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DnD Class Build Druid Circle of the Tree of Life

Dungeons and Dragons – Mystara

Class Build – Druid: Circle of the Tree of Life

For one of my gamers I have helped them build an Elven Druid from the Circle of the Tree of Life. Here is the process which we built the character.

Where to Start – Race

The new player was interested in elves, so I discussed what the Elven options in my version of the setting of Mystara. For a full list of races see DnD Races Page.

  • Conversion – Elven Subraces to Mystara
    • High Elves (Called Sunfey) Think they are superior to all others, including other elves, taught they are the first elves, deep connection with history and lore.
    • Wood Elves (Called Woodfey) Works well with other races, deep connection with the land.
    • Eladrin Elves (Called Seasonfey) Mischievous by nature, deep connection with the Fey and magic.
    • Dark Elves or Drow (Called Bloodfey, Shadowfey and Spiritfey) The elves used as the antagonist is all Elven horror stories, deep connection with darkness, shadow and starlight. They are called Shadow Elves in the setting.
    • Sea Elves (called Seafey) As yet unknown by the players
    • Sky Elves (called Skyfey) Also unknown by the players

For this character concept, we chose wood elf to get it to work well with the party.

Next was to choose the class that would suit what the player was interested in. They wished to play a character connected to the wood who can use a bow. In this case after discussing the basics between a Ranger and a Druid we selected druid.

Class – Druid – Circle of the Tree of Life?

Base character options for the Elven Seasonfey as a starting point.

This is chosen to be a member of the circle of the Tree of Life which is dedicated to the centre of the elven soul.

Selecting Attributes

To keep the character simple I have made it a Dexterity based character, with high Dexterity for combat, and Wisdom for spells. Intelligence and Charisma have also been increased to try and make it more balanced, with the only penalty being in Strength.

  • Points to spend = 27
  • Strength gains 12 costing 4
  • Dexterity gains 13 costing 5
  • Constitution gains 12 costing 4
  • Intelligence gains 12 costing 4
  • Wisdom gains gains 13 costing 5
  • Charisma gains gains 13 costing 5

STR 12 (+1) DEX 13 (+1) CON 12 (+1) INT 12 (+1) WIS 13 (+1) CHA 13 (+1)

After using the point buy, race provides the following: +2 Dex (Elven), +1 Cha (Seasonfey), +2 Dex, +1 Dex +1 Cha (Background)

STR 12 (+1) DEX 18 (+4) CON 12 (+1) INT 12 (+1) WIS 13 (+1) CHA 15 (+2)

Heritage

D&D RacesElven Traits

  • Ability Score Increase: Dexterity +2
  • Alignment: Elves are Chaotic in general
  • Size: Elves are between 6 and 7 feet tall. Your size is Medium
  • Speed: Your walking speed is 30 ft
  • Darkvision (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Elf Gifts (Level Up) Choice of Mystic Rapport, Prescient Vision or Preternatural Awareness
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, gaining an expertise dice, and magic can’t put you to sleep.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Starting Languages (Elven) You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Character Options – Available to all Elven Subraces

Elemental Subrace

RacesElvenSeasonfey Traits

  • Ability Score Increase: Charisma +1.
  • Seasons (seasonfey) Colours and temperament according to season:
    • Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Colours of Red and Brown. They have Air Aspected Traits.
    • Winter is the season of contemplation and dolour, when the vibrant energy of the world slumbers. Colours of White and Blue. They have Water Aspected Traits
    • Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Colours of Green and White. They have Earth Aspected Traits.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
    • Sorrow is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
  • Fey Step (seasonfey) As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 +your proficiency bonus+ your Charisma modifier:
    • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
    • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
    • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
    • Sorrow. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Elvenologist.
  • Racial Subtypes: Count as Eladrin, Elf, Fey and Humanoid.
  • Evolution (1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

Culture

  • Culture – Godbound (Level Up)
  • Arts of Worship – You are proficient with your choice of either Performance, two musical instruments or two artisan’s tools.
  • Bonus Connection – You have one additional connection, selected from the Acolyte background.
  • Detect Faith (Godbound) You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success you lear the following information:
    • Whether they have a lower Wisdom score than yourself.
    • Whether they are religious, if so, you also learn their faith.
    • Whether they have class levels in the cleric or paladin (herald) class.
  • Devotion (Godbound) You gain an expertise die on saving throws made to resist being charmed or frightened.
  • Religious Education – Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from cleric, druid, or paladin list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is higher).
  • Siblings in Faith – You have advantage on checks made to socially interact with members of your current or former faith, such as requesting service or gathering information.
  • Languages (Godbound) You can speak, read, write, and sign in two other language.

