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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Multiclass Cleric Wizard

Dungeons and Dragons – Mystara

Class Build – Multi Class Cleric Wizard

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

For one of my new gamers they are building a sorcerer using the wild magic option that is part of my campaign setting so I thought I would make a post about all the linked content so its all in one place and will make referencing it easier.

Where to Start – Race

Race is one of the most inportant aspects of character creation as it points to solutions of class, homeland and background options that work well with the charcter concept.

There are a few different options in my setting for taking on character races, here is a link to the source material for my players – DnD Races Page.

Player was happy with Human of Earth (Ethengarian).

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

Class Options – Ranger?

Base racial options for the character are as follows.

The player has chosen to go with Ranger as their base class, which they then lost at second level.

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 walkthrough.

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

  • Total Points (27/27)
  • Strength gains 13 – costing 5
  • Dexterity gains 13 – costing 5
  • Constitution gains 8 – costing 0
  • Intelligence gains 14 – costing 7
  • Wisdom gains 11 – costing 3
  • Charisma gains 14 – costing 7

STR 13 (+1) DEX 13 (+1) CON 8 (-1) INT 14 (+2) WIS 11 (-) CHA 14 (+2)

After Point by add the following racial changes: Human (+1 Dex, +1 Con) Earth (+2 Con)

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

Backgrounds

The character background options for consideration suitable for Ethengar:

Chosen Folk Hero

  • Skill Proficiencies – Animal Handling, Survival
  • Tool Proficiencies – One type of artisan’s tools, vehicles (land)
  • Equipment – A set of artisan’s tools (one of your choice), a shovel, an iran pot, a set of common clothes, and a belt pouch containing 10 gp
  • Rustic Hospitality (Folk Hero) Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

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 (Thyatian), Ethengarian
  • National Starting Languages: With Ethengarian national language also been Ethengarian, picked up Traladaran.
  • Background Languages

Name and Sex

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

Choice of Background and Quirks

I left the choice of quirks and background to the player.

Weapons Mastery

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

  • Weapons Mastery
    • Racial (1st) – Longbow
    • Class (1st) – Warhammer (Terra holy weapon)
    • Level (3rd) – Longbow (skilled)
    • Level (6th) – Longbow (expert)

Secret Crafts

Secret Craft Options available to the character.

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

Secret CraftDevourologist – Initiate

  • Craft Bonus = Proficiency + Wis + circle +2 (earth aspected)
  • 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 – Oltec

Devourologist Additional Crit Effects

  • Devourologist Additional Craft Mishap: In addition to the base critical failure, you take irreducible necrotic damage (from the standard mishap) as a punishment from your mentor, this also reduces your Wisdom by 1.
  • Devourologist Additional Craft Boon: In addition to the base critical success, your muscles are wreathed in power and you gain a point of Wisdom.

Secret CraftsDevourologist – 1st Circle

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

Devourologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you dim light within a 5 ft radius. All plants and beast in the radius take 1 point of necrotic damage at the end of your turn, this also soils plant-based food.

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

  • Flesh is Life (Power SB 1 DC 16) As an action, you can eat the flesh of a fallen foe and recover hit points equal to its hit dice. You can do this once per fallen foe.
  • Speak with Spirits (Power SB 1 DC 16) This works as “Speak with Dead” spell except the caster can only speak with the spirits of those who have died in the area without needing a body.
  • Taste the Past (Power SB 1 DC 16) By smelling and tasting a dead body, the crafter can speak with the dead as per the spell, but the body does not need to be whole or able to answer in return as it all appears in the crafters mind. This can be done only once per body per week.
  • Necromancy Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest and stays active if your manifestation is active. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.

Devourologist 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 from Family (SB 1): By spending a week consuming a mixture made from a relative, you can bind their spirit to an object of your choice. You can use this object with your Speak with Spirits power. Can be used by any family member. This loss is permanent while you have the object.
  • Preserve for Later (SB 1): You can spend a short rest to preserve one piece of a recently deceased for use with this craft. This piece will last as many weeks as you have character levels. This loss is permanent while you have the piece.

