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:Ā Earthologist
- (1st) Spiritologist – Initiate
- (2nd) Devourologist – Initiate
- (3rd) Chaosologist – Initiate
- (4th) Naturologist – Initiate
- (5th) Earthologist – Initiate
- (6th) Devourologist – 1st Circle
- (7th) Spiritologist – 1st Circle
Secret Craft – Devourologist – Initiate
- Craft Bonus = Proficiency + Wis + circle +2 (darkness or earth aspected, atruaghin, ethengarian, traladaran)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (darkness or earth aspected, Atruaghin, Ethengarian and Traladaran).
- Starting Language – Oltec
- Associated Sphere – Usually a Entropy or Earth Immortal, but any Immortal who is a Patron of cannibalism is also valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of Flesh (Entropy and Matter) You can make a craft check to use a artefact of flesh without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Atruaghin, Ethengarian or Traladaran attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
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 Crafts – Devourologist – 1st Circle
Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.
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)
- Necromantic Communication – Flesh (Power SB 1 DC 16) As an action, by smelling and tasting the flesh of body that died in the encounter, 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. Can only be done once per body.
- Necromantic Components – Flesh (Enhancement SB 1 DC 16) Takes an action to activate. Once activated, you can use your prepared flesh to power your spells in place of material components, as long as it is worth less or equal to the value of the preparation.
- Necromantic Consumption – Flesh (Power SB 1 DC 16) As an action, you can eat the flesh of a fallen foe and recover 1d8 hit points equal to its hit dice. You can do this once per fallen foe. Your prepared flesh can also be used to heal 1d8 hp per 10 gp of value you consume.
- Necromantic Enhancement – Flesh (Enhancement SB 1 DC 16) Once activated with an action, you can treat your unarmed attack as a slashing weapon while your manifestation is active. You also gain resistance to slashing damage. Your unable to subdue with this style, and a successful critical hit also causes the target to be blinded for a round.
- Necromantic Touch – Flesh (Power SB 1 DC 16) You can make a melee attack against another living creature and cause it to make a Charisma saving throw or loose half charisma points equal to your level and take 3d6 necrotic damage. On a successful save they don’t loose charisma. On a failed save an additional effect of one of sickened until they make a saving throw. If you exceed their current hit points, they are considered to have failed all three death saves.
- 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.
- Necromantic Undeath – Vision of Night (Enhancement SB 1 DC 16) As a action, you increase (or give yourself) darkvision equal to your manifestation radius. This lasts while your manifestation is active.
- Extended Necromancy Divination (Enhancement SB 1 DC 16) You can prepare divination spells as a necromancy spells relating to communication with the undead. The results give an appearance of undeath to the subjects they are cast upon.
Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.
- Laboratory: A necromancer must create a laboratory to use their abilities in at the cost of 5,000 gp per circle they have obtained.
- Once they have a laboratory, they can build a field kit that costs 3,000 gp per circle and allows experiments but has twice the failure rate. This can be used ten times before it runs out of components. It costs 300 gp per use being refreshed, if it is exhausted, then it must be rebuilt from scratch. Using a field kit doubles the laboratory burn percentage.
- Experiments cost 1,000 gp of components, take d6 hours per circle of ability used and gain a 5% additional failure chance for each interruption.
- Finding components takes a week per 1,000 gp of items in Glantri City, or twice that in another capital, or three to four times depending on the country.
- They require a formula book (use a blank spellbook) to write down all the details of what they can create with their lab or field kits.
- Prepare Material Flesh (SB 1+) You can spend a week to sacrifice a number of hit dice of flesh of a living creature, from yourself or a helpless target. For every hit dice sacrificed this way, you can gain enough material to replace 10 gp worth of material items for a spell. Each HD used in this fashion also causes 1 point of Soul Burn. You cannot regain the soul burn while this has not been expended, but may add to its capacity with downtime.
- Bind the Flesh (SB 1) By spending a week consuming a mixture made from a relative, you can bind their spirit to an object of your choice made from their body. You can use this object with your Necromantic communication power. Can be used by any family member. This loss is permanent while the object exists.
- Flesh Familiar (SB 1+): You spend a week to training a familiar to take on aspects of Flesh. This gives the familiar to gain resistance to non magical physical attacks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Traladaran pantheons). You cannot recover the soul burn while you retain the familiar.
- Flesh Companion (SB 1+): You spend a week to training a companion to take on aspects of Flesh. This gives the companion to gain resistance to non-magical physical attacks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Traladaran pantheons). You cannot recover the soul burn while you retain the companion.
- Flesh Mount (SB 1+): You spend a week to training a mount to take on aspects of Flesh. This gives the companion to gain resistance to non-magical physical attacks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Traladaran pantheons). You cannot recover the soul burn while you retain the mount.
- Necromantic Craft SpecialisationĀ (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
Secret Craft – Earthologist – Initiate
- Craft Bonus = Proficiency + Con + circle +2 (earth elemental aspected, genasi)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (earth elemental aspected, genasi).
