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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Multi Rogue Sorcerer

Dungeons and Dragons – Mystara

Class Build – Rogue: Swashbuckler / Sorcerer: Elemental Essence (Water)

Source: Players Handbook (5e-wiz-ph-103), Xanathar’s Guide to Everything (5e-wiz-xge-47) Deep Magic 14 – Elemental Magic

For one of my new gamers they are building a rogue using the swashbuckler 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 Halfling of Water (Seashire).

Class Options – Swashbuckler?

Base racial options for the character are as follows.

The player has chosen to go with Rogue and Swashbuckler.

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 8 – costing 0
  • Dexterity gains 15 – costing 9
  • Constitution gains 14 – costing 7
  • Intelligence gains 10 – costing 2
  • Wisdom gains 12 – costing 4
  • Charisma gains 13 – costing 5

STR 8 (-1) DEX 15 (+2) CON 14 (+2) INT 10 (-) WIS 12 (+1) CHA 13 (+1)

After Point by add the following racial changes: Halfling +2 Dex, Seashire +1 Water Aspected +2 Wis

STR 8 (-1) DEX 18 (+4) CON 14 (+2) INT 10 (-) WIS 14 (+2) CHA 13 (+1)

Backgrounds

The character background options for consideration suitable for Five Shites:

Background – Sailor (variant Pirate)

  • Skill Proficiencies – Athletics, Perception
  • Tool Proficiencies – Navigator’s Tools, Vehicles (water)
  • Bad Reputation (Pirate) No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern ar breaking down doors at a local shop, since most people will not report your activity to the authorities.

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) plus Dwarvish
  • Subrace Extra Language – none
  • National Starting Languages – Traladaran
  • Background Languages – None

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 Options available
    • Race – (1st) 2x Martial – Longsword, Rapier
    • Class – (1st) 1x Martial – Shortsword
    • Level – (3rd) 1x Upgrade – Rapier
    • Level – (6th) 1x Upgrade – Rapier

Secret Crafts

Secret Craft Options available to the character.

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

Secret CraftBloodologist – Initiate

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

Bloodologist Additional Crit Effects

  • Bloodologist 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 Constitution by 1.
  • Bloodologist Additional Craft Boon: In addition to the base critical success, your muscles are wreathed in power and you gain a point of Constitution.

Secret CraftBureauologist – Initiate

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

Bureauologist Additional Crit Effects

  • Bureauologist Additional Craft Mishap: In addition to the base critical failure effect, you radiate a wave Psychic 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.
  • Bureauologist 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 CraftSailologist – Initiate

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

Sailologist Additional Crit Effects

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

Secret CraftWaterologist – Initiate

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

Waterologist Additional Crit Effects

  • Waterologist Additional Craft Mishap: In addition to the base critical failure effect, you are wreathed in cold 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 pronounce words correctly in Aquan until you finish a long rest and have disadvantage on rolls using the language.
  • Waterologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in your cold energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Aquan language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the Aquan language.

Secret CraftsWaterologist – 1st Circle

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

Waterologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate blue light 5 ft radius. All cold attacks treat a damage dice rolled of 2 or less as a 2.

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

  • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d6 Cold damage.
  • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Cold damage.
  • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to Cold Damage.
  • Elemental 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.
  • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over water or ice without slipping until the end of your next turn.

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

  • Craft Specialisation (SB 1+): You spend a week in study. 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, recasting does not cost more while it is still going unless you have access to a new level of spells. This loss is permanent while you have access to these spells, and needs to be renewed annually costing extra points as you gain new spell levels.
  • Enhance Familiar (SB 1+): You spend a week summoning a familiar, with the traits of a tiny water elemental. This will cost you 1 soul burn per character level or 1 point if it is a class feature. This loss is permanent while you have the familiar. This familiar stays with you, and can be resummoned as the wizards familiar, renewed each year.
  • Enhanced Companion (SB 1+): You spend a week summoning a beast as a companion and give it the traits of a water elemental. This will cost you 1 soul burn per character level or 1 point if it is a class feature. This loss is permanent while you have the companion. This companion stays with you as per the Druid or ranger companion, renewed each year.
  • Enhance Mount (SB 1+): You spend a week summoning a beast as a mount and give it the traits of a water elemental. This will require a week of downtime and will cost you 1 soul burn per character level or 1 point if it is a class feature. This loss is permanent while you have the mount. If you have a class feature that grant you a mount, you don’t have to pay for the hit dice of the creature.