Backgrounds

Appropriate background for Alfheim are below (see DnD Backgrounds page)

  • Background – Entertainer – (Level Up)
  • Ability Scores – +1 Charisma, and one other score
  • Skills – Performance, either acrobatics, Culture or Persuasion

Languages

As this is set in Mystara, which has two Common languages (Alphatian and Thyatian).

  • Racial Languages: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Class Languages – Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
  • Background Languages: Two additional Languages. Dwarven, Sylvan
  • Languages (Godbound) You can speak, read, write, and sign in two other language. Ethengarian, Orcish

Choice of Background and Druid Quirks

I chose the quirks to give a new player a reason to be abrupt and not feel out of place with an established group of players.

  • Background:
  • Personality:
  • Ideal:
  • Bond:
  • Flaw:
  • Treasured Item:
  • Guiding Aspect:
  • Mentor:

Spell Selection

In my setting, Druids learn spells like wizards, but all spellcasters also receive a ritual book with two rituals they know. To simplify I have also made the rituals spells the character can memorise. Though in this case they can make a Nature check vs DC 12 to successfully cast the ritual, or prepare it next time they take a long rest to avoid making the check.

The biggest choice for a druid are their spells and wild shape forms. In this case they get to learn spells from the following sections.

  • Level 1 – Druid, Elvenologist
  • Level 2 – Naturologist
  • Level 3 – Shapeologist
  • Level 4 – Skaldologist
  • Level 5 – Entertainologist

Spell ListClass ListDruid

Cantrips Druidcraft (ph231), Guidance (ph249), Mending (ph260), Poison Spray (ph267), Produce Flame (ph270), Resistance (ph273), Shillelagh (ph276), Thorn Whip (ph283),

Level 1 Spells Animal Friendship (ph213), Charm Person (ph222), Create or Destroy WaterR (ph230), Cure WoundsR (ph231), Detect MagicR (ph232), Detect Poison and DiseaseR (ph232), Entangle (ph239), Faerie Fire (ph240), Fog Cloud (ph244), Goodberry (ph247), Healing Word (ph251), Jump (ph255), Longstrider (ph257), Protection from Evil and GoodR (ph271), Purify Food and DrinkR (ph271), Speak with AnimalsR (ph278), Thunderwave (ph283),

Level 2 Spells Animal MessengerR (ph213), AuguryRO (ph216), BarkskinR (ph218), Beast SenseR (ph218), Continual FlameR (ph228), DarkvisionR (ph230), Enhance AbilityR (ph238), Enlarge/ReduceR (ph238), Find TrapsRO (ph242), Flame Blade (ph243), Flaming Sphere (ph243), Gust of WindR (ph248), Heat Metal (ph251), Hold Person (ph252), Locate Animals or PlantsR (ph257), Locate ObjectR (ph257), Moonbeam (ph262), Pass Without TraceR (ph265), Protection from PoisonR (ph271), RestorationR (ph256), Sleet Storm (ph277), Spike Growth (ph278),

Level 3 Spells Aura of Vitality (ph217), Call Lightning (ph220), Conjure Animals (ph226), Daylight (ph231), Dispel MagicR (ph234), Elemental Weapon (ph238), Feign DeathR (ph241), Meld Into StoneR (ph260), Plant GrowthR (ph267), Protection from Energy (ph271), RevivifyR (ph273), Speak with PlantsR (ph278), Water Breathing – R, Water Walk – R, Wind Wall.