- Bonus Language: Primordial (Terran)
- Associated Sphere – Usually a Matter Immortal, Earth Pantheon Immortal, Forest Pantheon Immortal, but any Immortal who is a Patron of earth is also valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of Matter (Earth) You can make a craft check to use a artefact of matter without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Earth Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
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 Craft – Naturologist – Initiate
- Craft Bonus = Proficiency + Wis + circle +2 (Earth Aspected, Sylvan or Fey)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (Earth Aspected, Sylvan or Fey).
- Starting Language – Sylvan
- Associated Sphere – Usually a Forest Pantheon Immortal, Ocean Pantheon Immortal, Randiance Pantheon Immortal, Shadowlands Pantheon Immortal, Sky Pantheon Immortal, or any Immortal who is a Patron of nature is valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. You can do this once at initiation or advancement of the craft gaining a spell within your capabilities. A prepared caster gains them in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of Matter (Nature): You can make a craft check to use a artefact of matter without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Nature related magical items attuned allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
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 Craft – Spiritologist – Initiate
- Craft Bonus = Proficiency + Wis + circle +2 (Atruaghin, Ethengarian and Traladaran)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (Atruaghin, Ethengarian and Traladaran).
- Bonus Language – Celestial, Atruaghin, Ethengarian or Traladaran
- Guardian Spirit – Select Guardian Spirit.
- Associated Sphere – Usually a Matter Immortal, Atruaghin Pantheon Immortal, Ethengrian Pantheon Immortal, but any Immortal who is a Patron of resurrection, life or death is also valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of the Afterlife (any) You can make a craft check to use a artefact of the afterlife without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Atruaghin, Ethengarian or Traladaran attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
Spiritologist Additional Crit Effects
- Spiritologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You age increases by the Critical Effect Modifier. You are unable to pronounce words correctly in Celestial until you finish a long rest and have disadvantage on rolls using the language.
- Spiritologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. You age decreases by the Critical Effect Modifier. Your grasp of the Celestial language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.
Secret Crafts – Spiritologist – 1st Circle
Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.
Spiritologist Apprentice (Manifestation SB 1 DC 16) When you activate this manifestation, you radiate light 5ft 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 Strike (Enhancement SB 1 DC 16) Activate as an action, and all attacks that originate in your manifestation action as if they have the ghost touch ability, and does not break your rites of warding.
- 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.
Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.
- Spirit Lodge (SB 1+) Must create a spirit lodge to use their abilities in at the cost of 5,000 gp per circle they have obtained.
- Guardian Spirit (SB 1) You gain a guardian spirit who has chosen you and is one of the following: (The abilities granted is only when the guardian spirit has been manifested) Guardian Spirit Options: Ant – crafting or profession-based rolls, Coyote – charisma checks, Cat – dexterity checks, Chameleon – hide or deceive, Dolphin – move through the water, Eagle – see something, or when dealing with flight, Grandmother – intelligence checks, Heroic Forefather – attack and damage rolls (pick weapon), Horse – constitution checks, Lady Luck – luck points (stacks with other forms of luck), Muse – performance checks, Owl – wisdom checks, Raven – additional language, Stag – strength checks, Thunderbird – electricity touch attack, Wolf – trip and tracking checks
- Craft SpecialisationĀ (SB 1+) You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
- 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.
- Spirit Familiar (SB 1+): You spend a week to training a familiar to take on one of your spiritual guardians. This gives the familiar trained proficiency in that skill or that ability of the guardian. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Atruaghin or Ethengarian pantheons). You cannot recover the soul burn while you retain the familiar.
- Spirit Companion (SB 1+): You spend a week to training a companion to take on one of your spiritual guardians. This gives the companion trained proficiency in that skill or that ability of the guardian. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Atruaghin or Ethengarian pantheons). You cannot recover the soul burn while you retain the companion.
- Spirit Mount (SB 1+): You spend a week to training a mount to take on one of your spiritual guardians. This gives the mount trained proficiency in that skill or that ability of the guardian. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Atruaghin or Ethengarian pantheons). You cannot recover the soul burn while you retain the mount.
- Spirit Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.
