5e bladesinger build

5e bladesinger build DEFAULT

Bladesinger 5e build d&d wizard guide.

Teleportation Circle 5e

Bladesingers master a custom of wizardry that incorporates swordplay and dancing. Bladesinger 5e is suitable for several roles in the battle. Whether you would like to focus on crowd control, harm, or pulling the enemy’s focus from your weaker party members, your Bladesinger has you covered. They are still primarily Wizards at their center, but they can also dish out some decent melee damage.

In combat, a bladesinger utilizes a series of intricate, elegant maneuvers that fend off injury and allow the 5e bladesinger to channel magic to devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the screen as one of the more beautiful experiences in their lifetime, a glorious dance accompanied by a singing blade.

Dungeons And Dragons Venger GIF from Dungeonsanddragons GIFs

Can a 5e Bladesinger dual wield in d&d?

It’s true. You can dual-wield as a bladesinger two-handing a single weapon. Bladesong will not end when you’ve got a weapon in each hand. It is only if you create an assault while holding one of these with both handson. When you adopt this tradition in the 2nd Level, you gain proficiency with light armor. You also gain proficiency with one type of one-handed melee weapon of your choice.

Bladesong 5e

It graces you with unnatural speed, agility, and attention. You can use a bonus activity to start the Bladesong 5e, which continues for 1 minute. It finishes early if you’re in incapacitation, if you don medium or heavy armor or defense, or when you use two hands to produce an attack with a weapon. You might also dismiss the Bladesong 5e anytime (no action required). While your Bladesong is active, you gain the following advantages. You get a bonus to any Constitution saving throw you create to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). It’s possible to use this attribute many times equal to a proficiency incentive. You recover all expended uses of it when you complete a very long rest.

Bladesong 5e

Extra Attack

Beginning at 6th Level, you can strike twice, instead of once, whenever you take the Attack action in your turn. Besides, you can cast among your cantrips set up of a few of these attacks. Beginning at 10th Level, you can direct your magic to consume damage while your 5e Bladesong remains busy. When you take damage, you can use your response to expend one spell slot and decrease that harm to you personally by an amount equivalent to five times the spell slot’s level.

Song of Victory

Starting at 14th Level, you may add your Intelligence modifier (minimum of +1) to the harm of your melee weapon strikes while your Bladesong is active.

Races

As stated by the Sword Coast Adventurer’s Guide, just elves and half-elves can be Bladesingers. Be sure to ask your DM before picking a different race, even from among the standard races.

Elf: Elves get +2 to DEX, ideal for this subclass.

High Elf: An increase to INT and a free cantrip. That is the perfect race for a Bladesinger.

Gnome: As with any Wizard build, the +2 to INT goes a long way in creating you a good spell caster.

Forest Gnome: Besides, at this point, you get a DEX boost and Minor Illusion for free.

Variant Human: It’s not surprising that Variant Humans are good for Bladesingers. The Variant Human allows you to pump INT and DEX and receive a feat right from degree 1. Unlike most Wizards, feats are, in reality, quite synergistic with all the Bladesinger.

Backgrounds

There isn’t a “best” background for the Bladesinger 5e. Whatever works well for different Wizard builds will suffice. Choose something which is suitable for your backstory and includes INT or DEX proficiencies. Additional languages may be convenient.

Wizard d&d build guide

Cloistered Scholar: Background and Arcana, Nature, or Religion proficiency. Additional languages may be convenient.

Sage: Arcana and Background proficiency. Additional languages may be convenient.

Ability Scores

The Ability Score will Increase (ASI) at the 4th, 8th, 12th, 16th, and 19th level. Most Wizards can get away with just focusing on INT, but as a Bladesinger, you will want a high DEX bonus too. INT is still undoubtedly the most crucial stat to pump. In 5e, Bladesinger gets a skill that allows them to add INT to their AC, and their focus checks are made to keep a concentration spell. At later levels, they are also able to bring the INT modifier to melee weapon attacks.

Bladesinger 5e Warlock guide: Unearthed Arcana

Several changes have been announced, such as new rules for races, Unearthed Arcana subclasses made official, and a whole lot more. Among those subclasses receiving revision is that the 5e Wizard Bladesinger from the Sword Coast Adventurer’s Guide. Many lovers loved the concept of the Bladesinger but found it fell short of expectations. The subclass was exclusive to Elves and had more limited options than other builds that mixed martial and spellcasting prowess.

Bladesinger 5e Warlock guide: Unearthed Arcana

Allocating stats is vital to create the construct useable, so some stats have to be dumped.

STR: Dump and focus on additional stats.

DEX: You want high AC and will wish to choose a finesse weapon to attack with, so DEX is pretty much on par with INT to get Bladesingers.

CON: Bladesingers will never have a massive pool of hit points due to the Wizard’s poor hit dice. However, when enemies burst through your AC, you don’t need to die in 1 hit.

WIS: Will help with WIS saves and Perception.

CHA: Dump and focus on additional stats.

Bladesinger build 5e Wizard guide: Class Progression.

1st Level

Hit Points: Wizards receive the worst-hit dice in the game, a d6. That will be a significant issue for Bladesingers should they start trying to tank hits without access to defensive magic.

Saves: Intelligence and Wisdom saves aren’t going to supply a great deal of protection in melee situations.

Proficiencies: Wizards get no armor and not many weapon proficiencies. Do you know about Bladesinger’s Training in War and Song attributes? It adds light armor and proficiency with a single type of one-handed melee weapon of your choice that is a very welcome addition.

Skills: You get proficiency in Performance in addition to the Wizard’s poor skills, which usually is not that useful, but especially so as you will probably ditch CHA.

Spellcasting: Because of your high INT score, you won’t face the same issues as Eldritch Knights when choosing spells. Eldritch Knights are a Fighter subclass that is the reverse option to Bladesingers as it comes to a melee spellcaster. EKs are also massively MAD and have difficulty pumping their INT score only because they concentrate on their STR and CON. That implies EKs have to stick to mainly defensive spells and spells that won’t force a rescue or utilize their spell attack modifier.

On the flip side, Bladesingers have a great INT score but will be hard-pressed to pump their CON into a reasonable amount to make up for their missing hit dice. 

2nd Level

Source: Sword Coast Adventurer’s Guide

Training in War and Song: Proficiency at Performance may be useless. But competence in light armor and a one-handed melee weapon is the thing that sets the Bladesinger apart from other Wizard subclasses. Studded Leather will not be as robust as Mage Armor but saves a spell slot along with a ready spell for something more practical. At higher levels, when you’ve got more spell slots to utilize along with a +5 to DEX, Mage Armor will outshine any Light Armor enough to be worth using.

Bladesong: Pairs nicely with Training in War and Song. in 5e, Bladesong provides you a whole bunch of buffs while lasting for an entire minute, and it could even be used twice a short rest. There is no reason you shouldn’t use this in nearly every conflict.

6th Level

Extra Attack: Your damage output with your skilled weapon is not likely to be comparable to the martial classes. That said, it is great to have extra weapon strikes, particularly when you get Song of Victory at 14th Level.

10th Level

Song of Defense: Song of Defense is yet another way to maintain your squishy Bladesinger living. If an incoming attack would cut through your Shield spell, this will reduce the damage.

14th Level

Song of Victory: In 20 INT, and if both your weapon strikes connect, this is extra ten damage. Not overly impressive, but anything to earn your melee attacks more viable is a welcome addition.

Guide & Built Bladesinger 5e feat

Feats

In the 5e warlock guide, Bladesinger should consider feats more ardently than other Wizard builds. However, they rely on multiple skill scores. Several feats work well with this particular subclass.