  • Level 4 Spells – Blight – H, Confusion – H, Conjure Minor Elementals – H, Conjure Woodland Beings – H, Control Water, Divination – R (ph/tce), Dominate Beast – H, Fire Shield (ph/tce), Freedom of Movement, Giant Insect, Grasping Vine, Hallucinatory Terrain, Ice Storm – H, Locate Creature, Polymorph, Stone Shape, Stoneskin, Wall of Fire – H
  • Level 5 Spells – Antilife Shell (ph), Awaken (ph), Commune with Nature (ph), Cone of Cold (ph/tce), Conjure Elemental (ph), Contagion (ph), Geas (ph), Greater Restoration (ph), Insect Plague (ph), Mass Cure Wounds (ph), Planar Binding (ph), Reincarnate (ph), Scrying (ph), Tree Stride (ph), Wall of Stone (ph)
  • Level 6 Spells – Conjure Fey (ph), Find the Path (ph), Flesh to Stone (ph/tce), Heal (ph), Heroes’ Feast (ph), Move Earth (ph), Sunbeam (ph), Transport via Plants (ph), Wall of Thorns (ph), Wind Walk (ph)
  • Level 7 Spells – Fire Storm (ph),Mirage Arcane (ph), Plane Shift (ph), Regenerate (ph), Reverse Gravity (ph), Symbol (ph/tce)
  • Level 8 Spells – Animal Shapes (ph), Antipathy/Sympathy (ph), Control Weather (ph), Earthquake (ph), Feeblemind (ph), Incendiary Cloud (ph/tce), Sunburst (ph), Tsunami (ph)
  • Level 9 Spells – Foresight (ph), Shapechange (ph), Storm of Vengeance (ph), True Resurrection (ph)

R – Ritual Available
Source: ph, tce

Spell ListSecret CraftElvenologist
(Beast, Plants and Elven tradition spells)

Cantrip Booming Blade (scag142), Ensnaring Strike (ph238), Green-Flame Blade (scag143), Hail of Thorns (ph250), Hunter’s Mark (ph252), Lightning Lure (scag143), Sword Burst (scag143), Thorn Whip (ph283),

1st Level SpellsAnimal Friendship (ph213), Entangle (ph239), Extract Foyson – R (mhh166), Find FamiliarRO (ph241), Guest of Honour – R (mhh172), Land Bond (mhh178), Speak with AnimalsR (ph278), Tree Ladder (bls119),

2nd Level SpellsAnimal MessengerR (ph213), BarkskinR (ph218), Beast SenseR (ph218), Black Swan Storm (mhh152), Clearing the Field – R (mhh158), Enhance AbilityR (ph238), Find SteedRO (ph241), Heartache (mhh172), Ley Disruption (mhh179), Locate Animals or PlantsR (ph257), Shadows Brought to Light – R (mhh192), Vine Trestle – R (mhh201)

3rd Level SpellsConjure Animals (ph226), Conjure Barrage (ph226), Ley Energy Bolt (mhh179), Ley Sense (mhh179), Lightning Arrow (ph256), Plant GrowthR (ph267), Song of the Forest – R (mhh193), Speak with PlantsR (ph278),

  • 4th Level – Ray of Life Suppression (mhh188), Shadow Retribution – R (mhh192)
  • 5th Level – Amplify Ley Field (mhh149), Energy Absorption (mhh165), Lesser Ley Pulse (mhh178), Ley Leech (mhh179), Spell Legs (bls112), Tongue Tied (mhh199)
  • 6th Level – Encroaching Shadows – R (mhh165), Ley Whip (mhh180)
  • 7th Level – Celebration – R (mhh156), Greater Ley Pulse (mhh171), Volley Shield (mhh201)
  • 8th Level – Bloom – R (mhh154), Desolation – R (mhh162), Disruptive Aura (mhh163), Harsh Light of Summer’s Glare (mhh172), Ley Surge (mhh180)
  • 9th Level – Afflict Line – R (mhh148), Cosmic Alignment – R (mhh160), Ley Storm (mhh180)

* details to come. R – Ritual Spells.
Source: ph, scag

Spell ListSecret CraftEntertainologist
(Distraction, Entertain, Senses or Visual based spells)

Cantrip – Decorate Object (bls41), Detune (bls43), Dissonance (bls45), Gust (xge158), Prestidigitation (ph248), Shape Water (xge164), Silhouette (mhh193), Thaumaturgy (ph283), Thunderclap (xge168),

1st Level Spells – Bewitch (bls19), Cirrem’s Bewilderment (bls32), Colour Spray (ph223), Detect Evil and GoodR (ph232), Detect MagicR (ph232), Detect Poison and DiseaseR (ph232), Enhance Oration – R (bls52), Malicious Intent (bls84), Morph Shadow (bls88), Quick Change (bls96), Silent Image (ph277),

2nd Level Spells – Bead of Blazing (bls18), Blindness/Deafness (ph220), Blur (ph220), DarkvisionR (ph230), Death March (bls40), Detect ThoughtsR (ph232), Energetic Burst (bls52), Find TrapsRO (ph242), Jungle Cry (bls79), Phantom Accompaniment (bls93), Pyrotechnics (xge163), See InvisibilityR (ph275), Silence R (ph276), Taunt (bls116), Wolf’s Howl (bls129)

