Dungeons and Dragons – Mystara
Class Build – Multi Class Rogue/Cleric
Source: Players Handbook (5e-wiz-ph-49), Level Up Adventurers Guide (a5e-ag)
For one of my new gamers they are building a rogue using the scout 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. This is the first character to gain the Advanced 5th Edition upgrade from Level Up mixed with my campaign updates.
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 Earth (Atruaghin).
Class Options – Scout?
Base racial options for the character are as follows.
The player has chosen to go with Rogue and Scout. Later when taking Cleric, the player has chosen the Knowledge Domain.
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 walkthrough.
Attributes have 27 point buy, starting with a base of 8.
- Total Points (27/27)
- Strength gains two – costing 2
- Dexterity gains seven – costing 9
- Constitution gains five – costing 5
- Intelligence gains four – costing 4
- Wisdom gains six – costing 7
- Charisma gains zero – costing 0
STR 10 (-) DEX 15 (+2) CON 13 (+1) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
After Point by add the following racial changes: +3 Con, +1 Dex
STR 10 (-) DEX 16 (+3) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Building Your Origin Story
Heritage
The characters heritage is Human.
Racial Build – Human Traits – Level 01 (Players Handbook and Level Up)
- Age: Young Adult at 14, Adult at 18 and live to 100 years.
- Size: Humans are 4 ½ to 5 ½ feet tall in general. Their size is Medium, thought in some special cases they can be Small.
- Speed: Your base walking speed 30 ft.
- Fast Learner (Level Up) With their short life spans, humans can acquire knowledge at a higher rate than more long-lived heritages. You gain proficiency in one additional skill of your choice in addition you require half as much time as normal to train yourself in the use of armour, skill, tool, secret craft or weapon during downtime.
- Intrepid (Level Up) Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.
- Weapons Mastery (GM House Rule) Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.
- Human Gifts (Level Up) Choose One – Diehard Survivor (p40), Ingenious Focus (p40), Spirited Traveller (p40)
- Class Options – Available to all Human Subraces
- Feats: Weapons Mastery
Racial Build – Human Traits – Level 11
- Human Paragon (Level Up) Choose One – Determined (p41), Wind at Your Back (p41), Voracious Learner (p41)
Elemental Subrace
The type of human selected is the Atruaghin as a Human of Earth.
Racial Build – Human – Atruaghin Traits
- Ability Score Increase: Constitution +1, plus one other ability of your choice
- Skills: Proficiency with Animal Handling, Athletics or Religion
- Feat: Savage Attacker or Tavern Brawler
- Totem (Atruaghin) Each of the clan members has three totems representing self, tribe and clan. Each provides guidance and can be communed with as per the Guidance spell or spending one-week downtime in meditation. You can also talk to each of your spirit guide normal beast version as if having cast Speak with Animals.
- Language: Common language is Thyatian. Bonus language is Atruaghin (Clan dialect).
- Pantheons: Atruaghin
- Secret Crafts: (Starting) Your choice of starting secret crafts include: Earthologist.
- Restrictions (Atruaghin) Forbidden to use metal armour, weapons or tools, doing so causes your totem spirits to no longer communicate with you, animals no longer understand you and make you an outcast of your people.
- Evolution (3rd Evolution): Counts as the Neathar, Oltec, Azcan and Genasi races for the purposes of effects and magical items. As a 3rd evolution, there is a 15% 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)
Culture
Human suggested cultures – Cosmopolitan, Imperial, Settler and Villager.
- Atruaghin Clans
- Cultures – Itinerant (p60), Lone Wanderer (p62), Nomad (p64), Stoneworthy (p68), Warhording (p72), Wilding (p73)
- Culture – Stoneworthy – Level Up 68
- Focused Patience – Once between long rests you can do one of the following.
- Concentrate (Culture) You gain an expertise die on a Constitution saving throw made to maintain concentration.
- Persist – You may reattempt a failed ability check.
- Natural Barterer (Culture) You are used to handling transactions without currency, and can appraise the relative worth of many items. When bartering, haggling, or negotiating an exchange of goods, you gain an expertise diceon Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma).
- Natural Survivalist – You gain proficiency in Survival.
- Temporary Expert (Culture) You pick up new skills quickly. Each time you gain a level, you may choose to lose proficiency in one skill, weapon, language or tool and gain proficiency in another of the same type.
- Versatile Crafter (Culture) You may spend 4 hours between long rests crafting one non-metal tool or simple weapon, or five piece of ammunition, provided you have access to the materials needed and the final cost of the items does not exceed 5 gold.
- Languages – You can speak, read, write and sign Trade (Alphatian or Thyatian) and one other language.
- Focused Patience – Once between long rests you can do one of the following.
Backgrounds
The character background options for consideration suitable for Atruaghin Clans: tba
- Guard and City (Clan) Watch – Level Up p85, SCAG p145
- Ability Score – +1 Strength, plus choice
- Skills – Intimidation, Athletics, (Insight or Investigation)
- Language – Two of your choice
- Equipment – Guard Kit (26 gold) Common Clothes, Halberd, Uniform.
- Natural Authority (Background) Commoners and civilians sometimes assume you are part pf a local constabulary force and defer to you.
- Watcher’s Eye (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.
- Adventures and Advancement (Background) When you visit the settlement or countryside you once patrolled, you’re sure to get embroiled in the same politics that drove you out. Should you stick around righting wrongs, you might accidentally find yourself in a position of responsibility.
Destiny
- Types of Destiny – Chaos (p96), Coming of Age (p97), Devotion (p97), Domination (p98), Excellence (p99), Knowledge (p100), Metamorphosis (p100), Revenge (p101), Underdog (p102), Wealth (p103)
- Destiny – Devotion – Level Up p97
- Source of Inspiration – Its own Reward – Completing a quest, keeping a promise, keep an innocent safe while endangering yourself, commit an act of genuine self-sacrifice.
- Inspiration Feature – Selfless Aid (Destiny) – Your aid is a lifeline and a steadying source of resolve. When you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in additional to the normal benefits of the Help action, that creature had disadvantage on attack roll against creatures other than you until the start of your next turn.
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 Atruaghin
- Makai Extra Language:
- National Starting Languages: Atruaghin (Elk)
- Background Languages – Alphatian, Elven
- Rogue Class – Thieves Cant
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.