Mobile: Mobile is fascinating if you want to play primarily in the melee range. Combined with Bladesong, your walking speed will probably be insane, and avoiding opportunity attacks is ideal for a character with such low hit points.

Spell Sniper: Strong way to raise range on your attack roll spells, particularly those in melee range. It also lets you pick up an attack cantrip if you still want one, like Booming Blade or Green-Flame Blade.

War Caster: War Caster combined with Bladesong 5e can ensure that you never lose your concentration on a spell. Casting spells with chance attacks is just grand if you want to spend time in melee range.

5e Bladesinger Build of the Wizard d&d Guide

This build focuses on survivability, melee combat, and the crowd control skills available to the Wizard. It can hold its own in melee battle at historical levels but will begin to slow down at the late match with no multiclass. Buy your light armor and select a one-handed melee weapon at the earliest convenience. Dump the light armor in favor of the Mage Armor spell when your DEX bonus is large enough to make a big difference.

Tarrasque Dungeons And Dragons GIF from Tarrasque GIFs

1st Level:

  • Race: High Elf
  • Wallpaper: Sage
  • Skill Proficiencies: Arcana, History, Insight, Perception, Performance, Religion
  • Equipment: Dagger, spellbook, part spade, scholar’s pack
  • Spells: Expeditious Retreat, Find Familiar, Magic Missile, Mage Armor, Shield, Thunderwave

2nd Level:

3rd Level:

Spells: Mirror Image, Misty Measure

4th Level and higher:

  • Spells: Blur, Scorching Ray
  • Cantrip: Green-Flame Blade
  • Feat: Mobile

6th Level: Extra Attack

8th Level Spells: Arcane Eye, Dimension Door

Level 9 Spells: Hold Monster, Steel Wind Attack

Level 10: Cantrip: Mending, Song of Defense

12th Level Spells: Disintegrate, Mass Suggestion

14th Level: Song of Victory

16th Level Spells: Feeblemind, Sunburst ASI: +2 INT (INT 18)

18th Level Spell: Mastery: Absorb Elements and Shield

20th Level Spells: Counterspell 5e and Misty Step

Can Bladesinger stack their abilities like other wizard spells?

Can Bladesinger stack their abilities like other wizard spells?

The simple problem with the first Bladesinger was that they couldn’t pile their abilities very well. As Wizards, Bladesingers knew plenty of spells. Still, many Wizard spells focus on the area of impact damage and battle control. Those don’t work well if your personality is on the frontline seeking to mix it up together with all the Barbarian and Fighter. Bladesingers could use light armor and needed a benefit to their armor class when triggering their Bladesong 5e. They could not combine their cantrips with their strikes in one round.

A Bladesinger nearly had to choose whether to utilize two strikes or cast one cantrip for slightly more severe damage, such as Green-Flame Blade. Eldritch Knight Fighters, yet another melee/caster build, include a feature at the seventh Level that allows them to cast a cantrip and then make a melee attack.

The Changes in the Subclass: Unearthed Arcana

The alterations to both the Bladesinger 5e subclass declared remove that imbalance. To begin with, these technical wizards will probably be siphoned from the whole race of elf. Although the rules always stated that DMs could change the simple rule of elves only, the rule will be more straightforward.

Unearthed Arcana

Second, the subclass will have the ability to activate their Bladesong more often in 5e. Before, they could use the attribute twice before a brief or long break. Now they will have quite a few uses equivalent to their proficiency bonus. That scales the ability upward as players progress through the tiers of drama, giving more extraordinary players more choice within this skill.

The most significant change is the line’s inclusion that follows the subclass’s sixth degree Extra Attack. “Additionally, you can throw one of your cantrips in place of a few of these strikes.” That is the type of elastic action market bladesingers was designed for. As Wizards, it makes sense that they should have control over their spellcasting than Eldritch Knights, and they do. The rule means that a Bladesinger can throw Green-Flame Blade or Booming Blade and then make their attack. They can also throw 5e True Strike to get an advantage on the next attack, and the list continues. With the most significant cantrip list from the game, these wizards will finally have the flexibility they deserve.

Summary: Why Is Bladesinger 5e a good warlock spell?

Assuming you’ve 16 Dex 20 Int, and assuming you have Mage Armor on, then you can do the following: On Switch 0, then your AC will be 13 + 3 = 16. On Switch 1, cast Haste (+2 AC), and due to Bladesong, your AC is reinforced by your Int score (+5 AC), for a total of 23 AC. It is an excellent spell. I hope the Wizard guide helped you.

Strengths of Bladesinger 5e d&d build guide

Bladesingers keep up with the spellcasting art of any Wizard, with the extra plus of a melee weapon proficiency and also significantly increased survivability. That opens up some exciting ways to construct and play the class because Bladesingers can quickly boost their AC into the 20s. Combined with a few defensive spells and excellent mobility, the Bladesinger can whip round the battlefield untouched.

Overall, Bladesingers are a unique take on the Wizard class and are a blast to perform. While many Wizard subclasses feel”samey,” the Bladesinger breathes new life into one of D&D’s most iconic classes.

Weaknesses of Bladesinger 5e d&d build guide

Bladesingers are trendy, but they certainly aren’t the most powerful or most optimized Wizard subclass. Most Wizards are only concerned with increasing their INT score, ensuring you may increase your other stats into a comfortable level. As a Bladesinger, you will need to have a good DEX score and INT for boosts to AC and strikes. When enemies are more constantly getting through your AC, especially at higher levels, the low hit points of this Bladesinger can become a liability.

Regrettably, casting spells or cantrips remains generally only better than attacking with a weapon for this particular character. More often than not, using your skilled weapon is more of a last resort than a visit alternative if you would like to play brilliantly.

Sours: https://webnews21.com/bladesinger-5e-build-guide-wizard/

Thread: Best race for Bladesinger post-tasha's?

Spoiler: A build I did on this

Show

Half High Elf with Weapon Training over skill versatility using Tasha's assignments. Then go:

Int > Dex > Con > All [PB probably 17 Int/16 Con/16 Dex - though you can enhance your low levels by going 17 Dex and up to 18 Dex - but on Tier 3 when you get Magic Jar latest that becomes quite suboptimal]

Level 1: You're an archer with a familiar. So you can just get advantage on your hit per turn and do fairly decent damage.

Level 2: You're a Bladesinger now. Great. Basically this just means if enemies close in to melee you can turn on Bladesong and go hit things in the face, and wear Studded Leather for when you don't have slots/time to cast Mage Armor.

Level 4: Sharpshooter

This is where you kick off. You've got a hit at advantage and fairly decent hit chance per turn. Aggressively abuse your familiar and go from here.

Level 5: Now you've got Haste. This means for big importance fights you can get 2 attacks per turn (though reliable advantage only on one; Minor Illusion does enable getting advantage but it's a bit hard on action economy unless you precast it).

Level 6: Now you've got Extra Attack. And you can replace one attack with a cantrip so you can create concealment with Minor Illusion and shoot from behind that instead. Or Mold Earth for cover in archer duels or whatever: remember that you've got Sharpshooter so you ignore all cover and thus shoot at no penalties but this doesn't apply to return fire.

Level 8: Elven Accuracy. Now you've got either 18 Dex or Int (depending on which you went with: in the long run I'd go 18 Int) and plenty of slots for Haste all day. You can also use Greater Invisibility for reliable advantage on all attacks instead (or even Silent Image for concealment-based advantage but Minor Illusion is preferable to this end since it doesn't take Concentration).