3rd Level Spells – Air of Nobility (bls13), Dancer’s Grace (bls38), Lustful Gaze (bls83), Major ImageR (ph259), Player Instrument (bls93), Spiteful Images (bls113), Unfasten (bls121), Wailing Dirge (bls125)

  • 4th Level – Association (bls15), Fire Fascination (bls58), Maligned Performance (bls84), Megalomania (bls86), Portrait (bls94), Voice of Confession (bls124)
  • 5th Level – Animate Objects (ph214), Dance of Seduction (bls38), Discordant Chorus (bls45), Reverence (bls99), Shattering Cry (bls105), Tattoo Object (bls116)
  • 6th Level – Dirge of the Victorious Knights (fkcc21), Illusory Illusion (bls74), Nymph’s Aura (bls90), Song Barrier (bls109)
  • 7th Level – Agitate Crown (bls11), Charismatic Shield (bls30), Mangling Foot (bls85), Pocket Paradise (bls94)
  • 8th Level
  • 9th Level

R – Ritual Spells.
Source: bls, fkcc, mhh, ph, xge

Spell ListSecret CraftNaturologist
(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 SpellsAffect Normal FogR (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 BurstR (bls33), Cure WoundsR (ph231), Detect MagicR (ph232), Detect Poison and DiseaseR (ph232), Divining Rod – R (bls47), Empower Companion (bls52), Entangle (ph239), Feather Step (bls56), Find FamiliarRO (ph241), Fog Cloud (ph244), Goodberry (ph247), Guiding Star – R (mhh172), Mosquito Bane (mhh183), Otter’s Grace (bls92), Pummel (bls95), Purify Food and DrinkR (ph271), Snare (xge165), Speak with AnimalsR (ph278), Swirling Leaves (bls115), Thunderwave (ph283), Tree Ladder (bls119), Wolfsong (mhh203), Woodland Shriek (bls129)

2nd Level SpellsAnimal MessengerR (ph213), BarkskinR (ph218), Blessed Harvest (bls22), Boost Potency (bls25), Branch Assault (bls25), Bug Bites (bls26), Catnip (bls28), Chatterwild (bls30), DarkvisionR (ph230), Enhance AbilityR (ph238), Find SteedRO (ph241), Gust of WindR (ph248), Healing Spirit (xge157), Heat Metal (ph251), Hunter’s Insight (bls73), Identify Tracks (bls74), Leaf Fall (bls80), Leaf Tide (bls81), Locate Animals or PlantsR (ph257), Moonbeam (ph262), Nature’s Aura (bls88), Pass through ElementR (ea08), Pass Without TraceR (ph265), Pollen Cloud (bls94), Protection from PoisonR (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 StoneR (ph260), Nature’s Repast (bls89), Nature’s Strength (bls89), Plant GrowthR (ph267), Speak with PlantsR (ph278), Unstoppable Tracker (bls122), Volley of Thorns (bls124)

  • 4th Level – Absorption (bls10), Barbaric Rage (bls17), Charm Monster (xge151), Enliven Wood (bls52), Forest Home (bls61), Guardian of Nature (xge157), Storm Sphere (xge166), Vines of Binding (bls123)
  • 5th Level – Death Spores (bls41), Enrich Soil (bls52), Gutsprout (bls66), 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 ListSecret Craft – Shapeologist
(Alter, Polymorph, Shapechanging and Transformation based spells)

Cantrip Mending (ph260), Primal Savagery (xge163), Shillelagh (ph276),

1st Level Spells – Alter Scent (bls13), Armour of Earth (br206), Binding Sap (bls20), Camouflage (bls28), Claws of the Beast (bls32), Hound’s Scent (bls72), Quill Skin (bls97), Writhing Arms (mwb437), Zephyr Strike (xge171)

2nd Level SpellsAlter SelfR (ph212), BarkskinR (ph218), Brittle (bls26), Cave Walker (bls28), Chaotic Vitality (mhh157), Dolphins Fins (bls47), Elemental Horns (mhh165), Energetic Burst (bls52), Enlarge/ReduceR (ph238), Eyes of the Hawk (bls55), Fleet Feet (bls59), Keen Hearing (bls79), Magic Weapon (ph258), Rooted in Place (bls100), Sandbody (bls101), See InvisibilityR (ph275), Spider Climb (ph278), Sticky Tongue (bls114), Wilful Transformation (bls128), Wolf’s Hearing (bls129)