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 List – Class List – Cleric
Cantrips – Guidance (ph249), Light (ph256), Mending (ph260), Resistance (ph273), Sacred Flame (ph273), Spare the Dying (ph278), Thaumaturgy (ph283),
1st Level Spells – Bane (ph217), Bless (ph220), Command (ph223), Create or Destroy Water – R (ph230), Cure Wounds – R (ph231), Detect Evil and Good – R (ph232), Detect Magic – R (ph232), Detect Poison and Disease – R (ph232), Guiding Bolt (ph249), Healing Word (ph251), Inflict Wounds (ph254), Protection from Evil and Good – R (ph271), Purify Food and Drink – R (ph271), Sanctuary (ph273), Shield of Faith (ph276),
2nd Level Spells – Aid (ph212), Augury – RO (ph216), Blindness/Deafness (ph220), Calm Emotions (ph222), Continual Flame – R (ph228), Enhance Ability – R (ph238), Find Traps – RO (ph242), Gentle Repose – R (ph246), Hold Person (ph252), Locate Object – R (ph257), Prayer of Healing – RO (ph268), Protection from Poison – R (ph271), Restoration – R (ph256), Silence – R (ph276), Spiritual Weapon (ph278), Warding Bond (ph288), Zone of Truth – R (ph290),
3rd Level Spells – Animate Dead (ph213), Aura of Vitality (ph217), Beacon of Hope – R (ph218), Bestow Curse (ph219), Clairvoyance (ph223), Create Food and Water – R (ph230), Daylight (ph231), Dispel Magic – R (ph234), Feign Death – R (ph241), Glyph of Warding – RO (ph246), Magic Circle – RO (ph257), Mass Healing World (see Healing Word), Meld Into Stone – R (ph260), Protection from Energy (ph271), Remove Curse (ph272), Revivify – R (ph273), Sending (ph275), Speak with Dead – R (ph278), Spirit Guardians (ph279), Tongues (ph284), Water Walk – R (ph288),
4th Level Spells – Aura of Life (ph217), Aura of Purity (ph217), Banishment (ph218), Control Water (ph228), Death Ward (ph231), Divination – R (ph235), Freedom of Movement (ph245), Guardian of Faith (ph248), Locate Creature – R (ph257), Stone Shape (ph279)
5th Level – Commune – RO (ph224), Contagion (ph228), Dispel Evil and Good (ph234), Flame Strike (ph243), Geas – RO (ph245), Greater Restoration (see Restoration), Hallow – RO (ph250), Hold Monster (see Hold Person), Insect Plague (ph255), 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), Sunbeam (ph/tce), 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), Sunburst (ph/tce)
- 9th Level – Astral Projection (ph), Gate (ph), Mass Heal (ph), Power Word Heal (ph/tce), True Resurrection (ph)
* details to come. R – Ritual Spells, RO – Ritual Only Spells
Source: ph, tce
Spell List – Class List – Wizards
Cantrips – Acid Splash (ph211), Blade Ward (ph219), Chill Touch (ph222), Dancing Lights (ph231), Fire Bolt (ph243), Friends (ph245), Light (ph256), Mage Hand (ph257), Mending (ph260), Message (ph260), Minor Illusion (ph261), Poison Spray (ph267), Prestidigitation (ph248), Ray of Frost (ph272), Shocking Grasp (ph276), True Strike (ph285),
Level 1 Spells – Alarm – R (ph212), Burning Hands (ph221), Charm Person (ph222), Chromatic Orb (ph222), Colour Spray (ph223), Comprehend Languages – R (ph225), Detect Magic – R (ph232), Disguise Self – R (ph234), Expeditious Retreat (ph239), False Life (ph240), Feather Fall (ph240), Find Familiar – RO (ph241), Floating Disk – R (ph282), Fog Cloud (ph244), Grease (ph247), Hideous Laughter (ph281), Identify – RO (ph253), Illusory Script – RO (ph253), Jump (ph255), Longstrider (ph257), Mage Armour (ph257), Magic Missile (ph258), Protection from Evil and Good – R (ph271), Ray of Sickness (ph272), Shield (ph276), Silent Image (ph277), Sleep (ph277), Thunderwave (ph283), Unseen Servant – R (ph285), Witch Bolt (ph290),
Level 2 Spells – Arcanist’s Magic Aura (ph264), Acid Arrow (ph260), Alter Self – R (ph212), Arcane Lock – R (ph216), Augury – RO (ph216), Blindness/Deafness (ph220), Blur (ph220), Cloud of Daggers (ph223), Continual Flame – R (ph228), Crown of Madness (ph230), Darkness (ph230), Darkvision – R (ph230), Detect Thoughts – R (ph232), Enhance Ability – R (ph238), Enlarge/Reduce – R (ph238), Flaming Sphere (ph243), Gentle Repose – R (ph246), Gust of Wind – R (ph248), Hold Person (ph252), Invisibility (ph255), Knock – R (ph255), Levitate – R (ph255), Locate Object – R (ph257), Magic Mouth – R (ph258), Magic Weapon (ph258), Mirror Image (ph261), Misty Step (ph261), Phantasmal Force (ph265), Ray of Enfeeblement (ph272), Rope Trick – R (ph273), Scorching Ray (ph274), See Invisibility – R (ph275), Shatter (ph276), Sleet Storm (ph277), Spider Climb (ph278), Suggestion – R (ph280), Web (ph288),