Level 11: You unlock a couple of spells. Magic Jar means you can grand theft body the highest Dex humanoid you run across (even better if they have a nice Multiattack or something). Contingency gives you another layer of defense (you can e.g. use Resilient Sphere or Dimension Door to break line of effect or range on spells such as Dispel, or attacks, or whatever). And finally, you get Tenser's, which this build is actually pretty good at using. Now, make no mistake, you won't Tenser's up close where you wanna use Shield and Absorb Elements and such that often. But it just so happens to be a godlike buff for an Archer. +2d12 damage per hit and Advantage on attacks gives you excellent damage.

And you can create a Homunculus to like poison your arrows, spot for you (infinite range sense sharing) or whatever.

Level 12: You can get Fighting Initiate for Archery style (or potentially Resilient: Con or Alert or Lucky or some other generally useful feat). Extra numbers and more utility and better ability to maintain Concentration and so on. +2 Int is also not a bad call.

Level 13: You unlock Simulacrum. This means you finally get to go Haste + Tenser's for when you need to absolutely obliterate something.

Level 16: Some of the remaining feats.

Level 17: You unlock Wish to get a Greater Steed, Shapechange which means you can e.g. turn into a Planetar and enjoy +5d8 on all your weapon attacks (among a myriad of benefits). Really, at this point you don't care about what you do anymore: you get numbers up the wazoo.

Level 18: I'm sure you can think of something to do with infinite castings of any level 1 or 2 spell. For instance, Pyrotechnics gives you ability to literally walk in total obscurement (and you can have Blindsight from Shapechange or True Polymorph or Magic Jar or whatever), Shield/Absorb Elements/etc. have obvious utility, Gift of Alacrity is stupid good, Mage Armor lets you Mage Armor everything, etc.

Level 19: Final feat.


Basically, the idea here is to be a switch-hitter. In melee, you've got:

Shadow Blade + Booming Blade [provided DM lets you combine them; otherwise you can use TWF to some decent effect or Haste]: hit for 3d8+5+1d8 + 3d8+5 with advantage at +8 on level 6. This is basically for fighting within 75' (you move 40' with Bladesong, can Misty Step for 30' more and then get damage in).

Bladesong gives you up to 23 AC [if you roll double 18s & cast Mage Armor] and and near-guaranteed Concentration saves (and you have the Shield-spell for +5 more AC up to 28, and Absorb Elements on top of it).

This makes you a beast in terms of both, damage and defense. You can also cast Haste instead and use it to BB/GFB again, just with a Rapier. It only costs you a single boost, gives you +2 more to AC (up to 30 if necessary) and lets you BB/GFB twice and hit once. And move 160' a round (80' base with Dash action so you can keep up with dashing Dragons while still taking an action).


OTOH, at range you've got:

Haste

Longbow (600' range)

Sharpshooter

Minor Illusion (create total concealment for yourself and shoot from behind it with triple advantage)

1d8+15 x3 at triple advantage and +3 (you could pick up Archery fighting style on 12 if you wanted to via Fighting Initiate)


Enough movement speed to ensure enemies never reach you. You can't Bladesong but that doesn't matter, you just switch to Shadow Blade or Rapier + Bladesong while in melee (depending on whether you have Haste active or not). Obviously Song of Victory just keeps on enhancing your melee capability.

All of this makes incredible use of all your stats. Did I mention you're still a full Wizard? So you can just Hypnotic Pattern and Summon Greater Demon and Polymorph and all that jazz as you please. But you're a Wizard that:

- Has insane AC, Concentration-bonus and melee capability 2-4/day for basically free

- Has incredible ranged prowess,able to compete with most Fighters even

- Is incredibly durable: you can have 16 base Con and Shield and Absorb Elements and Haste and you can even False Life if you need to generate extra HP (or Polymorph if it really comes down to you being low)

- Has incredible mobility. Think Monks are fast? Your Haste Bladesinger can go up to 240' a round, and can full attack after 160' (120' without Bladesong if you're Longbow kiting). And this is before you use your bonus action for e.g. Misty Step.

- Has great combat prowess: triple advantage combined with Shadow Blade and Minor Illusion + Extra Attack (comboed with Bladesinger ability to cast Cantrip while attacking) mean you have easy access to really good damage. It's hard to compare to level 6 Shadow Blade + BB/GFB (which is particularly highlighted by your stats) for 7d8+10 + 2d8/1d8+5 extra if the conditions are met on this level.

- Has a lot of utility. Mold Earth and Minor Illusion create cover/concealment amidst your full attack (when Hasting you can use 3 of them so 2 attacks + cantrip). Green-Flame Blade and Booming Blade create conditions; you can even full attack BB + Misty Step away to force enemy to proc the extra damage if desired. Or Haste > full attack + disengage (or even hide if you use Minor Illusion or Mold Earth to generate cover/concealment).


You have incredible strategic versatility in addition to all the awesome that comes with being a full caster. Down the line you can pick up Alert (which means if you use Pyrotechnics or similar to generate total concealment, enemies attack you at disadvantage while you attack them normally + lets you go first + makes you immune to surprise) and Lucky. Or Fighting Initiate: Blindfighting (to abuse with Darkness/Pyrotechnics/Fog Cloud) or Archery (to go with your ranged prowess.

And as you level, you unlock further buffs: Tenser's Transformation is obviously godlike on a build like this and once you hit 13, your Simulacrum can Haste you while you Tenser's or Shadow Blade yourself. Level 13 SS/EA/Archery style with Tenser's + Haste is hitting 3 times a turn at triple advantage +7 [+5 Dex + 5 Prof + 2 Style - 5 SS] with 1d8+15+2d12 per attack (that's an average of 83 DPR on an AC 20 target or plain 100 damage on AC 15) twice and day and that doesn't stop you from doing normal Wizard stuff or meleeing with Bladesong (where your level 5 Shadow Blade + Haste is looking at 3 +10 attacks at BB 6d8+10 + normal 4d8+10 + Haste BB 6d8+10 and additional 6d8/4d8+10 with conditions for a total of 75+28=103 damage vs. AC 20/80+30=110 vs. AC 15 without the riders). And you're still a full caster (you can start by like Summon Greater Demoning and then casting Tenser's and letting the demon run amok for 1d6 rounds when you need to nova, or just Planar Bind something; and you have stuff like multitarget Blindness without Concentration too as CC). You could Crown of Stars for bonus action non-Concentration damage too (and it benefits of your Elven Accuracy too).


Down the line you unlock stuff like Planetar (+5d8 on all your attacks) and Marilith (7 attacks with your Song of Victory bonus + Reactionary to Counterspell/Shield/Absorb Elements each turn) from Shapechange for example. And of course Wish for Greater Steed to share your buffs with you and to give you flight, and Mind Blank-sort of immunities and Contingency and Magic Jar if you feel so inclined (though your own body is good enough that you might not want to bother) and so on.

Sours: https://forums.giantitp.com/
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D&D 5E [GUIDE] NADRIGOL's Melee Bladesinger Guide

Yunru said:

You stop fighter too early. Fighter 6 gives you more ASIs than otherwise available to you, whilst Eldritch Knight 7 gets you the powerful War Magic feature.

Click to expand...


Fighter 6 gives you two early Fighter ASI's in place of two late Wizard ASI's. Not actually a gain. You're also giving up 9th level spells (and only get a single 8th level slot at level 19 or 20 [depending on your level order]), and Spell Mastery. If you wanted the lost Wizard ASI back (from more than a single level of multiclass), just four levels of Fighter would do, but still at the cost of 9th level spells.