Secret CraftWeaponologist – Initiate

  • Craft Bonus = Proficiency + Dex + circle +2 (Hattians, Kerendans, Nuari and Thyatians)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (Hattians, Kerendans, Nuari and Thyatians).
  • Starting Language – Common (Thyatian)

Weaponologist Additional Crit Effects

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

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

Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

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

  • Battle 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 enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Damage Resistance (Power SB 1 DC 16) As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
  • Shared Weapon Proficiency (Power SB 1 DC 16) As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
  • Weapon Option Versatility (Enhancement SB 1 DC 16) As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.

Weaponologist 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.

  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
  • Pit Fighting Renown – Regional (SB 1) You can participate in sanctioned fights in the settlement your in. You earn 50% more than the purse of standard pit fights. This otherwise follows the Downtime rules for Pit Fighting.
  • Proficiency Training (SB 1) You can learn weapons up to the skilled level without a teacher or train someone in a weapon your at least skilled with up to proficient.
  • Beast Companion (SB 1+) You spend a week to gain a beast companion skilled in combat. This will cost you 1 soul burn per character level or 1 point if you have the class feature. You cannot recover the soul burn while you retain the companion and need to renew it each year.
  • Special Mount (SB 1+) You spend a week in a gladiatorial arena and gain a beast mount skilled in combat. This will cost you 1 soul burn per character level or 1 point if you have the class feature. You cannot recover the soul burn while you retain the mount, and need to renew it each year.

Spell Lists

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

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

Spell ListClass ListSorcerer Available Spells

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

* details to come. R – Ritual Spells.

  • Spell List – Secret CraftBloodologist
    • Cantrip – Blood Tide (mwb422)
    • 1st Level – Bloody Hands (mwb422), Bloody Smite (mwb423), Chill Blood (ea02-22), Find Kin – R ( mwb428), Stanch (mwb435), Weapon of Blood (mwb437), Wound (ea02-33
    • 2nd LevelBleeding Wound (ea02-21), Blood Bath (bls23), Blood Geyser (bls23), Blood Lure (mwb422), Bloodshot (mwb422), Caustic Blood (mwb423), Vomit Tentacles (mwb436)
    • 3rd Level – Blood Armour (mwb421), Cause the Bends (bls28), Hemophilia (bls69), Vital Mark (mwb436), Weeping Wounds (bls127), Whirlwind of Gore (bls128)
    • 4th Level – Bladelust (bls21), Blood and Steel (mwb421), Blood Spoor (mwb422), Bloodburn (bls23). Desiccating Breath (mhh162), Wall of Blood (bls125)
    • 5th Level – Blood Purge (bls23), Bloody Tentacles (bls23), Clot (bls32), Cruor of Visions (mwb424), Exsanguinate (mwb427), Exsanguinating Cloud (mwb427), Sanguine Horror (mwb433), Watery Blood (bls126)
    • 6th Level – Create Homunculus (xge152), Spilling of Blood (bls112), Suffocate (mgp1008)
    • 7th Level – Sanguine Creatures (bls101)
    • 8th Level – Blazing Blood (bls22), Impart Strength (bls73)
    • 9th Level

* details still to come. R – Ritual Spells.

Spell ListSecret CraftBureauologist

  • Cantrip – Detect Charm (bls43), Itemize (bls79)
  • 1st Level – Ceremony – R (xge151), Copy – R (bls34), Forked Tongue (bls61), Wind Speak – R (bls128)
  • 2nd Level – Bolster Mental Fortitude (bls24), Detect Illusion (bls43), Menace (bls86), SkywriteR (xge165)
  • 3rd Level – Air of Nobility (bls13), Liar’s remorse (bls81), Tiny Servant (xge168)
  • 4th Level – Comrades in Arms (bls33), Mark of Ownership (bls86)
  • 5th Level – Arcane Retribution (bls14), Divine Sovereignty (bls47), Skill Empowerment (xge165)
  • 6th Level – Arcane Obstruction (bls14), Instant Fluency (bls76)
  • 7th Level – Ice Soldiers (mwb429), Mark of Exile (bls85), Revelation Field (bls99)
  • 8th Level
  • 9th Level – Arcane Censure (bls14)