- Pareodir (Male)
Choice of Background and Quirks
I left the choice of quirks and background to the player.
- Personality: I am always polite and respectful.
- Ideals: Greater Good. Our lot is to lay down our lives in defence of others.
- Bonds: I fight for those who cannot fight for themselves.
- Flaws: My hatred of my enemies is blind and unreasoning.
- Atruaghin Clan Totem: Elk, Tribe Totem: Deer, Personal Totem: Raven
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 –
- (1st) Human special weapon – Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level. (Handaxe)
- (1st) rogue selected weapons – Gains proficiency with simple weapons and four martial weapons of your choice. (lanbow, longsword, shortsword, rapier)
- (3rd) Level Update – gain one weapon upgrade (longbow to skilled)
- (6th) Level Update – gain one weapon upgrade (expert available) (longbow to expert)
- (6th) Cleric – patrons favoured weapon upgraded (max expert) (handaxe)
Secret Crafts
Secret Craft Options available to the character.
- Secret Crafts: (Starting) Your choice of secret crafts include:Â Earthologist, Spiritologist
- (1st) Initiate – Earthologist
- (2nd) Initiate – Spiritologist
- (3rd) Initiate – Weaponologist
- (4th) Initiate – Naturologist
- (5th) Initiate – Skaldologist
- (6th) 1st Circle – Spiritologist
- (7th) 1st Circle – Skaldologist
- (8th) 1st Circle – Naturologist
- (9th) 1st Circle – Earthologist
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 Craft – Naturologist – Initiate
- Craft Bonus = Proficiency + Wis + circle +2 (Earth Aspected, Sylvan or Fey)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (Earth Aspected, Sylvan or Fey).
- Starting Language – Sylvan
- Associated Sphere – Usually a Forest Pantheon Immortal, Ocean Pantheon Immortal, Randiance Pantheon Immortal, Shadowlands Pantheon Immortal, Sky Pantheon Immortal, or any Immortal who is a Patron of nature is valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. You can do this once at initiation or advancement of the craft gaining a spell within your capabilities. A prepared caster gains them in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of Matter (Nature): 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. Nature related magical items 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.
Naturologist Additional Crit Effects
- Naturologist Additional Craft Mishap: In addition to the base critical failure effect, you radiate a wave Poison energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to use anything with language until you have a long rest.
- Naturologist Additional Craft Boon: In addition to the base critical success effect you are able to put out a wave of life energy and feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the languages tongue is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using language.
Secret Craft – Spiritologist – Initiate
- Craft Bonus = Proficiency + Wis + circle +2 (Atruaghin, Ethengarian and Traladaran)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Wis mod + circle achieved +2 (Atruaghin, Ethengarian and Traladaran).
- Bonus Language – Celestial, Atruaghin, Ethengarian or Traladaran
- Guardian Spirit – Select Guardian Spirit.
- Associated Sphere – Usually a Matter Immortal, Atruaghin Pantheon Immortal, Ethengrian Pantheon Immortal, but any Immortal who is a Patron of resurrection, life or death is also valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of the Afterlife (any) You can make a craft check to use a artefact of the afterlife 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. Atruaghin, Ethengarian or Traladaran attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
Spiritologist Additional Crit Effects
- Spiritologist 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.
- Spiritologist 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 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.
Spell Lists
Available from certain levels a paladin can selects spells from them when they gain new spells each level.
House Rule – In my setting, Sorcerers learn 1 cantrip for each Tier that they have achieved (a tier is every 5 character levels) with 3 extra cantrips at first level. Cantrips can come from the secret crafts they have learnt.
Spell List – Class List – Cleric
Cantrips – Guidance (ph249), Light (ph256), Mending (ph260), Resistance (ph273), Sacred Flame (ph273), Spare the Dying (ph278), Thaumaturgy (ph283),
1st Level Spells – Bane (ph217), Bless (ph220), Command (ph223), Create or Destroy Water – R (ph230), Cure Wounds – R (ph231), Detect Evil and Good – R (ph232), Detect Magic – R (ph232), Detect Poison and Disease – R (ph232), Guiding Bolt (ph249), Healing Word (ph251), Inflict Wounds (ph254), Protection from Evil and Good – R (ph271), Purify Food and Drink – R (ph271), Sanctuary (ph273), Shield of Faith (ph276),
2nd Level Spells – Aid (ph212), Augury – RO (ph216), Blindness/Deafness (ph220), Calm Emotions (ph222), Continual Flame – R (ph228), Enhance Ability – R (ph238), Find Traps – RO (ph242), Gentle Repose – R (ph246), Hold Person (ph252), Locate Object – R (ph257), Prayer of Healing – RO (ph268), Protection from Poison – R (ph271), Restoration – R (ph256), Silence – R (ph276), Spiritual Weapon (ph278), Warding Bond (ph288), Zone of Truth – R (ph290),
3rd Level Spells – Animate Dead (ph213), Aura of Vitality (ph217), Beacon of Hope – R (ph218), Bestow Curse (ph219), Clairvoyance (ph223), Create Food and Water – R (ph230), Daylight (ph231), Dispel Magic – R (ph234), Feign Death – R (ph241), Glyph of Warding – RO (ph246), Magic Circle – RO (ph257), Mass Healing World (see Healing Word), Meld Into Stone – R (ph260), Protection from Energy (ph271), Remove Curse (ph272), Revivify – R (ph273), Sending (ph275), Speak with Dead – R (ph278), Spirit Guardians (ph279), Tongues (ph284), Water Walk – R (ph288),
4th Level Spells – Aura of Life (ph217), Aura of Purity (ph217), Banishment (ph218), Control Water (ph228), Death Ward (ph231), Divination – R (ph235), Freedom of Movement (ph245), Guardian of Faith (ph248), Locate Creature – R (ph257), Stone Shape (ph279)