EK 7 would give you War Magic, which will let you get one extra attack in after a SCAG cantrip (which could have been accomplished with TWF and Haste, or any BA damage spell [Flaming Sphere, Minute Meteors, etc...]). In addition to the 6 level dip loss, you lose Song of Victory, which is a huge damage buff at upper levels. If you take all of your fighter levels early, you could get a potential damage buff through the mid levels from War Magic, but Song of Victory definitely out-damages War Magic in most scenarios.

I think one level of Fighter dip is great for TWF (and Con Save if level 1), two has potential for Action Surge, three has potential for Maneuvers, and Four is a maybe to get your ASI back, but anything beyond that seems like a waste.

 

Sours: https://www.enworld.org/threads/guide-nadrigols-melee-bladesinger-guide.494304/
Watch This Before You Play Bladesinger - Tasha's Cauldron of Everything Wizard Subclass

Dungeons and Dragons – Mystara

Class Build – Wizard Bladesinger

Source: Sword Coast Adventures Guide (5e-wiz-scag-141)

For one of my new gamers they are building a wizard using the bladesinger 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.

5e-wiz-scag Sword Coast Adventurers Guide

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 Elf of Elements – Seasonfey.

Here are the basics of what choosing a Seasonfey would result in from a character build perspective.

  • Attributes – Elven Traits
    • Dexterity +2
    • Speed 30 ft
    • Size Medium
    • Darkvision: 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.
    • Keen Senses: You have proficiency in the Perception skill.
    • Fey Ancestry: Advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trances: You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
    • Languages: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Attributes – Seasonfey Traits
    • Ability Score Increase: Charisma +1.
    • Seasons: 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.
      • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
    • Fey Step: 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).
      • Darkness. 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.
    • Eladrin: Count as a Eladrin, as well as Seasonfey and Elf.
    • 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.
  • Attributes – Air Aspected Traits (Only in Autumn)
    • Ability Score Increase: Dexterity +2
    • Touch of the Air: While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
    • Power of the Air: 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
    • Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Air Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)
  • Attributes – Darkness Aspected Traits (Only in Darkness)
    • Ability Score Increase: Charisma +2
    • Touch of the Darkness: 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.
    • Power of the Darkness: When using (or effected by) Necrotic 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
    • Dark Evolution: Counts as a Genasi for the purposes of using Darkness Genasi effects and magical items, but not as a Darkness Genasi. With every offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Darkness Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Earth (18), Fire (19), Water (20)
  • Attributes – Earth Aspected Traits (Only in Spring)
    • Ability Score Increase: Constitution +2
    • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • 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)
  • Attributes – Fire Aspected Traits (Only in Summer)
    • Ability Score Increase: Intelligence +2
    • Touch of the Fire: 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.
    • Power of the Fire: When using (or effected by) Fire 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.
    • Fire Evolution: Counts as a Genasi for the purposes of using Fire Genasi effects and magical items, but not as a Fire Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Fire Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Water (20)
  • Attributes – Water Aspected Traits (Only in Winter)
    • Ability Score Increase: Wisdom +2
    • Touch of the Water: 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.
    • Power of the Water: When using (or effected by) Cold 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
    • Water Evolution: Counts as a Genasi for the purposes of using Water Genasi effects and magical items, but not as a Water Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Water Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Earth (19), Fire (20)

Class Options – Bladesinger?

Base racial options for the character are as follows.

The player has chosen to go with Wizard as their character and with Bladesinger.

  • Attributes – Level 01
    • Proficiency +2
    • Tier 1
    • Atttuement slots 3
  • Gained Attribute – Wizard (1st)
    • 6 HP first level
    • Proficiencies:
      • Armour – None
      • Weapons – Gains proficiency with five simple weapons of your choice. Standard: Daggers, darts, slings, quarterstaff and light crossbow
      • Tools – None
      • Saving Throws – Intelligence, Wisdom
    • Skill Choices (select two) – Arcana, History, Insight, Investigation, Medicine, Religion.
    • Gear Choices
      • a quarterstaff or a dagger
      • a component pouch or an arcane focus
      • a scholar’s pack or explorers pack
      • arcane spellbook and ritualbook
    • Arcane Recovery – You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
    • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritualbook.
    • Spellcasting (ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Intelligence (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)
      • Slots – Cantrips (3) 1st (2)
      • Starting Cantrips – (4) Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
      • Starting 1st Level Spells (6) Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256),
    • 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.
    • Ritualbook – The spellcaster has the following rituals in their ritualbook. 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: 

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.

  • Points spent (27)
  • Strength gains 10 costing 2
  • Dexterity gains 12 costing 4
  • Consitution gains 14 costing 7
  • Intelligence gains 15 costing 9
  • Wisdom gains 10 costing 2
  • Charisma gains 11 costing 3

STR 10 (-) DEX 12 (+1) CON 14 (+2) INT 15 (+2) WIS 10 (-) CHA 11 (-)

After Point by add the following racial changes: Dex +2, Cha +1

STR 10 (-) DEX 14 (+2) CON 14 (+2) INT 15 (+2) WIS 10 (-) CHA 12 (+1)

Backgrounds

The character background options for conideration suitable for Alfheim: Acoylte, City Watch, Courtier, Criminal, Emissary, Far Traveller, Folk Hero, Hermit, Inheritor, Knight of the Order, Noble, Prophet, Sage, Seer, Smuggler, Soldier

  • Attributes – Alfheim
    • Starting Languages: Common (Thyatian), Elven (Alfheim) and Traladaran
    • Pantheon: Elven
  • Attribute – Knight of the Order
    • Persuasion plus Arcana
    • Tools – Gaming Set or Musical Instrument
    • Language – One of your choice (orcish)
    • Equipment – One set of travellers clothes, a signet banner, or a seal representing your place or rank in the order, and a pouch with 10 gp
    • Knightly Regard – You receive shelter and succor from members of your order and those who are smypathetic to its aims. You can gain aid from assocaited temples and communities. This also reflects on those they have aided in the past as well. This comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky endeavours such as rescuing and smuggling the character.

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: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • National Starting Languages: Common (Thyatian), Elven (Alfheim) and Traladaran
  • Background Language – Orcish

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.

The character is female.

Choice of Background and 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: Knight of the Order (Tree of Life)
  • Personality: 8 – I face problems head.on. A simple, direct solulion is the best path to success. Ideal: 3 – Independence – When people follow orders blindly, they embrace a kind of tyranny. (Halfling Philosophy). Bond: 5 – Those who fight beside me are those worth dying for. Flaw: 4 – My hatred of my enemies is blind and unreasoning.
  • Treasured Item: . (GM will provide)
  • From Xanathar’s Guide p58
  • Spellbook: A tome full of black pages whose writing is visible only in dim light or darkness (6)
  • Ambition: If you can fully understand magic, you can unlock its use for all and usher in an era of equality (3).
  • Eccentricities: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes. (2) You change your demeanour and (sometimes) your preferred name with the different seasonal manifestations of your Seasonfey magic.

