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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Bard Valour

Dungeons and Dragons – Mystara

Class Build – Bard: College of Valour

Source: Players Handbook (5e-wiz-ph-55)

For one of my new gamers they are building a bard using the college of valour 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 a Dwarf (Stonebound), this changed to a Dwarf (Hillbound), then to an Elf (Sunfey) then to a Genasi (Darkchild), then to a Dwarf (Stonebound), then to a Elf (Sunfay), 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 – College of Valour?

Base racial options for the character are as follows.

The player has chosen to go with Bard and College of Valour.

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 (18/27)
  • Strength gains 10 – costing 2
  • Dexterity gains 11 – costing 3
  • Constitution gains 12 – costing 4
  • Intelligence gains 10 – costing 2
  • Wisdom gains 15 – costing 9
  • Charisma gains 14 – costing 7

STR 10 (-) DEX 11 (-) CON 12 (+1) INT 10 (-) WIS 15 (+2) CHA 14 (+2)

After Point by add the following racial changes: +2 Dex, +5 Int

STR 10 (-) DEX 13 (+1) CON 12 (+1) INT 15 (+2) WIS 15 (+2) CHA 14 (+2)

Backgrounds

The character background options for consideration suitable for Rockhome:

  • Guild Artisan
    • Skill Proficiencies – Insight, Persuasion
    • Tool Proficiencies – One of your choice
    • Language Proficiencies – Select one
    • Guild Business – Selection One
    • Guild Membership (Guild Artisan) – As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
      • Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
      • You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
  • Background Selections – Tool (Blacksmith), Language (Ethengarian), Business (Smiths and metal-forgers)

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: Common (either Thyatian) and Dwarven
  • National Starting Languages: Common (Thyatian), Dwarven (Rockhome), Ethenarian
  • 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.

Secret CraftCraftologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (tba)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (tba).
  • Starting Language – Dwarven, Elven, Gnome

Craftologist Additional Crit Effects

  • Craftologist Additional Craft Mishap: In addition to the base critical failure effect you cause one of your items to explode 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 craft until you finish a long rest and have disadvantage on rolls using tools.
  • Craftologist Additional Craft Boon: In addition to the base critical success effect you are able to learn a new crafting recipe for mundane equipment and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of crafting is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using tools.

Secret CraftsCraftologist – 1st Circle

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

Craftologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, light of a colour appealing to you radiates out to 10ft and everyone within your light radius has advantage on craft related checks.

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

  • Craft 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 power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • God Crafting (Power SB 1 DC 16: As an action you can gain the benefit of a weeks worth of crafting in an instant, but still need to make the crafting roll to build the item.
  • Practiced Hand (Enhancement SB 1 DC 16): Activated during a short rest. You gain expertise on Crafting checks and tool use.
  • Resource Allocation (Enhancement SB 1 DC 16): Activated during a short rest. When you craft an item, it reduces the cost by 5%.

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

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Enhance Familiar (SB 1+): When summoning your familiar, you can choose to give it the ability to help with crafting to the familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar. This loss is permanent while you have the familiar.
  • Enhance Companion (SB 1+): When summoning a beast as a companion you can give it the ability help with crafting. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) you can give it the ability help with crafting. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.
  • Metallurgical Expertise (SB 1) You can halve the costs of downtime conducted in the same week you activate this, which can remain active till you finish your downtime activities taking up one of your downtime options for that week.

Secret CraftCryptologist – Initiate

  • Craft Bonus = Proficiency + Int + circle +2 (Dwarves, Dragonkin, Giantkin and Human (Heldannic))
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (Dwarves, Dragonkin, Giantkin and Human (Heldannic)).
  • Starting Language – Draconic (High), Dwarven (High), Halfling (Ancient), or Jotun (Giant)

Cryptologist Additional Crit Effects

  • Cryptologist Additional Craft Mishap: In addition to the critical failure effect your mind is wracked with pain 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 your craft language until you finish a long rest and have disadvantage on rolls using the language. And as further punishment from your transgression you take an effect based on how many runes you used that day already. Further uses of the power until you finish a long rest are treated as a critical failure.
    • First activation of a Rune that day – a hurricane centred on you covering 24 miles lasting 1d12 hrs with no travel possible during this event
    • Second activation of a Rune that day – a minor earthquake shakes the area covering 16 miles centred on you.
    • Third activation of a Rune that day – a violent earthquake shakes the area within a 32 miles radius cause great structural damage.
    • More than three runes activated that day – the violent earthquake and the hurricane both occur over a 32 miles radius, with no magic or runes working for 6d4 hours and the rune you used is altered and must be relearned by all runemasters who know it..
  • Cryptologist Additional Craft Boon: In addition to the base critical success effect your mind is bolstered by the power of the immortal and you feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. As an additional effect your activation of runes for the day is cleared. Your grasp of your craft language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Secret CraftCryptologist – 1st Circle

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

Cryptologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate green light 5 ft radius and can see any active rune’s within 60 ft of you.

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

  • First Circle Powered Rune (Power SB 1 DC 16): Once per rune per day, you can use an action to learn about a active rune you can touch, while also causes it to light up with a white light for 60 ft while you touch it. This does not use up the power in the rune.
  • Power Lesser Rune of Matter (Enhancement SB 1 DC 16): As a standard action you can activate this power to activate a lesser rune of matter you created, this causes it to light up with a dim 5ft white glow.
  • Activate Lesser Rune of Matter (Power SB 1 DC 16): This allows use an activated lesser rune of matter as a bonus action for the reshaping of the affected matter within a one-foot diameter per level. This could be used to open passageways through stone, mend broken items, calm an area of water. Reshaping lasts if the crafter is concentrating or up to a minute whichever is shorter, at which time they can choose for the material to keep its new shape or return to its previous shape. This expends the power from a rune.
  • Draw Lesser Rune of Matter (Power SB 1 DC 16): You scribe a lesser rune of matter you know in the air. It remains while you concentrate. You can maintain up to your Intelligence modifier in different runes, usually one of each circle.
  • Greater Rune Bonus (Enhancement SB 1 DC 16): As an action, you can activate this power to have the bonus power of a Greater rune.

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

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
  • Learn Greater Rune (Con 1) You can spend a week downtime, with special preparation, and if you don’t die you learn 1 rune chosen for you by the gods, and sacrifice one point of constitution that cannot be regained with magic and reduces the maximum you can reach at the same time. Chance of death is a craft check DC of 16 plus the number of greater runes you know) You can then use a greater rune power at its cost level without manifesting the craft. DC for Power Bonus is as 1st circle, powers at 2nd circle, and mastery powers at 4th circle, as long as you meet the level requirements, and take soul burn equal to the circle required.
  • Research Lesser Rune of Matter (SB 1): A crafter may research a lesser rune of matter the same as a 1st level spell and learn the rune for non-living material such as gold, steel, lead, granite, sand, crystal, water, glass, leather, silk. wood, tar, etc.
  • Runic Familiar or Companion (SB 1+): You can choose to incorporate a rune you know into a companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have access to the familiar.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) you can incorporate the rune into the mount. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have access to the Mount.
  • Scribe Lesser Rune of Matter (SB 1): You can scribe a lesser rune of matter that you have in your book of runes onto a surface as a 10 minute ritual using a crafter check DC 16 and costs 50 gp.

