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DnD Classes Artificer

Dungeons and Dragons – Mystara

Classes – Artificer

dnd tce Tasha's Cauldron of Everything
dnd tce Tasha’s Cauldron of Everything

The Artificer Class

Hit Dice: per artificer level

Proficiencies:

  • Armour: .
  • Weapons:
  • Tools:
  • Saving Throws:
  • Skills:

Starting Gear:

Class Features:

* Class Variant Feature available

Class Features

Spells AvailableClass BuildArtificer

  • Cantrips – Acid Splash (ph), Booming Blade (tce), Create Bonfire (xge), Dancing Lights (ph), Fire Bolt (ph) Frostbite (xge), Green-flame Blade (tce), Guidance (ph), Light (ph), Lightning Lure (tce), Mage Hand (ph), Magic Stone (xge), Mending (ph), Message (ph), Poison Spray (ph), Prestidigitation (ph), Ray of Frost (ph), Resistance (ph), Shocking Grasp (ph), Spare the Dying (ph), Sword Burst (tce), Thorn Whip (ph), Thunderclap (xge)
  • 1st Level SpellsAbsorb Elements (xge), Alarm – R (ph), Catapult (xge), Cure Wounds (ph), Detect Magic – R (ph), Disguise Self (ph), Expeditious Retreat (ph), Faerie Fire (ph), Feather Fall (ph), Grease (ph), Identify – R (ph), Jump (ph), Longstrider, Purify Food and Drink, Sanctuary, Snare (xge), Tashia’s Caustic Brew (tce)
  • 2nd Level Spells – Aid (ph), Alter Self (ph), Arcane Lock (ph), Blur (ph), Continual Flame (ph), Darkvision (ph), Enhance Ability (ph)Enlarge/Reduce (ph), Heat Metal (ph), Invisibility (ph), Lesser Restoration (ph), Levitate (ph), Magic Mouth – R (ph), Magic Weapon (ph), Protection from Poison (ph), Pyrotechnics (xge), Rope Trick (ph), See Invisibility (ph), Skywrite (xge), Spider Climb (ph), Web (ph)
  • 3rd Level Spells – Blink (ph), Catnap (xge), Create Food and Water (ph), Dispel Magic (ph), Elemental Weapon (ph), Flame Arrows (xge), Flu (ph), Glyph of Warding (ph), Haste (ph), Intellect Fortress (xge), Protection from Energy (ph), Revivify (ph), Tiny Servant (xge), Water Breathing – R (ph), Water Walk – R (ph)
  • 4th Level Spells – Arcane Eye (ph), Elemental Bane (xge), Fabricate (ph), Freedom of Movement (ph), Leomund’s Secret Chest (ph), Mordenkanen’s Faithful Hound (ph), Mordenkanen’s Private Sanctum (ph), Otiluke’s Resilient Sphere (ph), Stone Shape (ph), Stoneskin (ph), Summon Construct (tce)
  • 5th Level Spells – Animate Objects (ph), Bigby’s Hand (ph), Creation (ph), Greater Restoration (ph), Skill Empowerment (xge), Transmute Rock (tce), Wall of Stone (ph)

Infusions available:

2nd Level – Armour of Magical Strength (tce21), Enhanced Arcane Focus (tce22), Enhanced Defence (tce22), Enhanced Weapon (tce22), Homunculus Servant (tce22), Mind Sharpener (tce23), Repeating Shot (tce23), Replicate Magic Item – Table A (tce23), Returning Weapon (tce24)

6th Level – Boots of the Winding Path (tce22), Radiant Weapon (tce23), Replicate Magic Item – Table B (tce23), Repulsion Shield (tce24), Resistant Armour (tce24), Spell-Refueling Ring (tce25)

11th Level – Helm of Awareness (tce22), Replicate Magic Item – Table C (tce23)

16th Level – Arcane Propulsion Armour (tce21), Replicate Magic Item – Table D (tce23)

Field Discoveries Available:A Better Mousetrap (gpg0), Alchemical Prodigy (gpg0), Golden Ration (gpg0), Modern Comforts (gpg0), Orienteering (gpg0), Reengineering Nature (gpg0), Retraced Development (gpg0), Rope and Pully Master (gpg0), Strategic Dismantle (gpg0), Tinker Toys (gpg0)