3rd Level SpellsAir BreathingR (bls12), Aspect Tattoo – R (bls14), Bestow Speech (bls19), Bone Armour (bls25), Discern Lycanthrope (bls45), Elemental Shape (ea08), Essence of the Wild (bls53), Fire Gills (bls58), Haste (ph251), Locust Leap (bls83), Meld Into StoneR (ph260), Moonbeam (bls87), Potency of the Pack (mhh186), Tiny Servant (xge168)

  • 4th Level – Assume True Form (bls16), Chaotic Form (mhh156), Creeping Eye (bls36), Fluid Form (bls59), Lock Form (bls83), Power of the Earth (br207), Iceform (bls73), Shadow Form (bls104), Snakes into Staves (bls108), Thorn Body (pcc46)
  • 5th Level – Absorb Object (bls10), Essence Instability (mwb427), Hod’s Gift (mhh174), Improve Senses (bls75), Light of the Moon (br207), Moon’s Respite (mwb432), Prey’s Scent (bls94), Skill Empowerment (xge165), Tattoo Object (bls116), Transmute Rock (xge169)
  • 6th Level – Become Nightwing (mhh150), Blade Bond (bls20), Breach Defences (bls26), Claws of Digging (bls32), Giant’s Potency (bls64), Inflict Lycanthropy (bls75), Ogre’s Visage (bls90), Plant Form (bls93), Tenser’s Transformation (xge168)
  • 7th Level – Aspect of the Dragon (mhh150), Uncontrollable Transformation (mhh200)
  • 8th Level – Animal Shapes (ph213), Fuse Joints (bls62), Paragon of Chaos (mhh185), Strength of the Wyrm (bls114), Tundra-Touched (mwb435)
  • 9th Level – Form of the Gods (mhh168), Mass Polymorph (xge160)

R – Ritual Spells.
Source: bls, mhh, ph, xge

Spell ListsSecret Craft – Skaldologist
(Knowledge, Rothenian and Rune based spells)

Cantrip – Bless the Dead (mhh153), Encrypt / Decrypt (mhh165), Guidance (ph249), Prestidigitation (ph248), Scribe (mhh190)

1st Level Spells – Beguiling Gift (mhh151), Comprehend LanguagesR (ph225), Find Kin – R (mwb428), Flurry (mhh168), Freeze Potion (mhh169), Gliding StepR (mhh170), IdentifyRO (ph253), Speak with Inanimate Object – R (mhh194), Trick Question (mhh199)

2nd Level Spells – Conjure Scarab Swarm (mhh159), Faerie Ward (bls55), Freeze WaterR (mhh154), Locate Animals or PlantsR (ph257), Locate ObjectR (ph257), Power Word Kneel (mhh186)

3rd Level Spells – Gloomwrought Barrier (mhh170), Glyph of WardingRO (ph246), Ire of the Mountain (mwb430), Mire (mhh183), Speak with DeadR (ph278), Upwards Thrust (mhh185),

  • 4th Level – Blade of My Brother (mhh152), Desiccating Breath (mhh162), Power Word Lesser Pain (mhh186), Test of Souls – R (br208), Warrior’s Touch (bls126)
  • 5th Level – Eidetic Memory – R (mhh164), Exsanguinate (mwb427)
  • 6th Level – Extract Knowledge – R (mhh166), Hirvsth’s Call (mwb429), Landslide (bls80)
  • 7th Level – Curse of Dust (mhh161), Symbol of Sorcery (mhh196)
  • 8th Level – Arcane Sight (mhh149)
  • 9th Level – Form of the Gods (mhh168), Mammon’s Due – R (mwb431)

R – Ritual Spells (RO – Ritual Only)
Source: mhh, ph

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Insead of trying to maximise specific weapons I have chosen to have more weapons known as elves as known for their bredth of knowledge more than their specialisations.

  • Elf Weapon Training: Proficiency with Longsword, Shortsword, Shortbow and Longbow
  • Druid Proficiencies: Armour (Light and Medium Armour and shield), Weapons (Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears)

As a druid, the character gets a weapon mastery upgrade at 3rd level, so I have given it an upgrade with the Longbow as part of the archer concept we started with.

Secret Crafts

As for the secret crafts, the character is still to low a level to have progressed beyond Initiate in any of the crafts, but two left out as good starting points being Dragons and Elven Magic relating to the sage aspect of the character. Every 4 character levels is the expect progression in the secret crafts. Those will be a post for another day.