R – Ritual Spells.
Sourcebooks: bls, mwb (GM Only), xge

Spell ListsSecret Craft – Sailologist

  • Cantrip – Hydraulic Push (pcc40)
  • 1st Level – Air Bubble (pcc34), Animate Water (pcc35), Bubble Net (bls26), Buoyancy (bls26), Cool Strength (pcc421), Float (pcc38), Lasting Breath (bls80), Locate Fish – R (bls83), Murk (pcc40), Quick Breath (pcc40), Read Weather (pcc41), Sea Sight (pcc44), Shock Shield (pcc44), Touch of the Seal (pcc46), Waterproof (pcc49), Weather Eye (pcc49), Wind Compass (pcc424)
  • 2nd Level – Bo of the River (pcc435), Boarding Plank (bls24), Depth Charge (pcc38), Depth Warning (pcc38), Dolphins Fins (bls47), False Gold (bls55), Flotsam Vessel (pcc39), Forecast – R (bls61), Marid’s Blessing (pcc421), Marid’s Curse (pcc421), Net (bls90), Riversight (pcc42), Sargasso Strands (pcc43), Slipstream (pcc45), Taunt (bls116), Track Ship (pcc46), True Bearing (pcc47), Undertow (bls121)
  • 3rd Level – Aerial Pilot (bls11), Air BreathingR (bls12), Anchor (bls13), Detect Land (bls43), Protection from Pressure (bls95), Receding Reef (pcc41), Reef Growth (pcc42), Turbid Tide (pcc47), Undertow (pcc47), Water Double (bls126), Weather Calming (bls127)
  • 4th Level – Black Spot (pcc35), Deep Diver (pcc38), Deflect Ram (bls42), Desail (bls42), Hullshock (pcc39), Ice Ship (pcc432), Iron Rope (bls78), Phantom Rugging (pcc422), Remember Seas (bls98), Scalding Sea (bls101), Shatterhull (pcc44), Stone Hull (pcc424), Transform Boulder to Pebble (bls118), Transform Pebble to Boulder (bls118), Veiled Vessel (pcc48), Wall of Brine (pcc48)
  • 5th Level – Billow the Sails (bls19), Channelled Currents (pcc37), Control WindsR (xge152), Maelstrom (xge160), Sea Scrying (pcc44), Unseen Crew (pcc47)
  • 6th Level – Aqueous Extraction (pcc35), Change Dust to Water (bls28), Greater Veiled Vessel (pcc48), Paper Vessel (pcc436), Ship of Fools (pcc423), Wall of Coral (pcc49)
  • 7th Level – Change Water to Dust (bls28), Create Iceberg (bls36), Hovershp (bls72), Icebreaker (bls73), Raise Island (bls97), Submerge Ship (pcc45)
  • 8th Level – Caster’s Caravel (pcc36), Divine Wind (pcc436), Raise Shipwreck (bls97)
  • 9th Level – Curse of the Ancient Mariner (bls38), Interplanar Voyage (pcc40), Salvage (pcc43)

R – Ritual Spells.

Spell ListSecret CraftWaterologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, mw, ph, scag, xge