Specialists

Specialists (will eventually be fully detailed in their own posts):

  • Alchemist (tce15) An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
  • Armourer (tce16) An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
  • Artillerist (tce17) An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.”
  • Battle Smith (tce19) Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
  • Bombardier (gmg0) Many artificer experiments end in explosive failure but for bombardiers a massive explosion is the goal. From tiny smoke puffs to almighty and awe inspiring conflagrations, bombardiers are masters of the incredibly dangerous explosive sciences. In peacetime they work in demolitions or with fireworks, but in wartime they are the cannoneers, the grenadiers, the feared mad bombers that can simply make things disappear in a roar of fury and thunder.
  • Engineer (gmg0) An engineer is a mechanic, a pilot, a shipwright, a grease monkey – a master of motion and all the intricate work needed to make it happen. They know every inch of every vehicle they work on and are able to identify an errant gear or joint by ear alone, and most importantly the miraculous things that a little elbow grease can make happen.
  • Stitcher (gmg0) With the careful grafting of flesh and a dash of lightning, what once was dead may live again! Stitchers are artificers who delve into the marvelous mysteries of life, death, and reanimated flesh. Many stitchers begin in medical fields but once they see that dead flesh move for the first time it’s hard to ignore the potential of arcano-science. Stitchers may continue to work as doctors and mend the sick, though their true passion now requires corpse flesh as raw material for their experiments.

Character Build Shortcuts

Class BuildArtificer – Level 01 (Starting)

  • Starting Hit Points: 8 HP + Con Mod
  • Starting Proficiencies:
    • Armour: Light and Medium Armour, Shields
    • Saving Throws: Constitution, Intelligence
    • Skills (lu): Engineering and choose any three from Arcana, Culture, History, Investigation, Medicine, Nature, Perception and Sleight of Hand.
    • Tools (lu): Thieves’ Tools, Tinker Tools, one type of Artisan’s tools or smiths tools of your choice.
    • Weapons Mastery: Gains proficiency with simple weapons.
  • Starting Equipment: (choice of package)
    • Players Handbook – any two simple weapons of your choice, a light crossbow and 20 bolts, Studded leather armour or scale mail, Thieves’ tools and a dungeoneer’s pack
    • Blacksmith’s Package (cot 158 gp) Mace, scale mail, heavy shield, acid (vial), chain (10 feet), dungeoneer’s pack, portable ram, sledgehammer, smith’s tools, whetstone
    • Locksmith’s Package (cost 160 gold): Dagger, 2 throwing daggers, leather, brigandine, acid (vial), burglar’s pack, caltrops (bag of 20), lock, steel mirror, thieves’ tools, tinker’s tools.
    • Scientist’s Package (cost 173 gold): Light crossbow and quiver with 20 bolts, 2 light hammers, leather brigandine, abacus, alchemist’s supplies, ball bearings (bag of 1,000), 10 pieces of chalk, common clothes, healer’s satchel, lantern (standard), merchant’s scale, oil flask, scholar’s pack.
  • Magical Tinkering (Artificer 1st tce11) You’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand.
    • You then touch a Tiny non-magical object as an action and give it one of the following magical properties of your choice:
      • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
      • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
      • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
      • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
    • The chosen property lasts indefinitely. As an action, you can touch the object and end the property early
    • You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
  • Tactical Chemistry (Artificer 1st, lu) you know how to quickly turn inert chemicals into something violently reactive or useful in the moment. As a bonus action, you can create one of the following items:
    • Acid (vial), Alchemist’s fire, black powder charge, ether (flask), flash bomb, oil (1 pint flask), paint pot, poison (basic), smoke bomb, tanglefoot bag, torch, torch (alchemical)
    • Items you make in this way are extremely unstable and must be used immediately. If an item you created in this way is not used (activated, lit, thrown, or applied as appropriate to the item) by the end of your next turn it dissolves into useless sludge.
    • You can use this feature to create a number of items equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. You cannot regain expended uses in this way if you don’t have access to tools of artifice.
  • Spell Invention (Artificer) All spells gain the M quality and require either your tools to be in your hands or one of your infusions. You can change your list of prepared spells and replace or create new spell inventions whenever you finish a long rest by spending at least 10 minutes tinkering and experimenting with 1 gold worth of materials per new spell invention (in addition to any material components the spell requires). Any spell inventions you’ve prepared previously are taken apart and integrated into the new ones, or fall apart due to a lack of maintenance. You can only have a maximum of 1 spell invention per spell you have prepared.
    • You do not have spell slots, and instead utilize your spell inventions to cast spells. Whenever you cast a prepared artificer spell using a spell invention, you may cast it at a spell slot level up to your maximum spell level.
    • You may freely draw a spell invention from your inventory as part of the same action used to cast a spell through it, and you may also freely stow any spell inventions you were already wielding using that same action.
    • Using a spell invention does not remove its spell from your list of prepared spells.
    • You can determine the exact form a spell invention takes but it weighs 1 pound per spell level, is no longer than 1 foot in any dimension, and it must be wielded in at least one hand to be used (treat cantrips as 1st-level spells). A spell invention has an AC equal to 10 + your Intelligence modifier, and a number of hit points equal to your artificer level × 2. You can fully repair your spell inventions whenever you finish a long rest, so long as you have access to your tools of artifice.
    • Fizzle Die. After you cast a spell using a spell invention, you must roll a fizzle die, a 1d4. If the result is less than or equal to the spell slot level used to cast the spell, your spell invention burns out, runs out of power, or otherwise malfunctions and cannot be used again until repaired. Your fizzle die improves by one step at 10th level (from 1d4 to 1d6) and again at 20th level (from 1d6 to 1d8), and it improves by one step when using a spell invention gained from your artificer archetype (maximum 1d10
    • Spells Known – Cantrips (4), 1st Level Spells (6)
    • Cantrips Prepared (Tier+1), Spells Prepared 1+Tier
    • Maximum Spell Level – 1st

