Categories
Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Fighter Weapons Master

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 TrainingWeapons 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 CraftCraftologist – Initiate

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

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 CraftsCraftologist – 1st Circle

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

Craftologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, light of a colour appealing to you 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. When you craft an item, it reduces the cost by 5%.

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

  • Craft Specialisation (SB 1+): You 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.
  • Enhance Familiar (SB 1+): When summoning your familiar, you can choose to give it the ability to help with crafting to the familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar. This loss is permanent while you have the familiar.
  • Enhance Companion (SB 1+): When summoning a beast as a companion you can give it the ability help with crafting. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) you can give it the ability help with crafting. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.
  • 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.

Secret CraftEarthologist – Initiate

  • Craft Bonus = Proficiency + Con + circle +2 (earth)
  • Bonus Language – Terran
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (earth).
  • Starting Language: Primordial (Terran)

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 CraftsEarthologist – 1st Circle

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

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

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

  • Craft Specialisation (SB 1+): You 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.
  • Enhance Familiar (SB 1+): When summoning your familiar, you can choose to make it a tiny earth elemental instead. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar.
  • Enhance Companion (SB 1+): When summoning a beast as a companion and your patron comes from the Sphere of Matter, you can give it the traits of a earth elemental. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the companion.
  • Enhance Mount (SB 1+): When summoning a beast as a mount (including the Paladin’s class feature) and your patron comes from the Sphere of Matter, you can give it the traits of a earth elemental. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.

Secret CraftWeaponologist – Initiate

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

Weaponologist Additional Crit Effects

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

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

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

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

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

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

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

Spell Lists

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

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

Spell List – Secret CraftCraftologist

  • Cantrip – Control Flames (xge152), Decorate Object (bls41), Hoarfrost (mhh174), Itemize (bls79)
  • 1st LevelCircle of WindR (mhh157), Ringstrike (mhh188), Unfettered Steed (bls122)
  • 2nd LevelAir ForgeR (bls12), Artistic Inspiration*, Bitter Chains (mhh151), Molten Strike (bls87), Reverberate (mhh188)
  • 3rd Level – Innocuous Aspect (mhh175), Reshape Metal (bls99), Tenacious Blade (bls116), Tiny Servant (xge168)
  • 4th Level – Mark of Ownership (bls86), Silver Spear (bls106), Spinning Axes (mhh194)
  • 5th Level – Blessing of the Forge (bls22), Create Homunculus (xge152), 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.
References: bls, mhh

Spell ListSecret CraftEarthologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, ea08 (converted), mhh, ph, xge

Spell List – Secret CraftWeaponologist

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

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

Character Advancement

Creating a 1st level Fighter
  • Attributes – Character Level 01 Traits
    • Proficiency Bonus: +2
    • Character Tier: Tier 1
    • Attunement Slots: 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.
  • 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 TrainingWeapons 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
  • 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)

Class BuildFighter – 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)
  • 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

Class BuildFighter – 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.
  • 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
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.

Class BuildFighter – Level 03

  • Hit Points 6 + con (d10)
  • Martial Archetype – Choose one.

Class BuildFighter – Weapons Master – Level 03

  • Skilled Weapon Use: (Weapons Master 3rd)
    • All weapon proficiencies are now at skilled and you learn 1 new weapon option. (Previous weapon upgrades become options for those weapons, even though other character can’t take options until they are experts)
    • Weapon Mastery (+1), 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 two weapon effects useable with a bonus action with a single bonus action.
    • You are considered proficient and can add your proficiency modifier to the Base DC roll.
    • You can use expert weapon options on weapons with Skilled proficiency.
  • 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

Class BuildFighter – Level 04

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Attributes and Feat
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 5th level Fighter

Class BuildFighter – 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.
  • 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
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.

Class BuildFighter – Level 06

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Attributes and Feat
  • 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

Class BuildFighter – Level 07

  • Hit Points 6 + con (d10)
  • Martial Archetype Upgrade – See selected martial archetype.

Class BuildFighter – Weapons Master – Level 07

  • Expert Weapon Use: (Weapons Master 7th)
    • All weapon proficiencies are now at expert and you learn 1 new weapon option.
    • 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.
  • 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

Class BuildFighter – Level 08

  • Hit Points 6 + con (d10)
  • Ability Score Improvement (choose both) Attributes and Feat
  • 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
  • Attributes – Character Level 09 Traits
    • Proficiency Bonus increases to +4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade.

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

WRATH: Campaign, Design

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

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

FloorplansThyatian

Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

General Links

Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

Follow My Blog

Get new content delivered directly to your inbox. For managing your subscriptions see Subscription Information.

Join 46 other followers

Categories

Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

By thedarkelf007

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

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s