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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Multi Rogue/Cleric

Dungeons and Dragons – Mystara

Class Build – Multi Class Rogue/Cleric

Source: Players Handbook (5e-wiz-ph-49)

For one of my new gamers they are building a monk using the kensai 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 – TBA?

Base racial options for the character are as follows.

The player has chosen to go with Monk and Kensai.

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)
  • Strength gains – costing
  • Dexterity gains – costing
  • Constitution gains – costing
  • Intelligence gains – costing
  • Wisdom gains – costing
  • Charisma gains – costing

STR 8 () DEX 8 () CON 8 () INT 8 () WIS 8 () CHA 8 ()

After Point by add the following racial changes: +3 Con

STR 8 () DEX 8 () CON 8 () INT 8 () WIS 8 () CHA 8 ()

Backgrounds

The character background options for consideration suitable for Ierendi:

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

Name and Sex

The name of the character will be left to the player with the sex of it also being up to the player. Playing a male of a female has not impact on what the character can do, just how they will be perceived in different encounters.

Choice of Background and Quirks

I left the choice of quirks and background to the player.

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Here are all the options available to the character and when they kick in.

  • Weapons Mastery
    • (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.
    • (1st) rogue selected weapons – Gains proficiency with simple weapons and one martial weapons of your choice
    • (3rd) Level Update – gain one weapon upgrade
    • (6th) Level Update – gain one weapon upgrade (expert available)
    • (6th) Cleric – patrons favoured weapon upgraded (max expert)

Secret Crafts

Secret Craft Options available to the character.

  • Secret Crafts: (Starting) Your choice of secret crafts include: Earthologist
  • (1st) Initiate – Earthologist
  • (2nd) Initiate – Spiritologist
  • (3rd) Initiate –
  • (4th) Initiate –
  • (5th) Initiate –
  • (6th) 1st Circle – Spiritologist
  • (7th) 1st Circle –
  • (8th) 1st Circle –

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 ListClassCleric Available Spells

  • Cantrips – Guidance (ph), Light (ph256), Mending (ph260), Resistance (ph), Sacred Flame (ph), Spare the Dying (ph), Thaumaturgy (ph)
  • 1st Level – Bane (ph), Bless (ph), Command (ph), Create or Destroy Water (ph), Cure Wounds (ph), Detect Magic – R (ph232), Detect Poison and Disease – R (ph), Guiding Bolt (ph), Healing Word (ph), Inflict Wounds (ph), Protection from Evil and Good – R (ph), Purify Food and Drink (ph), Sanctify (ph), Shield of Faith (ph).
  • 2nd Level – Aid (ph), Augury – R (ph), Blindness/Deafness (ph220), Calm Emotions (ph), Continue Flame (ph), Enhance Ability (ph238), Find Traps (ph), Gentle Repose – R (ph), Hold Person (ph252), Lesser Restoration (ph), Locate Object (ph), Prayer of Healing (ph), Protection from Poison (ph), Silence – R (ph), Spiritual Weapon (ph), Warding Bond (ph), Zone of Truth (ph)
  • 3rd Level – Animate Dead (ph), Beacon of Hope (ph), Bestow Curse (ph), Clairvoyance (ph223), Create Food and Water (ph), Daylight (ph231), Dispel Magic (ph235), Feign Death – R (ph), Glyph of Warding (ph), Magic Circle (ph), Mass Healing Word (ph), Meld into Stone – R (ph), Protection from Energy (ph271), Remove Curse (ph), Revivify (ph), Sending (ph), Speak with Dead (ph), Spirit Guardians (ph), Tongues (ph284), Water Walk – R (ph288)
  • 4th Level – Banishment (ph218), Control Water (ph), Death Ward (ph), Divination – R (ph), Freedom of Movement (ph), Guardian of Faith (ph), Locate Creature (ph), Stone Shape (ph).
  • 5th Level – Commune – R (ph), Contagion (ph), Dispel Evil and Good (ph), Flame Strike (ph), Geas (ph), Greater Restoration (ph), Hallow (ph), Insect Plague (ph), 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), 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)
  • 9th Level – Astral Projection (ph), Gate (ph), Mass Heal (ph), True Resurrection (ph)

* details to come. R – Ritual Spells.

Spell ListSecret CraftEarthologist

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

Spell Lists – Secret CraftSpiritologist

  • Cantrip – Bless the Dead (mhh153), Ward against Undead (br208)
  • 1st Level – Commune with Shade (bls33), Detect Life – R (bls43), Holy Infusion (bls71), Morph Shadow (bls88), Shroud the Shadow (bls106), Speak with Inanimate Object (mhh194)
  • 2nd Level – Corpse Lanterns (fkcc20), Dust to Death (bls49), Ethereal Strike (bls54), Find Corpse (bls57), Healing Spirit (xge157), Protection from Paralysis (bls95), Rite of Counsel – R*, Soul Shield (bls110), Spirit Blast (bls112)
  • 3rd Level – Aspect Tattoo – R (bls14), Expunge Shadow (bls55), Hero’s Steel (mhh173), Rain of Blades (mhh188), Rite of Defilement – R*, Rite of Healing – R*, Rite of Protection – R*, St. Blusen’s Reaver Spirit (mwb434)
  • 4th Level – Exorcise (bls55), Find Greater Steed (xge156), Force Corporeality (bls60), Guardian of Nature (xge157), Negative Energy Aura (bls90), Profane Link (bls94), Rite of Cleansing – R*, Test of Souls – R (br208)
  • 5th Level – Deathly Gaze (bls41), 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.
Sourcebooks: bls, br, fkcc, mhh, mwb (GM Only), xge

Character Advancement

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

Racial BuildHuman Traits

  • 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.
  • Speed: Your base walking speed 30 ft.
  • Weapons Mastery: Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.

