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
- (1st) Initiate in Waterologist
- (2nd) Initiate in Sailologist
- (3rd) Initiate in Weaponologist
- (4th) Initiate in Bureauologist
- (5th) Initiate in Bloodologist
- (6th) 1st Circle in Waterologist
- (7th) 1st Circle in
Secret Craft – Bloodologist – Initiate
- Craft Bonus = Proficiency + Con + circle +2 (Darkness or Water Aspected, Makai or Traladaran)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Con mod + circle achieved +2 (Darkness or Water aspected, Makai or Traladaran).
- Bonus Language – Makai or Traladaran
- Associated Sphere – Usually a Entropy or Time Immortal, Traladran Pantheon, but any Immortal who is a Patron of blood 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 Blood (Entropy and Water) You can make a craft check to use a artefact of blood 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. Makai 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.
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 Craft – Bureauologist – Initiate
- Craft Bonus = Proficiency + Cha + circle +2 (Gnome, Hattian, Kerendian, Nuari, Thyatian)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Cha mod + circle achieved +2 (Gnome, Hattian, Kerendian, Nuari, Thyatian).
- Bonus Language – Common (Thyatian) or Gnomish
- Associated Sphere – Usually a Thyatian Empire Pantheon Immortal, but any Immortal who is a Patron of civilisation 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 Civilisation (any) You can make a craft check to use a artefact of civilisation 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. Thyatian 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.
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 Craft – Sailologist – Initiate
- Craft Bonus = Proficiency + Dex + circle +2 (water aspect, Halfling, Makai, Nuari)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (water aspect, Halfling, Makai, Nuari).
- Bonus Language – Makai or Common (Thyatian)
- Associated Sphere – Usually a Time Immortal, Ocean Guilds Pantheon Immortal, but any Immortal who is a Patron of travel 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 Sea (any) You can make a craft check to use a artefact of of the Sea 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. Travel and Water 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.
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 Craft – Waterologist – Initiate
- Craft Bonus = Proficiency + Dex + circle +2 (water elemental aspect, genasi)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (water elemental aspect, genasi).
- Bonus Language – Primordial (Aquan)
- Associated Sphere – Usually a Time Immortal, Water Pantheon Immortal, Ocean Pantheon Immortal, but any Immortal who is a Patron of water 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 Time (Water) You can make a craft check to use a artefact of time 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. Water 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.
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 Crafts – Waterologist – 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.
Waterologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft 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.
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.
Waterologist Apprentice Downtime
- Elemental Water Aspect (SB 1) You can change your aspect to Water, or gain it as an elemental aspect if you did not already have one.
- Elemental Water 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. Unlike regular spells, Cantrips cost 1 point per character level.
- Elemental Water Familiar (SB 1+): You spend a week to training a familiar to take on Water Elemental traits. This gives the familiar once per short rest the ability to turn into water for 1 round per level taking on the abilities of water form, freeze, water movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Ocean or Water pantheons). You cannot recover the soul burn while you retain the familiar.
- Elemental Water Companion (SB 1+): You spend a week to training a companion to take on Water Elemental traits. This gives the companion once per short rest the ability to turn into water for 1 round per level taking on the abilities of water form, freeze, water movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Ocean or Water pantheons). You cannot recover the soul burn while you retain the Companion.
- Elemental Water Mount (SB 1+): You spend a week to training a mount to take on Water Elemental traits. This gives the mount once per short rest the ability to turn into water for 1 round per level taking on the abilities of water form, freeze, water movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Ocean or Water pantheons). You cannot recover the soul burn while you retain the mount.
- Water 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.
Reference Notes for Elemental Water Creature Abilities
- Fire Form – while in water form can move through a space as narrow as 1 inch wide without squeezing. In addition, the creature can enter a hostile creature’s space and stop there.
- Freeze – If the creature takes cold damage, it partially freezes and its speed is reduced by 20 feet until the end of its next turn.
- Water Movement – The creature gains a swim speed equal to its land movement, or if it already has a swim speed it is increased by its land speed.
- Attacks – All attacks are treated as cold damage
Secret Craft – Weaponologist – 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).
- Bonus Language – Common (Thyatian)
- Associated Sphere – Usually a Thyatian Empire Pantheon Immortal, or any Immortal who is a Patron of war is 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.
- Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
- Artefacts of War: You can make a craft check to use a artefact of war 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 or magical weapon to heal your soul burn. If you are attuned to the artefact or Magical Weapon, you can use its power to activate your secret craft features without a chance of a penalty being activated. Magical Weapons 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.
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.
Secret Craft – Weaponologist – 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.
Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. You gain an extra dice of damage with weapons you are proficient with. You also gain access to the following features while the Manifestation is active.
Weaponologist Apprentice Enhancements and Powers (Requires Weaponologist Apprentice to be active)
- Weapon 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 or add the known spell. Non-spellcasters can use this to gain a cantrip if any is listed. You can have active as many spells as circles you have achieved circles in the craft
- Weapon 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.
- Weapon Shared 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 add additional weapon options. You can have active as many options as circles you have achieved circles in the craft.
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.
Weaponologist Apprentice Downtime
- Weapon 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. Unlike regular spells, Cantrips cost 1 point per character level.
- Weapon 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.
- Weapon 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.
- Weapon Companion (SB 1+) You spend a week to training a companion to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
- Weapon Familiar (SB 1+) You spend a week to training a familiar to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the companion.
- Weapon Mount (SB 1+) You spend a week in a gladiatorial arena and train a mount to be skilled in combat. This makes their attacks treated as skilled and provides proficiency to the base DC of weapon mastery checks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Thyatian Empire pantheon). You cannot recover the soul burn while you retain the mount.
- Weapon 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.
Spell List – Class List – Sorcerer
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 (ph248), Ray of Frost (ph272), Shocking Grasp (ph276), True Strike (ph285),
1st Level Spells – 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), Fog Cloud (ph244), Grease (ph247), 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 Spells – Acid Arrow (ph260), Alter Self – R (ph212), Blindness/Deafness (ph220), Blur (ph220), Cloud of Daggers (ph223), Crown of Madness (ph230), Darkness (ph230), Darkvision – R (ph230), Detect Thoughts – R (ph232), Enhance Ability – R (ph238), Enlarge/Reduce – R (ph238), Flame Blade (ph243), Flaming Sphere (ph243), Gust of Wind – R (ph248), Hold Person (ph252), Invisibility (ph255), Knock – R (ph255), Levitate – R (ph255), Magic Weapon (ph258), Mirror Image (ph261), Misty Step (ph261), Phantasmal Force (ph265), Scorching Ray (ph274), See Invisibility – R (ph275), Shatter (ph276), Sleet Storm (ph277), Spider Climb (ph278), Suggestion – R (ph280), Web (ph288),
3rd Level Spells – Blink (ph220), Clairvoyance (ph223), Counterspell (ph229), Daylight (ph231), Dispel Magic – R (ph234), Fear (ph240), Fireball (ph242), Fly (ph244), Gaseous Form (ph245), Haste (ph251), Hypnotic Pattern (ph253), Lightning Bolt (ph256), Major Image – R (ph259), Protection from Energy (ph271), Slow (ph278), Stinking Cloud (ph279), Tongues (ph284), Vampiric Touch (ph286), Water Breathing – R (ph288), Water Walk – R (ph288),
4th Level – Banishment (ph218), Blight (ph220), Confusion (ph225), Dimension Door (ph234), Dominate Beast (ph235), Fire Shield (ph243), Greater Invisibility (see Invisibility), Ice Storm (ph253), Polymorph (ph267), Stoneskin (ph279), Wall of Fire (ph286)
5th Level Spells – Animate Objects (ph214), Arcane Hand (ph219), Cloudkill (ph223), Cone of Cold (ph225), Creation – RO (ph230), Dominate Person (see Dominate Beast), Hold Monster (see Hold Person), Insect Plague (ph255), 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), Flesh to Stone (ph/tce), Globe of Invulnerability (ph), Mass Suggestion (ph), Move Earth (ph), Otiluke’s Freezing Sphere (ph/tce), 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 – Demiplane (ph/tce), 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.