Class BuildArtificer – Level 02

  • Hit Points: 5 HP + Con Mod
  • Infuse Item (Artificer 2nd) You’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic item.
    • Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
    • Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
    • You can infuse more than one non-magical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
    • If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
  • Schematic Book – A book to create magical items, Learn 3 common items, and one infusion.
  • Field Discovery – Learn a field discovery
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 1st

Class BuildArtificer – Level 03

  • Hit Points: 5 HP + Con Mod
  • Artificer Specialist – Select Specialty.
  • The Right Tool for the Job (Artificer 3rd) You’ve learned how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are non-magical, and they vanish when you use this feature again.
  • Schematic Book – Learn one item (up to Uncommon Items) and one infusion
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 1st

Class BuildArtificer – Level 04

  • Hit Points: 5 HP + Con Mod
  • Ability Score Improvement (Select Both) Attribute and Feat
  • Omnitools (Artificer 4th) With a bit of arcane power and a lot of overengineering, your tools fold and flip into whatever you need them to be. Also you can use your tools of artifice as if they were any kind of artisan’s tools or miscellaneous tool kits. This ability does not grant you proficiency in those tool sets but you can make tool checks as if you had those tools.
  • Schematic Book – Learn one item (up to Common Items) and one infusion
  • Field Discovery – Learn a field discovery
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 1st

Class BuildArtificer – Level 05

  • Hit Points: 5 HP + Con Mod
  • Artificer Specialist – Select Specialty feature
  • Schematic Book – Learn one item (up to Common Items) and one infusion
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 2nd

Class BuildArtificer – Level 06

  • Hit Points: 5 HP + Con Mod
  • Tool Expertise (Artificer 6th) Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
  • Battlefield Smithing (Artificer 6th) As a veteran combat-tinkerer you specialize in certain aspects of warfare. Choose one of the following:
    • Armour Smithing – You have advantage on checks made to maintain and repair armor, and you are always considered to have access to a forge when repairing armor.
      • In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a suit of non-magical armor or change an additional modification: camouflaged, flamboyant, spiked, stealthy, storage. A suit of armor can only have one additional modification.
    • Caravan Smithing – You have advantage on checks made to repair vehicles, and you are always considered to have access to a forge when repairing a vehicle.
      • In addition, during a short rest you can either repair any malfunction a vehicle is suffering or restore up to 50 of the vehicle’s hit points at the cost of 25 gold in materials.
    • Weapon Smithing – You have advantage on checks made to maintain and repair weapons, and you are always considered to have access to a forge when repairing a weapon.
      • In addition, during a short rest you can spend 25 gold in materials to permanently add one of the following modifications to a nonmagical weapon or change an additional modification: flamboyant, quickdraw, rebounding (thrown weapons only), stealthy, storage. A weapon can only have one additional modification.
  • Schematic Book – Learn one item (up to Uncommon Items) and one infusion
  • Field Discovery – Learn a field discovery
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 2nd