5th Level – Commune – RO (ph224), Contagion (ph228), Dispel Evil and Good (ph234), Flame Strike (ph243), Geas – RO (ph245), Greater Restoration (see Restoration), Hallow – RO (ph250), Hold Monster (see Hold Person), Insect Plague (ph255), Legend Lore (ph), Mass Cure Wounds (ph), Planar Binding (ph), Raise Dead (ph), Scrying (ph)
- 6th Level – Blade Barrier (ph), Create Undead (ph), Find the Path (ph), Forbiddance – R (ph), harm (ph), Heal (ph), Heroes’ Feast (ph), Planar Ally (ph), Sunbeam (ph/tce), True Seeing (ph), Word of Recall (ph)
- 7th Level – Conjure Celestial (ph), Divine Word (ph), Etherealness (ph), Fire Storm (ph), Plane Shift (ph), Regenerate (ph), Resurrection (ph), Symbol (ph)
- 8th Level – Antimagic Field (ph), Control Weather (ph), Earthquake (ph), Holy Aura (ph), Sunburst (ph/tce)
- 9th Level – Astral Projection (ph), Gate (ph), Mass Heal (ph), Power Word Heal (ph/tce), True Resurrection (ph)
* details to come. R – Ritual Spells, RO – Ritual Only Spells
Source: ph, tce
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 – Naturologist (Nature)
(Beast, Nature, Plant and Storm based spells)
Cantrip – Alter Normal Fire (bls13), Daze Animal (bls40), Druidcraft (ph231), Ensnaring Strike (ph238), Hail of Thorns (ph250), Hunter’s Mark (ph252), Infestation (xge158), Primal Savagery (xge163), Produce Flame (ph270), Resistance (ph273), Shillelagh (ph276), Thorn Whip (ph283),
1st Level Spells – Affect Normal Fog – R (bls11), Alter Scent (bls13), Animal Friendship (ph213), Beast Bond (xge150), Bee Sting (bls19), Bewildering Tracks (bls19), Call of the Wild Companion (bls27), Chlorophyll (bls31), Cloud Burst – R (bls33), Cure Wounds – R (ph231), Detect Magic – R (ph232), Detect Poison and Disease – R (ph232), Divining Rod – R (bls47), Empower Companion (bls52), Entangle (ph239), Feather Step (bls56), Find Familiar – RO (ph241), Fog Cloud (ph244), Goodberry (ph247), Guiding Star – R (mhh172), Mosquito Bane (mhh183), Otter’s Grace (bls92), Pummel (bls95), Purify Food and Drink – R (ph271), Snare (xge165), Speak with Animals – R (ph278), Swirling Leaves (bls115), Thunderwave (ph283), Tree Ladder (bls119), Wolfsong (mhh203), Woodland Shriek (bls129)
2nd Level Spells – Animal Messenger – R (ph213), Barkskin – R (ph218), Blessed Harvest (bls22), Boost Potency (bls25), Branch Assault (bls25), Bug Bites (bls26), Catnip (bls28), Chatterwild (bls30), Darkvision – R (ph230), Enhance Ability – R (ph238), Find Steed – RO (ph241), Gust of Wind – R (ph248), Healing Spirit (xge157), Heat Metal (ph251), Hunter’s Insight (bls73), Identify Tracks (bls74), Leaf Fall (bls80), Leaf Tide (bls81), Locate Animals or Plants – R (ph257), Moonbeam (ph262), Nature’s Aura (bls88), Pass through Element – R (ea08), Pass Without Trace – R (ph265), Pollen Cloud (bls94), Protection from Poison – R (ph271), Quell the Wild (bls95), Regenerate Plant (bls98), Sleet Storm (ph277), Spike Growth (ph278), Thorn Snare (bls117), Wolf’s Howl (bls129)
3rd Level Spells – Animal Mask (bls13), Call Lightning (ph220), Bestow Speech (bls19), Conjure Animals (ph226), Daylight (ph231), Dire Rage (bls44), Earthen Concealment (bls49), Halt Plant (bls66), Hornet Wall (bls71), Lightning Bolt (ph256), Meld Into Stone – R (ph260), Nature’s Repast (bls89), Nature’s Strength (bls89), Plant Growth – R (ph267), Speak with Plants – R (ph278), Unstoppable Tracker (bls122), Volley of Thorns (bls124), Wind Wall (ph289)
4th Level Spells – Absorption (bls10), Barbaric Rage (bls17), Blight (ph220), Charm Monster (xge151), Conjure Minor Elementals – RO (ph226), Conjure Woodland Beings – R (ph227), Control Water (ph228), Dominate Beast (ph235), Enliven Wood (bls52), Forest Home (bls61), Giant Insect (ph246), Grasping Vine (ph247), Guardian of Nature (xge157), Ice Storm (ph253), Locate Creature – R (ph257), Polymorph (ph267), Stone Shape (ph279), Stoneskin (ph279), Storm Sphere (xge166), Vines of Binding (bls123)
5th Level Spells – Awaken – RO (ph217), Commune with Nature – RO (ph225), Conjure Elemental – RO (ph225), Contagion (ph228), Death Spores (bls41), Dominate Person (see Dominate Beast), Enrich Soil (bls52), Gutsprout (bls66), Insect Plague (ph255), Prey’s Scent (bls94), Vengeful Environs (bls122), Wrath of Nature (xge171)
- 6th Level – Acorn Grove (bls11), Blades of Jade (bls21), Druid Grove (xge154), Nature’s Support (bls89), Plant Form (bls93)
- 7th Level –
- 8th Level – Darken Forest (bls40), Tranquil Grove (bls118)
- 9th Level – Crag Warrior (bls35)
R – Ritual Spells.
Source: bls, mhh, ph, xge
Spell Lists – Secret Craft – Spiritologist (Spirit)
(Afterlife, Radiant and Undead based spells)
Cantrip – Bless the Dead (mhh153), Mage Hand (ph257), Sacred Flame (ph273), Ward against Undead (br208)
1st Level Spells – Armour of the Void (ph216), Commune with Shade (bls33), Detect Life – R (bls43), Divine Favour (ph235), Guiding Bolt (ph249), Holy Infusion (bls71), Morph Shadow (bls88), Shroud the Shadow (bls106), Speak with Inanimate Object (mhh194)
2nd Level Spells – Branding Smite (ph220), Corpse Lanterns (fkcc20), Dust to Death (bls49), Ethereal Strike (bls54), Find Corpse (bls57), Healing Spirit (xge157), Moonbeam (ph262), Protection from Paralysis (bls95), Rite of Counsel – R*, Soul Shield (bls110), Spirit Blast (bls112)
3rd Level Spells – Animate Dead (ph213), Aspect Tattoo – R (bls14), Blinding Smite (ph220), Crusader’s Mantle (ph231), Expunge Shadow (bls55), Feign Death – R (ph241), Hero’s Steel (mhh173), Rain of Blades (mhh188), Rite of Defilement – R*, Rite of Healing – R*, Rite of Protection – R*, Spirit Guardians (ph279), St. Blusen’s Reaver Spirit (mwb434)
4th Level Spells – Exorcise (bls55), Find Greater Steed (xge156), Force Corporeality (bls60), Guardian of Faith (ph248), Guardian of Nature (xge157), Negative Energy Aura (bls90), Profane Link (bls94), Rite of Cleansing – R*, Siphon Elemental Lifeforce (ea08), Test of Souls – R (br208)
5th Level Spells – Antilife Shell (ph214), Deathly Gaze (bls41), Destructive Wave (ph232), Dispel Evil and Good (ph234), Flame Strike (ph243), Rite of Atonement – R*, Rite of Initiation – R*, Wrath of Nature (xge171)
- 6th Level – Life Shot (bls81)
- 7th Level – Divine Disconnection (bls46), Rite of Cursing – R*
- 8th Level –
- 9th Level – Judgement of Maal – R (br207)
* details to come. R – Ritual Spells.