Spell List – Secret CraftWeaponologist

  • Cantrip Booming Blade (scag142), Fist of Iron (mhh167), Green-Flame Blade (scag143), Hoarfrost (mhh175), Magic Stone (xge160), Spectral Scythe (dWiki), Sword Burst (scag143)
  • 1st Level – Adjust Positioning (mhh148), Armoured Heart (mhh149), Armoured Shell (mhh150), Battle Wisdom (bls18), Broken Charge (mhh155), Catapult (xge150), Hobble Mount (mhh174), Spur Mount (mhh194), Thunderous Charge (mhh197), Zephyr Strike (xge171)
  • 2nd Level – Battle Guidance (bls18), Boiling Oil (mhh154), Charged Missile (bls29), Crushing Trample (mhh160), Furious Hooves (mhh170), Mass Blade Ward (mhh182), Poisoned Volley (mhh186), Precision of Arms (bls94), Sacrifice (mhh192), Thunderous Stampede (mhh197), Trench (mhh199), Warning Shout (mhh202), Wrestling Wind (mhh203)
  • 3rd Level – Arcane Spear (bls14), Axe of Destruction (bls16), Curse of Incompetence (mhh161), Doom of Dancing Blades (mwb426), Flame Arrows (xge156), Mass Hobble Mount (mhh182), Nightfall – R (mhh184), Outflanking Boon (mhh184), Rain of Blades (mhh188), Smart Arrow (bls108), Sudden Dawn – R (mhh196), Thunderous Wave (mhh197)
  • 4th Level – Blade of my Brother (mhh152), By the Light of the Watchful Moon (mhh155), Inspired Speech (mhh175), Instant Fortification (mhh176), Multiple Shot (bls88), Projectile Link (bls94), Reposition (mhh188)
  • 5th Level – Holy Ground (mhh174), Instant Siege Weapon (mhh176), Jolt (bls79), Steel Wind Strike (xge166)
  • 6th Level – Catapult Greater (mhh155), Fault Line (mhh167), Tenser’s Transformation (xge168)
  • 7th Level – Walking Wall (mhh202)
  • 8th Level – Costly Victory (mhh160)
  • 9th Level

* details to come. R – Ritual Spells
Reference: bls, dWiki, mhh, mwb (GM Only), scag, xge

Character Advancement

Creating a 1st level Rogue

Racial BuildHalfling Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century
  • Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Lucky (Halfling) When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave (Halfling) You have advantage on saving throws against being frightened.
  • Halfling Nimbleness (Halfling) You can move through the space of any creature that is of a size larger than yours.
  • Languages. You can speak, read, and write Common (Thyatian or Alphatian) and one other language. The Halfling language “Lalor” isn’t secret, but halflings as a culture have lost it as a known language. They write very little, so they don’t have a rich body of literature. Their oral tradition. however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they, are traveling.
  • Pantheon: Halfling
  • Weapons Proficiency: Gains proficiency with two weapons of significance of your choice. If you have proficiency with these weapons, they are upgrades skilled level.
  • Character Options – Available to all Halfling Subraces
  • Attributes – Character Level 01 Traits
    • Proficiency Bonus: +2
    • Character Tier: Tier 1
    • Attunement Slots: 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.

Racial BuildHalflingSeashire (Halflings of Water) Traits

  • Ability Score Increase: Dexterity +1.
  • Natural Seamaster (Seashire) You have advantage on check made in dealing with the ocean.
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Waterologist.
  • Evolution (1st Evolution): Counts as the Old Hin and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

Associated Element – Water Aspected Traits

  • Ability Score Increase: Wisdom +2
  • Touch of the Water (Water Aspected) While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Time (Water Aspected) When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
  • Danger of Energy (Water Aspected) When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Water Evolution: Counts as a Genasi for the purposes of using Water Genasi effects and magical items, but not as a Water Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Water Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Fire (20)

Class BuildRogue – Level 01 (Starting)

  • Starting Hit Points: 8 HP + Con Mod
  • Starting Proficiencies:
    • Armour: Light Armour
    • Saving Throws: Dexterity, Intelligence
    • Skills: Choose any four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
    • Tools: Thieves tools
    • Weapons Mastery: Gains proficiency with simple weapons and one martial weapons of your choice. (Standard: shortsword)
  • Starting Equipment:
    • a rapier or a shortsword
    • A shortbow and a quiver of 20 arrows or a shortsword
    • A burglar’s packs or a Dungeoneers pack or explorers pack
    • 10 darts
    • Leather armour, two daggers, and thieves tools
  • Expertise (ph96) choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  • Sneak Attack (Rogue 1st ph96) you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
    • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
    • If you use a weapon that provides an additional dice of damage, it also provides an additional dice of sneak attack.
  • Thieves’ Cant (Rogue 1st ph96) During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly.
    • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
  • Player Choices:
    • Racial Options:
    • Attributes: STR 8 (-1) DEX 18 (+4) CON 14 (+2) INT 10 (-) WIS 14 (+2) CHA 13 (+1)
    • Class Options: Skills (Acrobatics, Persuasion, Slight of Hand, Stealth), Expertise (Thieves Tools and Stealth)
  • 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 Rogue

Class BuildRogue – Level 02

  • Hit Points: 5 HP + Con Mod
  • Cunning Action (ph96) Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
  • 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 Rogue
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.

