Dungeons and Dragons – Mystara
Class Build – Barbarian: Totem Warrior
Source: Players Handbook (5e-wiz-ph-49)
For one of my new gamers they are building a barbarian using the berserker option that is part of my campaign setting so I thought I would make a post about all the linked content so its all in one place and will make referencing it easier.

Where to Start – Race
Race is one of the most inportant aspects of character creation as it points to solutions of class, homeland and background options that work well with the charcter concept.
There are a few different options in my setting for taking on character races, here is a link to the source material for my players – DnD Races Page.
Player was happy with Human of Air (Heldannic).
Class Options – Totem Warrior?
Base racial options for the character are as follows.
The player has chosen to go with Barbarian and Totem Warrior selecting Horse as their totem.
Selecting Attributes
This has been left with the player to decide, when I have the details I will add them in here as part of the character build walk through.
Attributes have 27 point buy, starting with a base of 8.
- Total Points (27/27)
- Strength gains 15 – costing 9
- Dexterity gains 10 – costing 2
- Constitution gains 14 – costing 7
- Intelligence gains 12 – costing 4
- Wisdom gains 13 – costing 5
- Charisma gains 8 – costing 0
STR 15 (+2) DEX 10 (-) CON 14 (+2) INT 12 (+1) WIS 13 (+1) CHA 8 (-1)
After Point by add the following racial changes: +1 Str, +3 Dex
STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 12 (+1) WIS 13 (+1) CHA 8 (-)
Backgrounds
The character background options for consideration suitable for Ierendi:
Languages
For mystara there are two common languages, Alpahtian and Thyatian. Not everyone know both languages. A good trade language is the Traladara language used as a core for a few countries in the region as well.
- Racial Languages: Common (either Thyatian) and Heldannic
- Makai Extra Language:
- National Starting Languages: Ethengar
- Background Languages –
Name and Sex
The name of the character will be left to the player with the sex of it also being up to the player. Playing a male of a female has not impact on what the character can do, just how they will be perceived in different encounters.
Choice of Background and Quirks
I left the choice of quirks and background to the player.
Weapons Mastery
These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Here are all the options available to the character and when they kick in.
- Weapons Mastery –
Secret Crafts
Secret Craft Options available to the character.
- Secret Crafts: (Starting) Your choice of secret crafts include: Airologist, Waterologist
- (1st)
- (2nd) tba
- (3rd) tba
Spell Lists
Available from certain levels a paladin can selects spells from them when they gain new spells each level.
House Rule – In my setting, Sorcerers learn 1 cantrip for each Tier that they have achieved (a tier is every 5 character levels) with 3 extra cantrips at first level. Cantrips can come from the secret crafts they have learnt.
Character Advancement
- Creating a 1st level Barbarian
- Advancing to 2nd level Barbarian
- Advancing to 3rd level Barbarian
- Advancing to 4th level Barbarian
- Advancing to 5th level Barbarian
- Advancing to 6th level Barbarian
- Advancing to 7th level Barbarian
Creating a 1st level Barbarian
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 – Heldannic Traits
- Ability Score Increase: Strength +1, plus one other ability of your choice
- Skills: Proficiency with Athletics or Insight
- Feat: Savage Attacker or Tavern Brawler
- Innate Sailor (Heldannic) You can set the sails of a ship to catch the most pull granting a Insight check.
- Language: Common language is Thyatian. Gain bonus language Heldannic.
- Pantheons: Heldann, Norse, Norwold
- Secret Crafts: (Starting) Your choice of starting secret crafts include: Airologist, Cryptologist.
- Evolution (2nd Evolution): Counts as the Neathar, Antalian and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 20% chance for any offspring to be a Genasi.
Elemental – Air Aspected Traits
- Ability Score Increase: Dexterity +2
- Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
- Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
- Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
- Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
- Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
- 80% chance of an Air Aspected child (1 to 16)
- 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)
- Character Options – All Air Aspected Sub-Races
- Barbarian – Path of the Storm Herald (Sea)
- Cleric – Domain of Air
- Monk – Way of the Elements (Air)
- Sorcerer – Draconic Bloodline (White), Elemental Essence (Air), Storm Sorcery
- Warlock – Pact of the Genie Lord (Air)
- Wizard – Elementalist (Air)
- 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 Build – Barbarian – Level 01 (Starting)
- Starting Hit Points: 12 HP + Con Mod
- Starting Proficiencies:
- Armour: Light and Medium Armour
- Saving Throws: Strength, Constitution
- Skills: Choose any two from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival.
- Tools: None
- Weapons Mastery: Gains proficiency with simple weapons and martial weapons, two weapons upgraded to skilled.