Secret CraftEntertainologist – Initiate

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

Entertainologist Additional Crit Effects

  • Entertainologist Additional Craft Mishap: In addition to the base critical failure effect you are vibrating with Thunder 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 conduct performances until you finish a long rest and have disadvantage on rolls using instruments.
  • Entertainolgist Additional Craft Boon: In addition to the base critical success effect you are resonating with supporting vibrations causing a Thunder effect but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of performing is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using performance.

Secret Craft – Fireologist – Initiate

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

Fireologist Additional Crit Effects

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

Secret CraftMusicologist – Initiate

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

Musicologist Additional Crit Effects

  • Musicologist Additional Craft Mishap: In addition to the base critical failure effect you are vibrating with Thunder 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 conduct performances until you finish a long rest and have disadvantage on rolls using instruments.
  • Musicologist Additional Craft Boon: In addition to the base critical success effect you are resonating with supporting vibrations causing a Thunder effect but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of performing is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using performance.

Secret CraftsMusicologist – 1st Circle

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

Musicologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate soothing hum 5 ft radius. Your vocal and language dependant effects, powers and magic are extended by twice your musicologist radius.

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

  • Countersong (Power SB 1 DC 16): Acts as the spell counterspell.
  • Deafening Thunder (Enhancement SB 1 DC 16): When your attack does Thunder damage, you can choose to cause the subject to make a Constitution saving throw or become deafened until they take a short rest or have an ability or spell used on them that removes the deafened condition.
  • Music 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 power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Song of Woe (Power SB 1 DC 16): As an action you can activate this power. Enemies within 60 ft have a -2 to Wisdoms saving throws and -1 to attack and damage rolls, you can maintain this with concentration for up to 10 minutes.
  • Thunder Substitution (Enhancement SB 1 DC 16): Activate as part of a short rest. You can substitute the damage type of a spell you cast this round by using a bonus action to that of Thunder.
  • Tuned Ear (Enhancement SB 1 DC 16): You gain advantage on Perception check and saving Throws for Thunder or language dependent effects.

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

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Enhance Familiar (SB 1+): When summoning your familiar, you can choose to give it the ability to perform music appropriate to the familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar. This loss is permanent while you have the familiar.
  • Enhance Companion (SB 1+): When summoning a beast as a companion you can give it the ability to perform music. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) you can give it the ability to perform music. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.

Secret CraftSpiritologist – Initiate

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

Spiritologist Additional Crit Effects

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

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 List – Class – Bard Available Spells

  • Cantrips – Blade Ward (ph219), Dancing Lights (ph231), Friends (ph245), Light (ph256), Mending (ph260), Message (ph260), Minor Illusion (ph261), Prestidigitation (ph247), True Strike (ph285), Vicious Mockery (ph285)
  • 1st Level – Animal Friendship (ph), Bane (ph), Charm Person (ph222), Colour Spray (ph/tce), Command (ph/tce), Comprehend Languages – R (ph225), Cure Wounds (ph), Detect Magic – R (ph232), Disguise Self (ph234), Dissonant Whispers (ph), Faeries Fire (ph), Feather Fall (ph240), Fog Cloud (ph244), Healing Word (ph), Heroism (ph), Identify – R (ph), Illusory Script – R (ph), Longstrider (ph), Silent Image (ph277), Sleep (ph277), Speak with Animals – R (ph), Tasha’s hideous Laughter (ph), Thunderwave (ph283), Unseen Servant – R (ph)
  • 2nd Level – Aid (ph/tce), Animal Messenger – R (ph), Blindness/Deafness (ph220), Calm Emotions (ph), Cloud of Daggers (ph223), Crown of Madness (ph230), Detect Thoughts (ph232), Enhance Ability (ph238), Enlarge/Reduce (ph/tce), Enthrall (ph), Heat Metal (ph), Hold Person (ph252), Invisibility (ph255), Knock (ph255), Lesser Restoration (ph), Locate Animals or Plants – R (ph), Locate Object (ph), Magic Mouth – R (ph), Mirror Image (ph/tce), Phantasmal Force (ph265), See Invisibility (ph275), Shatter (ph276), Silence – R (ph), Suggestion (ph280), Zone of Truth (ph)
  • 3rd Level – Bestow Curse (ph), Clairvoyance (ph223), Dispel MagicR (ph235/gm), Fear (ph240), Feign Death – R (ph), Glyph of Warding (ph), Hypnotic Pattern (ph243), Leomund’s Tiny Hut – R (ph), Major Image (ph259), Mass Healing Word (ph/tce), Nondetection (ph), Plant Growth (ph), Sending (ph), Slow (ph/tce), Speak with Dead (ph), Speak with Plants (ph), Stinking Cloud (ph279), Tongues (ph284)
  • 4th Level – Compulsion (ph), Confusion (ph225), Dimension Door (ph234), Freedom of Movement (ph), Greater Invisibility (ph247), Hallucinatory Terrain (ph), Locate Creature (ph), Phantasmal Killer (ph/tce), Polymorph (ph267)
  • 5th Level – Animate Objects (ph), Awaken (ph), Dominate Person (ph), Dream (ph), Geas (ph), Greater Restoration (ph), Hold Monster (ph), Legend Lore (ph), Mass Cure Wounds (ph), Mislead (ph), Modify memory (ph), Planar Binding (ph), Raise Dead (ph), Rary’s Telepathic Bond – R (ph/tce), Scrying (ph), Seeming (ph), Teleportation Circle (ph)
  • 6th Level -Eyebite (ph), Find the Path (ph), Guards and Wards (ph), Heroes Feast (ph/tce), Mass Suggestion (ph), Ott’s Irresistible Dance (ph), Programmed Illusion (ph), True Seeing (ph)
  • 7th Level – Etherealness (ph), Forcecage (ph), Mirage Arcane (ph), Mordenkainen’s Magnificent Mansion (ph), Mordenkainen’s Sword (ph), Prismatic Spray (ph/tce), Project Image (ph), Regenerate (ph), Resurrection (ph), Symbol (ph), Teleport (ph)
  • 8th Level – Antipathy/Sympathy (ph/tce), Dominate Monster (ph), Feeblemind (ph), Glibness (ph), Mind Blank (ph), Power Word Stun (ph)
  • 9th Level – Firesight (ph), Power Word Heal (ph), Power Word Kill (ph), Prismatic Wall (ph/tce), True Polymorph (ph)

* details to come. R – Ritual Spells.
Sourcebooks: ph, tce

  • Spell List – Secret CraftCryptologist
    • Cantrip – Encrypt / Decrypt (mhh165), Scribe (mhh190), Word of Misfortune (mwb437)
    • 1st Level – Deep Breath (mhh162), Freeze Potion (mhh169), Goat’s Hoof Charm (mhh170), Hearth Charm (mhh173), Ill-Fated Word (mhh175), Loki’s Gift (mhh181), Protection from Good and EvilR (ph270), Speak with Inanimate Object – R (mhh194), Trick Question (mhh199)
    • 2nd Level Berserk *, Bless Rune – R*, Fist of Thor *, Grudge Match (mhh172), Interpret Rune – R*, Wotan’s Rede – R (mhh203)
    • 3rd Level – Hero’s Steel (mhh173), Inscribe Rune – R*, Know Rune – R*, Rune of Imprisonment (mwb433), Spiteful Weapon (mhh194), Thunderclap (mhh197)
    • 4th Level – Binding Oath (mhh151) – R, Cursed Gift (mhh161), Jotun’s Jest (mhh177), Mark of Ownership (bls86), Moon Trap (mhh183), Power Word Lesser Pain (mhh186), Rain of Blades (mhh188), Snow Boulder
    • 5th Level – Grasp of the Tupilak (mhh171), Hod’s Gift (mhh174), Not this Day! (mhh184)
    • 6th Level – Extract Knowledge (mhh166) – R
    • 7th Level – Mark of Exile (bls85), Power Word Pain (xge163), Seal of Sanctuary (mhh190), Symbol of Sorcery (mhh196)
    • 8th Level – Power Word Restore (mhh186)
    • 9th Level – Greater Seal of Sanctuary (mhh171)