Class BuildArtificer – Level 07

  • Hit Points: 5 HP + Con Mod
  • Intellectual Calibre (Artificer 7th) your attitudes and academic manners have cemented how you and your intellect are perceived by your peers. Choose one of the following
    • Kooky Eccentric (Artificer 7th) Your excitement for your work is infectious and most find your quirky methodology inescapably endearing. You gain proficiency in Persuasion, or if you are already proficient in Persuasion you gain an expertise die instead. In addition, you can always choose to use Intelligence when making a Persuasion check.
    • Flash of Genius (Artificer 7th) You’ve gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
      • You can use this feature several times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
    • Stern Proctor (Artificer 7th) Your demand for perfection extends past your own work, and with only a discerning glare and a few choice words you can make the confident seem foolish. You gain proficiency in Intimidation, or if you are already proficient in Intimidation you gain an expertise die instead. In addition, you can always choose to use Intelligence when making an Intimidation check
  • Schematic Book – Learn one item (up to Uncommon Items) and one infusion
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 2nd

Class BuildArtificer – Level 08

  • Hit Points: 5 HP + Con Mod
  • Ability Score Improvement (Select Both) Attribute and Feat
  • Schematic Book – Learn one item (up to Uncommon Items) and one infusion
  • Field Discovery – Learn a field discovery
  • Spell Invention Update (Artificer)
    • Spells Known – Learn two new spells
    • Maximum Spell Level – 2nd
Bombardier

Class BuildArtificer – Bombardier – Level 03

  • Alchemical Grenades (Bombardier 3rd) you gain proficiency with a special type of rare ranged weapon called an alchemical grenade, and you may use your Intelligence when making attack and damage rolls with them.
    • You can use a bonus action to arm an alchemical grenade. An armed alchemical grenade explodes when it hits a target or at the end of your turn.
    • Alchemical grenades are thrown weapons with a range of 20/60 feet, and when an armed alchemical grenade hits a target it deals 1d6 force damage. Whenever you hit a target with an alchemical grenade, each creature within 5 feet of the target makes a Dexterity saving throw or takes half as much damage as taken by the target (the target is immune to this effect). Whenever you miss with an armed alchemical grenade it explodes in a harmless location at the end of your turn.
    • You can use this feature to arm a number of alchemical grenades equal to your proficiency bonus. Creating these alchemical grenades has no material costs. You regain all expended uses when you finish a short or long rest by mixing chemicals and soldering together new shells for later use. You cannot regain expended uses in this way if you don’t have access to tools of artifice.
    • Whenever you arm an alchemical grenade, you may select one of the following grenade types.
      • Acid Core – A target hit by this grenade takes an additional 1d4 ongoing acid damage that persists until it submerges itself in water or uses an action to wipe the acid off.
      • Arcane Payload – To select this grenade type, you must expend an infusion use. A target hit by this grenade takes an additional 1d12 force damage and makes an Intelligence saving throw or is rattled until the end of its next turn.
      • Combustible – A target hit by this grenade takes 1d6 additional fire damage. Flammable objects within 5 feet of the target that aren’t being worn or carried ignite, taking 1d6 ongoing fire damage until a creature uses an action to smother the flames.
      • Flashbang – A target hit by this grenade makes a Constitution saving throw or is blinded until the end of its next turn.
  • Bombardier Known Spells – Earth Barrier, Fog Cloud
  • Explosive Specialist – You gain the Engineering skill specialty explosives. If you already have this specialty you instead gain a different Engineering skill specialty of your choice.