- Starting Equipment:
- a greataxe or any martial weapon
- two handaxes or any simple weapon
- A explorers pack and four javalins
- Rage (Barbarian 1st ph48) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage of +2.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. lt ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
- Once you have raged twice, you must finish a long rest before you can rage again.
- Unarmoured Attack (Barbarian 1st ph48) While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Player Choices:
- Racial Options: Skill (Athletics), Feat (Savage Attacker)
- 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 Barbarian
- 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 – Barbarian – Level 02
- Hit Points: 7 HP + Con Mod
- Danger Sense (Barbarian 2nd ph47) You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
- You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
- Reckless Attack (Barbarian 2nd ph47) You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- Player Choices:
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
- 1st Week –
- 2nd Week –
- 3rd Week –
- 4th Week –
- 5th Week –
- 6th Week –
- 7th Week –
- 8th Week –
Advancing to 3rd level Barbarian
- 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 Build – Barbarian – Level 03
- Hit Points: 7 HP + Con Mod
- Primal Path – Select Primal Path.
- Rage Upgrade (Barbarian 3rd) +1 Rage per long rest
Class Build – Barbarian – Totem Warrior – Level 03
- Spirit Seeker (Totem Warrior 3rd) Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals, but only as rituals using a nature check with DC equal to 10 + 2x spell level. If your not already proficient in Nature you gain proficiency in Nature.
- Totem Spirit (Totem Warrior 3rd) You must make or acquire a physical totem object – an amulet or similar physical adornment – that incorporate the fur, or feathers, teeth or bones of the totem animal. You have physical traits associated with that totem. Each animal provides a different bonus as listed below.
- Bear – While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
- Boar – While you are raging, you have advantage on melee attack rolls against any creature you have moved at least 10ft towards in melee that is hostile to you. The spirit of the boar makes you aggressive.
- Eagle/Hawk/Vulture – While you are raging and aren’t wearing any heavy armour, other creatures have disadvantage on opportunity attack rolls against you, and you can use the dash action as a bonus action on your turn. The spirit of the eagle makes you a predator who can weave through the fray with ease.
- Elk/Puma – While you’re raging and aren’t wearing heavy armour, your walking speed increases by 15 ft. The spirit of the elk makes you extraordinarily swift.
- Horse – While you’re raging, you succeed at any check to control or direct your mount and can add benefits from your barbarian class features to its actions. While not on a horse and raging you can become a mount for an ally gaining any features they provide to mounts. The spirit of the horse provides a bond with a mount making it more powerful and easier to control.
- Tiger – While raging, you can add 10 ft to your long jump distance and 3 ft to your high jump distance. The spirit of the tiger empowers your leaps.
- Turtle – While you’re raging, hostile creatures cannot gain advantage against you for flanking. The spirit of the turtle protects you from attacks on all sides.
- Wolf – While you are raging, your friends have advantage on melee attack rolls against any creature within 5ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
- 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 Barbarian
- 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 – Barbarian – Level 04
- Hit Points: 7 HP + Con Mod
- Ability Score Improvement (Select Both) Attribute and Feat
- 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 Barbarian
- 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 Build – Barbarian – Level 05
- Hit Points: 7 HP + Con Mod
- Extra Attack (Barbarian 5th ph49) You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Fast Movement (Barbarian 5th) Your speed increases by 10 feet while you aren’t wearing heavy armour.
- 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 Barbarian
- 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 Build – Barbarian – Level 06
- Hit Points: 7 HP + Con Mod
- Primal Path Upgrade – gain the 6th level primal path feature.
- Primal Knowledge (Tashias) Gain proficiency in another barbarian class skill. Choose from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival.
- Rage Upgrade (Barbarian 6th) +1 Rage per long rest
Class Build – Barbarian – Totem Warrior – Level 06
- Aspect of the Beast (Totem Warrior 6th) You gain a magical benefit based on the totem spirit you selected.
- Bear – You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Boar – You gain the keen scent of a boar. You can track other creatures while travelling at a fast pace and have advantage on check relating to scent.
- Eagle/Hawk/Vulture – You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 ft away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
- Elk/Puma – Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 ft of you and you’re not incapacitated. The elk spirit helps you roam far and wide.
- Horse – Your mount gains half your hit dice to its hit points, and shares your class features as if it was a barbarian of half your level. Your mount acts during your turn and can alternate its actions with you. If you don’t currently have a mount, you can provide the benefits of one to an ally up to your size without their weight being added to your carrying capacity.
- Tiger – You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth and Survival. The cat spirit hones your survival instincts. (or expertise if you have proficiency in all of them)
- Turtle – You gain a swim speed equal to your walking speed, you can hold your breath for twice as long and gain low-light vision while underwater.