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

Spell List – Secret CraftEntertainologist

  • Cantrip – Decorate Object (bls41), Detune (bls43), Dissonance (bls45), Silhouette (mhh193)
  • 1st Level – Bewitch (bls19), Cirrem’s Bewilderment (bls32), Enhance Oration – R (bls52), Malicious Intent (bls84), Morph Shadow (bls88), Quick Change (bls96)
  • 2nd Level – Bead of Blazing (bls18), Death March (bls40), Energetic Burst (bls52), Jungle Cry (bls79), Phantom Accompaniment (bls93), Pyrotechnics (xge163), Taunt (bls116), Wolf’s Howl (bls129)
  • 3rd Level – Air of Nobility (bls13), Dancer’s Grace (bls38), Lustful Gaze (bls83), Player Instrument (bls93), Spiteful Images (bls113), Unfasten (bls121), Wailing Dirge (bls125)
  • 4th Level – Association (bls15), Fire Fascination (bls58), Maligned Performance (bls84), Megalomania (bls86), Portrait (bls94), Voice of Confession (bls124)
  • 5th Level – Dance of Seduction (bls38), Discordant Chorus (bls45), Reverence (bls99), Shattering Cry (bls105), Tattoo Object (bls116)
  • 6th Level – Dirge of the Victorious Knights (fkcc21), Illusory Illusion (bls74), Nymph’s Aura (bls90), Song Barrier (bls109)
  • 7th Level – Agitate Crown (bls11), Charismatic Shield (bls30), Mangling Foot (bls85), Pocket Paradise (bls94)
  • 8th Level
  • 9th Level

R – Ritual Spells.
Sourcebooks: bls, fkcc, mhh, xge

Spell List – Secret CraftFireologist

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

Spell List – Secret CraftMusicologist

  • Cantrip – Detune (bls43), Dissonance (bls45)
  • 1st Level – Enhance Oration – R (bls52), Sonic Boom (bls110), Unchained Melody (bls120)
  • 2nd Level – Death March (bls40), Harmony of Heroes (bls68), Keen Hearing (bls79), Phantom Accompaniment (bls93)
  • 3rd Level – Barbaric Yawp (bls17), Blade Song (bls21), Cacophony (bls27), Dancer’s Grace (bls38), Dread Scream (bls48), Musical Mural (bls88), Player Instrument (bls93), Resonant Imbalance (bls99), Sound Worm (bls110), Wailing Dirge (bls125)
  • 4th Level – Bead of Blasting (bls18), Crystal Wail (bls37), Harmonic Discord (bls67), Maligned Performance (bls84), Paean of Greater Glory (bls92), Paean of the Holy (bls92), Voice of Confession (bls124)
  • 5th Level – Dance of Seduction (bls38), Discordant Chorus (bls45), Reverence (bls99), Shattering Cry (bls105), Song of Vengeance (bls110), Violent Scream (bls124), Voice of Memories (bls124), Wail of Fate (bls124)
  • 6th Level – Dirge of the Victorious Knights (fkcc21), Nymph’s Aura (bls90), Song Barrier (bls109), Words of Thunder (bls129)
  • 7th Level – Pocket Paradise (bls94)
  • 8th Level – Harmonic Dissolution (bls67)
  • 9th Level

R – Ritual Spells.
Sourcebooks: bls, fkcc

Spell Lists – Secret CraftSpiritologist

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

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

Character Advancement

Creating a 1st level Bard
  • Attributes – Dwarven Traits:
    • Ability Score Increase: Constitution +2
    • Alignment: Dwarves are Lawful in general
    • Size: 4 to 5 ft tall and average about 150 pounds. Medium size.
    • Speed: base walking is 25 ft and your speed is not reduced by heavy armour
    • Darkvision (Dwarf) 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.
    • Dwarven Combat TrainingWeapons Mastery: Gains proficiency with five weapons of significance of your choice. If you have proficiency with these weapons, they are upgraded to skilled. Standard Weapons – Battleaxe, Handaxe, Throwing Hammer, and Warhammer
    • Tool Proficiency: You are proficient with the artisan’s tools of your choice: Smith’s tools, brewer’s supplies, or mason’s tools.
    • Stonecunning (Dwarf) Whenever you make a Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
    • Prophecy: Each dwarf is given a prophecy from their birth that describes how they die.
    • Languages: You speak, read and write Common (Thyatian) and Dwarvish.
    • Pantheon: Dwarven and Gnome
  • Attributes – Dwarven – Stonebound (Dwarf of Earth) Traits
    • Ability Score Increase: Strength +2.
    • Heart of Stone (Stonebound) You have advantage on saving throws against necrotic and radiant effects. You have resistance to necrotic and acid damage, resistance to magical healing. You also have weakness to lightning damage. While touching the earth you can find your way back from where you have come.
    • Dwarven Armour Training: You have proficiency with light and medium armour.
    • Master Crafter: They have expertise with their chosen profession when reaching adult.
    • Evolution (1st Evolution): Counts as the Old Dwarf 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.