Weapons Mastery

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

  • Wizard Weapon Mastery – Weapons – Gains proficiency with five simple weapons of your choice. Standard: Daggers, darts, slings, quarterstaff and light crossbow – Swap Quarterstaff with rapier,

Starting Spells

  • Wixard startings with the following spells at first level
    • 4 cantrips of your choice known in spellbook
    • 6 1st level spells of your choice known in spellbook
  • List of available spells to learn from.
    • (1st level) Wizards Spell List – From Players Handbook
    • (1st level) Elvenologist Available Spells
    • (2nd level) Weaponoligist Available Spells
    • (3rd level) Chaosologist Available Spells
  • Spell List – Classes – Wizards
    • Cantrips – Acid Splash (ph211), Blade Ward (ph218), Chill Touch (ph221), Dancing Lights (ph230), Fire Bolt (ph243), Friends (ph244), Light (ph255), Mage Hand (ph257), Mending (ph259), Message (ph259), Minor Illusion (ph261), Poison Spray (ph266), Prestidigitation (ph246), Ray of Frost (ph271), Shocking Grasp (ph275), True Strike (ph284)
    • Level 1 Spells – Alarm – R (ph212), Burning Hands (ph220), Charm Person (ph221), Chromatic Orb (ph221), Colour Spray (ph222), Comprehend Language – R (ph224), Detect Magic – R (ph231), Disguise Self (ph233), Expeditious Retreat (ph238), False Life (ph239), Feather Fall (ph239), Find Familiar – R (ph241), Fog Cloud (ph243), Grease (ph246), Identify – R (ph252), Illusory Script – R (ph252), Jump (ph254), Longstrider (ph256), Mage Armour (ph256), Magic Missile (ph257), Protection from Evil and Good (ph270), Ray of Sickness (ph271), Shield (ph275), Silent Image (ph276), Sleep (ph276), Tasha’s Hideous Laughter (ph280), Tenser’s Floating Disk – R (ph282), Thunderwave (ph282), Unseen Servant – R (ph284), Witch Bolt (ph289)
    • Level 2 Spells – Alter Self (ph211), Arcane Lock (ph215), Blindness/Deafness (ph219), Blur (ph219), Cloud of Daggers (ph222), Continual Flame (ph227), Crown of Madness (ph229), Darkness (ph230), Darkvision (ph230), Detect Thoughts (ph231), Enlarge/Reduce (ph237), Flaming Sphere (ph242), Gentle Repost – R (ph245), Gust of Wind (ph248), Hold Person (ph252), Invisibility (ph254), Knock (ph254), Levitate (ph255), Locate Object (ph256), Magic Mouth – R (ph257), Magic Weapon (ph257), Melf’s Acid Arrow (ph259), Mirror Image (ph260), Misty Step (ph260), Nystul’s Magic Aura (ph263), Phantasmal Force (ph264), Ray of Enfeeblement (ph271), Rope Trick (ph272), Scorching Ray (ph273), See Invisibility (ph274), Shatter (ph275), Spider Climb (ph277), Suggestion (ph279), Web (ph287)
    • Level 3 Spells – Animate Dead (ph213), Bestow Curse (ph218), Blink (ph219), Clairvoyance (ph222), Counterspell (ph228), Dispel Magic (ph234), Fear (ph239), Feign Death – R (ph240), Fireball (ph241), Fly (ph243), Gaseous Form (ph244), Glyph of Warding (ph245), Haste (ph250), Hypnotic Patter (ph252), Leomund’s Tiny Hut – R (ph255), Lightning Bolt (ph255), Magic Circle (ph257), Major Image (ph258), Nondetection (ph263), Phantom Steed – R (ph265), Protection from Energy (ph270), Remove Curse (ph271), Sending (ph274), Sleet Storm (ph276), Slow (ph 277), Stinking Cloud (ph278), Tongues (ph283), Vampiric Touch (ph285), Water Breathing – R (ph287)
    • Level 4 Spells – Arcane Eye (ph214), Banishment (ph217), Blight (ph219), Confusion (ph224), Conjure Minor Elementals (ph226), Control Water (ph227), Dimension Door (ph233), Evard’s Black Tentacles (ph238), Fabricate (ph239), Fire Shield (ph242), Greater Invisibility (ph246), Hallucinatory Terrain (ph249), Ice Storm (ph252), Leomund’s Secret Chest (ph254), Locate Creature (ph256), Mordenkainen’s Faithful Hound (ph261), Mordenkainen’s Private Sanctum (ph262), Otiluke’s Resilient Sphere (ph264), Phantasmal Killer (ph265), Polymorph (ph266), Stone Shape (ph278), Stoneskin (ph278), Wall of Fire (ph285)

R – Ritual Spells

Chaosologist Available Spell List:

  • Cantrip
  • 1st Level – Auspicious Warning (mhh150), Chaos Bolt (xge151), Ill-Fated Word (mhh175), Undermine Armour (mhh201)
  • 2nd Level – Bad Timing (mhh150), Chaotic Vitality (mhh157), Flame of Chaos (bls58), Frame (bls61), Frenzied Bolt (mhh169), Inverted Compass (bls77), Luck of the Saints (bls83), Shifting the Odds (mhh192), Timely Distraction (mwb435)
  • 3rd Level – Bad Luck (bls16), Calm of the Storm (mhh155), Chaos Bolt (bls29), Entropic Damage Field (mhh166), Surge Dampener – R (mhh196), Twisted Magic (bls119)
  • 4th Level – Bead of Luck (bls19), Chaotic Form (mhh156), Fluctuating Alignment (mhh168), Iron Core (bls78), Rainbow Spear (bls97), Wild Shield (mhh202)
  • 5th Level – Mass Surge Dampener – R (mhh182), Prismatic Ray (mhh186), Rainbow Staff (bls97)
  • 6th Level – Chaotic World (mhh157)
  • 7th Level – Crawling Chaos (bls36), Uncontrollable Transformation – R (mhh200)
  • 8th Level – Ebonflame (bls50), Maddening Darkness (xge160), Paragon of Chaos (mhh185)

* details still to come. (R) are ritual spells.

  • Spell List – Secret Craft – Elvenologist
    • Cantrip – Booming Blade (scag142), Green-Flame Blade (scag143), Lightning Lure (scag143), Sword Burst (scag143)
    • 1st Level – Extract Foyson – R (mhh166), Guest of Honour – R (mhh172), Land Bond (mhh178), Tree Ladder (bls119)
    • 2nd Level – Black Swan Storm (mhh152), Clearing the Field – R (mhh158), Heartache (mhh172), Ley Disruption (mhh179), Shadows Brought to Light – R (mhh192), Vine Trestle – R (mhh201)
    • 3rd Level – Ley Energy Bolt (mhh179), Ley Sense (mhh179), Song of the Forest – R (mhh193)
    • 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.

Spell List – Secret Craft – Weaponologist

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

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

Secret Crafts

Secret Craft Options available to the character.

  • Seasonfey Secret Crafts: (Starting) Your choice of starting secret crafts include: Elvenologist.
  • Attribute – Secret Craft – Elvenologist – Initiate
    • Craft = Proficency + Int + circle +2 (elves)
    • Starting Language – Elven (no extra language)
    • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (elves).

