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 Xhallās 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 ā When your anger is roused, you have trouble thinking straight, and you fear you might do something youāll 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
- (1st) Fireologist
- (2nd) Weaponologist
- (3rd) Spiritologist
- (4th) Chaosologist
- (5th) Celestologist
- (6th) Fireologist – 1st Circle
- (7th) Weaponologist – 1st Circle
Secret Craft – Celestologist – Initiate
- Craft Bonus = Proficiency + Wis + circle +2 (good aligned)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (good aligned).
- Bonus Language – Celestial (Angelic)
- Associated Sphere – Most Immortals from any sphere as long as they are not a specific elemental god, but any Immortal who is a Patron of good 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 Good (any) You can make a craft check to use a artefact of good 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. Any 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.
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 Craft – Chaosologist – Initiate
- Craft Bonus = Proficiency + Int + circle +2 (Dark aspected characters, Halflings)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (Dark aspected characters, Halflings).
- Bonus Language – Abyssal
- Associated Sphere – Usually a Halfling Pantheon Immortal, and Immortal of Entropy, or any Immortal who is a Patron of chaos is valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of the Halflings (Chaos) You can make a craft check to use a artefact of the halflings without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Halfling attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
Chaosologist Additional Crit Effects
- Chaosologist Additional Craft Mishap: In addition to the base base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You age increases by the Critical Effect Modifier. You are unable to pronounce words correctly in Abyssal until you finish a long rest and have disadvantage on rolls using the language.
- Chaosologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. You age decreases by the Critical Effect Modifier. Your grasp of the Abyssal language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.
Secret Craft – Fireologist – Initiate
- Craft Bonus = Proficiency + Int + circle +2 (fire elemental aspect, genasi)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (fire elemental aspect, genasi).
- Bonus Language – Primordial (Ignan)
- Associated Sphere – Usually a Energy Immortal, Fire Pantheon Immortal, Radiant Pantheon Immortal, but any Immortal who is a Patron of fire 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 Energy (Fire) You can make a craft check to use a artefact of energy 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. Fire 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.
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 Crafts – Fireologist – 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.
Fireologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft 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)
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.
- Elemental Fire Aspect (SB 1) You can change your aspect to Fire, or gain it as an elemental aspect if you did not already have one.
- Elemental Fire Craft SpecialisationĀ (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.
- Elemental Fire Familiar (SB 1+) You spend a week to training a familiar to take on Fire Elemental traits. This gives the familiar once per short rest the ability to turn into fire for 1 round per level taking on the abilities of fire form, illumination, water susceptibility and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Radiant or Fire pantheons). You cannot recover the soul burn while you retain the familiar.
- Elemental Fire Companion (SB 1+): You spend a week to training a companion to take on Fire Elemental traits. This gives the companion once per short rest the ability to turn into fire for 1 round per level taking on the abilities of fire form, illumination, water susceptibility and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Radiant or Fire pantheons). You cannot recover the soul burn while you retain the companion.
- Elemental Fire Mount (SB 1+): You spend a week to training a mount to take on Fire Elemental traits. This gives the familiar once per short rest the ability to turn into fire for 1 round per level taking on the abilities of fire form, illumination, water susceptibility and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Radiant or Fire pantheons). You cannot recover the soul burn while you retain the mount.
- Fire 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.
Reference Notes for Elemental Fire Creature Abilities
- Fire Form – while in fire form can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the creature or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) fire damage. In addition, the creature can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
- Illumination – The creature sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
- Water Susceptibility – For every 5 feet the creature moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
- Attacks – All attacks are treated as fire damage
Secret Craft – Spiritologist – 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).
- Bonus Language – Celestial, Atruaghin, Ethengarian or Traladaran
- Guardian Spirit – Select Guardian Spirit.
- Associated Sphere – Usually a Matter Immortal, Atruaghin Pantheon Immortal, Ethengrian Pantheon Immortal, but any Immortal who is a Patron of resurrection, life or death 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 Afterlife (any) You can make a craft check to use a artefact of the afterlife 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. Atruaghin, Ethengarian or Traladaran 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.
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 Craft – Weaponologist – Initiate
- Craft Bonus = Proficiency + Dex + circle +2 (Hattians, Kerendans, Nuari and Thyatians)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (Hattians, Kerendans, Nuari and Thyatians).