Attributes – Earth Aspected Traits

  • Ability Score Increase: Constitution +2
  • Appearance: Green eyes, Veins, Skin or Hair are trademarks of Earth Aspected characters.
  • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Earth Evolution: Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Earth Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (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.
  • Attributes – Bard – Level 01 (Starting)
    • 8 HP + Con Mod
    • Proficiencies:
      • Armour: Light Armour
      • Saving Throws: Dexterity, Charisma
      • Skills: History plus choose any three
      • Tools: Three musical instruments of your choice
      • Weapons Mastery: Gains proficiency with simple weapons and four martial weapons of your choice. (Standard: hand crossbows, longsword, rapiers and shortsword)
    • Equipment:
      • rapier or longsword or any simple weapon
      • Diplomats pack or entertainers pack
      • lute or other musical instrument of your choice
      • Leather armour and a dagger
    • Spellcasting (ph53 – Bard) 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 = 2 Cantrips plus 4 other spells
      • Spell Slots = 1st (2)
    • Bardic Inspiration (ph53/tce – d6): As a bonus action, you give another character inspiration as long as they can hear you within 60 ft. A character can have inspiration for 10 ten minutes. They can use this inspiration on one ability check, attack roll or saving throw after they make the roll but before they give the GM the result. You can use this feature up to your Charisma modifier (minimum 1) which refreshes after a long rest.
  • Player Choices: Renown Khan’s Camp +1
    • Racial Options: Metalsmith,
    • Background Selections – Skills (Insight, Persuasion), Tool (Blacksmith), Language (Ethengarian)
    • Attributes: STR 10 (-) DEX 11 (-) CON 12 (+1) INT 10 (-) WIS 15 (+2) CHA 14 (+2)
    • Class Options: Musical Instruments (Drums, Teenage Angst, Vocals), Cantrips (Vicious Mockery (ph), Scribe (mhh190)), 1st Level Spells (Healing Word (ph), Ill Fated Word (mhh175), Loki’s Gift (mhh181), Trick Question (mhh199)), Weapons Mastery (swapped crossbow and rapier with longbow and shortbow), Skills (Arcana, Medicine, Religion). Ritual Spells (Comprehend Languages (ph), Identify (ph252))
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Learn Ritual Spell (Protection from Good and Evil (ph270))
    • 2nd Week – Learn Ritual Spell (Speak to Inanimate Objects (mhh194))
    • 3rd Week – Learn Ritual Spell (Detect Magic (ph232))
    • 4th Week – Learn Ritual Spell (Illusory Script (ph))
    • 5th Week – Learn Ritual Spell (Speak with Animals (ph))
    • 6th Week – Learn Ritual Spell (Unseen Servant  (ph))
    • 7th Week – Learn Musical Instrument (Bagpipes)
    • 8th Week – Learn Musical Instrument (Lute)
Advancing to 2nd level Bard
  • Attributes – Bard – Level 02
    • 5 HP + Con Mod
    • Bardic Inspiration Update (Tashias 2nd) If a character has bardic inspiration when casting a spell of healing or damage, they can choose to spend the inspiration to heal additional hit point, or cause additional damage appropriate to the spell.
    • Jack of All Trades (ph54) gain half proficiency (rounded down) to all skill checks that your not proficient in.
    • Song of Rest (ph54) You can use soothing music of oration to help revitalise your allies during a short rest. Allies who can hear your performance gain 1d6 extra hit points at the end of a short rest.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (3)
  • Player Choices:
    • Spells Known: Detect Magic (ph)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Learn Ritual Spell (Detect Life (bls43))
    • 2nd Week – Learn a Language (1st) Goblin
    • 3rd Week – Research Goblin Contract
    • 4th Week – Research Family Line
    • 5th Week – Research Elemental (due to elemental in a barrel)
    • 6th Week – Research Language (2nd) Draconic
    • 7th Week – Research Language (3rd) Heldannic
    • 8th Week – Secret Craft – Initiate (1st) Craftologist
Advancing to 3rd level Bard
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.
  • Attributes – Bard – Level 03
    • 5 HP + Con Mod
    • Bardic College: Choose a bardic College.
    • Expertise: Choose two skills to gain expertise with.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (2)
  • Attributes – Bard – College of Valour – Level 03
    • Bonus Proficiencies – You gain proficiency with medium armour, shield, and martial weapons.
    • Combat Inspiration – A creature with your inspiration dice can use it to add to damage, or as a reaction to add to their AC when they are attacked but before they know the result.
  • Attributes – Dwarven – Hillbound (Dwarf of Air) Traits
    • Ability Score Increase: Wisdom +1.
    • Dwarven Toughness: Your hit point maximum increases by 1 and increases by 1 every time you gain a level.
    • Heart of Lightning: You have resistance to Lightning, Thunder and Necrotic, and resistance to magical healing. You have a weakness to acid damage.
    • Sunlight Growth: They have expertise with any checks relating to growing plants in the sunlight where they live. When looking at the sky in daylight, you can take an action to know which way is north.
    • Evolution (1st Evolution): Counts as the Old Dwarf 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)
  • Player Choices:
    • Spells Known: Lesser Restoration (ph)
    • Spell Replaced: Detect Magic with Wotans Rede (mhh203)
    • Weapons Mastery: Hand Crossbow
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Learn Musical Instrument (Harp)
    • 2nd Week – Learn Ritual Spell (Enhance Oration (bls52))
    • 3rd Week – Research Vampires
    • 4th Week – Research Hellforges
    • 5th Week – Learn Ritual Spell (Locate Animals or Plants (ph))
    • 6th Week – Learn Ritual Spell (Locate Animals or Plants (ph))
    • 7th Week – Learn Ritual Spell (Magic Mouth (ph))
    • 8th Week – Learn Ritual Spell (Magic Mouth (ph))
Advancing to 4th level Bard
  • Attributes – Bard – Level 04
    • 5 HP + Con Mod
    • Ability Score Improvement (gain both) Abilities and Feat
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3)

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

Racial OptionsElvenSunfey (Elf of Fire) Traits

  • Ability Score Increase: Intelligence +1.
  • Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom or Charisma is your spellcasting ability for it (whichever is higher).
  • Cunning Diplomat (Sunfey) You can always use Intelligence, when making a Deception, Insight, Intimidation or Persuasion check.
  • Extra Language (Sunfey) You know two extra language of your choice.
  • High Elf Education – You are proficient in Culture and one additional skill of your choice.
  • High Elf Weapon Training (Sunfey) Proficiency with Longsword, Shortsword, Shortbow and Longbow or four proficiencies of your choice with GM permission.
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Fireologist, Elvenologist.
  • Racial Subtypes: Count as a Elf, High Elf and Humanoid.
  • Evolution (1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As according to the Aspected traits a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

Elemental AspectsFire 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

  • Player Choices:
    • Attributes: +2 Charisma
    • Feat Selection – Actor (ph165)
    • Spells Known – Grudge Match (mhh172)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Learn Ritual Spell (Bless Rune)
    • 2nd Week – Learn Ritual Spell (Bless Rune)
    • 3rd Week – Learn Ritual Spell (Know Rune)
    • 4th Week – Learn Ritual Spell (Know Rune)
    • 5th Week – Learn Ritual Spell (Wotan’s Rede (mhh203))
    • 6th Week – Learn Ritual Spell (Wotan’s Rede (mhh203))
    • 7th Week – Learn a Language (4th) Elven
    • 8th Week – Learn a Language (4th) Elven
Advancing to 5th level Bard
  • Attributes – Bard – Level 05
    • 5 HP + Con Mod
    • Bardic Inspiration Upgrade: Inspiration dice upgraded to d8.
    • Font of Inspiration: Inspiration returns after a short rest.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (2)
  • Attributes – Dwarven Traits:
    • Ability Score Increase: Constitution +2
    • Alignment: Dwarves are Lawful in general
    • Size: 4 to 5 ft tall and average about 150 pounds. Medium size.
    • Speed: base walking is 25 ft and your speed is not reduced by heavy armour
    • Darkvision (Dwarf) 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.
    • Dwarven Combat TrainingWeapons Mastery: Gains proficiency with five weapons of significance of your choice. If you have proficiency with these weapons, they are upgraded to skilled. Standard Weapons – Battleaxe, Handaxe, Throwing Hammer, and Warhammer
    • Tool Proficiency: You are proficient with the artisan’s tools of your choice: Smith’s tools, brewer’s supplies, or mason’s tools.
    • Stonecunning (Dwarf) Whenever you make a Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
    • Prophecy: Each dwarf is given a prophecy from their birth that describes how they die.
    • Languages: You speak, read and write Common (Thyatian) and Dwarvish.
    • Pantheon: Dwarven and Gnome
  • Attributes – Dwarven – Stonebound (Dwarf of Earth) Traits
    • Ability Score Increase: Strength +2.
    • Heart of Stone (Stonebound) You have advantage on saving throws against necrotic and radiant effects. You have resistance to necrotic and acid damage, resistance to magical healing. You also have weakness to lightning damage. While touching the earth you can find your way back from where you have come.
    • Dwarven Armour Training: You have proficiency with light and medium armour.
    • Master Crafter: They have expertise with their chosen profession when reaching adult.
    • Evolution (1st Evolution): Counts as the Old Dwarf 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.