Character Advancement

Advancing to 2nd level Wizard Bladesigner
  • Attributes – Wizard (2nd)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (3) 1st (3)
      • Spells Learnt (2) – Shield (ph275), Zephyr Strike (xge171)
    • Arcane Tradition – Bladesigner
      • Proficiency – 1 handed melee Weapon (longswor) and light armour
      • Skill – Performance
      • Bladesong – Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy a rmor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). You can use this feature twice. You regain a ll expended uses of it when you finish a short or long rest. While your Bladesong is active, you gain the following benefits:
        • You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1).
        • Your walking speed increases by 10 feet.
        • You have advantage on Dexterity (Acrobatics) checks.
        • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
  • Attributes – Secret Crafts – Weaponologist – Initiate
Advancing to 3rd level Wizard Bladesigner
  • Attributes – Wizard (3rd)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (3) 1st (4) 2nd (2)
      • Two new spells – Knock (ph254), Tasha’s Hideous Laughter (ph280),
    • Weapons Mastery – Uprade to Proficient or Skilled (longbow)
  • Attributes – Secret Crafts – Chaosologist – Initiate
Advancing to 4th level Wizard Bladesigner
  • Attributes – Wizard (4th)
    • Hit Points 4 + con (d6)
    • Ability Score Adjustment
      • Attribute increase (2) – Int +2
      • Feat – War Caster – You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
        • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
        • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
        • When a hostile creayure’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
    • Spellcasting
      • Slots – Cantrips (3) 1st (4) 2nd (3)
      • Two new spells – Chaos Bolt (xge151), Shadows brought to life (tba)
  • Attributes – Secret Crafts – Elvenologist – 1st Circle
    • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
      • Converse with Nature (Enhancement SB 1 DC 16): As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
      • Mount Synergy (Enhancement SB 1 DC 16): As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
      • Shape Spell (Power SB 1 DC 16): As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
      • Elven Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
      • Treesong (Power SB 1 DC 16): As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
Advancing to 5th level Wizard Bladesigner
  • Attributes – Level 5
    • Proficency Bonus increases to +3
    • Secret Craft 1st Circle now available
  • Attributes – Wizard (5th)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (3) 1st (4) 2nd (3) 3rd (2)
      • Two new spells – Counterspell (ph228), Fireball (ph241)
  • Attributes – Secret Crafts – Weaponologsit – 1st Circle
    • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.
      • Battle Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
      • Damage Resistance (Power SB 1 DC 16) As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
      • Shared Weapon Proficiency (Power SB 1 DC 16) As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
      • Weapon Option Versatility (Enhancement SB 1 DC 16) As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.
Advancing to 6th level Wizard Bladesigner
  • Attributes – Level 6
    • Tier 2 Character
    • Attument slots now 4
    • Weappon Mastery of Expert Available
  • Attributes – Wizard (6th)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (4) 1st (4) 2nd (3) 3rd (3)
      • Two new spells – Dispel Magic (ph234), Vampiric Touch (ph285)
    • Arcane Feature – Bladesigner
      • Extra Attack – Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
    • Weapons Mastery – Increase to proficient, skilled or expert (rapier)
  • Attributes – Secret Crafts – Chaosologist 1st Circle
    • Chaosologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an ever-changing light 5 ft radius. Your first attack after manifesting you treat a damage dice rolled of 2 or less as a 2. For each attack it works on, it works again after the same number of attacks have passed. Starts with 1st, then 3rd, then 7th, then 12th, 18th. If you take a short rest the number of attacks needed to work resets.
      • Chaos Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d6 randomised damage.
      • Chaos Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 randomised damage.
      • Chaos Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to a randomised damage type.
      • Chaos Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
      • Chaos Touch (Power SB 1 DC 16): as a free action you can choose the outcome of a randomised chaos roll.
Advancing to 7th level Wizard Bladesigner
  • Attributes – Wizard (7th)
    • Hit Points 4 + con (d6)
    • Spellcasting
      • Slots – Cantrips (4) 1st (4) 2nd (3) 3rd (3) 4th (1)
      • Two new spells – Suggestion (ph279),
  • Attributes – Secret Crafts – Chronologist – Initiate

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.

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 waht players need to provide for ongoing reference of characters.

Seasonfey Wizard Bladesinger – Level 7
– Work In Progress –

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 7

  • Armour Class: 12/13 autumn
  • Hit Points: 44/51 spring (7d6+14/+21 spring)
  • Speed: 30 ft

STR 10 (-) DEX 14/16 (+2/+3 autumn) CON 14/16 (+2/+3 spring)
INT 17/19 (+3/+4 summer) WIS 10/12 (-/+1 winter) CHA 12/14 (+1/+2 darkness)
Attributes change depending on season

  • Saving Throws: +5 (+6 summer) Intelligence, +3 (+4 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +6 (+7 summer) Arcana, +6 (+7 summer) Investigation, +3 (+4 winter) Perception, +4 (+5 darkness) Performance, +4 (+5 darkness) Persuasion, +6 (+7 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: 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.
      • Power of the Water: When using (or effected by) Cold 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
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: 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.
      • Power of the Fire: When using (or effected by) Fire 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.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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.
      • Power of the Darkness: When using (or effected by) Necrotic 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
  • War Caster (Feat)- You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
    • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creature’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritualbook.
  • Spellcasting (ph66) The spellcaster is a 7th-level spellcaster. Its spellcasting ability is Intelligence (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)
    • Slots – Cantrips (4) 1st (4) 2nd (3) 3rd (3) 4th (1)
    • Prepared Spells (10/11 summer)
    • Spell Save DC = 14/15 (summer)
    • Spell Attack = +6/+7 (summer)
  • Arcane Spellbook (32/100 pages) – 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.
    • Cantrips (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (10) – Chaos Bolt (xge151), Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (3) – Knock (ph254), Shadows Brought to Light – R (mhh192), Suggestion (ph279),
    • Level 3 Spells (4) – Counterspell (ph228), Dispel Magic (ph234), Fireball (ph241), Vampiric Touch (ph285),
  • Arcane Ritualbook (28/100 pages) – The spellcaster has the following rituals in their ritualbook. 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 Arcana skill to cast rituals.
    • Level 1 Spells (5) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
    • Level 2 Spells (1) – Shadows Brought to Light – R (mhh192),
  • Secret Craft – Chaosologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +5 (+6 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: Count as a Eladrin, as well as Seasonfey and Elf.
  • 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.

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)

  • Bladesong – Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. While your Bladesong is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
  • Fey Step: 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).
    • Darkness. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • 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. You can use a spell as per the War Caster feat for the attack.

Available Attack Options

  • Dagger (Proficient) +5 (+6 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Expert) +5 (+6 autumn) to hit one target (finesse)
    • Hit (1 Hand): 3d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (2) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Secret Craft – Manifestations (Only one can be active at any time)

  • Chaosologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an ever-changing light 5 ft radius. Your first attack after manifesting you treat a damage dice rolled of 2 or less as a 2. For each attack it works on, it works again after the same number of attacks have passed. Starts with 1st, then 3rd, then 7th, then 12th, 18th. If you take a short rest the number of attacks needed to work resets.
  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
  • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

Secret Craft – Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Chaos Fists (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. Your natural attacks deal an extra 1d6 randomised damage.
  • Chaos Rebuke (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 randomised damage.
  • Chaos Resistance (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. You gain resistance to a randomised damage type.
  • Chaos Specialisation (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Chaos Touch (Power SB 1 DC 16): Must have Chaosologist Apprentice active to use – as a free action you can choose the outcome of a randomised chaos roll.
  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Damage Resistance (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
  • Weapon Option Versatility (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.

Equipment

  • Weapons – Dagger, Rapier
  • Explorers 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. Plus one set of travellers clothes, a signet banner, or a seal representing your place or rank in the order, and a pouch with 10 gp. Flute.
  • arcane focus, arcane spellbook and ritualbook

Feats – War Caster (ph170)

  • Notes
  • Age: 146 Height: Proficiency Bonus: +3
  • Characteristics:
    • Personality: 8 – I face problems head.on. A simple, direct solulion is the best path to success.
    • Ideal: 3 – Independence – When people follow orders blindly, they embrace a kind of tyranny. (Halfling Philosophy)
    • Bond: 5 – Those who fight beside me are those worth dying for.
    • Flaw: 4 – My hatred of my enemies is blind and unreasoning.
    • Spellbook: A tome full of black pages whose writing is visible only in dim light or darkness (6)
    • Ambition: If you can fully understand magic, you can unlock its use for all and usher in an era of equality (3).
    • Eccentricities: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes. (2) You change your demeanour and (sometimes) your preferred name with the different seasonal manifestations of your Seasonfey magic.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard Bladesinger – Level 6