Source: ph
Spell List – Secret Craft – Bloodologist (Blood)
(Affliction and Blood based spells)
Cantrip – Blood Tide (mwb422), Chill Touch (ph222),
1st Level Spells – Bane (ph217), Bloody Hands (mwb422), Bloody Smite (mwb423), Chill Blood (ea02-22), Find Kin – R ( mwb428), Hideous Laughter (ph281), Stanch (mwb435), Weapon of Blood (mwb437), Witch Bolt (ph290), Wound (ea02-33),
2nd Level Spells – Bleeding Wound (ea02-21), Blindness/Deafness (ph220), Blood Bath (bls23), Blood Geyser (bls23), Blood Lure (mwb422), Bloodshot (mwb422), Caustic Blood (mwb423), Enlarge/Reduce – R (ph238), Heat Metal (ph251), Hold Person (ph252), Vomit Tentacles (mwb436)
3rd Level Spells – Bestow Curse (ph219), Blood Armour (mwb421), Cause the Bends (bls28), Hemophilia (bls69), Vital Mark (mwb436), Weeping Wounds (bls127), Whirlwind of Gore (bls128)
4th Level Spells – Banishment (ph218), Bladelust (bls21), Blood and Steel (mwb421), Blood Spoor (mwb422), Bloodburn (bls23), Confusion (ph225), Desiccating Breath (mhh162), Polymorph (ph267), Wall of Blood (bls125)
5th Level Spells – Blood Purge (bls23), Bloody Tentacles (bls23), Clot (bls32), Contagion (ph228), Cruor of Visions (mwb424), Dream – RO (ph237), Exsanguinate (mwb427), Exsanguinating Cloud (mwb427), Hold Monster (see Hold Person), 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.
Source: ea08, ph
Spell List – Secret Craft – Bureauologist (Bureau)
(Communication, Law and Organisation based spells)
Cantrip – Detect Charm (bls43), Friends (ph245), Itemize (bls79), Message (ph260),
1st Level Spells – Ceremony – R (xge151), Comprehend Languages – R (ph225), Copy – R (bls34), Forked Tongue (bls61), Illusory Script – RO (ph253), Speak with Animals – R (ph278), Wind Speak – R (bls128)
2nd Level Spells – Animal Messenger – R (ph213), Augury – RO (ph216), Bolster Mental Fortitude (bls24), Detect Illusion (bls43), Magic Mouth – R (ph258), Menace (bls86), Skywrite – R (xge165), Zone of Truth – R (ph290),
3rd Level Spells – Air of Nobility (bls13), Liar’s remorse (bls81), Sending (ph275), Speak with Dead – R (ph278), Speak with Plants – R (ph278), Tiny Servant (xge168), Tongues (ph284),
4th Level Spells – Comrades in Arms (bls33), Divination – R (ph235), Mark of Ownership (bls86)
5th Level Spells – Arcane Retribution (bls14), Divine Sovereignty (bls47), Dream – RO (ph237), 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.
Source: bls, mwb (GM Only), ph, xge
Spell Lists – Secret Craft – Sailologist (Sail)
(Movement and Ocean travel based spells)
Cantrip – Breeze (ea08), Headwind (bls68), Hydraulic Push (pcc40), Ray of Frost (ph272), Thorn Whip (ph283)
1st Level Spells – Air Bubble (pcc34), Animate Water (pcc35), Bubble Net (bls26), Buoyancy (bls26), Cool Strength (pcc421), Expeditious Retreat (ph239), Float (pcc38), Floating Disk – R (ph282), Fog Cloud (ph244), Frostfire (bls62), Gliding Step – R (mhh170), Jump (ph255), Lasting Breath (bls80), Locate Fish – R (bls83), Longstrider (ph257), 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), Wind Tunnel (mhh203),
2nd Level Spells – Alter Self – R (ph212), 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), Gust of Wind – R (ph248), Levitate – R (ph255), Marid’s Blessing (pcc421), Marid’s Curse (pcc421), Misty Step (ph261), Net (bls90), Riversight (pcc42), Sargasso Strands (pcc43), Skywrite – R (xge165), Slipstream (pcc45), Spider Climb (ph278), Taunt (bls116), Track Ship (pcc46), True Bearing (pcc47), Web (ph288), Undertow (bls121)