Attributes – Earth Aspected Traits

  • Ability Score Increase: Constitution +2
  • Appearance: Green eyes, Veins, Skin or Hair are trademarks of Earth Aspected characters.
  • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Earth Evolution: Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Earth Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)
  • Player Choices:
    • Spell Known – Thunderclap (mhh197)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Learn Ritual Spell (Feign Death (ph240))
    • 2nd Week – Learn Ritual Spell (Feign Death( ph240))
    • 3rd Week – Learn Ritual Spell (Feign Death (ph240))
    • 4th Week – Learn Ritual Spell (Leomunds tiny hut (ph255))
    • 5th Week – Learn Ritual Spell (Leomunds tiny hut (ph255))
    • 6th Week – Learn Ritual Spell (Leomunds tiny hut (ph255))
    • 7th Week – Learn Ritual Spell (Air Forge (bls13))
    • 8th Week – Learn Ritual Spell (Air Forge (bls13))
Advancing to 6th level Bard
  • 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 – Bard – Level 06
    • 5 HP + Con Mod
    • Bardic College Upgrade: Gain more features from chosen bardic college
    • Countercharm (ph54) As an action you can start a performance that lasts until the end of your next turn. During this time, you and any friendly creatures within 30 ft of you have advantage on saving throws against being frightened or charmed. The performance ends early if you are incapacitated, silenced, of chose to do so as a free action.
    • Musical Instrument – You learn another musical instrument or gain expertise in one instrument you already are proficient with.
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3)
  • Attributes – Bard – College of Valour – Level 06
    • Extra Attack – When making the attack action, you can attack twice.

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

Racial OptionsElvenSunfey (Elf of Fire) Traits

  • Ability Score Increase: Intelligence +1.
  • Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom or Charisma is your spellcasting ability for it (whichever is higher).
  • Cunning Diplomat (Sunfey) You can always use Intelligence, when making a Deception, Insight, Intimidation or Persuasion check.
  • Extra Language (Sunfey) You know two extra language of your choice.
  • High Elf Education – You are proficient in Culture and one additional skill of your choice.
  • High Elf Weapon Training (Sunfey) Proficiency with Longsword, Shortsword, Shortbow and Longbow or four proficiencies of your choice with GM permission.
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Fireologist, Elvenologist.
  • Racial Subtypes: Count as a Elf, High Elf and Humanoid.
  • Evolution (1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As according to the Aspected traits a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

Elemental AspectsFire 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

  • Player Choices:
    • Cantrips Known: Encrypt/Decrypt (mhh165)
    • Spells Known – Hero’s Steel (mhh173)
    • Weapons Mastery: Hand Crossbow (Expert)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Secret Craft – 1st Circle (1st) – Craftologist / Weapons Mastery – Dart (Skilled)
    • 2nd Week – Weapons Mastery – Option (Chuul Ichor) / Rune of Matter (Iron)
    • 3rd Week – Weapons Mastery – Option (Concealed Weapon) / Rune of Matter (Copper)
    • 4th Week – Weapons Mastery – Option (Deathtoad Toxin) / Rune of Matter (Silver)
    • 5th Week – Weapons Mastery – Option (Distracting Shot) / Rune of Matter (Gold)
    • 6th Week – Weapons Mastery – Option (Patient Shot) / Rune of Matter (Platinum)
    • 7th Week – Weapons Mastery – Option (Pinning Hit) / Rune of Matter (Mithril)
    • 8th Week – Weapons Mastery – Option (Rapid Shot) / Rune of Matter (Adamantin)
Advancing to 7th level Bard
  • Attributes – Bard – Level 07
    • 5 HP + Con Mod
    • 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 – Weapons Mastery – Option (Scorpion Venom) / Rune of Matter (Obsidian)
    • 2nd Week – Weapons Mastery – Option (Wooziness Tonic) / Rune of Matter (Jade)
    • 3rd Week – Weapons Mastery – Option (Rapid Shot) /Rune of Matter (Stone)
    • 4th Week – Weapons Mastery – Dart (Expert) / Rune of Matter (Bone)
    • 5th Week – Weapons Mastery – Blowgun 1H (Skilled) / Appeasing Gods (Recover soul burn)
    • 6th Week – Weapons Mastery – Blowgun 1H (Expert) / Appeasing Gods (Recover soul burn)
    • 7th Week – Weapons Mastery – Blowgun 2H (Skilled) / Appeasing Gods (Recover soul burn)
    • 8th Week – Weapons Mastery – Blowgun 2H (Expert) /Appeasing Gods (Recover soul burn)
Advancing to 8th level Bard
  • Attributes – Bard – Level 08
    • 5 HP + Con Mod
    • Ability Score Improvement (gain both) Abilities and Feat
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (4), 2nd (3), 3rd (3), 4th (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 –

Shofa (Stefan)
  1. F004 – d6 of Redtooth (M’drak)
  2. F007 – Horsebone Wand (Shofa)
  3. F011 – Medallion of Thoughts. Created by Undead, Quirk of Hungry. (M’drak)
  4. F014 – Dwarven Fortress Arrows (3x M’Drak)
  5. F016 – Ild Rune Stones (Shofa/Shoval) – Rune of Power
  6. F017 – Spell Scroll – Spare the Dying (x10 Shofa)
  7. F018 – Wand of the Songstress (Shofa)
  8. F020 – Wand of Pyrotechnics (Shofa)
  9. tba – Magical Longsword (clan longsword, dwarven runes)
  10. tba – Magical Hand Crossbow (+1)

Items consumed (used, lost or sold during storyline)

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.

Sunfey Bard College of Valour (Level 7)

Shofa (aka M’drak)
Medium Female Elf of Fire (Sunfey), chaotic
Bard, College of Valour 7

  • Armour Class:
  • Hit Points: 45 (7d8+7)
  • Speed: 30 ft

STR 10 (-) DEX 13 (+1) CON 12 (+1) INT 15 (+2) WIS 15 (+2) CHA 17 (+3)

  • Saving Throws: +4 Dexterity, +6 Charisma
  • Weapon and Armour: (Proficient) Light and Medium Armour, Shields, Simple and Martial Weapons (Skilled) Battleaxe, Handaxe, Longbow, Longsword, Shortbow, Shortsword, Throwing Hammer, and Warhammer. (Expert) Blowgun (1H, 2H), Dart, Crossbow (Hand).
  • Tools: Blacksmith, Metalsmith (Expertise), Musical Instruments (Bagpipes, Drums, Harp, Lute, Teenage Angst, Vocals)
  • Skills: (Proficient) +5 Arcana (I), +5 History (I), +5 Insight (W), +5 Medicine (W), +5 Perception (W), +6 Persuasion (C), +5 Religion (I)
  • Senses: +5 Perception (W), Darkvision 60ft
  • Languages: Common (Thyatian), Draconic, Dwarvish (High, Rockhome), Elven, Ethengarian, Goblin, Heldannic

ABILITIES

  • Bardic Inspiration (Bard 1st ph53 – d6 – 3 Uses): As a bonus action, you give another character inspiration as long as they can hear you within 60 ft. A character can have inspiration for 10 ten minutes. They can use this inspiration on one ability check, attack roll or saving throw after they make the roll but before they give the GM the result. You can use this feature up to your Charisma modifier (minimum 1) which refreshes after a long rest.
    • Bardic Inspiration Upgrade (Bard 5th) Inspiration dice upgraded to d8.
    • Combat Inspiration (College of Valor) A creature with your inspiration dice can use it to add to damage, or as a reaction to add to their AC when they are attacked but before they know the result.
    • Font of Inspiration (Bard 5th) Inspiration returns after a short rest.
  • Cantrip (Sunfey) You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • 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 (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.
  • Extra Attack (College of Valour) When making the attack action, you can attack twice.
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Guild Membership (Guild Artisan) – As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
    • Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
    • You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
  • Jack of All Trades (Bard 2nd ph54) gain half proficiency (rounded down) to all skill checks that your not proficient in.
  • Keen Senses (Elven) You have proficiency in the Perception skill.
  • 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.
  • Prophecy (Stonebound) Each dwarf is given a prophecy from their birth that describes how they die.
  • Song of Rest (Bard 3rd ph54) You can use soothing music of oration to help revitalise your allies during a short rest. Allies who can hear your performance gain 1d6 extra hit points at the end of a short rest.
  • Stonecunning (Stonebound) Whenever you make a Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • 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.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.