Racial BuildHumanAtruaghin 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.
  • Language: Common language is Thyatian. Bonus language is Atruaghin.
  • 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 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)

Class BuildRogue – Level 01 (Starting)

  • Starting Hit Points: 8 HP + Con Mod
  • Starting Proficiencies:
    • Armour: Light Armour
    • Saving Throws: Dexterity, Intelligence
    • Skills: Choose any four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
    • Tools: Thieves tools
    • Weapons Mastery: Gains proficiency with simple weapons and one martial weapons of your choice. (Standard: shortsword)
  • Starting Equipment:
    • a rapier or a shortsword
    • A shortbow and a quiver of 20 arrows or a shortsword
    • A burglar’s packs or a Dungeoneers pack or explorers pack
    • 10 darts
    • Leather armour, two daggers, and thieves tools
  • Expertise (ph96) choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  • Sneak Attack (Rogue 1st ph96) you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
    • You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
    • If you use a weapon that provides an additional dice of damage, it also provides an additional dice of sneak attack.
  • Thieves’ Cant (Rogue 1st ph96) During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly.
    • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
  • Player Choices:
    • Racial Options:
    • Attributes:
    • Class Options:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 2nd level Rogue

Class BuildRogue – Level 02

  • Hit Points: 5 HP + Con Mod
  • Cunning Action (ph96) Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 3rd level Rogue Scout
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.

Class BuildRogue – Level 03

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

Class BuildRogue – Scout – Level 03

  • 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.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 4th level Rogue Scout

Class BuildRogue – Level 04

  • Hit Points: 5 HP + Con Mod
  • Ability Score Improvement (gain both) Abilities 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 Rogue Scout

Class BuildRogue – Level 05

  • Hit Points: 5 HP + Con Mod
  • Uncanny Dodge (Rogue 5th ph96) When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  • Sneak Attack Upgrade (Rogue 5th ph96) + 1d6 (3d6 total)
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 6th level Multi
Rogue Scout 5 / Cleric of Knowledge 1
  • 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 DetailsCleric – Level 01 (Starting)

  • Starting Hit Points 8 HP first level
  • Starting Proficiencies:
    • Armour – Light and Medium Armour, Shields
      • Multi – also gains these proficiencies
    • Weapons – All simple weapons
    • Tools – None
    • Saving Throws – Wisdom, Charisma
  • Starting Skill Choices Religion and Select Two Athletics, Insight, Intimidation, Medicine, Perception.
    • Multi – Gains Religion as a skill.
  • Starting Gear Choices
    • a mace or a warhammer (if proficient)
    • a scale male or leather armour or chain mail (if proficient)
    • Light crossbow and 20 bolts or any simple weapon
    • a priest pack or explorers pack
    • Shield and a holy symbol
    • a praybook spellbook and Ritual book
  • Divine Domain (Cleric1st) Choose one.
  • 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.
  • Weapons Mastery – patrons favoured weapon upgraded (max skilled)

Class BuildClericDomain 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:
  • 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 Multi
Rogue Scout 5 / Cleric of Knowledge 2

Class DetailsCleric – Level 02

  • Hit Points 5 + con (d8)
  • Channel Divinity (Cleric 2nd) One per short or long rest you can channel divinity
    • 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.
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (3)
      • Note: Multiclass increase spellcasting slots by one level
    • Learnt new spells (2)

Class BuildClericDomain 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:
  • 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 Multi
Rogue Scout 5 / Cleric of Knowledge 3

Class DetailsCleric – Level 03

  • Hit Points 5 + con (d8)
  • Spellcasting Increase
    • Slots – Cantrip (3) 1st (4) 2nd (2)
      • Note: Multiclass increase spellcasting slots by one level
    • Learnt new spells (2)

Class BuildClericDomain of Knowledge – Level 03

  • Domain Spells (Knowledge 3rd) augury (2nd ph), suggestion (2nd ph)
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Research (Alphatian Lands) / Commune with Ancestors
    • 2nd Week – Research (Alphatian People) / Gain language (tba)
    • 3rd Week – Research (Alphatian Government) /
    • 4th Week – Research (Alphatian Economy) /
    • 5th Week – Research (Alphatian Alliances) /
    • 6th Week – Research (Alphatian Vassals/Nobility) /
    • 7th Week – Research (Alphatian Enemies) /
    • 8th Week – Reduce Soul Burn (recovered all) /
Advancing to 9th level Multi
  • 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.
  • 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: tba (7d?+?)
  • Speed: 30 ft

STR 8 () DEX 8 () CON 8 () INT 8 () WIS 8 () CHA 8 ()

  • Saving Throws: Dexterity, Intelligence
  • Weapon and Armour: (proficient) Light and Medium Armour, Shields, Simple Weapons
  • Tools: Thieves Tools
  • Skills: (Proficient) Religion (Expertise) Nature (I), Survival (W)
  • Senses: (Special – Forward Observer)
  • Languages: Common (Thyatian), Atruaghin (Elk)

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)
  • 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, tribe and clan. Each provides guidance and can be communed with as per the Guidance spell or spending one-week downtime in meditation.
  • 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.

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:
    • Ideal:
    • Bond:
    • Flaw:
    • Personal Goals:
  • Downtime:
  • 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 MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

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

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

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Session Recordings – Campaign Journals

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By thedarkelf007

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

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