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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Sorcerer Wild Magic

Dungeons and Dragons – Mystara

Class Build – Sorcerer: Wild Magic

Source: Players Handbook (5e-wiz-ph-103)

For one of my new gamers they are building a sorcerer using the wild magic 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 Water (Makai), this changed to a Elf at 8th level (Shadowfey) so will reflect changing the character at that point.

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

Class Options – Wild Magic?

Base racial options for the character are as follows.

The player has chosen to go with Sorcerer and Wild Magic.

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 – costing
  • Dexterity gains – costing
  • Constitution gains – costing
  • Intelligence gains – costing
  • Wisdom gains – costing
  • Charisma gains – costing

STR 8 () DEX 8 () CON 8 () INT 8 () WIS 8 () CHA 8 ()

After Point by add the following racial changes: +2 Dex, +1 Wis

STR 8 () DEX 8 () CON 8 () INT 8 () WIS 8 () CHA 8 ()

Character Origins

Heritage

Racial BuildHuman Traits – Level 01 (Players Handbook and Level Up)

  • Age: Young Adult at 14, Adult at 18 and live to 100 years.
  • Size: Humans are 4 ½ to 5 ½ feet tall in general. Their size is Medium, thought in some special cases they can be Small.
  • Speed: Your base walking speed 30 ft.
  • Fast Learner (Level Up) With their short life spans, humans can acquire knowledge at a higher rate than more long-lived heritages. You gain proficiency in one additional skill of your choice in addition you require half as much time as normal to train yourself in the use of armour, skill, tool, secret craft or weapon during downtime.
  • Intrepid (Level Up) Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.
  • Weapons Mastery (GM House Rule) Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.
  • Human Gifts (Level Up) Choose One – Diehard Survivor (p40), Ingenious Focus (p40), Spirited Traveller (p40)

Elemental Subrace

  • Attributes – HumanMakai (Human of Water) Traits
    • Ability Score Increase: Wisdom +1, plus one other ability of your choice
    • Skills: Proficiency with Insight or Perception
    • Feat: Healer or Skilled
    • Spirit of the Sea: When making navigation checks on a large body of water, you have advantage if you are travelling to a place you have been before.
    • Language: Common language is Thyatian. Bonus language is Makai.
    • Pantheons: Makai
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Waterologist.
    • Evolution (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.

Elemental – Air Aspected Traits

  • Ability Score Increase: Dexterity +2
  • Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
  • Touch of the Air (Air aspected) 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 Thought (Air aspected) 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.
  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • 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)

Backgrounds

The character background options for consideration suitable for Ierendi:

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: Makai and Common (either Thyatian)
  • Makai Extra Language:
  • National Starting Languages: Common (Thyatian), Elven (Alfheim) and Traladaran
  • Background Languages

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 left the choice of quirks and background to the player.

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.

  • Weapons Mastery

Secret Crafts

Secret Craft Options available to the character.

  • (1st)
  • (2nd) tba
  • (3rd) tba

Spell Lists

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

House Rule – In my setting, Sorcerers learn 1 cantrip for each Tier that they have achieved (a tier is every 5 character levels) with 3 extra cantrips at first level. Cantrips can come from the secret crafts they have learnt.