Level 3 Spells – Animate Dead (ph213), Bestow Curse (ph219), Blink (ph220), Clairvoyance (ph223), Counterspell (ph229), Dispel Magic – R (ph235), Fear (ph240), Feign Death – R (ph241), Fireball (ph242), Fly (ph244), Gaseous Form (ph245), Glyph of Warding – RO (ph246), Haste (ph251), Hypnotic Pattern (ph253), Lightning Bolt (ph256), Magic Circle – RO (ph257), Major Image – R (ph259), Nondetection – R (ph264), Phantom Steed – RO (ph266), Protection from Energy (ph271), Remove Curse (ph272), Sending (ph275), Slow (ph278), Speak with Dead – R (ph278), Stinking Cloud (ph279), Tiny Hut – RO (ph256), Tongues (ph284), Vampiric Touch (ph286), Water Breathing – R (ph288), Water Walk – R (ph288),
Level 4 Spells – Arcane Eye (ph215), Banishment (ph218), Black Tentacles (ph238), Blight (ph220), Confusion (ph225), Conjure Minor Elementals – RO (ph226), Control Water (ph228), Dimension Door (ph234), Divination – R (ph235), Dominate Beast (ph235), Fabricate – RO (ph240), Faithful Hound (ph262), Fire Shield (ph243), Greater Invisibility (see Invisibility), Hallucinatory Terrain – RO (ph250), Ice Storm (ph253), Locate Creature – R (ph257), Phantasmal Killer (ph266), Polymorph (ph267), Private Sanctum – RO (ph263), Resilient Sphere (ph265), Secret Chest – RO (ph254), Stone Shape (ph279), Stoneskin (ph279), Wall of Fire (ph286)
Level 5 Spells – Animate Objects (ph214), Arcane Hand (ph219), Cloudkill (ph223), Cone of Cold (ph225), Conjure Elemental – RO (ph225), Contact Outer Plane – RO (ph227), Creation – RO (ph230), Dominate Person (see Dominate Beast), Dream – RO (ph237), Geas – RO (ph245), Hold Monster (see Hold Person), Legend Lore (ph), Mislead (ph), Modify Memory (ph), Passwall (ph), Planar Binding (ph), Rary’s Telepathic Bond (ph), Scrying (ph), Seeming (ph), Telekinesis (ph) Teleportation Circle (ph), Wall of Force (ph), Wall of Stone (ph)
- Level 6 Spells – Arcane Gate (ph), Chain Lightning (ph), Circle of Death (ph), Contingency (ph), Create Undead (ph), Disintegrate (ph), Drawmij’s Instant Summons (ph), Eyebite (ph), Flesh to Stone (ph), Globe of Invulnerability (ph), Guards and Wards (ph), Magic Jar (ph), Mass Suggestion (ph), Move Earth (ph), Otiluke’s Freezing Sphere (ph), Otto’s Irresistible Dance (ph), Programmed Illusion (ph), Sunbeam (ph), True Seeing (ph), Wall of Ice (ph)
- Level 7 Spells – Delayed Blast Fireball (ph), Finger of Death (ph), Forcecage (ph), Mirage Arcane (ph), Mordenkainen’s Magnificent Mansion (ph), Mordenkainen’s Sword (ph), Plane Shift (ph), Prismatic Spray (ph), Project Image (ph), Reverse Gravity (ph), Sequester (ph), Simulacrum (ph), Symbol (ph), Teleport (ph)
- Level 8 Spells – Antimagic Field (ph), Antipathy/Sympathy (ph), Clone (ph), Control Weather (ph), Demiplane (ph), Dominate Monster (ph), Feeblemind (ph), Incendiary Cloud (ph), Maze (ph), Mind Blank (ph), Power Word Stun (ph), Sunburst (ph), Telepathy (ph), Trap the Soul (ph)
- Level 9 Spells – Astral Projection (ph), Foresight (ph), Gate (ph), Imprisonment (ph), Meteor Swarm (ph), Power Word Kill (ph), Prismatic Wall (ph), Shapechange (ph), Time Stop (ph), True Polymorph (ph), Weird (ph), Wish (ph)
R – Ritual Spells, RO – Ritual Only Spells
Source: ph
Spell Lists – Secret Craft – Chaosologist (Chaos)
(Chaos, Halfling, Luck, Prismatic and Random based spells)
Cantrip – Minor Illusion (ph261),
1st Level Spells – Auspicious Warning (mhh150), Chaos Bolt (xge151), Chromatic Orb (ph222), Colour Spray (ph223), Ill-Fated Word (mhh175), Undermine Armour (mhh201),
2nd Level Spells – Bad Timing (mhh150), Chaotic Vitality (mhh157), Flame of Chaos (bls58), Frame (bls61), Frenzied Bolt (mhh169), Inverted Compass (bls77), Levitate – R (ph255), Luck of the Saints (bls83), Mirror Image (ph261), Misty Step (ph261), Shifting the Odds (mhh192), Timely Distraction (mwb435),
3rd Level Spells – Bad Luck (bls16), Calm of the Storm (mhh155), Chaos Bolt (bls29), Entropic Damage Field (mhh166), Hypnotic Pattern (ph253), Major Image – R (ph259), Surge Dampener – R (mhh196), Twisted Magic (bls119),
4th Level Spells – Bead of Luck (bls19), Chaotic Form (mhh156), Confusion (ph225), Elemental Bane (xge155), Fluctuating Alignment (mhh168), Iron Core (bls78), Rainbow Spear (bls97), Wild Shield (mhh202)
5th Level Spells – Circle of Power (ph222), Mass Surge Dampener – R (mhh182), Prismatic Ray (mhh186), Rainbow Staff (bls97)
- 6th Level – Chaotic World (mhh157)
- 7th Level – Crawling Chaos (bls36), Uncontrollable Transformation – R (mhh200)
- 8th Level – Ebonflame (bls50), Maddening Darkness (xge160), Paragon of Chaos (mhh185)
* details still to come. R – Ritual Spells.