- Bonus Language – Common (Thyatian)
- Associated Sphere – Usually a Thyatian Empire Pantheon Immortal, or any Immortal who is a Patron of war is valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
- Artefacts of War: You can make a craft check to use a artefact of war without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact or magical weapon to heal your soul burn. If you are attuned to the artefact or Magical Weapon, you can use its power to activate your secret craft features without a chance of a penalty being activated. Magical Weapons attuned allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
Weaponologist Additional Crit Effects
- Weaponologist Additional Craft Mishap: In addition to the base critical failure your muscles spasm causing the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Thyatian until you finish a long rest and have disadvantage on rolls using the language.
- Weaponologist Additional Craft Boon: In addition to the base critical success it affects your muscles swell with power and you feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Thyatian language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the Thyatian language.
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)
Spell List – Class List – Paladin
Cantrips – Altered Strije (a5e), Arcane Muscle (a5e), Guidance (ph249), Light (ph256), Mending (ph260), Resistance (ph273), Thaumaturgy (ph283), True Strike (ph285),
Level 1 Spells – Bless (ph220), Command (ph223), Compelled Duel (ph225), Create or Destroy Water – R (ph230), Cure Wounds – R (ph231), Detect Evil and Good – R (ph232), Detect Magic – R (ph232), Detect Poison and Disease – R (ph232), Divine Favour (ph235), Heroism (ph251), Protection from Evil and Good – R (ph271), Purify Food and Drink – R (ph271), Searing Smite (ph275), Shield of Faith (ph276), Thunderous Smite (ph283), Wrathful Smite (ph290),
Level 2 Spells – Aid (ph211), Branding Smite (ph220), Find Steed – RO (ph241), Locate Object – R (ph257), Magic Weapon (ph258), Protection from Poison – R (ph271), Restoration – R (ph256), Zone of Truth – R (ph290),
Level 3 Spells – Aura of Vitality (ph217), Blinding Smite (ph220), Create Food and Water – R (ph230), Crusader’s Mantle (ph231), Daylight (ph231), Dispel Magic – R (ph234), Elemental Weapon (ph238), Magic Circle – RO (ph257), Remove Curse (ph272), Revivify – R (ph273),
Level 4 Spells – Aura of Life (ph217), Aura of Purity (ph217), Banishment (ph218), Death Ward (ph231), Locate Creature – R (ph257), Staggering Smite (ph322)
Level 5 Spells – Banishing Smite (ph217), Circle of Power (ph222), Destructive Wave (ph232), Dispel Evil and Good (ph234), Geas – RO (ph245), Greater Restoration (see Restoration), Raise Dead (ph)
R – Ritual Spell, RO – Ritual Only Spell
Source: ph
Spell Lists – Secret Craft – Chaosologist (Chaos)
(Chaos, Halfling, Luck, Prismatic and Random based spells)
Cantrip – Minor Illusion (ph261),
1st Level Spells – Auspicious Warning (mhh150), Chaos Bolt (xge151), Chromatic Orb (ph222), Colour Spray (ph223), Ill-Fated Word (mhh175), Undermine Armour (mhh201),
2nd Level Spells – Bad Timing (mhh150), Chaotic Vitality (mhh157), Flame of Chaos (bls58), Frame (bls61), Frenzied Bolt (mhh169), Inverted Compass (bls77), Levitate – R (ph255), Luck of the Saints (bls83), Mirror Image (ph261), Misty Step (ph261), Shifting the Odds (mhh192), Timely Distraction (mwb435),
3rd Level Spells – Bad Luck (bls16), Calm of the Storm (mhh155), Chaos Bolt (bls29), Entropic Damage Field (mhh166), Hypnotic Pattern (ph253), Major Image – R (ph259), Surge Dampener – R (mhh196), Twisted Magic (bls119),
4th Level Spells – Bead of Luck (bls19), Chaotic Form (mhh156), Confusion (ph225), Elemental Bane (xge155), Fluctuating Alignment (mhh168), Iron Core (bls78), Rainbow Spear (bls97), Wild Shield (mhh202)
5th Level Spells – Circle of Power (ph222), Mass Surge Dampener – R (mhh182), Prismatic Ray (mhh186), Rainbow Staff (bls97)
- 6th Level – Chaotic World (mhh157)
- 7th Level – Crawling Chaos (bls36), Uncontrollable Transformation – R (mhh200)
- 8th Level – Ebonflame (bls50), Maddening Darkness (xge160), Paragon of Chaos (mhh185)
* details still to come. R – Ritual Spells.