3rd Level Spells – Aerial Pilot (bls11), Air Breathing – R (bls12), Air Bridge – R (bls12), Anchor (bls13), Detect Land (bls43), Fly (ph244), Gaseous Form (ph245), Phantom Steed – RO (ph266), Protection from Pressure (bls95), Receding Reef (pcc41), Reef Growth (pcc42), Slow (ph278), Turbid Tide (pcc47), Undertow (pcc47), Upwards Thrust (mhh185), Water Double (bls126), Water Walk – R (ph288), Weather Calming (bls127)
4th Level – Black Spot (pcc35), Control Water (ph228), Deep Diver (pcc38), Deflect Ram (bls42), Desail (bls42), Freedom of Movement (ph245), 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 Spells – Billow the Sails (bls19), Channelled Currents (pcc37), Control Winds – R (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
Source: bls, ea08, ph
Spell List – Secret Craft – Waterologist (Water)
(Cold, Force and Water based spells)
Cantrip – Claws of Darkness (mhh157), Drench (bls48), Eldritch Blast (ph238), Frostbite (xge157), Hoarfrost (mhh174), Shape Water (xge164), Spectral Weapon (GM), Sword Burst (scag143),
1st Level Spells – Absorb Elements (xge150), Armour of the Void (ph216), Cloud Burst – R (bls33), Create or Destroy Water – R (ph230), Flurry (mhh168), Freeze Potion (mhh169), Frostfire (bls62), Gliding Step – R (mhh170), Ice Knife (xge157), Magic Missile (ph258), Protection from Evil and Good – R (ph271), Tidal Barrier (mhh198),
2nd Level Spells – Bead of Frost (bls18), Elemental Horns (mhh165), Freeze Water – R (mhh154), Frost Snap (bls62), Pass through Element – R (ea08), Sleet Storm (ph277), Snowball Swarm (xge165), Spiritual Weapon (ph278),
3rd Level Spells – Awaken Element (ea08), Dispel Magic – R (ph235), Elemental Shape (ea08), Elemental Weapon (ph238), Freezing Fog (mhh169), Frost Shards (bls62), Frozen Razors (mhh169), Hard Water Blast (bls66), Protection from Energy (ph271), Magic Circle – RO (ph257), Riptide (mhh189), Tidal Wave (xge168), Tiny Hut – RO (ph256), Wall of Water (xge170), Water Breathing – R (ph288), Water Walk – R (ph288),
4th Level Spells – Brittling (mhh154), Conjure Minor Elementals – RO (ph226), Control Water (ph228), Elemental Bane (xge155), Fire Shield (ph243), Freedom of Movement (ph245), Ice Storm (ph253), Resilient Sphere (ph265), Siphon Elemental Lifeforce (ea08), Watery Sphere (xge170)
5th Level Spells – Banishing Smite (ph217), Cone of Cold (ph225), Conjure Elemental – RO (ph225), Drown*, Frostbite (mhh169), Maelstrom (xge160), Magic Circle against Energy – R (ea08)
- 6th Level – Change Dust to Water (bls28), Cold Fog (bls33), Curse of Boreas (mhh160), Drown (mhh164), Ebon Water (bls50), Elemental Cloak (Ice) (bls50), Elemental Fabrication – R (ea08), Elemental Scimitar (bls51), Icy Manipulation (mmh175), Investiture of Element (xge159), Primordial Ward (xge163), Razor Rain*, Suffocate (ea08), Torrent (bls117)
- 7th Level – Blizzard (mhh153), Create Iceberg (bls36), Deep Freeze (bls41), Glacial Fog (mwb428), Ice Soldiers (mwb429), Triumph of Ice (mhh199)
- 8th Level – Abi-Daizim’s Horrid Wilting (xge150), Control Weather – R (ph228), Elemental Infusion (bls51), Glacial Cascade (mhh170), Ice Geyser (bls73), Tundra-Touched (mwb435), Whirlpool*
- 9th Level – Circle of Devastation (mhh157), Gate (ph244), Rimeshatter (bls100
* details to come. R – Ritual Spells.