Source: ph
Spell List – Secret Craft – Devourologist (Devour)
(Consuming, Flesh or Necrotic based spells)
Cantrip – Chill Touch (ph222), Shiver (mwb434), Toll the Dead (xge169), Word of Misfortune (mwb437)
1st Level Spells – Arms of the Void (ph216), Cause Fear (xge151), Cloying Darkness (mhh158), Death’s Shadow (ea02-22), Doom of the Cracked Shield (mwb425), Hobble Mount (mwb429), Inflict Wounds (ph254), Necrotic Feast (bls89), Ray of Sickness (ph272), Screaming Ray (mwb433)
2nd Level Spells – Ray of Enfeeblement (ph272), Timely Distraction (mwb435)
3rd Level Spells – Animate Dead (ph213), Bestow Curse (ph219), Doom of Blue Crystal (mwb425), Life Leech Weapon (bls81), Shadow Bolt (bls104), Shadow Horror (ea02-28), Shadow Mastery (ea02-29), Spirit Guardians (ph279), St. Whiteskullās Borrowing (mwb434), Vampiric Touch (ph286),
4th Level Spells – Blight (ph220), Desiccating Breath (mhh162), Doom of Serpent Coils (mwb426), Nether Weapon (mwb432), Night Terrors (mhh184), Shroud of Death (mwb434), Umbral Touch (bls120)
5th Level Spells – Annihilation (ea02-21), Dark Dementing (mhh161), Destructive Wave (ph232), Dispel Evil and Good (ph234), 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-Dalzimās 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.
Source: ea02, ph
Spell List – Secret Craft – Earthologist (Earth)
(Acid, Earth and Poison based spells)
Cantrip – Acid Splash (ph211), Fist of Iron (mhh167), Mould Earth (xge162), Poison Spray (ph267), Primal Savagery (xge163), Pummelstone (mhh187), Spectral Weapon (GM), Thaumaturgy (ph283),
1st Level Spells – Absorb Elements (xge150), Acid Wind (bls10), Armour of Earth (br206), Caustic Spittle (bls28), Earth Tremor (xge155), Earthen Blast (bls49), Fists of Stone (bls58), Grease (ph247), Protection from Evil and Good – R (ph271), Ray of Sickness (ph272), Rock Bolt (bls100)
2nd Level Spells – Acid Arrow (ph260), Earth Ear – R (bls49), Maximilian’s Earthen Grasp (xge161), Elemental Horns (mhh165), Pass through Element – R (ea08), Spires of Stone (mhh194), Tremorsense (bls119),
3rd Level Spells – Awaken Element – R (ea08), Dispel Magic – R (ph235), Elemental Shape (ea08), Elemental Weapon (ph238), Erupting Earth (xge155), Magic Circle – RO (ph257), Meld Into Stone – R (ph260), Mire (mhh183), Ooze Bolt (bls91), Protection from Energy (ph271), Stinking Cloud (ph279),
4th Level Spells – Conjure Minor Elementals – RO (ph226), Dig (bls44), Earthburst (bls49), Earthskimmer (mhh164), Elemental Bane (xge155), Erode (ea08), Power of the Earth (br207), Quicksand (bls96), Siphon Elemental Lifeforce (ea08), Stone Shape (ph279), Stoneskin (ph279), Vitriolic Sphere (xge170)
5th Level Spells – Acid Rain (mhh148), Cloudkill (ph223), Conjure Elemental – RO (ph225), Earth Shift (bls49), Magic Circle against Energy – R (ea08), Transmute Rock (xge169), Wall of Stone (ph)
- 6th Level – Acid Blast (bls10), Bones of the Earth (xge150), Elemental Fabrication – R (ea08), Elemental Scimitar (bls51), Entomb (mhh166), Fault Line (mhh167), Investiture of Element (xge159), Move Earth (ph), One with the Earth (bls91), Primordial Ward (xge163)
- 7th Level – Acid Storm (bls10), Acid Swamp (bls10), Assault of Stone (bls15), Change Water to Dust (bls28)
- 8th Level – Caustic Torrent (mhh156), Elemental Infusion (bls51)
- 9th Level – Circle of Devastation (mhh157), Gate (ph244), Storm of Vitriol (bls114)
* details to come. R – Ritual Spells.