  • Racial Secret Crafts: (Starting) Your choice of starting secret crafts include: DragonologistEarthologistElvenologist.
  • Druidic Secret Crafts: (Starting) Your choice of starting secret crafts include: Naturologist, Preservologist or Shapeologist

Name and Sex

The name of the character will be left to the player (or me on the night) with the sex of it also being up to the player. This character does not need them to be determined to be playable, but it adds to the characterisation and visualisation of the players.

Character Advancement

Starting 1st Level Druid
  • Attributes – Character Level 01 Traits (One activity each week of downtime)
    • Character Tier – Tier 1
    • Proficiency Bonus +2
    • Attunement Slots – 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.
  • Attributes – Druid – 1st Level (at Level 01)
    • Hit Points 8
    • Proficiencies
      • Armour – Light and Medium Armour and shield (never with metal)
      • Weapons – Gains proficiency with ten simple weapons and three martial weapon of your choice.
        • Standard Weapons – Blowguns (1H and 2H), Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Scythes, Sickles, Slings, Spears.
      • Tools – Herbalism Kit
      • Saving Throws – Intelligence, Wisdom
    • Skills: Nature and choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.
    • Starting Equipment
      • a wooden shield or a simple weapon
      • a scimitar or any simple melee weapon
      • a leather armour, an explorer’s pack and a druidic focus
      • Druidcraft Spell book and Ritual book
    • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
    • Ritual Nature Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritual book.
    • Spellcasting (ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spellbook – The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Ritual book – The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Naturologist, Preservologist or Shapeologist
  • Player Choices
    • Elven – Prenatural Awareness, Skill (Arcana)
    • Background – +1 Int, +1 Dex, Skills (Performance, Persuasion),Gaming, Musical Instrument
    • Class – Skills (Nature, Animal Handling, Medicine), Weapons (Bola, Bows (short and long), Crossbow (Light, Heavy, Hand), Daggers, Lasso, Quarterstaff, Sickle, Unarmed Strike
Advancing to 2nd Level Druid
  • Attributes – Character level 02 Traits (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
  • Attributes – Druid – 2nd Level
    • Hit Points 5 + con (d8)
    • Spells Learnt – Add two new spells to druid lore book. Has access to Druid 1st level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – you can use your action to magically assume the shape of a beast that you have studied. You can use this feature twice. You regain expended uses when you finish a short or long rest.
      • You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn, You automatically revert if you fall unconscious, drop to 0 hit points, or die.
      • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
      • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
      • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast.
      • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
      • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
      • Wild Companion (Tashias) You can expend a use of your Wild Shape to summon a animal spirit as the Find Familiar spell without needing material components. The Animal is a Fey and stays around for half your druid level.
  • ClassesDruid – Circle of Land – 2nd Level
    • Bonus Cantrip (Land 2nd) – you learn one additional druid cantrip of your choice.
    • Natural Recovery (Land 2nd) – you can regain some of your magical energy by sitting in meditation and communing with nature, During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
      • For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots, You can recover either a 2nd-level slot or two 1st-level slots.
  • Character Options (Level 2)
    • Wild Shape – Cat, Elk, Panther
Advancing to 3rd Level Druid
  • Attributes – Character level 03 Traits
    • Character Tier – Tier 1 (One activity each week of downtime)
    • Proficiency Bonus +2
    • Attunement Slots – 3
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.
  • Attributes – Druid – 3rd Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 2nd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Character Options
    • Wild Shape (free) – Wolf
    • Natural Demeanor – A way with animals
    • Weapon Master – Longbow (skilled)
Advancing to 4th Level Druid
  • Attributes – Character Level 04 Traits
    • Character Tier – Tier 1 (One activity each week of downtime)
    • Proficiency Bonus +2
    • Attunement Slots – 3
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
  • Attributes – Druid – 4th Level
    • Hit Points 5 + con (d8)
    • Ability Score Improvement – (Choose attribute and feat)
      • Increase one attribute score by +2 or two by +1.
      • Feat – Choose one feat as appropriate to your character.
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 2nd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Lasts for 2 hrs and can do creatures with a swimming speed. One new form.
  • Character Options
    • Attribute – Dex +2
    • Feat – Elven Accuracy
    • Wild Shape (free) – Reef Sharks
Advancing to 5th Level Druid
  • Attributes – Character Level 05 Traits
    • Character Tier – Tier 1 (One activity each week of downtime)
    • Proficiency Bonus +3
    • Attunement Slots – 3
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
  • Attributes – Druid – 5th Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 3rd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Character Options
    • Wild Shape (free) – Black Bear
Advancing to 6th Level Druid
  • Attributes – Character Level 06 Traits
    • Character Tier – Tier 2 (Two activities each week of downtime)
    • Proficiency Bonus +3
    • Attunement Slots – 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.
  • Attributes – Druid – 6th Level
    • Hit Points 5 + con (d8)
    • Elemental Attunement (GM) Character has two non-competing elemental aspects.
    • Primal Knowledge (GM) Gain proficiency in another Druid class skill. Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 3rd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Lasts for 3 hrs and can do creatures with a swimming speed. One new form
  • ClassesDruid – Circle of Land – 6th Level
    • Land’s Stride (Land 6th) moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
      • In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
  • Character Options
    • Skill – Survival
    • Wild Shape (free) – Octopus
    • Weapon Mastery – Longbow (Expert)
Advancing to 7th Level Druid
  • Attributes – Druid – 7th Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 4th level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Character Options
    • Wild Shape (free) – Warhorse
    • Druidic Lore – Truthspeaker
Advancing to 8th Level Druid
  • Character Options
    • Attributes – +2 Wisdom
    • Wild Shape (free) – Bat

