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

Where to Start – Race
Race is one of the most inportant aspects of character creation as it points to solutions of class, homeland and background options that work well with the charcter concept.
There are a few different options in my setting for taking on character races, here is a link to the source material for my players – DnD Races Page.
Player was happy with Human of Air (Heldannic).
Class Options – Weapons Master?
Base racial options for the character are as follows.
The player has chosen to go with Fighter and Weapons Master.
Selecting Attributes
This has been left with the player to decide, when I have the details I will add them in here as part of the character build walk through.
Attributes have 27 point buy, starting with a base of 8.
- Total Points (27/27)
- Strength gains 15 – costing 9
- Dexterity gains 14 – costing 7
- Constitution gains 14 – costing 7
- Intelligence gains 8 – costing 0
- Wisdom gains 12 – costing 4
- Charisma gains 8 – costing 0
STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 8 (-1) WIS 12 (+) CHA 8 (-1)
After Point by add the following racial changes: +2 Str, +4 Con
STR 17 (+3) DEX 14 (+2) CON 18 (+4) INT 8 (-1) WIS 12 (+1) CHA 8 (-1)
Backgrounds
The character background options for consideration suitable for Rockhome: City Watch.
City Watch SCAG 145
- Skills – Athletics, Insight
- Languages – Two new languages (goblin, elvish)
- Equipment:
- Watcher’s Eyes (Background) Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
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) and Dwarven
- National Starting Languages: Dwarven (Rockhome)
- Background Languages – (choose two) Goblin, Elvish
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.
Character is Male.
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 – Fighter (4 weapons)
- Dwarven Combat Training – Weapons Mastery: Gains proficiency with five weapons of significance of your choice. If you have proficiency with these weapons, they are upgraded to skilled. Standard Weapons – Battleaxe, Handaxe, Throwing Hammer, and Warhammer
- Level 3 – Two weapon upgrade – Crushing blow, Head Crack
- Level 4 – Four weapon options – Pinning Hit, Patient Shot, Dazing Blow, Arcing Slash
- Level 6 – One weapon upgrade – Thundering Strike
- Level 7 – One weapon upgrade – Rib Shatter
- Level 9 – One weapon upgrade – Bruising Blow
Secret Crafts
Secret Craft Options available to the character.
- Secret Crafts: (Starting) Your choice of secret crafts include: Earthologist, Weaponologist
- (1st) Initiate – Earthologist
- (2nd) Initiate – Craftologist
- (3rd) Initiate – Weaponologist
- (4th) Initiate – Healologist
- (5th) Initiate – Protectologist
- (6th) 1st Circle – Weaponologist
- (7th) 1st Circle – Craftologist
- (8th) 1st Circle – Earthologist
- (9th) 1st Circle – Healologist
Secret Craft – Craftologist – Initiate
- Craft Bonus = Proficiency + Int + circle +2 (Dwarven, Elven, Gnome)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (Dwarven, Elven, Gnome).
- Bonus Language – Dwarven, Elven, or Gnome
- Specialisations of Crafter include – Crafting (Blacksmith, Jeweler, Leatherworker, Tailor, Woodworker), Enchanting (Eclectist, Implemancer, Wardwrite)
- Associated Sphere – Usually a Matter Immortal, Dwarven and Gnome Pantheon Immortal, but any Immortal who is a Patron of Crafts 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 Crafting (any) You can make a craft check to use a artefact of crafting 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. Dwarven or Gnome 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.
Craftologist Additional Crit Effects
- Craftologist Additional Craft Mishap: In addition to the base critical failure effect you cause one of your items to explode 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 craft until you finish a long rest and have disadvantage on rolls using tools.
- Craftologist Additional Craft Boon: In addition to the base critical success effect you are able to learn a new crafting recipe for mundane equipment and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of crafting is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using tools.
Secret Crafts – Craftologist – 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.
Craftologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, light radiates out to 10ft and everyone within your light radius has advantage on craft related checks.
Craftologist Apprentice Enhancements and Powers (Requires Craftologist Apprentice to be active)
- Craft 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.
- God Crafting (Power SB 1 DC 16): As an action you can gain the benefit of a weeks worth of crafting in an instant, but still need to make the crafting roll to build the item.