Secret CraftEarthologist – Initiate

  • Craft Bonus = Proficiency + Con + circle +2 (earth)
  • Bonus Language – Terran
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (earth).
  • Starting Language: Primordial (Terran)

Earthologist Additional Crit Effects

  • Earthologist 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.
  • Earthologist 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 CraftNaturologist – Initiate

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

Naturologist Additional Crit Effects

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

Secret CraftSpiritologist – Initiate

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

Spiritologist Additional Crit Effects

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

Secret CraftsSpiritologist – 1st Circle

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

Spiritologist Apprentice (Manifestation SB 1 DC 16) When you activate this manifestation, you radiate green light 5 ft radius. Your spiritual guardian appears and provides you with trained proficiency in their chosen field.

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

  • Rites of Warding (Enhancement SB 1 DC 16) As a standard action you can activate this enhancement. Your aura also acts as a Protection from Evil and Good, except it only works against spirits.
  • Spirit Question (Power SB 1 DC 16) As a standard action, you can ask one question of your guardian spirit, they will respond based on their interactions with you.
  • Spirit Sense (Power SB 1 DC 16) As a bonus action, you can activate this power to sense all spirits within 60 ft, also granting you advantage on any attack rolls or saving throws checks relating to spirits you sense. The power is active for ten minutes and treated as a concentrate spell.
  • Spirit 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.

Spiritologist 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.
  • Spirit Familiar or Companion (SB 1+): You can choose to have your spirit guide become a part of your animal 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 it is merging with. This loss is permanent while you have the familiar. If you have a class feature that grants you a familiar or companion, you don’t have to pay for the hit dice of the creature.
  • Spirit Mount (SB 1+): You can summon a beast of your spirit animal to become your mount and can be used as a Paladins special mount feature. 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. If you have a class feature that grants you a mount, you don’t have to pay for the hit dice of the creature.
  • Spiritual Saviour (SB 1): By using this downtime activity and spending a week in communion, the spirits can provide a worthy candidate with a quest to benefit your people. While this quest is still achievable and has not been completed, you cannot request another quest from the spirits.

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.

  • (1st) Sorcerer, Spiritologist
  • (2nd) Devourologist
  • (3rd) Chaosologist
  • (4th) Naturologist / Wizard
  • (5th) Earthologist

Spell ListClassCleric Available Spells

  • Cantrips – Guidance (ph), Light (ph256), Mending (ph260), Resistance (ph), Sacred Flame (ph), Spare the Dying (ph), Thaumaturgy (ph)
  • 1st Level – Bane (ph), Bless (ph), Command (ph), Create or Destroy Water (ph), Cure Wounds (ph), Detect Magic – R (ph232), Detect Poison and Disease – R (ph), Guiding Bolt (ph), Healing Word (ph), Inflict Wounds (ph), Protection from Evil and Good – R (ph), Purify Food and Drink (ph), Sanctify (ph), Shield of Faith (ph).
  • 2nd Level – Aid (ph), Augury – R (ph), Blindness/Deafness (ph220), Calm Emotions (ph), Continue Flame (ph), Enhance Ability (ph238), Find Traps (ph), Gentle Repose – R (ph), Hold Person (ph252), Lesser Restoration (ph), Locate Object (ph), Prayer of Healing (ph), Protection from Poison (ph), Silence – R (ph), Spiritual Weapon (ph), Warding Bond (ph), Zone of Truth (ph)
  • 3rd Level – Animate Dead (ph), Beacon of Hope (ph), Bestow Curse (ph), Clairvoyance (ph223), Create Food and Water (ph), Daylight (ph231), Dispel Magic (ph235), Feign Death – R (ph), Glyph of Warding (ph), Magic Circle (ph), Mass Healing Word (ph), Meld into Stone – R (ph), Protection from Energy (ph271), Remove Curse (ph), Revivify (ph), Sending (ph), Speak with Dead (ph), Spirit Guardians (ph), Tongues (ph284), Water Walk – R (ph288)
  • 4th Level – Banishment (ph218), Control Water (ph), Death Ward (ph), Divination – R (ph), Freedom of Movement (ph), Guardian of Faith (ph), Locate Creature (ph), Stone Shape (ph).
  • 5th Level – Commune – R (ph), Contagion (ph), Dispel Evil and Good (ph), Flame Strike (ph), Geas (ph), Greater Restoration (ph), Hallow (ph), Insect Plague (ph), Legend Lore (ph), Mass Cure Wounds (ph), Planar Binding (ph), Raise Dead (ph), Scrying (ph)
  • 6th Level – Blade Barrier (ph), Create Undead (ph), Find the Path (ph), Forbiddance – R (ph), harm (ph), Heal (ph), Heroes’ Feast (ph), Planar Ally (ph), True Seeing (ph), Word of Recall (ph)
  • 7th Level – Conjure Celestial (ph), Divine Word (ph), Etherealness (ph), Fire Storm (ph), Plane Shift (ph), Regenerate (ph), Resurrection (ph), Symbol (ph)
  • 8th Level – Antimagic Field (ph), Control Weather (ph), Earthquake (ph), Holy Aura (ph)
  • 9th Level – Astral Projection (ph), Gate (ph), Mass Heal (ph), True Resurrection (ph)