Source: bls, br, fkcc, mhh, mwb (GM Only), 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 Rogue
- Advancing to 2nd level Rogue
- Advancing to 3rd level Rogue
- Advancing to 4th level Rogue
- Advancing to 5th level Rogue
- Advancing to 6th level Multi
- Advancing to 7th level Multi
- Advancing to 8th level Multi
- Advancing to 9th level Multi
Creating a 1st level Rogue
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown at Starting City +1
- Secret Craft: Gain one craft at Initiate.
- Weapons Mastery: Training available up to Skilled Only.
Racial Build – Human Traits – Level 01 (Players Handbook and Level Up)
- Age: Young Adult at 14, Adult at 18 and live to 100 years.
- Size: Humans are 4 ½ to 5 ½ feet tall in general. Their size is Medium, thought in some special cases they can be Small.
- Speed: Your base walking speed 30 ft.
- Fast Learner (Level Up) With their short life spans, humans can acquire knowledge at a higher rate than more long-lived heritages. You gain proficiency in one additional skill of your choice in addition you require half as much time as normal to train yourself in the use of armour, skill, tool, secret craft or weapon during downtime.
- Intrepid (Level Up) Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.
- Weapons Mastery (GM House Rule) Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.
- Human Gifts (Level Up) Choose One – Diehard Survivor (p40), Ingenious Focus (p40), Spirited Traveller (p40)
- Class Options – Available to all Human Subraces
- Feats: Weapons Mastery
Racial Build – Human – Atruaghin Traits
- Ability Score Increase: Constitution +1, plus one other ability of your choice
- Skills: Proficiency with Animal Handling, Athletics or Religion
- Feat: Savage Attacker or Tavern Brawler
- Totem (Atruaghin) Each of the clan members has three totems representing self, tribe and clan. Each provides guidance and can be communed with as per the Guidance spell or spending one-week downtime in meditation. You can also talk to each of your spirit guide normal beast version as if having cast Speak with Animals.
- Language: Common language is Thyatian. Bonus language is Atruaghin (Clan dialect).
- Pantheons: Atruaghin
- Secret Crafts: (Starting) Your choice of starting secret crafts include: Earthologist.
- Restrictions (Atruaghin) Forbidden to use metal armour, weapons or tools, doing so causes your totem spirits to no longer communicate with you, animals no longer understand you and make you an outcast of your people.
- Evolution (3rd Evolution): Counts as the Neathar, Oltec, Azcan and Genasi races for the purposes of effects and magical items. As a 3rd evolution, there is a 15% 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)
- Guard and City (Clan) Watch – Level Up p85, SCAG p145
- Ability Score – +1 Strength, plus choice
- Skills – Intimidation, Athletics, (Insight or Investigation)
- Language – Two of your choice
- Equipment – Guard Kit (26 gold) Common Clothes, Halberd, Uniform.
- Natural Authority (Background) Commoners and civilians sometimes assume you are part pf a local constabulary force and defer to you.
- Watcher’s Eye (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.
- Adventures and Advancement (Background) When you visit the settlement or countryside you once patrolled, you’re sure to get embroiled in the same politics that drove you out. Should you stick around righting wrongs, you might accidentally find yourself in a position of responsibility.
Class Build – Rogue – Level 01 (Starting)
- Starting Hit Points: 8 HP + Con Mod
- Starting Proficiencies:
- Armour: Light Armour
- Saving Throws: Dexterity, Intelligence
- Skills: Choose any four from Acrobatics, Athletics, Culture, Deception, Engineering, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
- Tools (Level Up) Disguise Kit, Poisoners Kit, Thieves tools
- Weapons Mastery: Gains proficiency with simple weapons and four martial weapons of your choice. (Standard: hand crossbow, longsword, rapier and shortsword)
- Starting Equipment: (Start with 125 gold to buy equipment)
- Skulker’s Set (91 gold) 2 daggers, shortbow and quiver with 20 arrows, shortsword, padded leather, explorer’s pack, thieves tools.
- Swashbuckler’s Set (92 gold) Rapier, sling and 20 sling bullets, 2 throwing daggers, padded leather, burglar’s pack, thieves tools.
- Expertise (ph96) choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Sneak Attack (Rogue 1st ph96) you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
- If you use a weapon that provides an additional dice of damage, it also provides an additional dice of sneak attack.
- Thieves’ Cant (Rogue 1st ph96) During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly.