Example Build

This uses my annotated stat block to show how I lay out NPCs for reference, and showing how its works for me.

Woodfey Druid – Circle of the Tree of Life Level 7

Name
Medium Elf of the Elements (Seasonfey), Chaotic
Druid 8 of Ilsundal (Circle of the Tree of Life)

  • Initiative: +6 (Dex+4, Prophetic Instincts +2 Wis) – can’t be surprised
  • Armour Class: 16 (Leather + Shield)
  • Hit Points: 50 (8d8+7) 8 + (7*5 = 35) + (7*1 = 7)
  • Speed: 30 ft

STR 12 (+1) DEX 20 (+5) CON 12 (+1) INT 12 (+1) WIS 15 (+2) CHA 17 (+3)

  • Saving Throws: +4 Intelligence, +5 Wisdom – Fey Ancestry
  • Weapon and Armour: (Proficient) Light and Medium Armour and shield (never with metal), Weapons (Bola, Bows (short), Crossbow (Light, Heavy, Hand), Daggers, Lasso, Quarterstaff, Sickle, Unarmed Strike (Expert) Longbow
  • Tools: Gaming Set (tba), Herbalism Kit, Musical Instrument (tba)
  • Skills: (proficient) +5 Animal Handling (W), +4 Arcana (I), +4 Nature (I), +6 Performance (C), +6 Persuasion (C), +5 Survival (W)
  • Senses: +5 Perception (W), Passive Perception 15, Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Elven (Alfheim), Ethengarian, Sylvan

ABILITIES

  • A Way With Animals (Druid 3rd) Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favour for you. In addition, you gain an expertise die on Animal Handling checks.
  • Darkvision (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Detect Faith (Godbound) You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success you lear the following information:
    • Whether they have a lower Wisdom score than yourself.
    • Whether they are religious, if so, you also learn their faith.
    • Whether they have class levels in the cleric or paladin (herald) class.
  • Devotion (Godbound) You gain an expertise die on saving throws made to resist being charmed or frightened.
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
  • Elemental Attunement (GM) Character has two non-competing elemental aspects.
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fey Step (seasonfey) As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. You also gain the Seasonal Fey Step modifier of the season(s) your manifesting.
  • Land’s Stride (Land 6th) moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
    • In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
  • Prophetic Instincts – Gain wisdom bonus to initiative. Can’t be surprised, even while in a trance as long as you are conscious.
  • Racial Subtypes: Count as Eladrin, Elf, Fey and Humanoid.
  • Religious Education – Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from cleric, druid, or paladin list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is higher).
  • Siblings in Faith – You have advantage on checks made to socially interact with members of your current or former faith, such as requesting service or gathering information.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.

Spellcasting

  • Ritual Nature Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritual book.
  • Spellcasting (ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
  • Spellbook – The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
  • Ritual book – The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.

Actions (1 per round)

  • Activate Secret Craft
  • Attack Action (ph192) – you can make one weapon attack.
  • 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.
  • Wild Shape (ph) You can turn into a beast twice before needing to recover with a short or long rest.

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.

Attack Options

  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Short Rest (1 hour)

  • Spend Hit Dice on Hit point recovery
  • Replace one prepared spell
  • Recover all abilities that return after a short rest (Wild Shape)
  • Natural Recovery (Land 2nd) – you can regain some of your magical energy by sitting in meditation and communing with nature, During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
    • For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots, You can recover either a 2nd-level slot or two 1st-level slots.