Sourcebooks: bls, br, ea08 (converted), mhh, ph, xge
Spell List – Secret Craft – Naturologist (Nature)
(Beast, Nature, Plant and Storm based spells)
Cantrip – Alter Normal Fire (bls13), Daze Animal (bls40), Druidcraft (ph231), Ensnaring Strike (ph238), Hail of Thorns (ph250), Hunter’s Mark (ph252), Infestation (xge158), Primal Savagery (xge163), Produce Flame (ph270), Resistance (ph273), Shillelagh (ph276), Thorn Whip (ph283),
1st Level Spells – Affect Normal Fog – R (bls11), Alter Scent (bls13), Animal Friendship (ph213), Beast Bond (xge150), Bee Sting (bls19), Bewildering Tracks (bls19), Call of the Wild Companion (bls27), Chlorophyll (bls31), Cloud Burst – R (bls33), Cure Wounds – R (ph231), Detect Magic – R (ph232), Detect Poison and Disease – R (ph232), Divining Rod ā R (bls47), Empower Companion (bls52), Entangle (ph239), Feather Step (bls56), Find Familiar – RO (ph241), Fog Cloud (ph244), Goodberry (ph247), Guiding Star ā R (mhh172), Mosquito Bane (mhh183), Otterās Grace (bls92), Pummel (bls95), Purify Food and Drink – R (ph271), Snare (xge165), Speak with Animals – R (ph278), Swirling Leaves (bls115), Thunderwave (ph283), Tree Ladder (bls119), Wolfsong (mhh203), Woodland Shriek (bls129)
2nd Level Spells – Animal Messenger – R (ph213), Barkskin – R (ph218), Blessed Harvest (bls22), Boost Potency (bls25), Branch Assault (bls25), Bug Bites (bls26), Catnip (bls28), Chatterwild (bls30), Darkvision – R (ph230), Enhance Ability – R (ph238), Find Steed – RO (ph241), Gust of Wind – R (ph248), Healing Spirit (xge157), Heat Metal (ph251), Hunterās Insight (bls73), Identify Tracks (bls74), Leaf Fall (bls80), Leaf Tide (bls81), Locate Animals or Plants – R (ph257), Moonbeam (ph262), Natureās Aura (bls88), Pass through Element – R (ea08), Pass Without Trace – R (ph265), Pollen Cloud (bls94), Protection from Poison – R (ph271), Quell the Wild (bls95), Regenerate Plant (bls98), Sleet Storm (ph277), Spike Growth (ph278), Thorn Snare (bls117), Wolfās Howl (bls129)
3rd Level Spells – Animal Mask (bls13), Call Lightning (ph220), Bestow Speech (bls19), Conjure Animals (ph226), Daylight (ph231), Dire Rage (bls44), Earthen Concealment (bls49), Halt Plant (bls66), Hornet Wall (bls71), Lightning Bolt (ph256), Meld Into Stone – R (ph260), Natureās Repast (bls89), Natureās Strength (bls89), Plant Growth – R (ph267), Speak with Plants – R (ph278), Unstoppable Tracker (bls122), Volley of Thorns (bls124), Wind Wall (ph289)
4th Level Spells – Absorption (bls10), Barbaric Rage (bls17), Blight (ph220), Charm Monster (xge151), Conjure Minor Elementals – RO (ph226), Conjure Woodland Beings – R (ph227), Control Water (ph228), Dominate Beast (ph235), Enliven Wood (bls52), Forest Home (bls61), Giant Insect (ph246), Grasping Vine (ph247), Guardian of Nature (xge157), Ice Storm (ph253), Locate Creature – R (ph257), Polymorph (ph267), Stone Shape (ph279), Stoneskin (ph279), Storm Sphere (xge166), Vines of Binding (bls123)
5th Level Spells – Awaken – RO (ph217), Commune with Nature – RO (ph225), Conjure Elemental – RO (ph225), Contagion (ph228), Death Spores (bls41), Dominate Person (see Dominate Beast), Enrich Soil (bls52), Gutsprout (bls66), Insect Plague (ph255), Preyās Scent (bls94), Vengeful Environs (bls122), Wrath of Nature (xge171)
- 6th Level – Acorn Grove (bls11), Blades of Jade (bls21), Druid Grove (xge154), Natureās Support (bls89), Plant Form (bls93)
- 7th Level –
- 8th Level – Darken Forest (bls40), Tranquil Grove (bls118)
- 9th Level – Crag Warrior (bls35)
R – Ritual Spells.
Source: bls, mhh, ph, xge
Spell Lists – Secret Craft – Spiritologist (Spirit)
(Afterlife, Radiant and Undead based spells)
Cantrip – Bless the Dead (mhh153), Mage Hand (ph257), Sacred Flame (ph273), Ward against Undead (br208)
1st Level Spells – Armour of the Void (ph216), Commune with Shade (bls33), Detect Life – R (bls43), Divine Favour (ph235), Guiding Bolt (ph249), Holy Infusion (bls71), Morph Shadow (bls88), Shroud the Shadow (bls106), Speak with Inanimate Object (mhh194)
2nd Level Spells – Branding Smite (ph220), Corpse Lanterns (fkcc20), Dust to Death (bls49), Ethereal Strike (bls54), Find Corpse (bls57), Healing Spirit (xge157), Moonbeam (ph262), Protection from Paralysis (bls95), Rite of Counsel – R*, Soul Shield (bls110), Spirit Blast (bls112)
3rd Level Spells – Animate Dead (ph213), Aspect Tattoo – R (bls14), Blinding Smite (ph220), Crusader’s Mantle (ph231), Expunge Shadow (bls55), Feign Death – R (ph241), Hero’s Steel (mhh173), Rain of Blades (mhh188), Rite of Defilement – R*, Rite of Healing – R*, Rite of Protection – R*, Spirit Guardians (ph279), St. Blusenās Reaver Spirit (mwb434)
4th Level Spells – Exorcise (bls55), Find Greater Steed (xge156), Force Corporeality (bls60), Guardian of Faith (ph248), Guardian of Nature (xge157), Negative Energy Aura (bls90), Profane Link (bls94), Rite of Cleansing – R*, Siphon Elemental Lifeforce (ea08), Test of Souls – R (br208)
5th Level Spells – Antilife Shell (ph214), Deathly Gaze (bls41), Destructive Wave (ph232), Dispel Evil and Good (ph234), Flame Strike (ph243), Rite of Atonement – R*, Rite of Initiation – R*, Wrath of Nature (xge171)
- 6th Level – Life Shot (bls81)
- 7th Level – Divine Disconnection (bls46), Rite of Cursing – R*
- 8th Level –
- 9th Level – Judgement of Maal – R (br207)
* details to come. R – Ritual Spells.