SECRET CRAFTS

  • Secret Craft – Craftologist – 1st Circle
    • Craft Bonus = +6 (Proficiency + Int + circle +2 (tba))
    • Craft DC: 14 (The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (tba))
  • Secret Craft – Cryptologist – 1st Circle
    • Craft Bonus = +6 (Proficiency + Int + circle +2 (Dwarves, Dragonkin, Giantkin and Human (Heldannic)))
    • Craft DC: 14 (The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (Dwarves, Dragonkin, Giantkin and Human (Heldannic))).

Secret Crafts – The Craft Check (used whenever a 1 or a 20 is rolled on a craft check)

  • Base Craft Check Critical Failure: A roll of a 1 on this check is a curse from your patron, and you suffer a mishap. Check each of the crafts for what happens during a mishap. The standard thing that happens is that it doubles the loss to maximum hit points due to soulburn. This also ends any ongoing effects from your crafts.
  • Base Craft Check Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. Check each of the crafts for what happens during a boon. The standard thing is that you half the loss to maximum hitpoints due to soulburn.

Craftologist Additional Crit Effects

  • Craftologist Additional Craft Mishap: In addition to the base critical failure effect you cause one of your items to explode 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 craft until you finish a long rest and have disadvantage on rolls using tools.
  • Craftologist Additional Craft Boon: In addition to the base critical success effect you are able to learn a new crafting recipe for mundane equipment and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of crafting is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using tools.

Cryptologist Additional Crit Effects

  • Cryptologist Additional Craft Mishap: In addition to the critical failure effect your mind is wracked with pain 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 your craft language until you finish a long rest and have disadvantage on rolls using the language. And as further punishment from your transgression you take an effect based on how many runes you used that day already. Further uses of the power until you finish a long rest are treated as a critical failure.
    • First activation of a Rune that day – a hurricane centred on you covering 24 miles lasting 1d12 hrs with no travel possible during this event
    • Second activation of a Rune that day – a minor earthquake shakes the area covering 16 miles centred on you.
    • Third activation of a Rune that day – a violent earthquake shakes the area within a 32 miles radius cause great structural damage.
    • More than three runes activated that day – the violent earthquake and the hurricane both occur over a 32 miles radius, with no magic or runes working for 6d4 hours and the rune you used is altered and must be relearned by all runemasters who know it..
  • Cryptologist Additional Craft Boon: In addition to the base critical success effect your mind is bolstered by the power of the immortal and you feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. As an additional effect your activation of runes for the day is cleared. Your grasp of your craft language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated)

Craftologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, light of a colour appealing to you radiates out to 10ft and everyone within your light radius has advantage on craft related checks.

Cryptologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate green light 5 ft radius and can see any active rune’s within 60 ft of you.

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

  • Craft 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 power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • God Crafting (Power SB 1 DC 16: As an action you can gain the benefit of a weeks worth of crafting in an instant, but still need to make the crafting roll to build the item.
  • Practiced Hand (Enhancement SB 1 DC 16): Activated during a short rest. You gain expertise on Crafting checks and tool use.
  • Resource Allocation (Enhancement SB 1 DC 16): Activated during a short rest. When you craft an item, it reduces the cost by 5%.

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

  • First Circle Powered Rune (Power SB 1 DC 16): Once per rune per day, you can use an action to learn about a active rune you can touch, while also causes it to light up with a white light for 60 ft while you touch it. This does not use up the power in the rune.
  • Power Lesser Rune of Matter (Enhancement SB 1 DC 16): As a standard action you can activate this power to activate a lesser rune of matter you created, this causes it to light up with a dim 5ft white glow.
  • Activate Lesser Rune of Matter (Power SB 1 DC 16): This allows use an activated lesser rune of matter as a bonus action for the reshaping of the affected matter within a one-foot diameter per level. This could be used to open passageways through stone, mend broken items, calm an area of water. Reshaping lasts if the crafter is concentrating or up to a minute whichever is shorter, at which time they can choose for the material to keep its new shape or return to its previous shape. This expends the power from a rune.
  • Draw Lesser Rune of Matter (Power SB 1 DC 16): You scribe a lesser rune of matter you know in the air. It remains while you concentrate. You can maintain up to your Intelligence modifier in different runes, usually one of each circle.
  • Greater Rune Bonus (Enhancement SB 1 DC 16): As an action, you can activate this power to have the bonus power of a Greater rune.

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

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Enhance Familiar (SB 1+): When summoning your familiar, you can choose to give it the ability to help with crafting to the familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar. This loss is permanent while you have the familiar.
  • Enhance Companion (SB 1+): When summoning a beast as a companion you can give it the ability help with crafting. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) you can give it the ability help with crafting. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.
  • Metallurgical Expertise (SB 1) You can halve the costs of downtime conducted in the same week you activate this, which can remain active till you finish your downtime activities taking up one of your downtime options for that week.

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

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
  • Learn Greater Rune (Con 1) You can spend a week downtime, with special preparation, and if you don’t die you learn 1 rune chosen for you by the gods, and sacrifice one point of constitution that cannot be regained with magic and reduces the maximum you can reach at the same time. Chance of death is a craft check DC of 16 plus the number of greater runes you know) You can then use a greater rune power at its cost level without manifesting the craft. DC for Power Bonus is as 1st circle, powers at 2nd circle, and mastery powers at 4th circle, as long as you meet the level requirements, and take soul burn equal to the circle required.
  • Research Lesser Rune of Matter (SB 1): A crafter may research a lesser rune of matter the same as a 1st level spell and learn the rune for non-living material such as gold, steel, lead, granite, sand, crystal, water, glass, leather, silk. wood, tar, etc.
  • Runic Familiar or Companion (SB 1+): You can choose to incorporate a rune you know into a companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have access to the familiar.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) you can incorporate the rune into the mount. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have access to the Mount.
  • Scribe Lesser Rune of Matter (SB 1): You can scribe a lesser rune of matter that you have in your book of runes onto a surface as a 10 minute ritual using a crafter check DC 16 and costs 50 gp.