Long Rest (4 hours – Benefit once per 24 hrs only)

  • Regain ½ Hit Total Dice rounded down
  • Heal to full Hit points
  • Recover 1 level of exhaustion
  • Change all prepared spells
  • Recover Spent spell slots
  • Take on another season aspect – Colours and temperament according to season.

Wild Shape

  • You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn, You automatically revert if you fall unconscious, drop to 0 hit points, or die
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to o hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • Wild Companion (Tashias) You can expend a use of your Wild Shape to summon a animal spirit as the Find Familiar spell without needing material components. The Animal is a Fey and stays around for half your druid level.
  • Wild Shape Forms – Cat, Elk, Panther

Seasonal Aspects

  • Autumn (Air Aspected) is the season of peace and goodwill, when summer’s harvest is shared with all. Colours of Red and Brown.
    • Attribute Modifier – Dex Bonus +1
    • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fey Step Autumn – Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
    • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
    • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Winter (Water Aspected) is the season of contemplation and dolour, when the vibrant energy of the world slumbers. Colours of White and Blue.
    • Attribute Modifier – Wis Bonus +1
    • Danger of Energy (Water Aspected) When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fey Step Winter – When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Power of Time (Water Aspected) When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
    • Touch of the Water (Water Aspected) While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
  • Spring (Earth Aspected) is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Colours of Green and White.
    • Attribute Modifier – Con Bonus +1
    • 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.
    • Fey Step Spring – When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
    • 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.
    • 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.
  • Summer (Fire Aspected) is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green.
    • Attribute Modifier – Int Bonus +1
    • Danger of Time (fire aspected) When hit by Cold or Force damage you take additional damage equal to your proficiency. Cold and force effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fey Step Summer – Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
    • Power of Energy (fire aspected) When using (or effected by) Fire or Radiant damage you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow red till the start of your next turn.
    • Touch of the Fire (fire aspected) While taking a short rest in direct sunlight or within 5 ft of a source of fire, you can spend 1 HD to roll two dice and take the results of both.
  • Sorrow (Darkness Aspected) is the season of loss, a time of pain, and mourning. Colours of Black and Blue.
    • Attribute Modifier – Cha Bonus +1
    • Danger of the Competing Elements (Darkness aspected) When hit by both Energy (fire or radiant) and Time (cold or force), or both Matter (acid or poison) and Thought (lighting or thunder) damage types in the same round you are considered to have weakness to the second energy type. If you are hit by both energy types of Energy, Matter, Thought or Time in the same round you take additional damage equal to your proficiency. If you use an energy type against those with the same aspect, you have your attack, damage and saving throw reduced by your proficiency instead of increased by it.
    • Fey Step Sorrow – If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
    • Power of Entropy Darkness aspected) When using (or effected by) Necrotic or Psychic you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to turn completely black till the start of your next turn
    • Touch of the Darkness (Dark aspected) While taking a short rest in an enclosed space without light, you can spend 1 HD to roll two dice and take the results of both.

Equipment (89 lb of 135 lb)

  • Armour: Leather Armour (10 lb), Wooden Shield (6 lb)
  • Weapons: Scimitar (3 lb)
  • Explorer’s Pack: Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes (3 lb), and a belt pouch (1 lb) containing 10 gp
  • Druidic Focus: Holy Symbol of Terra (1 lb)
  • Druidic Spellbook (3 lb):
  • Druid Ritualbook (3 lb):
  • Wealth: 90 gp

Feats: Elven Accuracy (xge74)

Notes

  • Age: 104 Height: 6′ Proficiency Bonus: +3
  • Characteristics:
    • Background: Sage (ph138) Professor of Elven and Dragon Relations.
    • Personality: I am horribly, horribly awkward in social situations.
    • Ideal: Knowledge – the path to power and self-improvement is through knowledge.
    • Bond: I’ve been searching my whole life for the answer to a certain question.
    • Flaw: I speak without really thinking through my words, invariably insulting others
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook
  • xge – Xanithar’s Guide to Everything

Content Updates

  • 2022-02-04 – Moving from the template to more of the actual choices made for the player, has to select spells and put in the weapon mastery options relating to the character and do downtime.
D&D 5E in Mystara

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WRATH: Campaign, Design

Game ManagementAnnotated 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 (Ethegnarian), Totem Warrior (Heldannic), 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 (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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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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