* details to come. R – Ritual Spells.

  • Spell List – Classes – Wizards
    • Cantrips – Acid Splash (ph211), Blade Ward (ph218), Chill Touch (ph221), Dancing Lights (ph230), Fire Bolt (ph243), Friends (ph244), Light (ph255), Mage Hand (ph257), Mending (ph259), Message (ph259), Minor Illusion (ph261), Poison Spray (ph266), Prestidigitation (ph246), Ray of Frost (ph271), Shocking Grasp (ph275), True Strike (ph284)
    • Level 1 Spells – Alarm – R (ph212), Burning Hands (ph220), Charm Person (ph221), Chromatic Orb (ph221), Colour Spray (ph222), Comprehend Language – R (ph224), Detect Magic – R (ph231), Disguise Self (ph233), Expeditious Retreat (ph238), False Life (ph239), Feather Fall (ph239), Find Familiar – R (ph241), Fog Cloud (ph243), Grease (ph246), Identify – R (ph252), Illusory Script – R (ph252), Jump (ph254), Longstrider (ph256), Mage Armour (ph256), Magic Missile (ph257), Protection from Evil and Good (ph270), Ray of Sickness (ph271), Shield (ph275), Silent Image (ph276), Sleep (ph276), Tasha’s Hideous Laughter (ph280), Tenser’s Floating Disk – R (ph282), Thunderwave (ph282), Unseen Servant – R (ph284), Witch Bolt (ph289)
    • Level 2 Spells – Alter Self (ph211), Arcane Lock (ph215), Blindness/Deafness (ph219), Blur (ph219), Cloud of Daggers (ph222), Continual Flame (ph227), Crown of Madness (ph229), Darkness (ph230), Darkvision (ph230), Detect Thoughts (ph231), Enlarge/Reduce (ph237), Flaming Sphere (ph242), Gentle Repost – R (ph245), Gust of Wind (ph248), Hold Person (ph252), Invisibility (ph254), Knock (ph254), Levitate (ph255), Locate Object (ph256), Magic Mouth – R (ph257), Magic Weapon (ph257), Melf’s Acid Arrow (ph259), Mirror Image (ph260), Misty Step (ph260), Nystul’s Magic Aura (ph263), Phantasmal Force (ph264), Ray of Enfeeblement (ph271), Rope Trick (ph272), Scorching Ray (ph273), See Invisibility (ph274), Shatter (ph275), Spider Climb (ph277), Suggestion (ph279), Web (ph287)
    • Level 3 Spells – Animate Dead (ph213), Bestow Curse (ph218), Blink (ph219), Clairvoyance (ph222), Counterspell (ph228), Dispel Magic (ph234), Fear (ph239), Feign Death – R (ph240), Fireball (ph241), Fly (ph243), Gaseous Form (ph244), Glyph of Warding (ph245), Haste (ph250), Hypnotic Patter (ph252), Leomund’s Tiny Hut – R (ph255), Lightning Bolt (ph255), Magic Circle (ph257), Major Image (ph258), Nondetection (ph263), Phantom Steed – R (ph265), Protection from Energy (ph270), Remove Curse (ph271), Sending (ph274), Sleet Storm (ph276), Slow (ph 277), Stinking Cloud (ph278), Tongues (ph283), Vampiric Touch (ph285), Water Breathing – R (ph287)
    • Level 4 Spells – Arcane Eye (ph214), Banishment (ph217), Blight (ph219), Confusion (ph224), Conjure Minor Elementals (ph226), Control Water (ph227), Dimension Door (ph233), Evard’s Black Tentacles (ph238), Fabricate (ph239), Fire Shield (ph242), Greater Invisibility (ph246), Hallucinatory Terrain (ph249), Ice Storm (ph252), Leomund’s Secret Chest (ph254), Locate Creature (ph256), Mordenkainen’s Faithful Hound (ph261), Mordenkainen’s Private Sanctum (ph262), Otiluke’s Resilient Sphere (ph264), Phantasmal Killer (ph265), Polymorph (ph266), Stone Shape (ph278), Stoneskin (ph278), Wall of Fire (ph285)