Class BuildArtificer – Bombardier – Level 05

  • Alchemical Grnades Upgrade (Bombardier 5th) The damage increases by 1 dice when you reach 5th level. This also affect and increases the dice of Acid Core, Arcane Payload and Combustible.
  • Bombardier Known Spells – Seed Bomb, Shattering Barrage
  • Munitions Expert – you can modify ammunition to create special ammunition. In a careful process that takes 10 minutes, you can modify up to 10 pieces of ammunition into your choice of explosive, flaming, or punching ammunition. It costs 5 gold in materials per piece of ammunition modified in this way.
    • In addition, you may use your Intelligence when making attack and damage rolls using siege weaponry.

Class BuildArtificer – Bombardier – Level 09

  • Bombardier Known Spells – Fireball, Stinking Cloud

Class BuildArtificer – Bombardier – Level 11

  • Alchemical Grnades Upgrade (Bombardier 3rd) The damage increases by 1 dice when you reach 5th level, 11th level, and 16th level (maximum 4d6). This also affect and increases the dice of Acid Core, Arcane Payload and Combustible.

Class BuildArtificer – Bombardier – Level 13

  • Bombardier Known Spells – Fabricate, Stoneskin

Class BuildArtificer – Bombardier – Level 17

  • Alchemical Grnades Upgrade (Bombardier 3rd) The damage increases by 1 dice when you reach 5th level, 11th level, and 17th level (maximum 4d6). This also affect and increases the dice of Acid Core, Arcane Payload and Combustible.
  • Bombardier Known Spells – Cloudkill, Flame Strike

Design Details

Changed the Infusion drop to be 3 infusions per character Tier with each Tier being 5 levels. This roughly keeps up with the table and adds the new infusions at the right time (though did move that timing from 10th to 11th level and 14th to 16th level).

Content Updates

Mystara 5E Classes

Overview, Downtime for Gaining Level

Artificer: Alchemist, Armourer, Artillerist, Battle Smith, Bombardier, Engineer, Stitcher

Barbarian: Amber’s Enlightened, Ancestors, Ancestral Guardian, Battlerager, Beast, Beast Slayer, Bearsarker, Berserker, Carcharodon, Dreadnought, Fractured, Fungal Hulk, Harrier, Herculean, Juggernaut, Primal Spirit, Primordial Predator, Rager, Storm Herald, Tempest, Totem Warrior, Ulfhander, Wild Magic, Wizard Slayer, Zealot

Bard: Adventurers, Ancients, Creation, Eloquence, Entropy, Epic Poetry, Fey Magic, Glamour, Grace, Greenleaf, the Jester, Lore, Loremaster, Minstrel, Mirthful Mariarchi, Mountebank, Requiems, Singer of the Deeps, Spirits, Swords, Troubadour, Valour, Virtue, Warchanter, Whispers, Wyrdsingers

Cleric: Aberrance, Alhool Keener, Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Chaos, City, Clockwork, Corruption, Crafts, Creation, Darkness, Death, Dragon, Earth, Eldritch, Enigma, Fire, Force, Forge, Grave, Healer, Hunger, Hunt, Hunting, Inquisition, Justice, Knowledge, Labyrinth, Law, Life, Light, Luck, Lust, Madness, Messiah of Ashes, Moon, Mountain, Mushroom, Naraneus, Nature, Nobility, Oceans, Oracle, Order, Peace, Prophecy, Repose, Sharing, Sickness, Solidarity, Speed, Strength, Sun Priest, Tempest, Time, Travel, Trickery, Twilight, Tyranny, Undeath, Void, War, Warpriest, Water, Winter, Zeal

Druid: Ancestors, Blood, Dreams, Feyfriend, the Forest Kingdom, Guardian, the Land, the Moon, Mushrooms, Mutation, Oaks, Owls, Roses, Sacrifice, the Shapeless and Prime Terror, the Shepherd, Skinchanger, Spirits, Stars, the Stones, the Tree of Life, Treespeaker, Wildfire

Fighter: Arcane Archer, Banneret, Battle Master, Bladebonded, Blind Duelist, Boarder, Brute, Bulwark Warrior, Captain, Cavalier, Champion, Clacking Mercenary, Duelist, Echo Knight, Edjet, Eldritch Knight, Fortune’s Smith, Gholaad’s Translation, Ghost Knight, Gladiator, Griffon Knight, Hoplite Soldier, Hospitaller, Knight, Knight Surgeon, Living Crucible, Living Vampire, Prescient Knight, Psi Warrior, Rune Knight, Samurai, Sapper, Sharpshooter, Shield Bearer, Smithkin, Sword Dancer, Thug, Weapons Master, Woodlands Cavalier