- In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
- Player Choices (1st Level):
- Racial Options: Skill (Animal Handling), Feat (Savage Attacker), Totem (Elk, Deer and Raven)
- Attributes: STR 10 (-) DEX 16 (+3) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
- Class Options: Skills (Investigation, Perception, Sleight of hand, Stealth), Expertise (Perception + Thieves Tools)
- Renown +1 Atruaghin Clans (Elk)
- Secret Craft – Earthologist
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) DT = 8 (10 +1 Renown, +3 Dex, +0 Lifestyle, -6 Settlement)
- 1st Week – Language (1st) – Atruaghin (Tiger) DC 10 (DT 8) 25 gp +7 ep
- 2nd Week – Language (1st) – Atruaghin (Tiger) DC 9 (DT 8) 25 gp +7 ep
- 3rd Week – Language (1st) – Atruaghin (Tiger) DC 8 (DT 8) 25 gp +7 ep
- 4th Week – Language (2nd) – Atruaghin (Bear) DC 11 (DT 8) 25 gp +7 ep
- 5th Week – Language (2nd) – Atruaghin (Bear) DC 10 (DT 8) 25 gp +7 ep
- 6th Week – Language (2nd) – Atruaghin (Bear) DC 9 (DT 8) 25 gp +7 ep
- 7th Week – Language (2nd) – Atruaghin (Bear) DC 8 (DT 8) 25 gp +7 ep
- 8th Week – Practicing a Profession – Watchman – Wretched DC 8 (DT 8)
- Level 1 Training DC = 12 Cost = 340 gp (two weeks aristocrate lifestyle)
- Total Downtime Cost = 8 weeks (178.5 gp) + level (340 gp) = 518 gp 1 ep
Advancing to 2nd level Rogue
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate
Class Build – Rogue – Level 02
- Hit Points: 5 HP + Con Mod
- Cunning Action (ph96) Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Player Choices (2nd Level):
- Renown +1 Fort Marney
- Secret Craft – Spiritologist
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) DT = 8 (10 +1 Renown, +3 Dex, +0 Lifestyle, -6 Settlement)
- 1st Week – Language (3rd) – Traladaran DC 12 (DT 8) 25 gp +7 ep
- 2nd Week – Language (3rd) – Traladaran DC 11 (DT 8) 25 gp +7 ep
- 3rd Week – Language (3rd) – Traladaran DC 10 (DT 8) 25 gp +7 ep
- 4th Week – Language (3rd) – Traladaran DC 9 (DT 8) 25 gp +7 ep
- 5th Week – Language (3rd) – Traladaran DC 8 (DT 8) 25 gp +7 ep
- 6th Week – Practicing a Profession – Watchman – Wretched DC 8 (DT 8)
- 7th Week – Practicing a Profession – Watchman – Wretched DC 8 (DT 8)
- 8th Week – Practicing a Profession – Watchman – Wretched DC 8 (DT 8)
- Level 2 Training DC = 12 Cost = 340 gp (two weeks aristocrate lifestyle)
- Total Downtime Cost = 8 weeks (127.5 gp) + level (340 gp) = 467 gp 1 ep
Advancing to 3rd level Rogue Scout
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate.
- Weapons Mastery – One weapon upgrade.
Class Build – Rogue – Level 03
- Hit Points: 5 HP + Con Mod
- Roguish Archetype – You select one of the Rogue Archetypes
- Sneak Attack Upgrade (Rogue 3rd ph96) + 1d6 (2d6 total)
- Steady Aim (Tashias 3rd) As a bonus action, if you have not moved you can gain advantage on your next attack, but reduce your speed to 0 until the start of your next turn.
Class Build – Rogue – Scout – Level 03
- Survivalist Bonus Proficiencies (Scout 3rd) You gain proficiency with Nature and Survival, with is upgraded to expertise.
- Forward Observer (Scout 3rd) When no other creature is within 30 ft of you, you have advantage on Wisdom (Perception) checks and on Dexterity checks made to roll initiative.
- Skirmisher (Scout 3rd) You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks
- Player Choices (3rd level):
- Renown +1 Darokin City
- Secret Craft – Weaponologist (initiate)
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) DT = 9 (10 +1 Renown, +3 Dex, +1 Lifestyle, -6 Settlement)
- 1st Week – Language (4th) – Ethengarian DC 13 (DT 9) 25 gp +7 gp
- 2nd Week – Language (4th) – EthengarianDC 12 (DT 9) 25 gp +7 gp
- 3rd Week – Language (4th) – Ethengarian DC 11 (DT 9) 25 gp +7 gp
- 4th Week – Language (4th) – Ethengarian DC 10 (DT 9) 25 gp +7 gp
- 5th Week – Language (4th) – Ethengarian DC 9 (DT 9) 25 gp +7 gp
- 6th Week – Research – Atruaghin’s Palace DC 14 (DT 9) 10 gp + 7 gp
- 7th Week – Research – Atruaghin’s Palace DC 13 (DT 9) 10 gp + 7 gp
- 8th Week – Research – Atruaghin’s Palace DC 12 (DT 9) 10 gp + 7 gp
- Level 3 Training DC = 12 Cost = 340 gp (two weeks aristocrate lifestyle)
- Total Downtime Cost = 8 weeks (211 gp) + level (340 gp) = 551 gp
Advancing to 4th level Rogue Scout
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +2
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate.
Class Build – Rogue – Level 04
- Hit Points: 5 HP + Con Mod
- Ability Score Improvement (gain both) Abilities and Feat
- Player Choices (4th level):
- Attribute – Dex +2
- Feat – Sharpshooter
- Renown – +1 Couraglain
- Secret Craft – Naturologist
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) DT = 10 (10 +1 Renown, +4 Dex, +1 Lifestyle, -6 Settlement)
- 1st Week – Research – Atruaghin’s Palace DC 11 (DT 10) 10 gp + 7 gp
- 2nd Week – Research – Atruaghin’s Palace DC 11 (DT 10) 10 gp + 7 gp
- 3rd Week – Perform Sacred Rites (Commune with Ancestors) Assist Only
- 4th Week – Learn Tool (1st) – Musical Instrument – Whistle DC 10 (DT 10) 25 gp +7 gp
- 5th Week – Learn Tool (2nd) – Sacred Herbs DC 11 (DT 10) 25 gp +7 gp
- 6th Week – Learn Tool (2nd) – Sacred Herbs DC 10 (DT 10) 25 gp +7 gp
- 7th Week – Perform Sacred Rites (Commune with Ancestors) Assist Only
- 8th Week – Perform Sacred Rites (Commune with Ancestors) Assist Only
- Level 4 Training DC = 12 Cost = 170 gp (one weeks aristocrate lifestyle)
- Total Downtime Cost = 8 weeks (98 gp) + level (170 gp) = 268 gp
Advancing to 5th level Rogue Scout
- Downtime – One activity each week of downtime
- Character Tier – Tier 1
- Proficiency Bonus +3
- Attunement Slots – 3
- Renown +1
- Secret Craft: Gain one craft at Initiate.