R – Ritual Spells

Chaosologist Available Spell List:

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

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

Spell ListSecret CraftDevourologist

  • Cantrip – Shiver (mwb434), Toll the Dead (xge169), Word of Misfortune (mwb437)
  • 1st Level – Cause Fear (xge151), Cloying Darkness (mhh158), Death’s Shadow (ea02-22), Doom of the Cracked Shield (mwb425), Hobble Mount (mwb429), Necrotic Feast (bls89), Screaming Ray (mwb433)
  • 2nd Level – Timely Distraction (mwb435)
  • 3rd Level – Doom of Blue Crystal (mwb425), Life Leech Weapon (bls81), Shadow Bolt (bls104), Shadow Horror (ea02-28), Shadow Mastery (ea02-29), St. Whiteskull’s Borrowing (mwb434)
  • 4th Level – Desiccating Breath (mhh162), Doom of Serpent Coils (mwb426), Nether Weapon (mwb432), Night Terrors (mhh184), Shroud of Death (mwb434), Umbral Touch (bls120)
  • 5th LevelAnnihilation (ea02-21), Dark Dementing (mhh161), Enervation (xge155), Grim Resilience (bls66), Necrotic Touch (bls89), Negative Energy Flood (xge163), Recall Spirit – R *, Shrieking Missile *, Transfer of Vigor (bls118)
  • 6th Level – Advance the Years (bls11), Banshee Wail (mhh150), Call the Heart (bls27), Death Gaze (bls40), Extract Knowledge (mhh166) – R, Life Drain (mwb430)
  • 7th Level – Chain Enervation (bls28), Cone of Decay (bls33), Curse of Dust (mhh161)
  • 8th Level – Abi-Dalzim’s Horrid Wilting (xge150), Devour Essence (bls43), Life Leach (bls81), Shadow Skin *, Shadowstaff (bls105), Umbral Strike (bls120), Zephyr of Death (bls130)
  • 9th Level – Wither Limb (bls129)

* details to be advised. R – Ritual Spells.