Marshal: Crusader, Gambling General, Guerrilla, Kingpin, Mindbender, Noble, Path (Master, Night, Reaper), Rallier, Reaver, Redeemer, Revolutionary, Strategist, Swift Strategist, Tactician, Talented Tactician, Tyrant, Warbringer

Monk: the Ascendant Dragon, the Astral Self, the Bo’faquan, the Crystal Cannonade, Brawler, the Cobalt Soul, the Drunken Master, the Elements, the Exalted Athlete, Iron, the Kensai, the Leaden Crown, the Long Death, Mercy, the Open Hand, Pain, Pride, Reaving Vortex, Shadow, the Shield, the Sun Soul, the Warrior Monk

Paladin: the Ancients, the Annihilator, the Ascetic, Battle, Conquest, the Crown, Despair, Destruction, Devotion, the Dragonlord, the Eagle, Elimination, the Errant, the Giving Grave, Glory, Green Knight, Holy Champion, Inquisitor, Mercy, Pearl, Pestilence, Perfection, the Radiance, the Raven, Redemption, Spear Maiden, Thunder, Vengeance, the Watchers, Zeal. SpecialOathbreaker

Ranger: Beast Master, Explorer, Fey Hunter, Fey Wanderer, Gloom Stalker, Green Reaper, Hidden Guardian, Horizon Walker, Horse Nomad, Hoyrall Shredder, Hunter, Monster Slayer, Netherworld, Explorer, Privateer, Swarmkeeper, Underminer, Unicorn Charger, Urban Shadow, Vampire Slayer, Vermin Lord, Warden, Wildborn, Zobecker Scout

Rogue: Arcane Trickster, Assassin, Burglar, Cutthroat, Duelist, Fixer, Highway Rider, Hitman, Infernal Talismancer, Inquisitive, Investigator, Mastermind, Misfortune Bringer, Odyssean, Phantom, Poisoner of Minds, Scout, Soulknife, Spy, Svirf Scientist, Swashbuckler, Thief, Trapsmith, Whisper

Scholar: Alchemy, Mind-Delving

Sorcerer: Aberrant Mind, Aristocratic, Ascendant, Bloodlines (Boreal, Draconic, Dryad, Enigma, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow, Wretched), Clockwork Soul, Cunning Woman, Divine Inspiration, Divine Soul,, Draconist Elemental Essence, Facets (Flawless Caster, Gemblade), Farseer, Haunted, Psychic Magic, Pyromancer, Runechild, Shadow Magic, Soul Burner, Spore-cerer, Storm Sorcery, Traveler, Wild Magic

Underterror: Hel Savant, Slaver of the Damned, Underworld Monstrocity

Warlock: Alienist, Archfey, Archfiend, Black Woods, Celestial, Colloid, Diabolist, Fates, Fathomless, Fiend, First Vampire, Fragment Channeler of Zagnexis, Frozen One, the Genie, Genie Lord, Grand Void, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Parasite, Primeval One, Sargasso Siren, Sibyl, Spellbound, Undead, Undying, Voices of the Ancestors

Wizard: Academy Philosopher, Alkemancer, Angelic Scribe, Aquanaught, Arcane Specialist, Arcanist, Bladesinger, Blood Mage, Castellan, Chronury Magic, Demonologist, Disenchanter, Doom Croaker, Dragon Masks, Elementalist, Entropist, Geomancy, Graviturgy Magic, Illuminator, Mage, Master of Fiends, Mystifier, Necrophagy, Order of Scribes, Plague Doctor, Ring Warden, Rune Caller, Sangromancer, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Pyromancer, Transmutation, Void Magic), Ship Mage, Timekeeper, Transgnomamist, War Mage, White Necromancer

D&D 5E in Mystara

D&D MenuAdventures, 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

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 (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)

FloorplansThyatian

Session RecordingsCampaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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

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

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

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

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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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