Source: ph
Spell List – Secret Craft – Celestologist (Celest)
(Celestial, Divine, Good and Radiant based spells)
Cantrip – Benediction (mhh151), Guidance (ph249), Sacred Flame (ph273), Spare the Dying (ph278), Starburst (mhh195), Thaumaturgy (ph283), Word of Radiance (xge171)
1st Level Spells – Angelic Guardian (mhh149), Bless (ph220), Cloth of Honourable Melee (bls32), Command (ph223), Compelled Duel (ph225), Create or Destroy Water – R (ph230), Cure Wounds – R (ph231), Detect Evil and Good – R (ph232), Detect Magic – R (ph232), Detect Poison and Disease – R (ph232), Divine Beacon (bls46), Divine Favour (ph235), Guiding Bolt (ph249), Healing Word (ph251), Holy Infusion (bls71), Inflict Wounds (ph254), Mercurial Smite (bls86), Protection from Evil and Good – R (ph271), Purify Food and Drink – R (ph271), Sanctuary (ph273), Shield of Faith (ph276),
2nd Level Spells – Aid (ph212), Augury – RO (ph216), Blade of Light (bls20), Blessed Halo (mhh153), Blindness/Deafness (ph220), Branding Smite (ph220), Calm Emotions (ph222), Chanting (bls29), Continual Flame – R (ph228), Find Steed – RO (ph241), Find Traps – RO (ph242), Gentle Repose – R (ph246), Orb of Light (mhh184), Prayer of Healing – RO (ph268), Protection from Poison – R (ph271), Restoration – R (ph256), Sanctified Reverie of Arms (bls101), Silence – R (ph276), Spirit Cartographer (bls112), Spiritual Weapon (ph278), Vigil of Enlightenment (bls122), Warding Bond (ph288), Wisdom of the Divine (bls128)
3rd Level Spells – Beacon of Hope – R (ph218), Bestow Curse (ph219), Blade of Wrath (mhh153), Blinding Smite (ph220), Clairvoyance (ph223), Create Food and Water – R (ph230), Crusader’s Mantle (ph231), Daylight (ph231), Divine Mantle (bls47), Favour Mount (bls56), Godly Patronage (bls64), Mass Healing World (see Healing Word), Mighty Steed (bls86), Protection from Energy (ph271), Remove Curse (ph272), Revivify – R (ph273), Sending (ph275), Speak with Dead – R (ph278), Spirit Guardians (ph279), Tongues (ph284), Water Breathing – R (ph288), Water Walk – R (ph288), Weapon of Retribution (bls126), Wind Wall (ph289), Wings of Heaven (bls128)
4th Level Spells – Aura of Purity (ph217), Balance of the Mind (bls17), Circle of Divine Censure (bls32), Control Water (ph228), Death Ward (ph231), Divaās Wings (mhh163), Divination – R (ph235), Divine Charge (bls46), Divine Communion (bls46), Elemental Bane (xge155), Exorcise (bls55), Freedom of Movement (ph245), Guardian of Faith (ph248), Hand of Judgement (bls66), Paean of Greater Glory (bls92), Paean of the Holy (bls92), Sickening Radiance (xge164), Test of Souls – R (br208), Wall of Fire (ph286)
5th Level Spell – Blazing Chariot (mhh153), Circle of Power (ph222), Commune – RO (ph224), Dawn (xge153), Destructive Wave (ph232), Dispel Evil and Good (ph234), Divine Beaconās Answer (bls46), Fair Light (br207), Flame Strike (ph243), Geas – RO (ph245), Greater Restoration (see Restoration), Hallow – RO (ph250), 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 – Angelās Cloak (bls13), Heavenly Crown (mhh173), Primordial Ward (xge163), Winterās Radiance (mwb437)
- 7th Level – Crown of Stars (xge152), Divine Intervention (bls47), Sacred Aegis (bls100). Seal of Sanctuary ā 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 – Anwynās 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.