SPELLCASTING

  • Spellcasting (ph53 – Bard) 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 = 14 (8+prof+ability)
    • Spell Attack = +6 (prof+ability)
    • Spells Known = 3 Cantrips plus 10 other spells
      • Cantrips – Encrypt/Decrypt (mhh165), Scribe (mhh190), Vicious Mockery (ph)
      • 1st Level Spells – Healing Word (ph), Ill Fated Word (mhh175), Loki’s Gift (mhh181), Trick Question (mhh199)
      • 2nd Level Spells – Grudge Match (mhh172), Lesser Restoration (ph), Wotan’s Reder (mhh203)
      • 3rd Level Spells – Hero’s Steel (mhh173), Thunderclap (mhh197)
    • Spell Slots = 1st (4), 2nd (3), 3rd (3), 4th (1)
  • Ritual books (Bard) Rituals not known as Spells or Memorises for the day require a character to make a Ritual Caster check with a DC = 10 + 2x spell level. bard Ritual spells use History for the check.
    • Ritual Spell Check: +5 (History)
    • Rituals Known – Air Forge (DC14), Bless Rune (DC14), Comprehend Languages (DC12), Detect Life (DC12), Detect Magic (DC12) Enhance Oration (DC12), Feign Death (DC16), Identify (DC12), Illusory Script (DC12), Know Rune (DC14), Leomunds Tiny Hut (DC16), Locate Animals or Plants (DC14), Magic Mouth (DC14), Protection from Good and Evil (DC12), Speak with Animals (DC12), Speak to Inanimate Objects (DC12), Unseen Servant  (DC12), Wotan’s Rede (DC14)
    • Ritual Book #1 (100/100 pages)
      • 1st Level – Comprehend Languages (ph), Detect Life (bls43), Detect Magic (ph232), Enhance Oration (bls52), Identify (ph252), Illusory Script (ph), Protection from Good and Evil (ph270), Speak with Animals (ph), Speak to Inanimate Objects (mhh194), Unseen Servant  (ph)
      • 2nd LevelBless Rune*, Know Rune*, Locate Animals or Plants (ph), Magic Mouth (ph), Wotan’s Rede (mhh203)
      • * Items to be detailed later by GM
    • Ritual Book #2 (40/100 Pages)
      • 2nd Level – Air Forge (bls13)
      • 3rd Level – Feign Death (ph240), Leomunds Tiny Hut (ph255)
  • Runes Known:
    • Matter (1st Circle) Adamantine, Bone, Copper, Gold, Iron, Jade, Mithril, Onyx, Platinum, Silver, Stone

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

WEAPON OPTIONSChuul Ichor, Concealed Weapon, Deathtoad Toxin, Distracting Shot, Patient Shot, Pinning Hit, Rapid Shot, Scorpion Venom, Wooziness Tonic

Chuul Ichor: A creature hit by a weapon coated with this poison must make a Base DC Constitution saving throw. On a failure, it is paralyzed until the beginning of its next turn.(Expert in Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

Concealed Weapon: You can make a Dexterity (Sleight of Hand) check opposed by active or passive Wisdom (Perception) check to conceal this weapon. As an action you can attack with a concealed weapon gaining advantage. (Expert in Blackjack, Dagger, Dart, Hand Crossbow)

Deathtoad Toxin: A creature hit by a dart coated with this poison must make a Base DC Constitution saving throw. On a failure, it takes +1 dice of poison damage. (Expert in Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

Distracting Shot: As an action, make a single attack with your ranged weapon. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn. (Expert in Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling)

Patient Shot. You carefully align your ranged weapons sites over your target. As an action in a turn that you have not moved, you may make a single ranged attack with advantage. (Expert in Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling)

Pinning Hit: When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Strength saving throw vs your Base DC. On a failure the creature is reduced to zero movement and can use an action on their turn to make another Strength saving throw. (Expert in Bastard Sword, Battleaxe, Dagger, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick)

Rapid Shot: You rapidly reload your weapon with loading, throwing off your aim but allowing you to make an additional attack this turn. As a bonus action, you may reload your hand crossbow and make an attack with it against a target within 30 feet. This attack has disadvantage. (Expert in Hand Crossbow, Light Crossbow)

Scorpion Venom: A creature subjected to this poison must make a Base DC Constitution saving throw at the beginning of each of its turns, taking 24 (7d6) poison damage on a failed saving throw, or half as much on a successful one. This poison lasts until the target succeeds on three saving throws or is magically cured. (Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

Wooziness Tonic: A creature hit by a dart coated with this poison must make a Base DC Constitution saving throw. On a failure, it is poisoned until the end of its next turn. (Expert in Blowgun 1H, Blowgun 2H, Dart, Hand Crossbow)

FEATS

  • Actor (ph165) Skilled at mimicry and dramatics, you gain the following benefits.
    • Charisma +1 (to a max of 20)
    • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
    • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking. or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Companions

  • Name – Cushion (Polar Bear Mount)
  • Notes
  • Background:
  • Age: Height: Proficiency Bonus: +3
  • Characteristics:
    • Personality:
    • Ideal:
    • Bond:
    • Flaw:
    • Personal Goals:
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +abil mod

Equipment

  • Armour
  • Weapons
  • Magical Items – d6 of Redtooth
  • Magical Item – Uncommon – d6 of Redtooth – 100 gp
    • This six-sided dice uses dwarven runes for numbers and was used by a fallen prophet in the past and was split up from its sibling dice bringing ruin to all who carry it. Rumours persist that if an owner was to reunite the set, they would gain fortune beyond that of any other clan. The item cannot be sold, traded or lost in anyway. You gain advantage on rolling this six-sided dice, unless it is attuned to someone at the time. The bearer feels a sense of distaste when in contact with the item and continues to sense discomfort while bearing it. The item can’t be broken. Special means must be used to destroy it.
    • Attunement: Whenever you roll this six-sided die, you can control which number it rolls.
    • Relic: If you are a halfling, and your attuned to it, you can control the number even when someone else rolls it.
    • Set Bonus: This item is part of a set.
    • Details built from: Created by Dwarves, Prophecy History, Minor Property of Unbreakable, Quirk of Repulsive.
    • Owners and History:
      • 1000-01-01 – M’drak (Dwarf Bard) family inheritance.

SECRET CRAFTS

  • Secret Craft – Craftologist – 1st Circle
    • Craft Bonus +6 (Proficiency + Int + circle +2 (tba))
    • Craft DC 14 (8 + Prof + Int mod + circle achieved +2 (tba))
  • Secret Craft – Cryptologist – 1st Circle
    • Craft Bonus +6 (Proficiency + Int + circle +2 (Dwarves, Dragonkin, Giantkin and Human (Heldannic)))
    • Craft DC 14 (8 + Prof + Int mod + circle achieved +2 (Dwarves, Dragonkin, Giantkin and Human (Heldannic))
  • Secret Craft – Entertainologist – Initiate
    • Craft Bonus +6 (Proficiency + Cha + circle +2 (tba))
    • Craft DC 14 (8 + Prof + Cha mod + circle achieved +2 (tba))
  • Secret Craft – Fireologist – Initiate
    • Craft Bonus +7 (Proficiency + Int + circle +2 (elemental aspect, genasi))
    • Craft DC 15 (8 + Prof + Int mod + circle achieved +2 (elemental aspect, genasi))
  • Secret Craft – Musicologist – 1st Circle
    • Craft Bonus +7 (Proficiency + Cha + circle +2 (tba))
    • Craft DC 15 (8 + Prof + Cha mod + circle achieved +2 (tba))
  • Secret Craft – Spiritologist – Initiate
    • Craft Bonus +5 (Proficiency + Wis + circle +2 (Atruaghin, Ethengarian and Traladaran))
    • Craft DC 13 (8 + Prof + Wis mod + circle achieved +2 (Atruaghin, Ethengarian and Traladaran))

Secret Crafts – The Craft Check (used whenever a 1 or a 20 is rolled on a craft check)

  • Base Craft Check Critical Failure: A roll of a 1 on this check is a curse from your patron, and you suffer a mishap. Check each of the crafts for what happens during a mishap. The standard thing that happens is that it doubles the loss to maximum hit points due to soulburn. This also ends any ongoing effects from your crafts.
  • Base Craft Check Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. Check each of the crafts for what happens during a boon. The standard thing is that you half the loss to maximum hitpoints due to soulburn.