Spell ListClass ListSorcerer Available Spells

  • Cantrips – Acid Splash (ph212), Blade Ward (ph219), Chill Touch (ph222), Dancing Lights (ph231), Fire Bolt (ph243), Friends (ph245), Light (ph256), Mage Hand (ph257), Mending (ph260), Message (ph260), Minor Illusion (ph261), Poison Spray (ph267), Prestidigitation (ph247), Ray of Frost (ph272), Shocking Grasp (ph276), True Strike (ph285)
  • 1st Level – Burning Hands (ph221), Charm Person (ph222), Chromatic Orb (ph222), Colour Spray (ph223), Comprehend Languages – R (ph225), Detect Magic – R (ph232), Disguise Self (ph234), Expeditious Retreat (ph239), False Life (ph240), Feather Fall (ph240), Fog Cloud (ph244), Grease (ph/tce), Jump (ph255), Mage Armour (ph257), Magic Missile (ph258), Ray of Sickness (ph272), Shield (ph276), Silent Image (ph277), Sleep (ph277), Thunderwave (ph283), Witch Bolt (ph290)
  • 2nd Level – Alter Self (ph212), Blindness/Deafness (ph220), Blur (ph220), Cloud of Daggers (ph223), Crown of Madness (ph230), Darkness (ph231), Darkvision (ph231), Detect Thoughts (ph232), Enhance Ability (ph238), Enlarge/Reduce (ph238), Flame Blade (ph/tce), Flaming Sphere (ph/tce), Gust of Wind (ph249), Hold Person (ph252), Invisibility (ph255), Knock (ph255), Levitate (ph256), Magic Weapon (ph/tce), Mirror Image (ph261), Misty Step (ph261), Phantasmal Force (ph265), Scorching Ray (ph274), See Invisibility (ph275), Shatter (ph276), Spider Climb (ph278), Suggestion (ph280), Web (ph288)
  • 3rd Level – Blink (ph220), Clairvoyance (ph223), Counterspell (ph229), Daylight (ph231), Dispel Magic (ph235), Fear (ph240), Fireball (ph242), Fly (ph244), Gaseous Form (ph245), Haste (ph251), Hypnotic Pattern (ph243), Lightning Bolt (ph256), Major Image (ph259), Protection from Energy (ph271), Sleet Storm (ph277), Slow (ph278), Stinking Cloud (ph279), Tongues (ph284), Water Breathing – R (ph288), Water Walk – R (ph288), Vampiric Touch (ph/tce)
  • 4th Level – Banishment (ph218), Blight (ph220), Confusion (ph225), Dimension Door (ph234), Dominate Beast (ph235), Fire Shield (ph/tce), Greater Invisibility (ph247), Ice Storm (ph253), Polymorph (ph267), Stoneskin (ph279), Wall of Fire (ph286)
  • 5th Level – Animate Objects (ph), Bigby’s Hand (ph/tce), Cloudkill (ph), Cone of Cold (ph), Creation (ph), Dominate Person (ph), Hold Monster (ph), Insect Plague (ph), Seeming (ph), Telekinesis (ph), Teleportation Circle (ph), Wall of Stone (ph)
  • 6th Level -Arcane Gate (ph), Chain Lightning (ph), Circle of Death (ph), Disintegrate (ph), Eyebite (ph), Flesh to Stone (ph/tce), Globe of Invulnerability (ph), Mass Suggestion (ph), Move Earth (ph), Otiluke’s Freezing Sphere (ph/tce), Sunbeam (ph), True Seeing (ph)
  • 7th Level – Delayed Blast Fireball (ph), Etherealness (ph), Finger of Death (ph), Fire Storm (ph), Plane Shift (ph), Prismatic Spray (ph), Reverse Gravity (ph), Teleport (ph)
  • 8th Level – Demiplane (ph/tce), Dominate Monster (ph), Earthquake (ph), Incendiary Cloud (ph), Power Word Stun (ph), Sunburst (ph)
  • 9th Level Gate (ph), Meteor Swarm (ph), Power Word Kill (ph), Time Stop (ph), Wish (ph)

* details to come. R – Ritual Spells.

Chaosologist Available Spell List:

  • Cantrip
  • 1st Level – Auspicious Warning (mhh150), Chaos Bolt (xge151), Ill-Fated Word (mhh175), Undermine Armour (mhh201)
  • 2nd Level – Bad Timing (mhh150), Chaotic Vitality (mhh157), Flame of Chaos (bls58), Frame (bls61), Frenzied Bolt (mhh169), Inverted Compass (bls77), Luck of the Saints (bls83), Shifting the Odds (mhh192), Timely Distraction (mwb435)
  • 3rd Level – Bad Luck (bls16), Calm of the Storm (mhh155), Chaos Bolt (bls29), Entropic Damage Field (mhh166), Surge Dampener – R (mhh196), Twisted Magic (bls119)
  • 4th Level – Bead of Luck (bls19), Chaotic Form (mhh156), Fluctuating Alignment (mhh168), Iron Core (bls78), Rainbow Spear (bls97), Wild Shield (mhh202)
  • 5th Level – Mass Surge Dampener – R (mhh182), Prismatic Ray (mhh186), Rainbow Staff (bls97)
  • 6th Level – Chaotic World (mhh157)
  • 7th Level – Crawling Chaos (bls36), Uncontrollable Transformation – R (mhh200)
  • 8th Level – Ebonflame (bls50), Maddening Darkness (xge160), Paragon of Chaos (mhh185)