- Practiced Hand (Enhancement SB 1 DC 16): Activated during a short rest. You gain expertise on Crafting checks and tool use.
- Resource Allocation (Enhancement SB 1 DC 16): Activated during a short rest. You can change one set of tools over for another, or musical instrument into a different musical instrument, but not vehicles. During a long rest you can adapt a vehicle for a different terrain, or turn a tool in to musical instrument or a musical instrument into a tool. The item reverts to its normal form when the manifestation ends.
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.
- Workshop (SB 1+) Must create a workshop to use their abilities in at the cost of 5,000 gp per circle they have obtained.
- Metallurgical Expertise (SB 1) You can halve the costs of downtime conducted in the same week you activate this, which can remain active till you finish your downtime activities taking up one of your downtime options for that week.
- 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.
- Crafter Familiar (SB 1+) You spend a week to training a familiar to help with crafting. This gives the familiar the ability to provide you with expertise, or if you already have that advantage on tool use while making items. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Dwarven and Gnome pantheons). You cannot recover the soul burn while you retain the familiar.
- Crafter Companion (SB 1+) You spend a week to training a companion to help with crafting. This gives the companion the ability to provide you with expertise, or if you already have that advantage on tool use while making items. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Dwarven and Gnome pantheons). You cannot recover the soul burn while you retain the companion.
- Crafter Mount (SB 1+) You spend a week to training a mount to help with crafting. This gives the mount the ability to provide you with expertise, or if you already have that advantage on tool use while making items. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Dwarven and Gnome pantheons). You cannot recover the soul burn while you retain the mount.
- Crafter 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.
Secret Craft – Earthologist – Initiate
- Craft Bonus = Proficiency + Con + circle +2 (earth elemental aspected, genasi)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (earth elemental aspected, genasi).
- Bonus Language: Primordial (Terran)
- Associated Sphere – Usually a Matter Immortal, Earth Pantheon Immortal, Forest Pantheon Immortal, but any Immortal who is a Patron of earth is also valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of Matter (Earth) You can make a craft check to use a artefact of matter without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Earth Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
Earthologist Additional Crit Effects
- Earthologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You age increases by the Critical Effect Modifier. You are unable to pronounce words correctly in Celestial until you finish a long rest and have disadvantage on rolls using the language.
- Earthologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. You age decreases by the Critical Effect Modifier. Your grasp of the Celestial language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.
Secret Crafts – Earthologist – 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.
Earthologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. All acid attacks treat a damage dice rolled of 2 or less as a 2.
Earthologist Apprentice Enhancements and Powers (Requires Earthologist Apprentice to be active)
- Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate. Your natural attacks deal an extra 1d6 Acid damage.
- Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Acid damage.
- Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate. You gain resistance to Acid 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 quicksand, sand, fragile or loose stone without slipping or treating as difficult terrain 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.
- Elemental Earth Aspect (SB 1) You can change your aspect to Earth, or gain it as an elemental aspect if you did not already have one.
- Elemental Earth 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 Earth Familiar (SB 1+): You spend a week to training a familiar to take on Earth Elemental traits. This gives the familiar once per short rest the ability to turn into earth for 1 round per level taking on the abilities of earth glide, siege monster 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 Forest or Earth pantheons). You cannot recover the soul burn while you retain the familiar.
- Elemental Earth Companion (SB 1+): You spend a week to training a companion to take on Earth Elemental traits. This gives the companion once per short rest the ability to turn into earth for 1 round per level taking on the abilities of earth glide, siege monster 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 Forest or Earth pantheons). You cannot recover the soul burn while you retain the companion.
- Elemental Earth Mount (SB 1+): You spend a week to training a mount to take on Earth Elemental traits. This gives the mount once per short rest the ability to turn into earth for 1 round per level taking on the abilities of earth glide, siege monster 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 Forest or Earth pantheons). You cannot recover the soul burn while you retain the mount.
- Earth 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 Earth Creature Abilities
- Earth Glide – The creature can burrow through non-magical unworked earth and stone. While doing so, the creature does not disturb the material it moves through.
- Siege Monster – This creature deals double damage to objects and structures.