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 6

  • Armour Class: 12/13 autumn
  • Hit Points: 38/42 spring (6d6+12/+18 spring)
  • Speed: 30 ft

STR 10 (-) DEX 14/16 (+2/+3 autumn) CON 14/16 (+2/+3 spring)
INT 17/19 (+3/+4 summer) WIS 10/12 (-/+1 winter) CHA 12/14 (+1/+2 darkness)
Attributes change depending on season

  • Saving Throws: +5 (+6 summer) Intelligence, +3 (+4 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +6 (+7 summer) Arcana, +6 (+7 summer) Investigation, +3 (+4 winter) Perception, +4 (+5 darkness) Performance, +4 (+5 darkness) Persuasion, +6 (+7 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: 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.
      • Power of the Water: When using (or effected by) Cold 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
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: 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.
      • Power of the Fire: When using (or effected by) Fire 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.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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.
      • Power of the Darkness: When using (or effected by) Necrotic 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
  • War Caster (Feat)- You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
    • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creature’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritualbook.
  • Spellcasting (ph66) The spellcaster is a 5th-level spellcaster. Its spellcasting ability is Intelligence (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)
    • Slots – Cantrips (4) 1st (4) 2nd (3) 3rd (3)
    • Prepared Spells (9/10 summer)
    • Spell Save DC = 14/15 (summer)
    • Spell Attack = +6/+7 (summer)
  • Arcane Spellbook (30/100 pages) – 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.
    • Cantrips (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (10) – Chaos Bolt (xge151), Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (2) – Knock (ph254), Shadows Brought to Light – R (mhh192),
    • Level 3 Spells (4) – Counterspell (ph228), Dispel Magic (ph234), Fireball (ph241), Vampiric Touch (ph285),
  • Arcane Ritualbook (28/100 pages) – The spellcaster has the following rituals in their ritualbook. 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 Arcana skill to cast rituals.
    • Level 1 Spells (5) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
    • Level 2 Spells (1) – Shadows Brought to Light – R (mhh192),
  • Secret Craft – Chaosologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +5 (+6 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: Count as a Eladrin, as well as Seasonfey and Elf.
  • 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.

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)

  • Bladesong – Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. While your Bladesong is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
  • Fey Step: 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).
    • Darkness. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • 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. You can use a spell as per the War Caster feat for the attack.

Available Attack Options

  • Dagger (Proficient) +5 (+6 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Expert) +5 (+6 autumn) to hit one target (finesse)
    • Hit (1 Hand): 3d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (2) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Secret Craft – Manifestations (Only one can be active at any time)

  • Chaosologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an ever-changing light 5 ft radius. Your first attack after manifesting you treat a damage dice rolled of 2 or less as a 2. For each attack it works on, it works again after the same number of attacks have passed. Starts with 1st, then 3rd, then 7th, then 12th, 18th. If you take a short rest the number of attacks needed to work resets.
  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
  • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

Secret Craft – Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Chaos Fists (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. Your natural attacks deal an extra 1d6 randomised damage.
  • Chaos Rebuke (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 randomised damage.
  • Chaos Resistance (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – As an action you can activate this power. You gain resistance to a randomised damage type.
  • Chaos Specialisation (Enhancement SB 1 DC 16): Must have Chaosologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Chaos Touch (Power SB 1 DC 16): Must have Chaosologist Apprentice active to use – as a free action you can choose the outcome of a randomised chaos roll.
  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Damage Resistance (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
  • Weapon Option Versatility (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.

Equipment

  • Weapons – Dagger, Rapier
  • Explorers 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. Plus one set of travellers clothes, a signet banner, or a seal representing your place or rank in the order, and a pouch with 10 gp. Flute.
  • arcane focus, arcane spellbook and ritualbook

Feats – War Caster (ph170)

  • Notes
  • Age: 145 Height: Proficiency Bonus: +3
  • Characteristics:
    • Personality: 8 – I face problems head.on. A simple, direct solulion is the best path to success.
    • Ideal: 3 – Independence – When people follow orders blindly, they embrace a kind of tyranny. (Halfling Philosophy)
    • Bond: 5 – Those who fight beside me are those worth dying for.
    • Flaw: 4 – My hatred of my enemies is blind and unreasoning.
    • Spellbook: A tome full of black pages whose writing is visible only in dim light or darkness (6)
    • Ambition: If you can fully understand magic, you can unlock its use for all and usher in an era of equality (3).
    • Eccentricities: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes. (2) You change your demeanour and (sometimes) your preferred name with the different seasonal manifestations of your Seasonfey magic.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard Bladesinger – Level 5

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 5

  • Armour Class: 12/13 autumn
  • Hit Points: 32/37 spring (5d6+10/+15 spring)
  • Speed: 30 ft

STR 10 (-) DEX 14/16 (+2/+3 autumn) CON 14/16 (+2/+3 spring)
INT 17/19 (+3/+4 summer) WIS 10/12 (-/+1 winter) CHA 12/14 (+1/+2 darkness)
Attributes change depending on season

  • Saving Throws: +5 (+6 summer) Intelligence, +3 (+4 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +6 (+7 summer) Arcana, +6 (+7 summer) Investigation, +3 (+4 winter) Perception, +4 (+5 darkness) Performance, +4 (+5 darkness) Persuasion, +6 (+7 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: 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.
      • Power of the Water: When using (or effected by) Cold 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
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: 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.
      • Power of the Fire: When using (or effected by) Fire 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.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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.
      • Power of the Darkness: When using (or effected by) Necrotic 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
  • War Caster (Feat)- You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
    • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creayure’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritualbook.
  • Spellcasting (ph66) The spellcaster is a 5th-level spellcaster. Its spellcasting ability is Intelligence (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)
    • Slots – Cantrips (3) 1st (4) 2nd (3) 3rd (2)
    • Prepared Spells (8/9 summer)
    • Spell Save DC = 14/15 (summer)
    • Spell Attack = +6/+7 (summer)
  • Arcane Spellbook (24/100 pages) – 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.
    • Cantrips (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (10) – Chaos Bolt (xge151), Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (2) – Knock (ph254), Shadows Brought to Light – R (mhh192),
    • Level 3 Spells (2) – Counterspell (ph228), Fireball (ph241)
  • Arcane Ritualbook (28/100 pages) – The spellcaster has the following rituals in their ritualbook. 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 Arcana skill to cast rituals.
    • Level 1 Spells (5) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
    • Level 2 Spells (1) – Shadows Brought to Light – R (mhh192),
  • Secret Craft – Chaosologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +8 (+9 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +5 (+6 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: Count as a Eladrin, as well as Seasonfey and Elf.
  • 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.

Actions (1 per round)

  • 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.

Bonus Actions (1 per round)

  • Bladesong – Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. While your Bladesong is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
  • Fey Step: 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).
    • Darkness. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • 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

  • Dagger (Proficient) +5 (+6 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Skilled) +5 (+6 autumn) to hit one target (finesse)
    • Hit (1 Hand): 2d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Secret Craft – Manifestations (Only one can be active at any time)

  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
  • Weaponologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate white light 5 ft radius. You become proficient with all weapons. You also gain access to the following features while the Manifestation is active.

Secret Craft – Enhancements and Powers

  • Battle Specialisation (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this enhancement to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.
  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Damage Resistance (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a reaction to being struck in combat you can activate this power. You gain resistance to Bludgeoning, Piercing or Slashing Damage (based on the damage taken) for the next minute.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Shared Weapon Proficiency (Power SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a bonus action you can provide your allies with the manifestation light radius proficient with all weapons for the next minute. You can increase the level of proficiency via higher circle rank enhancement.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
  • Weapon Option Versatility (Enhancement SB 1 DC 16) Must have Weaponologist Apprentice active to use – As a standard action you can activate this enhancement. You can use a weapon option you select one which you don’t already know. Each time you activate this, you replace the one your already know. You can increase the number of weapon options via higher circle rank enhancement.