Spell ListSecret CraftEarthologist

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

Spell List – Secret Craft – Naturologist

  • Cantrip – Alter Normal Fire (bls13), Daze Animal (bls40), Infestation (xge158), Primal Savagery (xge163)
  • 1st LevelAffect Normal Fog (bls11), Alter Scent (bls13), Beast Bond (xge150), Bee Sting (bls19), Bewildering Tracks (bls19), Call of the Wild Companion (bls27), Chlorophyll (bls31), Divining Rod – R (bls47), Empower Companion (bls52), Feather Step (bls56), Guiding Star – R (mhh172), Mosquito Bane (mhh183), Otter’s Grace (bls92), Pummel (bls95), Snare (xge165), Swirling Leaves (bls115), Tree Ladder (bls119), Wolfsong (mhh203), Woodland Shriek (bls129)
  • 2nd Level – Blessed Harvest (bls22), Boost Potency (bls25), Branch Assault (bls25), Bug Bites (bls26), Catnip (bls28), Chatterwild (bls30), Healing Spirit (xge157), Hunter’s Insight (bls73), Identify Tracks (bls74), Leaf Fall (bls80), Leaf Tide (bls81), Nature’s Aura (bls88), Pollen Cloud (bls94), Quell the Wild (bls95), Regenerate Plant (bls98), Thorn Snare (bls117), Wolf’s Howl (bls129)
  • 3rd Level – Animal Mask (bls13), Bestow Speech (bls19), Dire Rage (bls44), Earthen Concealment (bls49), Halt Plant (bls66), Hornet Wall (bls71), Nature’s Repast (bls89), Nature’s Strength (bls89), Unstoppable Tracker (bls122), Volley of Thorns (bls124)
  • 4th Level – Absorption (bls10), Barbaric Rage (bls17), Charm Monster (xge151), Enliven Wood (bls52), Forest Home (bls61), Guardian of Nature (xge157), Storm Sphere (xge166), Vines of Binding (bls123)
  • 5th Level – Death Spores (bls41), Enrich Soil (bls52), Gutsprout (bls66), Prey’s Scent (bls94), Vengeful Environs (bls122), Wrath of Nature (xge171)
  • 6th Level – Acorn Grove (bls11), Blades of Jade (bls21), Druid Grove (xge154), Nature’s Support (bls89), Plant Form (bls93)
  • 7th Level
  • 8th Level – Darken Forest (bls40), Tranquil Grove (bls118)
  • 9th Level – Crag Warrior (bls35)

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

Spell Lists – Secret CraftSpiritologist

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

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

Character Advancement

Creating a 1st level Ranger

Racial BuildHuman Traits

  • Age: Young Adult at 14, Adult at 18 and live to 100 years.
  • Size: Humans are 4 ½ to 5 ½ feet tall in general. Their size is Medium.
  • Speed: Your base walking speed 30 ft.
  • Weapons Mastery: Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.

Racial BuildHumanEthengarian Traits

  • Ability Score Increase: Dexterity +1, plus one other ability of your choice
  • Skills: Proficiency with Animal Handling or Religion
  • Feat: Mage Slayer or Mounted Combatant
  • Horse Connection (Ethengarian) During a short rest you can communicate with your mount if it is a horse as if you cast speak with animals as long as you have been in its presence and cared for it over the last week.
  • Language: Common language is Thyatian. Gain bonus language Ethengar. This language can also be understood by horses raised by Ethengar tribesmen.
  • Pantheons: Ethengarian, Land Guilds, Radiance
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Earthologist.
  • Evolution (2nd Evolution): Counts as the Neathar, Oltec and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 20% chance for any offspring to be a Genasi.

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.

Class DetailsRanger – Level 01 (Starting)