* details still to come. (R) are ritual spells.

Character Advancement

Creating a 1st level Sorcerer

Racial BuildHuman Traits – Level 01 (Players Handbook and Level Up)

  • Age: Young Adult at 14, Adult at 18 and live to 100 years.
  • Size: Humans are 4 ½ to 5 ½ feet tall in general. Their size is Medium, thought in some special cases they can be Small.
  • Speed: Your base walking speed 30 ft.
  • Fast Learner (Level Up) With their short life spans, humans can acquire knowledge at a higher rate than more long-lived heritages. You gain proficiency in one additional skill of your choice in addition you require half as much time as normal to train yourself in the use of armour, skill, tool, secret craft or weapon during downtime.
  • Intrepid (Level Up) Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.
  • Weapons Mastery (GM House Rule) Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.
  • Human Gifts (Level Up) Choose One – Diehard Survivor (p40), Ingenious Focus (p40), Spirited Traveller (p40)
  • Attributes – HumanMakai (Human of Water) Traits
    • Ability Score Increase: Wisdom +1, plus one other ability of your choice
    • Skills: Proficiency with Insight or Perception
    • Feat: Healer or Skilled
    • Spirit of the Sea: When making navigation checks on a large body of water, you have advantage if you are travelling to a place you have been before.
    • Language: Common language is Thyatian. Bonus language is Makai.
    • Pantheons: Makai
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Waterologist.
    • Evolution (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.

Elemental – Air Aspected Traits

  • Ability Score Increase: Dexterity +2
  • Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
  • Touch of the Air (Air aspected) 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 Thought (Air aspected) 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.
  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Air Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)
  • Attributes – Character Level 01 Traits
    • Proficiency Bonus: +2
    • Character Tier: Tier 1
    • Attunement Slots: 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.

Class BuildSorcerer – Level 01 (Starting)