Craftologist Additional Crit Effects

  • Craftologist Additional Craft Mishap: In addition to the base critical failure effect you cause one of your items to explode 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 craft until you finish a long rest and have disadvantage on rolls using tools.
  • Craftologist Additional Craft Boon: In addition to the base critical success effect you are able to learn a new crafting recipe for mundane equipment and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of crafting is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using tools.

Cryptologist Additional Crit Effects

  • Cryptologist Additional Craft Mishap: In addition to the critical failure effect your mind is wracked with pain 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 your craft language until you finish a long rest and have disadvantage on rolls using the language. And as further punishment from your transgression you take an effect based on how many runes you used that day already. Further uses of the power until you finish a long rest are treated as a critical failure.
    • First activation of a Rune that day – a hurricane centred on you covering 24 miles lasting 1d12 hrs with no travel possible during this event
    • Second activation of a Rune that day – a minor earthquake shakes the area covering 16 miles centred on you.
    • Third activation of a Rune that day – a violent earthquake shakes the area within a 32 miles radius cause great structural damage.
    • More than three runes activated that day – the violent earthquake and the hurricane both occur over a 32 miles radius, with no magic or runes working for 6d4 hours and the rune you used is altered and must be relearned by all runemasters who know it..
  • Cryptologist Additional Craft Boon: In addition to the base critical success effect your mind is bolstered by the power of the immortal and you feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. As an additional effect your activation of runes for the day is cleared. Your grasp of your craft language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

Entertainologist Additional Crit Effects

  • Entertainologist Additional Craft Mishap: In addition to the base critical failure effect you are vibrating with Thunder 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 conduct performances until you finish a long rest and have disadvantage on rolls using instruments.
  • Entertainolgist Additional Craft Boon: In addition to the base critical success effect you are resonating with supporting vibrations causing a Thunder effect but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of performing is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using performance.

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.

Musicologist Additional Crit Effects

  • Musicologist Additional Craft Mishap: In addition to the base critical failure effect you are vibrating with Thunder 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 conduct performances until you finish a long rest and have disadvantage on rolls using instruments.
  • Musicologist Additional Craft Boon: In addition to the base critical success effect you are resonating with supporting vibrations causing a Thunder effect but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of performing is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using performance.

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 Crafts – Manifestations (Replaces other active secret craft manifestation when activated)

Craftologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, light of a colour appealing to you radiates out to 10ft and everyone within your light radius has advantage on craft related checks.

Cryptologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate green light 5 ft radius and can see any active rune’s within 60 ft of you.

Musicologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate soothing hum 5 ft radius. Your vocal and language dependant effects, powers and magic are extended by twice your musicologist radius.

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

  • Craft 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 power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • God Crafting (Power SB 1 DC 16: As an action you can gain the benefit of a weeks worth of crafting in an instant, but still need to make the crafting roll to build the item.
  • Practiced Hand (Enhancement SB 1 DC 16): Activated during a short rest. You gain expertise on Crafting checks and tool use.
  • Resource Allocation (Enhancement SB 1 DC 16): Activated during a short rest. When you craft an item, it reduces the cost by 5%.

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

  • First Circle Powered Rune (Power SB 1 DC 16): Once per rune per day, you can use an action to learn about a active rune you can touch, while also causes it to light up with a white light for 60 ft while you touch it. This does not use up the power in the rune.
  • Power Lesser Rune of Matter (Enhancement SB 1 DC 16): As a standard action you can activate this power to activate a lesser rune of matter you created, this causes it to light up with a dim 5ft white glow.
  • Activate Lesser Rune of Matter (Power SB 1 DC 16): This allows use an activated lesser rune of matter as a bonus action for the reshaping of the affected matter within a one-foot diameter per level. This could be used to open passageways through stone, mend broken items, calm an area of water. Reshaping lasts if the crafter is concentrating or up to a minute whichever is shorter, at which time they can choose for the material to keep its new shape or return to its previous shape. This expends the power from a rune.
  • Draw Lesser Rune of Matter (Power SB 1 DC 16): You scribe a lesser rune of matter you know in the air. It remains while you concentrate. You can maintain up to your Intelligence modifier in different runes, usually one of each circle.
  • Greater Rune Bonus (Enhancement SB 1 DC 16): As an action, you can activate this power to have the bonus power of a Greater rune.

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

  • Countersong (Power SB 1 DC 16): Acts as the spell counterspell.
  • Deafening Thunder (Enhancement SB 1 DC 16): When your attack does Thunder damage, you can choose to cause the subject to make a Constitution saving throw or become deafened until they take a short rest or have an ability or spell used on them that removes the deafened condition.
  • Music 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 power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Song of Woe (Power SB 1 DC 16): As an action you can activate this power. Enemies within 60 ft have a -2 to Wisdoms saving throws and -1 to attack and damage rolls, you can maintain this with concentration for up to 10 minutes.
  • Thunder Substitution (Enhancement SB 1 DC 16): Activate as part of a short rest. You can substitute the damage type of a spell you cast this round by using a bonus action to that of Thunder.
  • Tuned Ear (Enhancement SB 1 DC 16): You gain advantage on Perception check and saving Throws for Thunder or language dependent effects.

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

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Enhance Familiar (SB 1+): When summoning your familiar, you can choose to give it the ability to help with crafting to the familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar. This loss is permanent while you have the familiar.
  • Enhance Companion (SB 1+): When summoning a beast as a companion you can give it the ability help with crafting. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) you can give it the ability help with crafting. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.
  • Metallurgical Expertise (SB 1) You can halve the costs of downtime conducted in the same week you activate this, which can remain active till you finish your downtime activities taking up one of your downtime options for that week.

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

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
  • Learn Greater Rune (Con 1) You can spend a week downtime, with special preparation, and if you don’t die you learn 1 rune chosen for you by the gods, and sacrifice one point of constitution that cannot be regained with magic and reduces the maximum you can reach at the same time. Chance of death is a craft check DC of 16 plus the number of greater runes you know) You can then use a greater rune power at its cost level without manifesting the craft. DC for Power Bonus is as 1st circle, powers at 2nd circle, and mastery powers at 4th circle, as long as you meet the level requirements, and take soul burn equal to the circle required.
  • Research Lesser Rune of Matter (SB 1): A crafter may research a lesser rune of matter the same as a 1st level spell and learn the rune for non-living material such as gold, steel, lead, granite, sand, crystal, water, glass, leather, silk. wood, tar, etc.
  • Runic Familiar or Companion (SB 1+): You can choose to incorporate a rune you know into a companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have access to the familiar.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) you can incorporate the rune into the mount. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have access to the Mount.
  • Scribe Lesser Rune of Matter (SB 1): You can scribe a lesser rune of matter that you have in your book of runes onto a surface as a 10 minute ritual using a crafter check DC 16 and costs 50 gp.

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

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Enhance Familiar (SB 1+): When summoning your familiar, you can choose to give it the ability to perform music appropriate to the familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar. This loss is permanent while you have the familiar.
  • Enhance Companion (SB 1+): When summoning a beast as a companion you can give it the ability to perform music. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) you can give it the ability to perform music. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.

Conclusion

More details to come.

Content Updates

D&D 5E in Mystara

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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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