): Must have Fireologist Apprentice active to use – Activate as part of a short rest and stays active if your manifestation is active. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Fire Elemental Walk (Power SB 1 DC 16): Must have Fireologist Apprentice active to use – As a Bonus action you can walk over lava or flame without slipping or treating as difficult terrain until the end of your next turn. (This does not protect you from submersion)

Equipment

  • Armour – Chainmail (AC 16), Leather Armour (AC 11)
  • Weapons – Dagger, Handaxe, 5x Javelin, Lasso, Longsword, Morningstar, Shortbow (20 arrows), Spear
  • Priests Pack – Backpack, blanket, 10x candles, a tinderbox, alms box, 2x incense, censer, vestments, 2x rations, waterskin, A scrollcase stuffed with notes fro studies or prayers, a winter blanket, set of common clothes, herbalism kit, 205 gp. An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a beIt pouch containing 10 gp.
  • Holy Symbol, Prayerbook and Divine Ritualbook of Tubak (Ixion)

Feats – Great Weapon Master (ph167)

Companions

  • Name (Light Warhorse)
  • Name (Light Warhorse)
  • Name (Light Warhorse)
  • Notes
  • Background: Soldier (Cavalry)
  • Age: 21 Height: 5’6″ Proficiency Bonus: +3
  • Characteristics:
    • Personality: Crude sense of humour,
    • Ideal: my people are all that matter
    • Bond: those who fight beside me are worth dying for,
    • Flaw: a mistake in battle cost lives of Xhall’s family, must keep secret
    • Personal Goals: Duty – You will live up to what you have sworn to do, or die trying
    • Symbol – A clenched fist, because you are always ready to fight for your beliefs.
    • Nemeses: A vampire wo has swarn revenge against all paladins after being defeated by one.
    • Temptation: Fury – When your anger is roused, you have trouble thinking straight, and you fear you might do something you’ll regret.
    • Treasured Item: A piece of rock with unusual carvins on one side that you believe is the key to saving the world
    • Fight the Greater Evil. Faeed with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
    • No Merey for the Wicked. Ordinary foes might win my merey, but my sworn enemies do not.
    • By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
    • Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +prof+abil mod

Conclusion

More details to come.

Content Updates

D&D 5E in Mystara

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

WRATH: Campaign, Design

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

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

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By thedarkelf007

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

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