Class Build – Rogue – Level 05
- Hit Points: 5 HP + Con Mod
- Uncanny Dodge (Rogue 5th ph96) When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Sneak Attack Upgrade (Rogue 5th ph96) + 1d6 (3d6 total)
- Player Choices (5th Level):
- Renown +1 Selenica
- Secret Craft – Skaldologist
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) DT = 11 (10 +1 Renown, +4 Dex, +2 Lifestyle, -6 Settlement)
- 1st Week – Learn a New Skill (1st) 4 weeks – Acrobatics DC NA) DT 11 – 25 gp +35 gp
- 2nd Week – Learn a New Skill (1st) 4 weeks – Acrobatics DC NA) DT 11 – 25 gp +35 gp
- 3rd Week – Learn a New Skill (1st) 4 weeks – Acrobatics DC NA) DT 11 – 25 gp +35 gp
- 4th Week – Learn a New Skill (1st) 4 weeks – Acrobatics DC 10) DT 11 – 25 gp +35 gp
- 5th Week – Learn a New Skill (2nd) 4 weeks – Medicine DC NA) DT 11 – 25 gp +35 gp
- 6th Week – Learn a New Skill (2nd) 4 weeks – Medicine DC NA) DT 11 – 25 gp +35 gp
- 7th Week – Learn a New Skill (2nd) 4 weeks – Medicine DC NA) DT 11 – 25 gp +35 gp
- 8th Week – Learn a New Skill (2nd) 4 weeks – Medicine DC 11) DT 11 – 25 gp +35 gp
- Level 5 Training DC = 12 Cost = 170 gp (one weeks aristocrate lifestyle)
- Total Downtime Cost = 8 weeks (480 gp) + level (170 gp) = 650 gp
- Campaign Development
- Speak to and understand snakes – due to consuming heart.
Advancing to 6th level Multi
Rogue Scout 5 / Cleric of Knowledge 1
- 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 Details – Cleric – Level 01 (Starting)
- Starting Hit Points 8 HP first level (5 as multiclass)
- Starting Proficiencies:
- Armour – Light and Medium Armour, Shields
- Multi – also gains these proficiencies
- Weapons – All simple weapons
- Tools (Level Up) Choose from Herbalism Kit, Artisan Tool or a Musical Instrument
- Saving Throws (Level Up) Wisdom, (Intelligence or Charisma)
- Armour – Light and Medium Armour, Shields
- Starting Skill Choices Religion and Select Two Athletics, Culture, History, Insight, Intimidation, Medicine, Perception.
- Multi – Gains Religion as a skill.
- Starting Gear Choices (125 gp available to spend on)
- Holy Warrior’s Set (122 gold) Longbow and quiver with 20 arrows, mace, scale mail, explorer’s pack, reliquary divine focus (holy symbol).
- Righteous Combat Set (87 gold) 4 javelin, warhammer, 5 wooden stakes, chain short, medium shield, emblem divine focus (holy symbol), explorer’s pack.
- Spiritual Protector’s Set (90 gp) Quarterstaff, 2 flasks of holy water, padded leather, healer’s satchel, amulet divine focus (holy symbol), priest’s pack.
- a praybook spellbook and Ritual book
- Divine Domain (Cleric 1st) Choose one.
- Defensive Blessing (Level Up 1st) Choose one – Armour of Conviction (p152), Sacred Archery (p152), Spirit Soldier (p152)
- Sacred Call (Level Up 1st) Choose one – Clerical Charisma, Ordination, Zeal of the Convert.
- Spellcasting (ph58 – Cleric) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom. The caster has the following spells prepared: (A prepared caster has access to your level then add ability modifier spells known from their spellbook)
- Learn Cantrips (4)
- Learn Level 1 Spells (6)
- Spell Save DC = (spell save DC 8+prof+ability)
- Spell Attack = (prof+ability)
- Spell Slots – Cantrip (3) 1st (2)
- Note: Multiclass increase spellcasting slots by one level
- Divine Ritual book (Cleric) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals. You gain the ritual Ceremony as a free ritual that does not need a ritual book.
- Weapons Mastery – patrons favoured weapon upgraded (max skilled)
Class Build – Cleric – Domain of Knowledge – Level 01
- Blessings of Knowledge (Knowledge 1st) You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Investigation. Your proficiency bonus is upgraded to expertise for any ability check you make that uses any of these skills, even if you obtained them by other means.
- Domain Spells (Knowledge 1st) Command (1st ph), Identify (1st ph)
- Player Choices (6th level):
- Tier – Gained Tier 2
- Renown +1 Atruaghin (Elk)
- Secret Craft – Spiritologist
- Cleric Cantrips (4) – Guidance, Light, Sacred Flame, Thaumaturgy
- Cleric Spells (6) – Bless, Cure Wounds, Detect Evil/Good, Guiding Bolt, Protection from Evil/Good, Purify Food and Drink
- Cleric Rituals (2) Detect Poison and Disease, Purify Food and Water
- Bonus Languages – Draconic, Giant
- Bonus Expertise – Religion and History
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) DT = 15 (10 +2 Renown, +4 Dex, +1 Lifestyle, -2 Settlement)
- 1st Week – Learn Spell (1st) DC 12 – Shield of Faith (Religion 17) / Perform Sacred Rites (Commune with Ancestors) DC 15 (DT 15) / 30 gp + 7 gp
- 2nd Week – Learn Spell (1st) DC 12 – Detect Magic (Religion 17) / Language (5th) – Atruaghin (Horse) DC 14 (DT 15) / 30 gp + 25 gp + 7 gp
- 3rd Week – Learn Spell (1st) DC 12 – Sanctuary (Religion 17) / Language (6th) – Atruaghin (Turtle) DC 15 (DT 15) / 30 gp + 25 gp + 7 gp
- 4th Week – Learn Ritual (1st) DC 12 – Detect Magic (Religion 17) / Language (7th) – Makai DC 16 (DT 16 upgrade lifestyle for week) / 30 gp + 25 gp + 35 gp
- 5th Week – Learn a New Skill (3rd) 4 weeks – Performance / Learn Ritual (1st) DC 12 – Divining Rod (Religion 17) 25 + 20 + 7 gp
- 6th Week – Learn a New Skill (3rd) 4 weeks – Performance / Learn Ritual (1st) DC 12 – Guiding Star (Religion 17) 25 + 20 + 7 gp
- 7th Week – Learn a New Skill (3rd) 4 weeks – Performance / Learn Ritual (1st) DC 12 – Detect Life (Religion 17) 25 + 20 + 7 gp
- 8th Week – Learn a New Skill (3rd) 4 weeks – Performance DC 12) DT 15 / Perform Sacred Rites (Commune with Ancestors) DC15 (DT 15) 25 + 7 gp
- Level 6 Training DC = 14 Cost = 400 gp (two weeks modest lifestyle)
- Total Downtime Cost = 8 weeks (439 gp) + level (400 gp) = 839 gp
Advancing to 7th level Multi
Rogue Scout 5 / Cleric of Knowledge 2
- 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 Details – Cleric – Level 02
- Hit Points 5 + con (d8)
- Channel Divinity (Cleric 2nd) One per short or long rest you can channel divinity
- Harness Divine Power (Tashias 2nd) You can expend your channel divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no high than half your proficiency bonus.