Source: bls, br, ea08, mhh, mw, ph, scag, xge
Spell List – Secret Craft – Weaponologist (Weapon)
(Attack (weapon), Unarmed and Weaponry based spells)
Cantrip – Blade Ward (ph219), Booming Blade (scag142), Fist of Iron (mhh167), Ensnaring Strike (ph238), Frostbite (xge157), Green-Flame Blade (scag143), Hail of Thorns (ph250), Hoarfrost (mhh175), Hunter’s Mark (ph252), Magic Stone (xge160), Shillelagh (ph276), Spectral Weapon (GM), True Strike (ph285),
1st Level Spells – Adjust Positioning (mhh148), Armoured Heart (mhh149), Armoured Shell (mhh150), Battle Wisdom (bls18), Broken Charge (mhh155), Catapult (xge150), Compelled Duel (ph225), Divine Favour (ph235), Hobble Mount (mhh174), Searing Smite (ph275), Spur Mount (mhh194), Thunderous Charge (mhh197), Thunderous Smite (ph283), With the Wind – R (bls129), Wrathful Smite (ph290), Zephyr Strike (xge171),
2nd Level Spells – Battle Guidance (bls18), Boiling Oil (mhh154), Branding Smite (ph220), Charged Missile (bls29), Cordon of Arrows (ph229), Crushing Trample (mhh160), Flame Blade (ph243), Furious Hooves (mhh170), Mass Blade Ward (mhh182), Magic Weapon (ph258), Poisoned Volley (mhh186), Precision of Arms (bls94), Sacrifice (mhh192), Spiritual Weapon (ph278), Thunderous Stampede (mhh197), Trench (mhh199), Warning Shout (mhh202), Wrestling Wind (mhh203)
3rd Level Spells – Arcane Spear (bls14), Axe of Destruction (bls16), Blinding Smite (ph220), Charged Touch (bls29), Conjure Barrage (ph226), Curse of Incompetence (mhh161), Doom of Dancing Blades (mwb426), Elemental Weapon (ph238), Flame Arrows (xge156), Lightning Arrow (ph256), Mass Hobble Mount (mhh182), Nightfall – R (mhh184), Outflanking Boon (mhh184), Rain of Blades (mhh188), Smart Arrow (bls108), Sudden Dawn – R (mhh196), Thunderous Wave (mhh197), Vampiric Touch (ph286),
4th Level Spells – 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), Staggering Smite (ph322),
5th Level Spells – Banishing Smite (ph217), Conjure Volley (ph227), 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
Source: bls, br, dWiki, mhh, mwb (GM Only), ph, scag, xge
Character Advancement
- Creating a 1st level Rogue
- Advancing to 2nd level Rogue
- Advancing to 3rd level Rogue
- Advancing to 4th level Rogue
- Advancing to 5th level Rogue
- Advancing to 6th level Multi
- Advancing to 7th level Multi
- Advancing to 8th level Rogue
Creating a 1st level Rogue
Racial Build – Halfling 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
- Feats: Weapons Mastery
- 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.
Racial Build – Halfling – Seashire (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)
- Character Options – All Water Aspected Sub-Races
- Barbarian – Path of the Storm Herald (Tundra)
- Cleric – Domain of Water
- Monk – Way of the Elements (Water)
- Sorcerer – Draconic Bloodline (Blue), Elemental Essence (Water)
- Warlock – Pact of the Genie Lord (Water)
- Wizard – Elementalist (Water)
Class Build – Rogue – 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, Culture, Deception, Engineering, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
- Tools (Level Up) Disguise Kit, Poisoners Kit, Thieves tools
- Weapons Mastery: Gains proficiency with simple weapons and four martial weapons of your choice. (Standard: hand crossbow, longsword, rapier and shortsword)
- Starting Equipment: (Start with 125 gold to buy equipment)
- Skulker’s Set (91 gold) 2 daggers, shortbow and quiver with 20 arrows, shortsword, padded leather, explorer’s pack, thieves tools.
- Swashbuckler’s Set (92 gold) Rapier, sling and 20 sling bullets, 2 throwing daggers, padded leather, burglar’s pack, 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
- 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 – Rogue – 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
- 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 – Rogue – 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)
- Steady Aim (Tashias 3rd) As a bonus action, if you have not moved you can gain advantage on your next attack, but reduce your speed to 0 until the start of your next turn.
Class Build – Rogue – 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
- 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 – Rogue – 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
- 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 – Rogue – 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
- 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 – Sorcerer – 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 Build – Sorcerer – Elemental 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
- 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 – Rogue – 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
- 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 –
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 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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