  • Starting Hit Points – 10 HP + Con Mod
  • Proficiencies:
    • Armour: Light and Medium Armour, Shields
    • Saving Throws: Strength, Dexterity
    • Skills: Nature plus choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Stealth, and Survival
    • Tools: None
    • Weapons Mastery: Gains proficiency with two weapons weapons of your choice at skilled.
  • Equipment:
    • scale male or leather armour
    • two shortswords or two simple weapons
    • Dungeoneers pack or explorers pack
    • A longbow and a quiver of 20 arrows
  • Favoured Enemy (Ranger 1st) Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
    • Choose a type of favored enemy: aberrations, beasts, celestiais, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
    • You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
    • When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
  • Natural Explorer (Ranger 1st) You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
    • While traveling for an hour or more in your favored terrain, you gain the following benefits:
    • Difficult terrain doesn’t slow your group’s travel.
    • Your group can’t become lost except by magical means.
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • If you are traveling alone, you can move stealthily at a normal pace.
    • When you forage, you find twice as much food as you normally would.
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • Player Choices:
    • Racial Options: Skill (Religion), Weapons Mastery (longbow)
    • Background: Artisan (Leatherworking)
    • Attributes:
    • Class Options:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 2nd level Ranger
  • Attributes – Sorcerer – Level 02
    • 4 HP + Con Mod
    • Font of Magic: (ph101) 2 Sorcery Points
      • Flexibly Casting: (ph101) You can spend sorcery points to gain spell slots
    • Spellcasting Increase:
      • Gain 1 Spell:
      • Replace 1 Spell:
      • Spell Slots change to = 1st (3)

Class DetailsRanger – Level 02

  • Hit Points 6 + con (d10)
  • Fighting Style – Choice one
  • Spellcasting (ph66 – Ranger) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom.
    • Cantrips Known (1)
    • Spells Known (2)
    • Spell Save DC = (spell save DC 8+prof+ability)
    • Spell Attack = (prof+ability)
    • Spell Slots – Cantrip (1) 1st (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
Converting to 2nd level Cleric of Nature

Class DetailsCleric – Level 01 (Starting)

  • Starting Hit Points 8 HP first level
  • Starting Proficiencies:
    • Armour – Light and Medium Armour, Shields
      • Multi – also gains these proficiencies
    • Weapons – All simple weapons
    • Tools – None
    • Saving Throws – Wisdom, Charisma
  • Starting Skill Choices Religion and Select Two Athletics, Insight, Intimidation, Medicine, Perception.
    • Multi – Gains Religion as a skill.
  • Starting Gear Choices
    • a mace or a warhammer (if proficient)
    • a scale male or leather armour or chain mail (if proficient)
    • Light crossbow and 20 bolts or any simple weapon
    • a priest pack or explorers pack
    • Shield and a holy symbol
    • a praybook spellbook and Ritual book
  • Divine Domain (Cleric1st) Choose one.
  • Spellcasting (ph58 – Cleric) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom. The caster has the following spells prepared: (A prepared caster has access to your level then add ability modifier spells known from their spellbook)
    • Learn Cantrips (4)
    • Learn Level 1 Spells (6)
    • Spell Save DC = (spell save DC 8+prof+ability)
    • Spell Attack = (prof+ability)
    • Spell Slots – Cantrip (3) 1st (2)
      • Note: Multiclass increase spellcasting slots by one level
  • Divine Ritual book (Cleric) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
  • Weapons Mastery – patrons favoured weapon upgraded (max skilled)

Class BuildClericDomain of Nature – Level 01

  • Acolyte of Nature (Nature 1st) You learn a Druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice. Animal Handling, Nature or Survical.
  • Bonus Proficiency (Nature 1st) You gain proficiency with heavy armour.
  • Domain Spells (Nature 1st) animal friendship (1st ph), speak with animals (1st ph)

Class DetailsCleric – Level 02

  • Hit Points 5 + con (d8)
  • Channel Divinity (Cleric 2nd) One per short or long rest you can channel divinity
    • Turn Undead (Cleric 2nd) As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
      • A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. lt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
  • Divine Domain Upgrade: From selected domain.
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (3)
      • Note: Multiclass increase spellcasting slots by one level
    • Learnt new spells (2)

Class BuildClericDomain of Nature – Level 02

  • Channel Divinity Upgrade (Nature 2nd)
    • Charm Animals and Plants (Nature 2nd) As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate
  • Player Choices:
    • Class – Skills (Insight, Medicine, Religion swapped with History)
    • Cantrips Chosen:
    • Spells Chosen:
Advancing to 3rd level Cleric of Nature
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.