  • Starting Hit Points : 6 HP + Con Mod
    • Hit Points: 4 (1d6) + Con Mod (multiclass)
  • Starting Proficiencies:
    • Armour: None
    • Saving Throws: Constitution, Charisma
    • Skills: Arcana plus choose two from Deception, Insight, Intimidation Persuasion, and Religion.
      • Multiclass characters gain Arcana as proficiency not already with it.
    • Tools: None
    • Weapons Mastery: Gains proficiency with five simple weapons of your choice. (Standard: Daggers, Darts, Slings, quarterstaffs and light crossbow.)
  • Starting Equipment:
    • light crossbow with 20 bolts or simple weapon
    • Component pouch or arcane focus
    • Dungeoneers pack or explorers pack
    • Two daggers
  • Spellcasting (ph101 – Sorcerer) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Charisma (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 = 8+prof+ability
    • Spell Attack = prof+ability
    • Spells Known = 4 Cantrips plus 2 other spells
    • Spell Slots = 1st (2)
  • Arcane Ritual book (Sorcerer) 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 Arcana skill to cast rituals.
  • Sorcerous Origin: Choose a Sorcerer Origin
  • Attributes – Sorcerer – Wild Magic – Level 01
    • Tides of Chaos (ph103) Once per long rest you can gain advantage on one attack roll, ability check, or saving throw. If you roll for a wild magic surge you also recover this ability as if you had a long rest.
    • Wild Magic Surge (ph103) When you cast a sorcerer spell of 1st level or higher, ask the DM if you should check for wild surge and roll a d20. If a 1 is rolled check the table for Wild Magic Surge.
  • Player Choices:
    • Racial Options:
    • Attributes:
    • Class Options:
  • 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 Sorcerer
  • Attributes – Sorcerer – Level 02
    • 4 HP + Con Mod
    • Font of Magic: (ph101) 2 Sorcery Points
      • Flexibly Casting: (ph101) You can spend sorcery points to gain spell slots
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (3)
  • 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
Advancing to 3rd level Sorcerer
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.
  • Attributes – Sorcerer – Level 03
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Metamagic: Gain a choice of two of the available MetaMagic options.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (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
Advancing to 4th level Sorcerer
  • Attributes – Sorcerer – Level 04
    • 4 HP + Con Mod
    • Ability Score Improvement (gain both) Abilities and Feat
    • Font of Magic upgrade: Gain 1 sorcery point
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3)
  • 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
Advancing to 5th level Sorcerer
  • Attributes – Sorcerer – Level 05
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Magical Guidance (Tashias) You can tap into your magical wellspring of magic to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and must use the new roll, potentially turning the failure into a success.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (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
Advancing to 6th level Sorcerer
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.
  • Attributes – Sorcerer – Level 06
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Metamagic: Gain an additional MetaMagic option from the available options.
    • Sorcerer Origin Feature: Add the new feature.
    • Spellcasting Increase:
      • Gain 1 Additional Cantrip:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3)
  • Attributes – Sorcerer – Wild Magic – Level 06
    • Bend Luck (ph103) When another creature you can see makes an attack roll, ability check or saving throw, you can spend your reaction, 2 sorcery points and roll 1d4 to apply that as a bonus or penalty to the roll. This needs to be done before the outcome of the roll is determined.
  • 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
Advancing to 7th level Sorcerer
  • Attributes – Sorcerer – Level 07
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (1)
  • 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
Advancing to 8th level Sorcerer
  • Attributes – Sorcerer – Level 08
    • 4 HP + Con Mod
    • Ability Score Improvement (gain both)
      • Abilities –
      • Feat –
    • Font of Magic upgrade: Gain 1 sorcery point
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (2)

RacesElven Traits

  • Ability Score Increase: Dexterity +2
  • Alignment: Elves are Chaotic in general
  • Size: Elves are between 6 and 7 feet tall. Your size is Medium
  • Speed: Your walking speed is 30 ft
  • Darkvision (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Elf Gifts (Level Up) Choice of Mystic Rapport, Prescient Vision or Preternatural Awareness
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, gaining an expertise dice, and magic can’t put you to sleep.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Starting Languages (Elven) You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Character Options – Available to all Elven Subraces
  • 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
Advancing to 9th level Sorcerer
  • Attributes – Character Level 09 Traits
    • Proficiency Bonus increases to +4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade.
  • Attributes – Sorcerer – Level 09
    • 4 HP + Con Mod
    • Font of Magic upgrade: Gain 1 sorcery point
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (1)
  • 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 –

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.

Shadowfey Sorcerer Wild Mage

Lil Miss
Medium Female Human of Water (Makai), chaotic
Sorcerer Wild Mage 8

  • Armour Class:
  • Hit Points: 36 (8d6+?)
  • Speed: 30 ft

STR 8 () DEX 8 () CON 8 () INT 8 () WIS 8 () CHA 8 ()

  • Saving Throws:
  • Weapon and Armour:
  • Tools:
  • Skills:
  • Senses:
  • Languages:

ABILITIES

Actions (1 per round)

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

Bonus Actions (1 per round)

  • 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

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.

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.

Equipment

  • Armour
  • Weapons

Feats

Companions

  • Name ()
  • Notes
  • Background:
  • Age: Height: Proficiency Bonus:
  • Characteristics:
    • Personality:
    • Ideal:
    • Bond:
    • Flaw:
    • Personal Goals:
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +abil mod

Conclusion

More details to come.

Content Updates

D&D 5E in Mystara

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

WRATH: Campaign, Design

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

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), 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 (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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

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By thedarkelf007

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

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