- Turn Undead (Cleric 2nd) As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. lt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
- Divine Domain Upgrade: From selected domain.
- Principle of Devotion (Level Up) Choose a vow from Chaste, Destitute, Devotional Integrity, Image of the Divine, Merciful, Rule of Ritual, Secrecy, Severity, Silence.
- Spellcasting Increase
- Slots – Cantrip (3) 1st (3)
- Note: Multiclass increase spellcasting slots by one level
- Learnt new spells (2)
- Slots – Cantrip (3) 1st (3)
Class Build – Cleric – Domain of Knowledge – Level 02
- Channel Divinity Upgrade (Knowledge 2nd)
- Knowledge of the Ages (2nd ph) You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
- Player Choices (7th level):
- Renown +1 Darokin City
- Secret Craft – Skaldologist (1st Circle)
- Clerical Spells (2) – Create/Destroy Water, Detect Life.
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) DT = 14 (10 +2 Renown, +4 Dex, +0 Lifestyle, -2 Settlement)
- 1st Week – Learn Spell (1st) DC 12 – Speak with Inanimate Object (Religion 17) / Weapon Option (1st) – Trick Shot DC 14 (DT 14) / 30 gp + 30 gp + 7 ep
- 2nd Week – Learn Spell (1st) DC 12 – Detect Life (Religion 17) / Weapon Option (2nd) – Power Shot DC 15 (DT 15 upgrade lifestyle) / 30 gp + 30 gp + 7 gp
- 3rd Week – Upgrade Weapon (skilled) Longsword – two weeks – / Learn a New Skill (4th) 4 weeks – Persuasion / 20 gp + 25 gp + 7 ep
- 4th Week – Upgrade Weapon (skilled) Longsword DC 14 (DT 14) / Learn a New Skill (4th) 4 weeks – Persuasion / 20 gp + 25 gp + 7 ep
- 5th Week – Weapon Option (3rd) – Trick Shot DC 16 (DT 16 upgrade lifestyle) / Learn a New Skill (4th) 4 weeks – Persuasion / 30 gp + 25 gp + 35 gp
- 6th Week – Weapon Option (4th) – Pining Hit (DC 17 (DT 16 upgrade lifestyle) / Learn a New Skill (4th) 4 weeks – Persuasion DC 13 (DT 14) / 30 gp + 25 gp + 35 gp
- 7th Week – Weapon Option (4th) – Pining Hit (DC 16 (DT 16 upgrade lifestyle) / Perform Sacred Rites (Commune with Ancestors) / 30 gp + 35 gp
- 8th Week – Perform Sacred Rites (Commune with Ancestors) / Reduce Soul Burn (reduce non dedicated by 7) 7 gp + 70 gp
- Level 7 Training DC = 14 Cost = 400 gp (two weeks modest lifestyle)
- Total Downtime Cost = 8 weeks (560 gp) + level (400 gp) = 960 gp
- Campaign Development
- -1 Con +2 Cha – Immunity to starvation – Due to meal in Castle Amber
- Armband to tattoo
Advancing to 8th level Multi
Rogue Scout 5 / Cleric of Knowledge 3
- 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 Details – Cleric – Level 03
- Hit Points 5 + con (d8)
- Signs of Faith (Level Up) Choose one of Ancestral Guidance, Compassionate Nurse, Faithful Historian, Gentle Healer, Graceful Fall, Monastic Austerity, Numinous Awareness, Premonition, Preservation, Righteous Path, Soothing Words, Supernal Intuition, Theologian, Voice of Doom.
- Spellcasting Increase
- Slots – Cantrip (3) 1st (4) 2nd (2)
- Note: Multiclass increase spellcasting slots by one level
- Learnt new spells (2)
- Slots – Cantrip (3) 1st (4) 2nd (2)
Class Build – Cleric – Domain of Knowledge – Level 03
- Domain Spells (Knowledge 3rd) augury (2nd ph), suggestion (2nd ph)
- Player Choices (8th level):
- Renown +1 Selenica
- Secret Crafts – Naturologist
- Clerical Spells (2) Lesser Restoration, Prayer of Healing
- 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level) DT = 14 (10 +2 Renown, +4 Dex, +0 Lifestyle, -2 Settlement)
- 1st Week – Research (Alphatian Lands) DC 14 / Commune with Ancestors DC 15 (upgrade lifestyle +1) / 10 gp + 7 gp
- 2nd Week – Research (Alphatian People) DC 14/ Language (8th) – Alphatian (Native) DC 17 (upgrade +3) / 10 gp + 25 gp + 70 gp
- 3rd Week – Research (Alphatian Government) DC 14 / Upgrade Weapon (expert) Longsword – three weeks – / 10 gp + 30 gp + 35 gp
- 4th Week – Research (Alphatian Economy) DC 14 / Upgrade Weapon (expert) Longsword – three weeks – / 10 gp + 30 gp + 35 gp
- 5th Week – Research (Alphatian Alliances) DC 14 / Upgrade Weapon (expert) Longsword DC 16 (upgrade +2) / 10 gp + 30 gp + 35 gp
- 6th Week – Research (Alphatian Nobility) DC 14 / Commune with Ancestors DC 15 (upgrade +1) / 10 gp + 25 gp + 7 gp
- 7th Week – Research (Alphatian Enemies) DC 14 / Carousing with Galantria (gain contact) DC 14 / 10 gp + 250 gp + 7 ep
- 8th Week – Research (Alphatian Vassals) D 14 / Reduce Soul Burn (reduce non dedicated by 8) / 10 gp + 80 gp + 7 ep
- Level 8 Training DC = 14 Cost = 400 gp (two weeks modest lifestyle)
- Total Downtime Cost = 8 weeks (746 gp) + level (400 gp) = 1,146 gp
- Campaign Development
- Learning Vehicle (Sea) as a tool proficiency.