Class DetailsCleric – Level 03

  • Hit Points 5 + con (d8)
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4) 2nd (2)
      • Note: Multiclass increase spellcasting slots by one level
    • Learnt new spells (2)

Class BuildClericDomain of Nature – Level 03

  • Domain Spells (Nature 3rd) barkskin (2nd ph), spike growth (2nd ph)
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 4th Level Multiclass
3rd level Cleric of Nature / 1st level Wizard
  • Class Build – Wizard – Level 01
  • Starting Hit Points: 6 + Con mod (1d6) (first level only)
    • Multiclass – 4 + Con Mod
  • Starting Proficiencies:
    • Armour – None
    • Weapons – Gains proficiency with five simple weapons of your choice. Standard: Daggers, darts, slings, quarterstaff and light crossbow
    • Tools – None
    • Saving Throws – Intelligence, Wisdom
  • Starting Skill Choices – Arcana plus select two from History, Insight, Investigation, Medicine, Religion.
    • Multiclass – Arcana
  • Gear Choices
    • a quarterstaff or a dagger
    • a component pouch or an arcane focus
    • a scholar’s pack or explorers pack
    • arcane spellbook and ritual book
  • Arcane Recovery (Wizard 1st) You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard leveI (rounded up), and none of the slots can be 6th level or higher.
  • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritual book.
  • Spellcasting (Wizard – ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Intelligence. The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Learn Cantrips (4)
    • Learn Level 1 Spells (6)
    • Spell Save DC = (spell save DC 8+prof+ability)
    • Spell Attack = (prof+ability)
    • Spell Slots – Cantrip (1) 1st (2)
      • Note: Multiclass increase spellcasting slots by one level
  • Spell book – The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
  • Ritual book – The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 5th level Multiclass
3rd level Cleric of Nature / 2nd level Wizard of Necromancy

Class DetailsWizard – Level 02

  • Hit Points 4 + con (d6)
  • Arcane Tradition: Choose an arcane tradition.
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (3)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)

Class DetailsWizard – School of Necromancy – Level 02

  • Necromancy Savant (Necromancy 2nd) The gold and time you must spend to copy a necromancy spell into your spellbook is halved.
  • Grim Harvest (Necromancy 2nd) Once per turn, when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the school of necromancy. You don’t gain this from killing constructs or undead.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 6th level Multiclass
3rd level Cleric of Nature / 3rd level Wizard of Necromancy
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.

Class DetailsWizard – Level 03

  • Hit Points 4 + con (d6)
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4), 2nd (2)
      • Note: Multiclass increase spellcasting slots by one level.
    • Learnt new spells (2)
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 7th level Multiclass
4th level Cleric of Nature / 3rd level Wizard of Necromancy

Class DetailsCleric – Level 04

  • Hit Points 5 + con (d8)
  • Ability Score Improvement (gain both) Abilities and Feat
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4) 2nd (2)
      • Note: Multiclass increase spellcasting slots by one level
    • Learnt new spells (2)
  • Player Choices:
    • Attributes – Wisdom +2
    • Feat – Observant (ph168)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Language Learned (1st) – Cyndicean
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 8th level Multiclass
4th level Cleric of Nature / 3rd level Wizard
  • 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 –

Xhall (Eme)
  1. F002 – Golden Arrow of Xhall (Xhall)
  2. F006 – Ancestral Driftglobe (Xhall)
  3. F008 – The Stone Dagger – Rezsur (Xhall)
  4. F009 – The Black Spellbook (Xhall)
  5. F021 – Birch Wand of Entangle (Xhall)
  6. F025 – Beastlore – Darokin (Xhall)
  7. F026 – Dragonlore BC 1,000 (Xhall)
  8. F029 – Book of Belak the Outcast (Xhall)
  9. F030 – Hucrele Spellbook (Xhall)
  10. F045 – Tankard of Sobriety (Xhall)
  11. F046 – Headband of Intellect (Xhall)
  12. F048 – Erendyl Arrow (Xhall)
  13. F049 – Longrunner Clan Arrow (Xhall)
  14. F050 – Chossum Clan Arrow (Xhall)
  15. F051 – Red Arrow Clan Arrow (Xhall)
  16. F052 – Feadil Clan Arrow (Xhall)
  17. F053 – Holy Symbol of Ravenloft (Xhall)

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.