- Attacks – All attacks are treated as acid 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 – Secret Craft – Craftologist (Craft)
(Dwarf, Enhancement, Ring and Utility based spells)
Cantrip – Control Flames (xge152), Dancing Lights (ph231), Decorate Object (bls41), Druidcraft (ph231), Gust (xge158), Hoarfrost (mhh174), Itemize (bls79), Light (ph256), Mage Hand (ph257), Mending (ph260), Prestidigitation (ph248), Produce Flame (ph270), Shape Water (xge164), Thaumaturgy (ph283), True Strike (ph285),
1st Level Spells – Alarm – R (ph212), Bless (ph220), Circle of Wind – R (mhh157), Create or Destroy Water – R (ph230), Faerie Fire (ph240), False Life (ph240), Heroism (ph251), Jump (ph255), Longstrider (ph257), Mage Armour (ph257), Ringstrike (mhh188), Speak with Animals – R (ph278), Unfettered Steed (bls122), Unseen Servant – R (ph285),
2nd Level Spells – Aid (ph212), Air Forge – R (bls12), Artistic Inspiration*, Bitter Chains (mhh151), Darkvision – R (ph230), Elemental Horns (mhh165), Enhance Ability – R (ph238), Enlarge/Reduce – R (ph238), Find Traps – RO (ph242), Knock – R (ph255), Locate Animals or Plants – R (ph257), Locate Object – R (ph257), Magic Weapon (ph258), Molten Strike (bls87), Pass Without Trace – R (ph265), Reverberate (mhh188), Rope Trick – R (ph273), See Invisibility – R (ph275), Spider Climb (ph278),
3rd Level Spells – Air Breathing – R (bls12), Create Food and Water – R (ph230), Dispel Magic – R (ph234), Glyph of Warding – RO (ph246), Haste (ph251), Innocuous Aspect (mhh175), Nondetection – R (ph264), Phantom Steed – RO (ph266), Reshape Metal (bls99), Speak with Dead – R (ph278), Speak with Plants – R (ph278), Tenacious Blade (bls116), Tiny Hut – RO (ph256), Tiny Servant (xge168), Water Breathing – R (ph288), Water Walk – R (ph288),
4th Level – Fabricate – RO (ph240), Mark of Ownership (bls86), Private Sanctum – RO (ph263), Secret Chest – RO (ph254), Silver Spear (bls106), Spinning Axes (mhh194)
5th Level Spells – Awaken – RO (ph217), Blessing of the Forge (bls22), Create Homunculus (xge152), Creation – RO (ph230), Curse Ring (mhh161), Instant Siege Weapon – R (mhh176), Tattoo Object (bls116), Unyielding Durability (bls122)
- 6th Level – Enchant Ring (mhh165), Farvision (bls56), Glass Window (bls64), Transmute Gold to Steel (bls119), Transparent Steel (bls119)
- 7th Level – Disassemble (bls45), Ice Soldiers (mwb429), Ringward (mhh189)
- 8th Level – Create Ring Servant (mhh160), Glass into Iron (bls64)
- 9th Level – Circle of Devastation (mhh157)
* to be detailed. R – Ritual Spells.