Source: bls, br, mhh, mwb (GM Only), ph, xge
Spell List – Secret Craft – Fireologist (Fire)
(Fire and Radiant based spells)
Cantrip – Control Flames (xge152), Create Bonfire (xge152), Fire Bolt (ph243), Green-Flame Blade (scag143), Prestidigitation (ph248), Produce Flame (ph270), Sacred Flame (ph273), Spectral Weapon (GM)
1st Level Spells – Absorb Elements (xge150), Burning Hands (ph221), Divine Favour (ph235), Fiery Cloth (bls56), Fiery Grasp (bls57), Fire Burst (bls58), Fire Under the Tongue (mhh167), Flaming Bolts (bls59), Guiding Bolt (ph249), Hellish Rebuke (ph251), Protection from Evil and Good – R (ph271), Searing Smite (ph275),
2nd Level Spells – Aganazzar’s Scorcher (xge150), Air Forge ā R (bls12), Augment Flames (bls16), Branding Smite (ph220), Continual Flame – R (ph228), Elemental Horns (mhh165), Fiery Shield (bls57), Flame Blade (ph243), Flameswell (bls59), Flaming Sphere (ph243), Heat Metal (ph251), Ignite (bls74), Moonbeam (ph262), Pass through Element – R (ea08), Pyrotechnics (xge163), Scorching Ray (ph274),
3rd Level Spells – Awaken Element (ea08), Blade of Wrath (mhh153), Blinding Ash (bls22), Blinding Smite (ph220), Crusader’s Mantle (ph231), Dispel Magic – R (ph235), Elemental Shape (ea08), Far Strike (bls56), Fireball (ph242), Flame Arrows (xge156), Ire of the Mountain (mwb430), Magic Circle – RO (ph257), Melf’s Minute Meteors (xge161), Protection from Energy (ph271), Spirit Guardians (ph279),
4th Level Spells – Conjure Minor Elementals – RO (ph226), Elemental Bane (xge155), Fiery Blast (bls56), Fire Shield (ph243), Flame Spiral (bls59), Flame Wave (mhh167), Flames of Purification (bls59), Guardian of Faith (ph248), Searing Projectiles (bls103), Siphon Elemental Lifeforce (ea08), Wall of Fire (ph286)
5th Level Spells – Conjure Elemental – RO (ph225), Destructive Wave (ph232), Dispel Evil and Good (ph234), Flame Strike (ph243), Immolation (xge158), Magic Circle against Energy – R (ea08)
- 6th Level – Elemental Cloak (Fire) (bls50), Elemental Fabrication – R (ea08), Elemental Scimitar (bls51), Fiery Constrictor (bls57), Investiture of Element (xge159), Primordial Ward (xge163)
- 7th Level – Burning Rain (bls27), Liquid Fire (bls82), Magma Eruption (bls84), Scorching Air (bls103)
- 8th Level – Chariot of Fire (bls29), Costly Victory (mhh160), Elemental Infusion (bls51)
- 9th Level – Circle of Devastation (mhh157), Conflagration (bls34), Gate (ph244), Mammonās Due – R (mwb431), Pyroclasm (mhh187), Ravaging Fire (bls98)
* details to come. R – Ritual Spells.
Sourcebooks: bls, ea08 (conversion), ph, xge
Spell Lists – Secret Craft – Spiritologist (Spirit)
(Afterlife, Radiant and Undead based spells)
Cantrip – Bless the Dead (mhh153), Mage Hand (ph257), Sacred Flame (ph273), Ward against Undead (br208)
1st Level Spells – Armour of the Void (ph216), Commune with Shade (bls33), Detect Life – R (bls43), Divine Favour (ph235), Guiding Bolt (ph249), Holy Infusion (bls71), Morph Shadow (bls88), Shroud the Shadow (bls106), Speak with Inanimate Object (mhh194)
2nd Level Spells – Branding Smite (ph220), Corpse Lanterns (fkcc20), Dust to Death (bls49), Ethereal Strike (bls54), Find Corpse (bls57), Healing Spirit (xge157), Moonbeam (ph262), Protection from Paralysis (bls95), Rite of Counsel – R*, Soul Shield (bls110), Spirit Blast (bls112)
3rd Level Spells – Animate Dead (ph213), Aspect Tattoo – R (bls14), Blinding Smite (ph220), Crusader’s Mantle (ph231), Expunge Shadow (bls55), Feign Death – R (ph241), Hero’s Steel (mhh173), Rain of Blades (mhh188), Rite of Defilement – R*, Rite of Healing – R*, Rite of Protection – R*, Spirit Guardians (ph279), St. Blusenās Reaver Spirit (mwb434)
4th Level Spells – Exorcise (bls55), Find Greater Steed (xge156), Force Corporeality (bls60), Guardian of Faith (ph248), Guardian of Nature (xge157), Negative Energy Aura (bls90), Profane Link (bls94), Rite of Cleansing – R*, Siphon Elemental Lifeforce (ea08), Test of Souls – R (br208)
5th Level Spells – Antilife Shell (ph214), Deathly Gaze (bls41), Destructive Wave (ph232), Dispel Evil and Good (ph234), Flame Strike (ph243), 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.