Class BuildRogue – Level 03

  • Hit Points: 5 HP + Con Mod
  • Roguish Archetype – You select one of the Rogue Archetypes
  • Sneak Attack Upgrade (Rogue 3rd ph96) + 1d6 (2d6 total)

Class BuildRogue – Swashbuckler – Level 03

  • Fancy Footwork (Swashbuckler 3rd) You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
  • Rakish Audacity (Swashbuckler 3rd) Your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
    • You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
  • 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 Rogue

Class BuildRogue – Level 04

  • Hit Points: 5 HP + Con Mod
  • Ability Score Improvement (gain both) Abilities and Feat
  • Player Choices:
    • Ability score +2 Cha
    • Feat – Alert (ph165)
  • 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 Rogue

Class BuildRogue – Level 05

  • Hit Points: 5 HP + Con Mod
  • Uncanny Dodge (Rogue 5th ph96) When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  • Sneak Attack Upgrade (Rogue 5th ph96) + 1d6 (3d6 total)
  • 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 Multi
Rogue Swashbuckler 5th /
Sorcerer Elemental Essence (Water) 1st
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.

Class BuildSorcerer – Level 01 (Starting)

  • Starting Hit Points : 6 HP + Con Mod
    • Hit Points: 4 (1d6) + Con Mod (multiclass)
  • Starting Proficiencies:
    • Armour: None
    • Saving Throws: Constitution, Charisma
    • Skills: Arcana plus choose two from Deception, Insight, Intimidation Persuasion, and Religion.
      • Multiclass characters gain Arcana as proficiency not already with it.
    • Tools: None
    • Weapons Mastery: Gains proficiency with five simple weapons of your choice. (Standard: Daggers, Darts, Slings, quarterstaffs and light crossbow.)
  • Starting Equipment:
    • light crossbow with 20 bolts or simple weapon
    • Component pouch or arcane focus
    • Dungeoneers pack or explorers pack
    • Two daggers
  • Spellcasting (ph101 – Sorcerer) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
    • Spell Save DC = 8+prof+ability
    • Spell Attack = prof+ability
    • Spells Known = 4 Cantrips plus 2 other spells
    • Spell Slots = 1st (2)
  • Arcane Ritual book (Sorcerer) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
  • Sorcerous Origin: Choose a Sorcerer Origin

Class BuildSorcererElemental Essence (Water) – Level 01

  • Manifest Aura (Cold – Elemental Essence 1st) – You gain the ability to channel your elemental power into a swirling aura. As a bonus action, you can surround yourself in a magical aura of elemental material or energy appropriate to your heritage for one minute. While the aura persists, you gain the following benefits:
    • When you are attacked, you can use your reaction to impose disadvantage on the attack roll before the attack hits or misses.
    • When you cast a spell of 1st level or higher, the aura around you intensifies until the start of your next turn. During this time, any creature that ends its turn within 5 feet of you or that enters a space within 5 feet of you takes 1d6 damage of the type associated with your heritage element.
    • You can use this ability twice. You regain all expended uses when you finish a long rest.
  • Player Choices:
    • Starting Cantrips – booming blade, chill touch, mage hand and prestidigitation
    • Starting Spells – charm person and comprehend languages
    • Starting Rituals – Comprehend Languages and Protection from Evil and Good
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Spend 1 HP/Level on Horse of Elemental Water
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 7th level Multi
Rogue Swashbuckler 6th /
Sorcerer Elemental Essence (Water) 1st

Class BuildRogue – Level 06

  • Hit Points: 5 HP + Con Mod
  • Expertise (ph96) choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  • Player Choices:
    • Expertise in persuasion and perception
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Renewal – Spend 1 HP extra on Horse of Elemental Water
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 8th level Multi
Rogue Swashbuckler 6th /
Sorcerer Elemental Essence (Water) 1st
  • 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.