Source: bls, mhh, ph, xge
Spell List – Secret Craft – Earthologist (Earth)
(Acid, Earth and Poison based spells)
Cantrip – Acid Splash (ph211), Fist of Iron (mhh167), Mould Earth (xge162), Poison Spray (ph267), Primal Savagery (xge163), Pummelstone (mhh187), Spectral Weapon (GM), Thaumaturgy (ph283),
1st Level Spells – Absorb Elements (xge150), Acid Wind (bls10), Armour of Earth (br206), Caustic Spittle (bls28), Earth Tremor (xge155), Earthen Blast (bls49), Fists of Stone (bls58), Grease (ph247), Protection from Evil and Good – R (ph271), Ray of Sickness (ph272), Rock Bolt (bls100)
2nd Level Spells – Acid Arrow (ph260), Earth Ear – R (bls49), Maximilian’s Earthen Grasp (xge161), Elemental Horns (mhh165), Pass through Element – R (ea08), Spires of Stone (mhh194), Tremorsense (bls119),
3rd Level Spells – Awaken Element – R (ea08), Dispel Magic – R (ph235), Elemental Shape (ea08), Elemental Weapon (ph238), Erupting Earth (xge155), Magic Circle – RO (ph257), Meld Into Stone – R (ph260), Mire (mhh183), Ooze Bolt (bls91), Protection from Energy (ph271), Stinking Cloud (ph279),
4th Level Spells – Conjure Minor Elementals – RO (ph226), Dig (bls44), Earthburst (bls49), Earthskimmer (mhh164), Elemental Bane (xge155), Erode (ea08), Power of the Earth (br207), Quicksand (bls96), Siphon Elemental Lifeforce (ea08), Stone Shape (ph279), Stoneskin (ph279), Vitriolic Sphere (xge170)
5th Level Spells – Acid Rain (mhh148), Cloudkill (ph223), Conjure Elemental – RO (ph225), Earth Shift (bls49), Magic Circle against Energy – R (ea08), Transmute Rock (xge169), Wall of Stone (ph)
- 6th Level – Acid Blast (bls10), Bones of the Earth (xge150), Elemental Fabrication – R (ea08), Elemental Scimitar (bls51), Entomb (mhh166), Fault Line (mhh167), Investiture of Element (xge159), Move Earth (ph), One with the Earth (bls91), Primordial Ward (xge163)
- 7th Level – Acid Storm (bls10), Acid Swamp (bls10), Assault of Stone (bls15), Change Water to Dust (bls28)
- 8th Level – Caustic Torrent (mhh156), Elemental Infusion (bls51)
- 9th Level – Circle of Devastation (mhh157), Gate (ph244), Storm of Vitriol (bls114)
* details to come. R – Ritual Spells.
Sourcebooks: bls, br, ea08 (converted), mhh, ph, xge
Spell List – Secret Craft – 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 Fighter
- Advancing to 2nd level Fighter
- Advancing to 3rd level Fighter
- Advancing to 4th level Fighter
- Advancing to 5th level Fighter
- Advancing to 6th level Fighter
- Advancing to 7th level Fighter
- Advancing to 8th level Fighter
- Advancing to 9th level Fighter
Creating a 1st level Fighter
- 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.
- Attributes – Dwarven Traits:
- Ability Score Increase: Constitution +2
- Alignment: Dwarves are Lawful in general
- Size: 4 to 5 ft tall and average about 150 pounds. Medium size.
- Speed: base walking is 25 ft and your speed is not reduced by heavy armour
- Darkvision (Dwarf) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
- Dwarven Combat Training – Weapons Mastery: Gains proficiency with five weapons of significance of your choice. If you have proficiency with these weapons, they are upgraded to skilled. Standard Weapons – Battleaxe, Handaxe, Throwing Hammer, and Warhammer
- Tool Proficiency: You are proficient with the artisan’s tools of your choice: Smith’s tools, brewer’s supplies, or mason’s tools.
- Stonecunning (Dwarf) Whenever you make a Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- Prophecy: Each dwarf is given a prophecy from their birth that describes how they die.
- Languages: You speak, read and write Common (Thyatian) and Dwarvish.
- Pantheon: Dwarven and Gnome
- Character Options – Available to all Dwarven Subraces
- Attributes – Dwarven – Stonebound (Dwarf of Earth) Traits
- Ability Score Increase: Strength +2.
- Heart of Stone (Stonebound) You have advantage on saving throws against necrotic and radiant effects. You have resistance to necrotic and acid damage, resistance to magical healing. You also have weakness to lightning damage. While touching the earth you can find your way back from where you have come.
- Dwarven Armour Training: You have proficiency with light and medium armour.
- Master Crafter: They have expertise with their chosen profession when reaching adult.
- Evolution (1st Evolution): Counts as the Old Dwarf and Genasi races for the purposes of effects and magical items. As a 1st evolution, there is a 25% chance for any offspring to be a Genasi.
Attributes – Earth Aspected Traits
- Ability Score Increase: Constitution +2
- Appearance: Green eyes, Veins, Skin or Hair are trademarks of Earth Aspected characters.
- Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
- Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
- Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
- Earth Evolution: Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
- 80% chance of an Earth Aspected child (1 to 16)
- 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)
- Character Options – All Earth Aspected Sub-Races
- Barbarian – Path of the Storm Herald (Mountain)
- Cleric – Domain of Earth
- Monk – Way of the Elements (Earth)
- Sorcerer – Draconic Bloodline (Green), Elemental Essence (Earth)
- Warlock – Pact of the Genie Lord (Earth)
- Wizard – Elementalist (Earth)
Class Build – Fighter – Level 01
- Starting Hit Points – 10 HP first level
- Proficiencies:
- Armour – All
- Weapons – All
- Tools – None
- Saving Throws – Strength, Constitution
- Skill Choices (select two) – Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival.
- Gear Choices
- a Chainmail or Leather, longbow and 20 arrows
- a Martial Weapon (choice) and a Shield or Two Martial Weapons
- a Light Crossbow and 20 bolts or Two Handaxes
- a Dungoneer’s pack or a Explorer’s pack
- Fighting Style: Choice from Archery, Defence, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting (others also available)
- Traditions Known x2 (Manoeuvres per tradition 3, Manoeuvre degree 1st)
- Learn Manoeuvre (x3) – Manoeuvre degree 1st
- Learn Soldering Knack (1)
- Second Wind (Fighter 1st) You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
- Player Choices:
- Racial Options: Tool Proficiency (smith’s tools)
- Attributes: STR 17 (+3) DEX 14 (+2) CON 16 (+3) INT 8 (-1) WIS 12 (+1) CHA 8 (-1)
- Class Options: Fighting Style (Protection), Skills (Acrobatics, Perception)
- 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 Fighter
- 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 – Fighter – Level 02
- Hit Points 6 + con (d10)
- Action Surge (Fighter 2nd) You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
- Learn Manoeuvre – Manoeuvre degree 1st
- Steely Mien – Choice of Closed Helm, Heroic Flair, or Watchful Eye
- 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 Fighter
- 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 – Fighter – Level 03
- Hit Points 6 + con (d10)
- Martial Archetype – Choose one.
- Learn Manoeuvre – Manoeuvre degree 1st
- Manoeuvre Specialisations (1)
Class Build – Fighter – Weapons Master – Level 03 (updated – 2022-05-05)
- Proficiency Upgrade (Skilled) – Learn two weapons at skilled. Do this at each level until replaced at 7th.
- Weapon Mastery (+1), increase the Base DC for archetype to +1
- Moment of Martial Brilliance – once per short rest, for one round, you can use a weapon as if its proficiency was one step higher. You can refresh this when using your action surge, second wind or takings a short rest.
- 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 Fighter
- 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 – Fighter – Level 04
- Hit Points 6 + con (d10)
- Ability Score Improvement (choose both) Attributes and Feat
- Learn Manoeuvre – Manoeuvre degree 2nd
- Reserves – +1 to the exertion pool
- Player Choices:
- Attribute – +2 Con
- Feat – Weapon Mastery (+1 Str, + 4 options)
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
- 1st Week –
- 2nd Week –
- 3rd Week –
- 4th Week –
- 5th Week –
- 6th Week –
- 7th Week –
- 8th Week –
Advancing to 5th level Fighter
- 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 – Fighter – Level 05
- Hit Points 6 + con (d10)
- Extra Attack (Fighter 5th) You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Learn Manoeuvre – Manoeuvre degree 2nd
- Fighter Knacks –
- 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 Fighter
- 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 – Fighter – Level 06
- Hit Points 6 + con (d10)
- Ability Score Improvement (choose both) Attributes and Feat
- Fighting Style Upgrade – You learn an additional Fighting Style which you can switch between as a bonus action on your turn.
- Learn Manoeuvre – Manoeuvre degree 2nd
- Gain a Additional Fighting Tradition –
- Martial Lore – Military Traditions, Size Up, Weapon Lore
- Player Choices:
- Attribute – Strength +2
- Feat – Sentinel
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
- 1st Week –
- 2nd Week –
- 3rd Week –
- 4th Week –
- 5th Week –
- 6th Week –
- 7th Week –
- 8th Week –
Advancing to 7th level Fighter
- 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 – Fighter – Level 07
- Hit Points 6 + con (d10)
- Martial Archetype Upgrade – See selected martial archetype.