- Wolf – You gain the hunting sensibilities of a wolf. You can track other creatures while travelling at a fast pace and you can move stealthily while travelling at a normal pace.
- 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 Barbarian
- 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 Build – Barbarian – Level 07
- Hit Points: 7 HP + Con Mod
- Feral Instinct (Barbarian 7th) Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated. you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
- Instinctive Pounce (Tashias 7th) When entering rage as a bonus action, you can also move half your speed ignoring difficult terrain and treated as a leap for movement purposes for crossing gaps or chasms. This movement is ontop of your normal movement for the round.
- Player Choices:
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
- 1st Week –
- 2nd Week –
- 3rd Week –
- 4th Week –
- 5th Week –
- 6th Week –
- 7th Week –
- 8th Week –
Advancing to 8th level Barbarian
- 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 Build – Barbarian – Level 08
- Hit Points: 7 HP + Con Mod
- Ability Score Improvement (Select Both) Attribute and Feat
- Player Choices:
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
- 1st Week –
- 2nd Week –
- 3rd Week –
- 4th Week –
- 5th Week –
- 6th Week –
- 7th Week –
- 8th Week –
Magical Items
I handle magical items differently in my world. Each character gains these options are new levels (2nd and beyond) and will only get to make the choice once their character is complete. All Items ar either random or selected by the GM.
- Tier 1 – 2x Common Item or 1x Uncommon Item or Upgrade 1 item
- Tier 2 – 2x lower tier or 2x Uncommon Item or 1x Rare Item or Upgrade 1 item
- Tier 3 – 2x lower tier or 2x Rare item, or 2x Very Rare Item or Upgrade 1 item
- Tier 4 – 2x lower tier or 2x Very Rare Item, 1x Legenday Item or Upgrade 1 item.
Items Gained in the course of the campaign –
Finished Example
This uses my annotated stat block to show how I lay out PCs and NPCs for reference, and showing how its works for me. This is what players need to provide for ongoing reference of characters.
Heldannic Barbarian Berserker
Camdu
Medium Female Human of Air (Heldannic), chaotic
Barbarian Berserker 7
- Armour Class: 13 (+1 Dex +2 Con)
- Hit Points: 54 (7d12+?)
- Speed: 30 ft
STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 12 (+1) WIS 13 (+1) CHA 8 (-)
- Saving Throws: +6 Strength, +5 Constitution. Advantage (on visual check for Dex)
- Weapon and Armour: (Proficient) Light and Medium Armour, Simple and Martial Weapons
- Tools:
- Skills: +3 Athletics
- Senses:
- Languages: Common (Thyatian), Ethengarian, Heldannic
ABILITIES
- Aspect of the Beast (Totem Warrior 6th) You gain a magical benefit based on the totem spirit you selected.
- Horse – Your mount gains half your hit dice to its hit points, and shares your class features as if it was a barbarian of half your level. Your mount acts during your turn and can alternate its actions with you. If you don’t currently have a mount, you can provide the benefits of one to an ally up to your size without their weight being added to your carrying capacity.
- Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
- Danger Sense (ph47) You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
- You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
- Extra Attack (Barbarian 5th ph49) You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Fast Movement (Barbarian 5th) Your speed increases by 10 feet while you aren’t wearing heavy armour.
- Feral Instinct (Barbarian 7th) Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated. you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
- Innate Sailor (Heldannic) You can set the sails of a ship to catch the most pull granting a Insight check.
- Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
- Rage (Barbarian 1st ph48) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll of +2.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. lt ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
- Once you have raged twice, you must finish a long rest before you can rage again.
- Rage Upgrade (Barbarian 3rd) +1 Rage per long rest
- Rage Upgrade (Barbarian 6th) +1 Rage per long rest
- Reckless Attack (ph47) You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- Spirit Seeker (Totem Warrior 3rd) Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals, but only as rituals using a nature check with DC equal to 10 + 2x spell level. If your not already proficient in Nature you gain proficiency in Nature.
- Totem Spirit (Totem Warrior 3rd) You must make or acquire a physical totem object – an amulet or similar physical adornment – that incorporate the fur, or feathers, teeth or bones of the totem animal. You have physical traits associated with that totem. Each animal provides a different bonus as listed below.
- Horse – While you’re raging, you succeed at any check to control or direct your mount and can add benefits from your barbarian class features to its actions. While not on a horse and raging you can become a mount for an ally gaining any features they provide to mounts. The spirit of the horse provides a bond with a mount making it more powerful and easier to control.
- Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
- Unarmoured Attack (Barbarian 1st ph48) While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Vou can use a shield and still gain this benefit.
FEATS
- Savage Attacker (ph169) Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
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 –
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
- 2021-10-15 – Adding in more details.
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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