Source: bls, br, fkcc, mhh, mwb (GM Only), ph, xge
Character Advancement
- Creating a 1st level Ranger
- Advancing to 2nd level Ranger
- Conversion to Cleric due to Curse
- Advancing to 3rd level Ceric
- Advancing to 4th level Multiclass Cleric/Wizard
- Advancing to 5th level Multiclass Cleric/Wizard
- Advancing to 6th level Multiclass Cleric/Wizard
- Advancing to 7th level Multiclass Cleric/Wizard
- Advancing to 8th level Multiclass Cleric/Wizard
Creating a 1st level Ranger
Racial Build – Human Traits – Level 01 (Players Handbook and Level Up)
- Age: Young Adult at 14, Adult at 18 and live to 100 years.
- Size: Humans are 4 ½ to 5 ½ feet tall in general. Their size is Medium, thought in some special cases they can be Small.
- Speed: Your base walking speed 30 ft.
- Fast Learner (Level Up) With their short life spans, humans can acquire knowledge at a higher rate than more long-lived heritages. You gain proficiency in one additional skill of your choice in addition you require half as much time as normal to train yourself in the use of armour, skill, tool, secret craft or weapon during downtime.
- Intrepid (Level Up) Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.
- Weapons Mastery (GM House Rule) Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.
- Human Gifts (Level Up) Choose One – Diehard Survivor (p40), Ingenious Focus (p40), Spirited Traveller (p40)
- Class Options – Available to all Human Subraces
- Feats: Weapons Mastery
Racial Build – Human – Ethengarian 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)
- Character Options – All Earth Aspected Sub-Races
- Barbarian – Path of the Storm Herald (Mountain)
- Cleric – Domain of Earth
- Monk – Way of the Elements (Earth)
- Sorcerer – Draconic Bloodline (Green), Elemental Essence (Earth)
- Warlock – Pact of the Genie Lord (Earth)
- Wizard – Elementalist (Earth)
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown at Starting City +1
- Secret Craft: Gain one craft at Initiate.
- Weapons Mastery: Training available up to Skilled Only.
Class Details – Ranger – 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
- Canny (Tashias) You gain expertise in one of your proficient skills, and learn two languages of your choice.
- Favoured Enemy (Ranger 1st) 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.
- Favoured Foe (Tashias) When hitting a creature with an attack roll, you can mark that target as your favoured enemy for 1 minute, or until you lose concentration (as per concentrating on a spell).
- The First time on each round that you hit a marked or favoured enemy and deal damage to it (including the round you mark it) you can increase the damage by 1d4 of a type associated with your elemental attunement (gain the extra attunement damage)
- You can mark foes a number of times equal to your proficiency modifier and regain expended uses at the end of a long rest.
- 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
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate
- Attributes – 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 Details – Ranger – Level 02
- Hit Points 6 + con (d10)
- Fighting Style – Choice one
- Spellcasting Focus – You can use a druid focus as a spellcasting focus for your ranger spells.
- Spellcasting (ph66 ā 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 Details – Cleric – Level 01 (Starting)
- Starting Hit Points 8 HP first level (5 as multiclass)
- Starting Proficiencies:
- Armour – Light and Medium Armour, Shields
- Multi – also gains these proficiencies
- Weapons – All simple weapons
- Tools (Level Up) Choose from Herbalism Kit, Artisan Tool or a Musical Instrument
- Saving Throws (Level Up) Wisdom, (Intelligence or Charisma)
- Armour – Light and Medium Armour, Shields
- Starting Skill Choices Religion and Select Two Athletics, Culture, History, Insight, Intimidation, Medicine, Perception.
- Multi – Gains Religion as a skill.
- Starting Gear Choices (125 gp available to spend on)
- Holy Warrior’s Set (122 gold) Longbow and quiver with 20 arrows, mace, scale mail, explorer’s pack, reliquary divine focus (holy symbol).
- Righteous Combat Set (87 gold) 4 javelin, warhammer, 5 wooden stakes, chain short, medium shield, emblem divine focus (holy symbol), explorer’s pack.
- Spiritual Protector’s Set (90 gp) Quarterstaff, 2 flasks of holy water, padded leather, healer’s satchel, amulet divine focus (holy symbol), priest’s pack.
- a praybook spellbook and Ritual book
- Divine Domain (Cleric 1st) Choose one.