- Learn Manoeuvre – Manoeuvre degree 2nd
- Manoeuvre Specialisations (1)
Class Build – Fighter – Weapons Master – Level 07 (updated – 2022-05-05)
- Proficiency Upgrade (Expert) – Upgrade one skilled weapon to expert and learn a weapon option for that weapon. If no weapon option available, upgrade another weapon one step towards expert. Do this at each level until replaced at 10th.
- Weapon Mastery (+2), increase the Base DC bonus for archetype to +2
- Moment of Martial Brilliance – can now be used twice per short rest, lasting for two rounds each. You can activate two bonus actions related to weapons and two reactions also related to weapons. Your weapon options also work with weapons your skilled with.
- Player Choices:
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
- 1st Week –
- 2nd Week –
- 3rd Week –
- 4th Week –
- 5th Week –
- 6th Week –
- 7th Week –
- 8th Week –
Advancing to 8th level Fighter
- 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 – Fighter – Level 08
- Hit Points 6 + con (d10)
- Ability Score Improvement (choose both) Attributes and Feat
- Learn Manoeuvre – Manoeuvre degree 3rd
- Reserves – +1 to the exertion pool
- Player Choices:
- Attribute – Constitution +2
- Feat – Mage Slayer
- 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 9th level Fighter
- Downtime – Two activities each week of downtime
- Character Tier – Tier 2
- Proficiency Bonus increases to +4
- Renown +1
- Secret Craft: Upgrade one craft to 1st Circle.
- Weapons Mastery – One weapon upgrade.
Class Build – Fighter – Level 09
- Hit Points 6 + con (d10)
- Indomitable (Fighter 9th) You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
- Learn Manoeuvre – Manoeuvre degree 3rd
- Fighter Knacks –
- 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.
Fighter
Bradshaw
Medium Male Dwarf of Earth (Stonebound), lawful
Fighter Weapons Master 9
- Armour Class:
- Hit Points: 103 (9d10+45)
- Speed: 25 ft
STR 20 (+5) DEX 14 (+2) CON 20 (+5) INT 8 (-1) WIS 14 (+2) CHA 8 (-1)
- Saving Throws: Strength, Constitution
- Weapon and Armour: (proficient) Light, Medium and Heavy Armour, Shields, (Expert) Simple and Martial Weapons.
- Tools: (Expert) Smith’s Tools
- Skills: Acrobatic, Athletics, Insight, Perception
- Senses: Darkvision 60ft
- Languages: Common (Thyatian), Dwarven (Rockhome), Elvish, Goblin
ABILITIES
- Action Surge (Fighter 2nd) You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
- Darkvision (Dwarf) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
- Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
- Extra Attack (Fighter 5th) You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Heart of Stone (Stonebound) You have advantage on saving throws against necrotic and radiant effects. You have resistance to necrotic and acid damage, resistance to magical healing. You also have weakness to lightning damage. While touching the earth you can find your way back from where you have come.
- Indomitable (Fighter 9th) You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
- Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
- Protection (Fighting Style) When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Second Wind (Fighter 1st) You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
- Stonecunning (Dwarf) Whenever you make a Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
- Watcher’s Eyes (Background) Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
- Weapons Mastery: Expert Weapon Use: (Weapons Master 7th)
- All weapon proficiencies are now at expert
- Weapon Mastery (+2), increase the Base DC, number of attacks you can use deflect and AC bonus, number of rounds for knockout and stun, with by the level of Weapons Mastery.
- Can trigger three weapon effects usable with a bonus action with a single bonus action.
- You are considered proficient and can add your proficiency modifier to the Base DC roll.
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: +4
- Characteristics:
- Personality:
- Ideal:
- Bond:
- Flaw:
- Personal Goals:
- Downtime:
- Character Variations:
- Weapons Mastery: Base DC = 8 +abil mod+prof+2 (Weapons Mastery) +1 (Feat)
Conclusion
More details to come.
Content Updates
- 2021-10-18 – Discussion with Mark and updating the character with choices. Now waiting on the downtime.
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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