Advancing to 9th level Multi
- 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.
- 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.
Multiclass Level 8
Rogue Scout 5 / Cleric of Knowledge 3
Pareodir’s
Medium Male Human of Earth (Atruaghin), lawful
Rogue Scout 5 / Cleric of Knowledge 3
- Initiative: (Special – Forward Observer)
- Armour Class:
- Hit Points: 67 (8d8+24) 8 + (5*7=35) + 24
- Speed: 30 ft
STR 11 (-) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
- Saving Throws: Dexterity, Intelligence
- Weapon and Armour: (proficient) Light and Medium Armour, Shields, Simple Weapons, Martial Weapons (Longbow, Shortsword, Rapier) (expert) Handaxe, Longbow, Longsword
- Tools: (Skilled) +3 Musical Instrument – Whistle, +3 Sacred Herbs (Expertise) +6 Thieves Tools, Vehicle (Sea)
- Skills: (Proficient) +7 Acrobatics (D), +5 Animal Handling (W), +3 Athletics (S), +5 Insight (W), +4 Investigation (I), +2, Intimidation (C),+5 Medicine (W), +2 Performance (C) +2 Persuasion (C) (Expertise) +7 History (I), +7 Nature (I), +8 Perception (W), +7 Religion (I), +8 Survival
- Senses: +8 Perception, Passive Perception 18 (Special – Forward Observer)
- Languages: Alphatian (Common, Native), Thyatian (Common, Trade), Atruaghin (Bear, Elk, Horse, Tiger, Turtle), Beasts (Deer, Elk, Raven), Celestial, Draconic, Druidic, Elven, Ethengarian, Giant, Makai, Primordial (Terran), Thieves Cant, Traladaran
ABILITIES
- Channel Divinity (Cleric 2nd) One per short or long rest you can channel divinity
- Knowledge of the Ages (2nd ph) You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
- Turn Undead (Cleric 2nd) As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. lt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
- Cunning Action (ph96) Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Danger of 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.
- Forward Observer (Scout 3rd) When no other creature is within 30 ft of you, you have advantage on Wisdom (Perception) checks and on Dexterity checks made to roll initiative.
- 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.
- Restrictions (Atruaghin) Forbidden to use metal armour, weapons or tools, doing so causes your totem spirits to no longer communicate with you and make you an outcast of your people.
- Sneak Attack (Rogue 1st ph96) you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
- If you use a weapon that provides an additional dice of damage, it also provides an additional dice of sneak attack.
- Sneak Attack Upgrade (Rogue 3rd ph96) + 1d6 (2d6 total)
- Sneak Attack Upgrade (Rogue 5th ph96) + 1d6 (3d6 total)
- Steady Aim (Tashias 3rd) As a bonus action, if you have not moved you can gain advantage on your next attack, but reduce your speed to 0 until the start of your next turn.
- Thieves’ Cant (Rogue 1st ph96) During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly.
- In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
- Totem (Atruaghin) Each of the clan members has three totems representing self (Raven), tribe (Deer) and clan (Elk). Each provides guidance and can be communed with as per the Guidance spell or spending one-week downtime in meditation. You can also talk to each of your spirit guide normal beast version as if having cast Speak with Animals.
- 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.
- Uncanny Dodge (Rogue 5th ph96) When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Watcher’s Eye (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.
- Adventures and Advancement (Background) When you visit the settlement or countryside you once patrolled, you’re sure to get embroiled in the same politics that drove you out. Should you stick around righting wrongs, you might accidentally find yourself in a position of responsibility.
- Restrictions (Atruaghin) Forbidden to use metal armour, weapons or tools, doing so causes your totem spirits to no longer communicate with you, animals no longer understand you and make you an outcast of your people.
FEATS
- Savage Attacker, Sharpshooter
SPELLCASTING
- Spellcasting (ph58 – Cleric) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom. The caster has the following spells prepared: (A prepared caster has access to your level then add ability modifier spells known from their spellbook)
- Spell Save DC = (spell save DC 8+prof+ability)
- Spell Attack = (prof+ability)
- Spell Slots – Cantrip (3) 1st (4) 2nd (2)
- Domain Spells Prepared (Knowledge) Augury (2nd ph), Command (1st ph), Identify (1st ph), Suggestion (2nd ph)
- Divine Spell book (Cleric) The spellcaster has the following spells in their spell book. A book has 100 pages, a spell takes as many pages as its level. Cantrips take up 1 page.
- Spell Book #1 (0/100 pages)
- Divine Ritual book (Cleric) The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as five times its level. Spells have a DC of 8 + 2x Spell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Religion skill to cast rituals.
- Rituals Known –
- Ritual Book #1 (0/100 pages)
Actions (1 per round)
- Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Dash (ph192) – you gain extra movement for the round equal to your speed.
- Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
- Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
- Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
- Hide (ph192) – You make a Dexterity (Stealth) check to hide.
- Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
- Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
- Use an Object (ph193) – Allows you to interact with one of more objects on your turn.
Bonus Actions (1 per round)
- Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.
Reactions (1 per round)
- Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.
Available Attack Options
Equipment
- Armour –
- Weapons –
Feats –
Companions
- Name ()
- Notes
- Background:
- Age: Height: Proficiency Bonus: +3
- Characteristics:
- Personality: I am always polite and respectful.
- Ideals: Greater Good. Our lot is to lay down our lives in defence of others.
- Bonds: I fight for those who cannot fight for themselves.
- Flaws: My hatred of my enemies is blind and unreasoning.
- Atruaghin Clan Totem: Elk, Tribe Totem: Deer, Personal Totem: Raven
- Renown: +1 (Nation of Darokin), +2 (Atruaghin Clans (Elk), Darokin City, Selenica)
- Downtime: Languages (1st – Atruaghin(Tiger), 2nd – Atruaghin (Bear), 3rd – Traladaran)
- Character Variations:
- Weapons Mastery: Base DC = 8 +abil mod
Conclusion
More details to come.
Content Updates
- 2021-10-19 – Adding in updates and references from the character progression so we can have most of it available for tweaking before next session.
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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