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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Fighter Griffon Knight

Dungeons and Dragons – Mystara

Class Build – Fighter: Eldritch Knight

Source: GM Created Content

For one of my new gamers they are building a fighter using the weapons master 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 Human of Air – Kerendan.

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

  • Gained Attributes – Human
    • Speed – 30 ft
    • Weapons Mastery – One weapon of significance – Skilled ()
  • Human Traits – Kerendan
    • Ability Score Increase: Dexterity +1, plus one other ability of your choice (Con +1)
    • Skills: Proficiency with Animal Handling or Athletics
    • Feat: Athlete or Mounted Combat
    • Cavalry of Thyatis: When making a handle animal check in combat, you have advantage if you are fighting.
    • Language: Common language is Thyatian. Bonus language by negotiation.
    • Pantheons: Thyatian Empire
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Airologist, Weaponologist.
    • Evolution (2nd Evolution): Counts as the Neathar, Antalian and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 20% chance for any offspring to be a Genasi.
  • Air Apsected Traits
    • Ability Score Increase: Dexterity +2
    • Touch of the Air: While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
    • Power of the Air: When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn
    • Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Air Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)

Class Options – Eldritch Knight?

Base racial options for the character are as follows.

The player has chosen to go with Fighter as their character and with that I advised of an additional character class for fighter called Weapons Master.

  • Attributes – Level 01
    • Proficiency +2
    • Tier 1
    • Atttuement slots 3
  • Gained Attribute – Fighter (1st)
    • 10 HP first level
    • Proficiencies:
      • Armour – All
      • Weapons – All
      • Tools – None
      • Saving Throws – Strength, Constitution
    • Skill Choices (select two) – Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival.
    • Gear Choices
      • a Chainmail or Leather, longbow and 20 arrows
      • a Martial Weapon (rapier) and a Shield or Two Martial Weapons
      • a Light Crossbow and 20 bolts or Two Handaxes
      • a Dungoneer’s pack or a Explorer’s pack
    • Fighting Style: Choice from Archery, Defence, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting (others also available)
    • Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
    • Weapons Mastery – Four weapons are upgraded (Spear, Dagger, Shortsword, Javelin

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.

  • Strength gains 14 (7)
  • Dexterity gains 11 (3)
  • Consitution gains 13 (5)
  • Intelligence gains 12 (4)
  • Wisdom gains 12 (4)
  • Charisma gains 12 (4)

STR 14 (+2) DEX 11 (-) CON 13 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)

After Point by add the following racial changes: Dex +3, Con +1

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

Backgrounds

The character background options for conideration suitable for Karameikos: Acolyte, Charlatan, City Watch, Clan Crafter, Courtier, Crminal, Emissary, Entertainer, Faction Agent, Fisher, Folk Hero, Guild Artisan, Hermit, Inheritor, Knight of the Order, Marine, mercenary Verteran, Noble, Sage, Sailor, Seer, Shipwright, Smuggler, Soldier, Urchin

  • Languages: Traladaran, Elvish (Callarii)

Religion Options: Thyatian Pantheon

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.

With the racial choice they gain the following languages: Common (Thyatian) and Traladaran

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.

Charcter is a ?

Choice of Background and Quirks

These are normally up to the player, but if they don’t choose them, I will select them based on the story they have told about their characters.

  • Background:
  • Human Feat
  • Personality: Ideal: Bond: Flaw:
  • Treasured Item:
  • Signature Style:
  • Instructor:

Weapons Mastery

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

  • Racial Weapons Mastery Favoured Weapon starts at Skilled (tba)
  • Fighter Weapons Mastery – Four weapons are upgraded (selected Spear, Shortsword, Dagger, Javelin as starting equipment)

Secret Crafts

Secret Craft Options available to the character. Airologist, Weaponologist

  • (1st) Weaponologist – Initiate
  • (2nd) – Initiate
  • (3rd) – Intiate
  • (4th) – Initiate
  • (5th) – First Crcle
  • (6th) – First Cirlce
  • (7th) – First Circle
  • Attributes – Secret Crafts – Weaponologist – Initiate
    • Craft = Proficency + Dex + circle
    • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + 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.

Available Spells

This is where all the characters spells can be selected from for the campaign, unless discussed elsewhere, spells come from here only.