Rogue Swashbuckler / Sorcerer Elemental Essence of Water

Yodrey
Smale Male Halfling of ? (?), chaotic
Rogue Swashbuckler 6 / Sorcerer Elemental Essence (Water) 1

  • Initiative: +11 (+4 Dex, +2 Cha, +5 Alert)
  • Armour Class:
  • Hit Points: 45 (7d8+14) -7 (Soul Burn – Summonable Mount Feature 1hp/level)
  • Speed: 25 ft

STR 8 (-1) DEX 18 (+4) CON 14 (+2) INT 10 (-) WIS 14 (+2) CHA 15 (+2)

  • Saving Throws: +7 Dexterity, +3 Intelligence
  • Weapon and Armour: (Proficient) Light Armour, Longsword, Simple Weapons, Shortsword. (Expert) Rapier
  • Tools: (Proficient) +3 Navigator’s Tools, +3 Vehicles (water) (Expertise) +6 Thieves Tools
  • Skills: (Proficient) +7 Acrobatics (D), +3 Arcana (A), +2 Athletics (S), +7 Slight of Hand (D) (Expertise) +8 Perception (W), +8 Persuasion (C), +10 Stealth (D)
  • Senses: +8 Perception, Passive Perception 18
  • Languages: Common (Thyatian), Dwarvish, Traladaran

ABILITIES

  • Bad Reputation (Pirate) No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern ar breaking down doors at a local shop, since most people will not report your activity to the authorities.
  • Brave (Halfling) You have advantage on saving throws against being frightened.
  • Cunning Action (ph96) Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
  • Danger of Energy (Water Aspected) When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Fancy Footwork (Swashbuckler 3rd) You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
  • Halfling Nimbleness (Halfling) You can move through the space of any creature that is of a size larger than yours.
  • Lucky (Halfling) When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Natural Seamaster (Seashire) You have advantage on check made in dealing with the ocean.
  • Power of Time (Water Aspected) When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
  • Rakish Audacity (Swashbuckler 3rd) Your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
    • You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
  • Sneak Attack (Rogue 1st ph96) you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
    • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
    • If you use a weapon that provides an additional dice of damage, it also provides an additional dice of sneak attack.
    • Sneak Attack Upgrade (Rogue 3rd ph96) + 1d6 (2d6 total)
    • Sneak Attack Upgrade (Rogue 5th ph96) + 1d6 (3d6 total)
  • Thieves’ Cant (Rogue 1st ph96) During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly.
    • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
  • Touch of the Water (Water Aspected) While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Uncanny Dodge (Rogue 5th ph96) When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

SPELLCASTING

  • Spellcasting (ph101 – Sorcerer) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to half of level then add ability modifier spells known from their spellbook)
    • Spell Save DC = 13 (8+prof+ability)
    • Spell Attack = +5 (prof+ability)
    • Spells Known = 4 Cantrips plus 2 other spells
      • Cantrip – booming blade (swag), chill touch (ph), mage hand (ph) and prestidigitation (ph)
    • Spell Slots = 1st (2) Charm Person (ph), Comprehend Languages (ph)
  • Arcane Ritual book (Sorcerer) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Arcana skill to cast rituals.
    • Rituals Known: Comprehend Languages (auto), Protection from Evil and Good (DC12)
    • Ritual Casting Check: +4 (Arcana)
    • Ritual Book #1 (0/100 pages)
      • 1st Level – Comprehend Languages (ph), Protection from Evil and Good (ph)

FEATS

  • Alert (ph165) Always on the lookout for danger, you gain the following benefits:
    • You gain a +5 bonus to initiative.
    • You can’t be surprised while you are conscious.
    • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

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:
  • Characteristics:
    • Personality:
    • Ideal:
    • Bond:
    • Flaw:
    • Personal Goals:
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = (8 +prof+abil mod)

Conclusion

More details to come.

Content Updates

D&D 5E in Mystara

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

WRATH: Campaign, Design

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

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

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By thedarkelf007

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

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