Source: bls, br, fkcc, mhh, mwb (GM Only), ph, xge
Spell List – Secret Craft – Weaponologist (Weapon)
(Attack (weapon), Unarmed and Weaponry based spells)
Cantrip – Blade Ward (ph219), Booming Blade (scag142), Fist of Iron (mhh167), Ensnaring Strike (ph238), Frostbite (xge157), Green-Flame Blade (scag143), Hail of Thorns (ph250), Hoarfrost (mhh175), Hunter’s Mark (ph252), Magic Stone (xge160), Shillelagh (ph276), Spectral Weapon (GM), True Strike (ph285),
1st Level Spells – Adjust Positioning (mhh148), Armoured Heart (mhh149), Armoured Shell (mhh150), Battle Wisdom (bls18), Broken Charge (mhh155), Catapult (xge150), Compelled Duel (ph225), Divine Favour (ph235), Hobble Mount (mhh174), Searing Smite (ph275), Spur Mount (mhh194), Thunderous Charge (mhh197), Thunderous Smite (ph283), With the Wind – R (bls129), Wrathful Smite (ph290), Zephyr Strike (xge171),
2nd Level Spells – Battle Guidance (bls18), Boiling Oil (mhh154), Branding Smite (ph220), Charged Missile (bls29), Cordon of Arrows (ph229), Crushing Trample (mhh160), Flame Blade (ph243), Furious Hooves (mhh170), Mass Blade Ward (mhh182), Magic Weapon (ph258), Poisoned Volley (mhh186), Precision of Arms (bls94), Sacrifice (mhh192), Spiritual Weapon (ph278), Thunderous Stampede (mhh197), Trench (mhh199), Warning Shout (mhh202), Wrestling Wind (mhh203)
3rd Level Spells – Arcane Spear (bls14), Axe of Destruction (bls16), Blinding Smite (ph220), Charged Touch (bls29), Conjure Barrage (ph226), Curse of Incompetence (mhh161), Doom of Dancing Blades (mwb426), Elemental Weapon (ph238), Flame Arrows (xge156), Lightning Arrow (ph256), Mass Hobble Mount (mhh182), Nightfall – R (mhh184), Outflanking Boon (mhh184), Rain of Blades (mhh188), Smart Arrow (bls108), Sudden Dawn – R (mhh196), Thunderous Wave (mhh197), Vampiric Touch (ph286),
4th Level Spells – Blade of my Brother (mhh152), By the Light of the Watchful Moon (mhh155), Inspired Speech (mhh175), Instant Fortification (mhh176), Multiple Shot (bls88), Projectile Link (bls94), Reposition (mhh188), Staggering Smite (ph322),
5th Level Spells – Banishing Smite (ph217), Conjure Volley (ph227), Holy Ground (mhh174), Instant Siege Weapon (mhh176), Jolt (bls79), Steel Wind Strike (xge166)
- 6th Level – Catapult Greater (mhh155), Fault Line (mhh167), Tenser’s Transformation (xge168)
- 7th Level – Walking Wall (mhh202)
- 8th Level – Costly Victory (mhh160)
- 9th Level –
* details to come. R – Ritual Spells
Source: bls, br, dWiki, mhh, mwb (GM Only), ph, scag, xge
Character Advancement
- Creating a 1st level Paladin
- Advancing to 2nd level Paladin
- Advancing to 3rd level Paladin Oath of the Radiance
- Advancing to 4th level Paladin Oath of the Radiance
- Advancing to 5th level Paladin Oath of the Radiance
- Advancing to 6th level Paladin Oath of the Radiance
- Advancing to 7th level Paladin Oath of the Radiance
- Advancing to 8th level Paladin Oath of the Radiance
Creating a 1st level Paladin
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown at Starting City +1
- Secret Craft: Gain one craft at Initiate.