- Defensive Blessing (Level Up 1st) Choose one – Armour of Conviction (p152), Sacred Archery (p152), Spirit Soldier (p152)
- Sacred Call (Level Up 1st) Choose one – Clerical Charisma, Ordination, Zeal of the Convert.
- Spellcasting (ph58 ā 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. You gain the ritual Ceremony as a free ritual that does not need a ritual book.
- Weapons Mastery – patrons favoured weapon upgraded (max skilled)
Class Build – Cleric – Domain 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 Details – Cleric – Level 02
- Hit Points 5 + con (d8)
- Channel Divinity (Cleric 2nd) One per short or long rest you can channel divinity
- Harness Divine Power (Tashias 2nd) You can expend your channel divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no high than half your proficiency bonus.
- 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.
- Principle of Devotion (Level Up) Choose a vow from Chaste, Destitute, Devotional Integrity, Image of the Divine, Merciful, Rule of Ritual, Secrecy, Severity, Silence.
- Spellcasting Increase
- Slots – Cantrip (3) 1st (3)
- Note: Multiclass increase spellcasting slots by one level
- Learnt new spells (2)
- Slots – Cantrip (3) 1st (3)
Class Build – Cleric – Domain 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
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate.
- Weapons Mastery – One weapon upgrade.
Class Details – Cleric – Level 03
- Hit Points 5 + con (d8)
- Signs of Faith (Level Up) Choose one of Ancestral Guidance, Compassionate Nurse, Faithful Historian, Gentle Healer, Graceful Fall, Monastic Austerity, Numinous Awareness, Premonition, Preservation, Righteous Path, Soothing Words, Supernal Intuition, Theologian, Voice of Doom.
- Spellcasting Increase
- Slots – Cantrip (3) 1st (4) 2nd (2)
- Note: Multiclass increase spellcasting slots by one level
- Learnt new spells (2)
- Slots – Cantrip (3) 1st (4) 2nd (2)
Class Build – Cleric – Domain 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
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate.
- Class 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
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +3
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate.
Class Details – Wizard – 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)
- Slots – Cantrip (3) 1st (3)
Class Details – Wizard – 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
- Downtime – Two activities each week of downtime
- Character Tier – Tier 2
- Proficiency Bonus +3
- Attunement Slots – 4
- Renown +1
- Secret Craft: Upgrade one craft to 1st Circle.
- Weapons Mastery – One weapon upgrade. Expert training available.
Class Details – Wizard – 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)
- Slots – Cantrip (3) 1st (4), 2nd (2)
- Player Choices:
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
- 1st Week –
- 2nd Week –
- 3rd Week –
- 4th Week –
- 5th Week –
- 6th Week –
- 7th Week –
- 8th Week –
Advancing to 7th level Multiclass
4th level Cleric of Nature / 3rd level Wizard of Necromancy
- Downtime – Two activities each week of downtime
- Character Tier – Tier 2
- Proficiency Bonus +3
- Attunement Slots – 4
- Renown +1
- Secret Craft: Upgrade one craft to 1st Circle.
Class Details – Cleric – 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)
- Slots – Cantrip (3) 1st (4) 2nd (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
- Downtime – Two activities each week of downtime
- Character Tier – Tier 2
- Proficiency Bonus +3
- Attunement Slots – 4
- Renown +1
- Secret Craft: Upgrade one craft to 1st Circle.
- 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)
- F002 – Golden Arrow of Xhall (Xhall)
- F006 – Ancestral Driftglobe (Xhall)
- F008 – The Stone Dagger – Rezsur (Xhall)
- F009 – The Black Spellbook (Xhall)
- F021 – Birch Wand of Entangle (Xhall)
- F025 – Beastlore – Darokin (Xhall)
- F026 – Dragonlore BC 1,000 (Xhall)
- F029 – Book of Belak the Outcast (Xhall)
- F030 – Hucrele Spellbook (Xhall)
- F045 – Tankard of Sobriety (Xhall)
- F046 – Headband of Intellect (Xhall)
- F048 – Erendyl Arrow (Xhall)
- F049 – Longrunner Clan Arrow (Xhall)
- F050 – Chossum Clan Arrow (Xhall)
- F051 – Red Arrow Clan Arrow (Xhall)
- F052 – Feadil Clan Arrow (Xhall)
- 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
- 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 ā 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 Slots – Note: 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) ā you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Dash (ph192) ā you gain extra movement for the round equal to your speed.
- Disengage (ph192) ā Your movement does not provoke an attack of opportunity this turn.
- Dodge (ph192) ā Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
- Help (ph192) ā You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
- Hide (ph192) ā You make a Dexterity (Stealth) check to hide.
- Ready (ph193) ā You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
- Search (ph193) ā Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
- Use an Object (ph193) ā Allows you to interact with one of more objects on your turn.
Bonus Actions (1 per round)
- Two Weapon Fighting (ph195) ā If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You donāt add the modifier to this attack unless it is negative.
Reactions (1 per round)
- Opportunity Attack (ph195) ā You can make one attack against a hostile creature that moves out of your reach.
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 Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Game Management – Annotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience
Class Builds –
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
Library of Books
B5, d20 System, Pathfinder, SW

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