Ethengarian Cleric of Nature 4 / Wizard 3

Xhall Ironheim
Medium Male Human of Earth (Ethengarian), chaotic
Racial Subtypes (Human, Neathar, Oltec and Genasi)
Cleric of Nature (Terra) 4 and Wizard of Necromancy 3

  • Armour Class:
  • Hit Points: 38 (4d8+3d6+0)
  • Speed: 30 ft

STR 13 (+1) DEX 14 (+2) CON 11 (-) INT 19/14 (+4/+2) WIS 14 (+2) CHA 14 (+2)

  • Saving Throws: +5 Wisdom, +5 Charisma
  • Weapon and Armour: (Proficient) Light, Medium and Heavy Armour, Longbow, Shields, Simple Weapons, Warhammer (Expert) Warhammer
  • Tools: artisan (Leatherworking), vehicles (land)
  • Skills: +7 Arcana (I), +5 Animal Handling (W), +7 History (I), +5 Insight (W), +5 Medicine (W), +7 Nature (I), +7 Religion (I), +5 Survival (W)
  • Senses: +2 Perception. Passive Perception 17, read lips.
  • Languages: Common (Thyatian), Ethengarian, Traladaran

ABILITIES

  • Arcane Recovery (Wizard 1st) You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard leveI (rounded up), and none of the slots can be 6th level or higher.
  • Channel Divinity (Cleric 2nd) One per short or long rest you can channel divinity
    • Charm Animals and Plants (Nature 2nd) As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
    • Turn Undead (Cleric 2nd) As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
      • A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. lt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
  • 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.
  • Grim Harvest (Necromancy 2nd) Once per turn, when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the school of necromancy. You don’t gain this from killing constructs or undead.
  • Horse Connection (Ethengarian) During a short rest you can communicate with your mount if it is a horse as if you cast speak with animals as long as you have been in its presence and cared for it over the last week.
  • Necromancy Savant (Necromancy 2nd) The gold and time you must spend to copy a necromancy spell into your spellbook is halved.
  • 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.
  • Rustic Hospitality (Folk Hero) Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
  • 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.

SPELLCASTING

  • Spellcasting (ph58 – Cleric) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom. The caster has the following spells prepared: (A prepared caster has access to your level then add ability modifier spells known from their spellbook)
    • Domain Spells (Nature 1st) animal friendship (1st ph), speak with animals (1st ph)
    • Cleric Cantrips Prepared (3)
    • Druid Cantrips Prepared (1)
    • Spells Prepared (6)
    • Spell Save DC = 13 (spell save DC 8+prof+ability)
    • Spell Attack = +5 (prof+ability)
    • Spell Slots – Cantrip (4), 1st (4), 2nd (3), 3rd (3), 4th (1)
    • Prayer book #1 (0/100 pages)
  • Spellcasting (Wizard – ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Intelligence. The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Cantrips Prepared (3)
    • Spells Prepared (7)
    • Spell Save DC = 15 (spell save DC 8+prof+ability)
    • Spell Attack = +7 (prof+ability)
    • Spell SlotsNote: Multiclass increase spellcasting slots by one level (Shared with Cleric for spellcasting)
  • Divine Ritual book (Cleric) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
    • Ritual Book #1 (0/100 pages)

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

Equipment

  • Armour
  • Weapons

FEATS

  • Observant (ph168) Quick to notice details of your environment, you gain the following benefits:
    • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
    • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Companions

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

Conclusion

More details to come.

Content Updates

D&D 5E in Mystara

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

WRATH: Campaign, Design

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

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

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By thedarkelf007

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

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