- Weapons Mastery: Training available up to Skilled Only.
Class Details – Paladin – 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 – Genasi – Firechild 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.
Elemental Aspects – Fire Aspected Traits
- Ability Score Increase: Intelligence +2
- Touch of the Fire (fire aspected) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
- Power of Energy (fire aspected) When using (or effected by) Fire or Radiant damage you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
- Danger of Time (fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
- Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
- 80% chance of an Fire Aspected child (1 to 16)
- 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)
Character Options – All Fire Aspected Sub-Races
- Barbarian – Path of the Storm Herald (Desert)
- Cleric – Domain of Fire
- Monk – Way of the Elements (Fire)
- Sorcerer – Draconic Bloodline (Red), Elemental Essence (Fire)
- Warlock – Pact of the Genie Lord (Fire)
- Wizard – Elementalist (Fire)
- 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
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate
- 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 ā 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
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate.
- Weapons Mastery – One weapon upgrade.
Class Details – Paladin – 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.
- Harness Divine Power (Tashias) You can expend a use of your channel divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot. The can be no higher than half your proficiency bonus.
- 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 Details – Paladin – 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.
- Harness Divine Power (Tashias) You can expend a use of your channel divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot. The can be no higher than half your proficiency bonus.
- 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 Details – Paladin – Oath 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.
- 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.
- Attributes – Secret Crafts – Weaponologist – Initiate
- Player Choices:
- Weapons Mastery – Handaxe (Skilled)
- Cantrip Learnt – Sword 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
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate.
Class Details – Paladin – 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
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +3
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate.
Class Details – Paladin – 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 Details – Paladin – Oath 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
- Downtime – Two activities each week of downtime
- Character Tier – Tier 2
- Proficiency Bonus +3
- Attunement Slots – 4
- Renown +1
- Secret Craft: Upgrade one craft to 1st Circle.
- Weapons Mastery – One weapon upgrade. Expert training available.
Class Details – Paladin – 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.
- Fighting Style Upgrade – You learn an additional Fighting Style which you can switch between as a bonus action on your turn.
- 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
- Downtime – Two activities each week of downtime
- Character Tier – Tier 2
- Proficiency Bonus +3
- Attunement Slots – 4
- Renown +1
- Secret Craft: Upgrade one craft to 1st Circle.
Class Details – Paladin – 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 Details – Paladin – Oath 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
- Downtime – Two activities each week of downtime
- Character Tier – Tier 2
- Proficiency Bonus +3
- Attunement Slots – 4
- Renown +1
- Secret Craft: Upgrade one craft to 1st Circle.
Class Details – Paladin – 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)
- F005 – Tubak’s Vestments of Mending (Shoval)
- F016 – Ild Rune Stones (Shofa/Shoval) – Rune of Power
- F028 – Fireology – 4th Circle – Secrets of the Firelords (Shoval)
- F035 – Mithril Clanscale (Shoval)
- F036 – Sword of the Chossum (Shoval)
- F054 – Holy Book of Ylari – Nameh (Shoval)
- 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)
- F019 – Potion of Healing (Shoval (A, B, C, D, E, F))
- 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.
- F019 – Forge 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
- 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.
- 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 ā 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) ā 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) ā you gain extra movement for the round equal to your speed.
- Disengage (ph192) ā 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) ā 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) ā 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) ā 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) ā 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) ā Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
- Use an Object (ph193) ā Allows you to interact with one of more objects on your turn.
Bonus Actions (1 per round)
- Two Weapon Fighting (ph195) ā 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 donāt add the modifier to this attack unless it is negative.
Reactions (1 per round)
- Opportunity Attack (ph195) ā 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) ā 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) ā You gain an armour class bonus, for a set number of attacks each round.
- (B) Deflect (2) ā 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 Xhallās 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 ā When your anger is roused, you have trouble thinking straight, and you fear you might do something youāll 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 Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Game Management – Annotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience
Class Builds –
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
Library of Books
B5, d20 System, Pathfinder, SW

This site is currently undergoing migration to www.thedarkelf007.com website due to needing a different set of tools that I had available to me on here.
General Links
Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information
Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems
Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.