Weaponologist (From 1st level)

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

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

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

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

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

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

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

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

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

Character Advancement

Advancing to 2nd level Fighter
  • Attributes – Fighter (2nd)
    • Hit Points 6 + con (d10)
    • Action Surge – Starting at 2nd level, You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn
Advancing to 3rd level Fighter
  • Attributes – Fighter (3rd)
    • Hit Points 6 + con (d10)
    • Martial Archetype
    • Weapons Mastery (weapon upgrade only) –
Advancing to 4th level Fighter
  • Attributes – Fighter (4th)
    • Hit Points 6 + con (d10)
    • Ability Score Improvement
      • Attributes Upgrades (2) –
      • Feat Selection
  • Attributes – Secret Crafts – Weaponologist – 1st Circle
    • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.
      • Battle Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
      • Damage Resistance (Power SB 1 DC 16) As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
      • Shared Weapon Proficiency (Power SB 1 DC 16) As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
      • Weapon Option Versatility (Enhancement SB 1 DC 16) As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.
Advancing to 5th level Fighter
  • Attributes – Level 5
    • Proficency Bonus increases to +3
    • Secret Craft 1st Circle now available
  • Attributes – Fighter (5th)
    • Hit Points 6 + con (d10)
    • Extra Attack – Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three wheo you reach 11th leveI in this c1ass and to four when you reach 20th leveI in this c1ass.
  • Attributes – Secret Crafts – Weaponologist – 1st Circle
    • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.
      • Battle Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
      • Damage Resistance (Power SB 1 DC 16) As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
      • Shared Weapon Proficiency (Power SB 1 DC 16) As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
      • Weapon Option Versatility (Enhancement SB 1 DC 16) As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.
Advancing to 6th level Fighter
  • Attributes – Level 6
    • Tier 2 Character
    • Attument slots now 4
    • Weappon Mastery of Expert Available (Weapon option only)
  • Attributes – Fighter (6th)
    • Hit Points 6 + con (d10)
    • Ability Score Improvement
      • Attributes Upgrades (2) – Int +2
      • Feat Selection – Grappler
Advancing to 7th level Fighter
  • Attributes – Fighter (7th)
    • Hit Points 6 + con (d10)
    • Martial Archetype – Weapons Master
      • All weapon proficiencies are now at expert and you learn 1 new weapon option – Distming Parry
      • Weapon Mastery (+2), increase the Base DC, number of attacks you can use deflect and AC bonus, number of rounds for knockout and stun, with by the level of Weapons Mastery
      • Can trigger three weapon effects usable with a bonus action with a single bonus action

Magical Items

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

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

Finished Example

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

Kerendan Fighter – Level 1

Name
Medium Male Human of Air (Kerendan), alignment
Fighter 1

  • Armour Class: 12 (+2 Dex)
  • Hit Points: 12 (1d10+2)
  • Speed: 30 ft

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

  • Saving Throws: +4 Strenght, +4 Constitution
  • Weapon and Armour: Profiencent (Martial and Simple Weapons, Armour, Shield), Skilled (Dagger, Javalin, Shortsword, Spear)
  • Tools:
  • Skills: +4 Athltics , +3 History, +3 Insight
  • Senses:
  • Languages: Common (Thyatian), Elvish (Callarii), Traladaran

ABILITIES

  • Cavalry of Thyatis (Human) When making a handle animal check in combat, you have advantage if you are fighting.
  • Dueling (Fighter) When you are wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.
  • Second Wind (Fighter): You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again
  • Secret Craft – Weaponologist (initiate)
    • Craft DC 12 = 8+prof+dex+circle
    • Craft Check +4 = prof+dex+circle
    • 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.
  • Evolution (Human 1st Evolution): Counts as the Neathar and Genasi races for the purposes of effects and magical items. As a 1st evolution, there is a 25% chance for any offspring to be a Genasi

Actions (1 per round)

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

Bonus Actions (1 per round)

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

Reactions (1 per round)

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

Available Attack Options

  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Equipment

  • Armour
  • Weapons

Feats – Athletic (ph170)

  • Notes
  • Age: ? Height: Proficiency Bonus: +2
  • Characteristics:
    • Religion – ?
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC (8+prof+ability 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, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

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

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

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By thedarkelf007

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

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