Equipment

  • Weapons – Dagger, Rapier
  • Explorers 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. Plus one set of travellers clothes, a signet banner, or a seal representing your place or rank in the order, and a pouch with 10 gp. Flute.
  • arcane focus, arcane spellbook and ritualbook

Feats – War Caster (ph170)

  • Notes
  • Age: 144 Height: Proficiency Bonus: +3
  • Characteristics:
    • Personality: 8 – I face problems head.on. A simple, direct solulion is the best path to success.
    • Ideal: 3 – Independence – When people follow orders blindly, they embrace a kind of tyranny. (Halfling Philosophy)
    • Bond: 5 – Those who fight beside me are those worth dying for.
    • Flaw: 4 – My hatred of my enemies is blind and unreasoning.
    • Spellbook: A tome full of black pages whose writing is visible only in dim light or darkness (6)
    • Ambition: If you can fully understand magic, you can unlock its use for all and usher in an era of equality (3).
    • Eccentricities: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes. (2) You change your demeanour and (sometimes) your preferred name with the different seasonal manifestations of your Seasonfey magic.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard Bladesinger – Level 4

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 4

  • Armour Class: 12/13 autumn
  • Hit Points: 26/30 spring (4d6+8/+12 spring)
  • Speed: 30 ft

STR 10 (-) DEX 14/16 (+2/+3 autumn) CON 14/16 (+2/+3 spring)
INT 17/19 (+3/+4 summer) WIS 10/12 (-/+1 winter) CHA 12/14 (+1/+2 darkness)
Attributes change depending on season

  • Saving Throws: +4 (+5 summer) Intelligence, +2 (+3 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +5 (+6 summer) Arcana, +5 (+6 summer) Investigation, +2 (+3 winter) Perception, +3 (+4 darkness) Performance, +3 (+4 darkness) Persuasion, +5 (+6 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: 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.
      • Power of the Water: When using (or effected by) Cold 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
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: 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.
      • Power of the Fire: When using (or effected by) Fire 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.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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.
      • Power of the Darkness: When using (or effected by) Necrotic 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
  • War Caster (Feat)- You have practiced casting spells in the midst of combat, learning techniques that grant you the following benelils:
    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.
    • You can perform the somatie components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creayure’s movement provokes an opportunily attack from you, you can use your reaction to cast a spell at the creature, rather than making an opporlunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritualbook.
  • Spellcasting (ph66) The spellcaster is a 4th-level spellcaster. Its spellcasting ability is Intelligence (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)
    • Slots – Cantrips (3) 1st (4) 2nd (3)
    • Prepared Spells (7/8 summer)
    • Spell Save DC = 13/14 (summer)
    • Spell Attack = +5/+6 (summer)
  • Arcane Spellbook (18/100 pages) – 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.
    • Cantrips (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (10) – Chaos Bolt (xge151), Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (2) – Knock (ph254), Shadows Brought to Light – R (mhh192),
  • Arcane Ritualbook (28/100 pages) – The spellcaster has the following rituals in their ritualbook. 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 Arcana skill to cast rituals.
    • Level 1 Spells (5) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
    • Level 2 Spells (1) – Shadows Brought to Light – R (mhh192),
  • Secret Craft – Chaosologist (initiate)
    • Craft +7 (+8 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +7 (+8 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 15 (16 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +4 (+5 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: Count as a Eladrin, as well as Seasonfey and Elf.
  • 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.

Actions (1 per round)

  • 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.

Bonus Actions (1 per round)

  • Bladesong – Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. While your Bladesong is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
  • Fey Step: 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).
    • Darkness. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • 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

  • Dagger (Proficient) +4 (+5 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Skilled) +4 (+5 autumn) to hit one target (finesse)
    • Hit (1 Hand): 2d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Secret Craft – Manifestations (Only one can be active at any time)

  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.

Secret Craft – Enhancements and Powers

  • Converse with Nature (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Mount Synergy (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Shape Spell (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Elven Specialisation (Enhancement SB 1 DC 16): Must have Elvenologist Apprentice active to use – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Treesong (Power SB 1 DC 16): Must have Elvenologist Apprentice active to use – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.

Equipment

  • Weapons – Dagger, Rapier
  • Explorers 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. Plus one set of travellers clothes, a signet banner, or a seal representing your place or rank in the order, and a pouch with 10 gp. Flute.
  • arcane focus, arcane spellbook and ritualbook

Feats – War Caster (ph170)

  • Notes
  • Age: 143 Height: Proficiency Bonus: +2
  • Characteristics:
    • Personality: 8 – I face problems head.on. A simple, direct solulion is the best path to success.
    • Ideal: 3 – Independence – When people follow orders blindly, they embrace a kind of tyranny. (Halfling Philosophy)
    • Bond: 5 – Those who fight beside me are those worth dying for.
    • Flaw: 4 – My hatred of my enemies is blind and unreasoning.
    • Spellbook: A tome full of black pages whose writing is visible only in dim light or darkness (6)
    • Ambition: If you can fully understand magic, you can unlock its use for all and usher in an era of equality (3).
    • Eccentricities: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes. (2) You change your demeanour and (sometimes) your preferred name with the different seasonal manifestations of your Seasonfey magic.
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 + prof + ability mod
Seasonfey Wizard Bladesinger – Level 3

Narye Nemmiril
Medium Female Elven of the Elements (Seasonfey), chaotic
Wizard Bladesigner 3

  • Armour Class: 12/13 autumn
  • Hit Points: 20/23 spring (3d6+6/+9 spring)
  • Speed: 30 ft

STR 10 (-) DEX 14/16 (+2/+3 autumn) CON 14/16 (+2/+3 spring)
INT 15/17 (+2/+3 summer) WIS 10/12 (-/+1 winter) CHA 12/14 (+1/+2 darkness)
Attributes change depending on season

  • Saving Throws: +4 (+5 summer) Intelligence, +2 (+3 winter) Wisdom
  • Weapon and Armour: Profiencent (Armour (light), Weapons (Daggers, darts, slings, light crossbow, longbow)), Skilled (rapier)
  • Tools: Musical Instrument (Flute)
  • Skills: +4 (+5 summer) Arcana, +4 (+5 summer) Investigation, +2 (+3 winter) Perception, +3 (+4 darkness), +3 (+4 darkness), Performance, Persuasion, +4 (+5 summer) Religion
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Abyssal, Elven (Alfheim, Longrunner Clan), Orcish, Traladaran

ABILITIES

  • Arcane Recovery – You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
  • Seasons: Colours and temperament according to season: (Can be changed over a short of long rest)
    • 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.
      • Ability Score Increase: Dexterity +2
      • Touch of the Air: While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
      • Power of the Air: 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
    • 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
      • Ability Score Increase: Wisdom +2
      • Touch of the Water: 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.
      • Power of the Water: When using (or effected by) Cold 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
    • 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.
      • Ability Score Increase: Constitution +2
      • Touch of the Earth: 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 the Earth: When using (or effected by) Acid 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.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
      • Ability Score Increase: Intelligence +2
      • Touch of the Fire: 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.
      • Power of the Fire: When using (or effected by) Fire 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.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
      • Ability Score Increase: Charisma +2
      • Touch of the Darkness: 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.
      • Power of the Darkness: When using (or effected by) Necrotic 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
  • Ritual Arcane Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Arcana check to cast it from your ritualbook.
  • Spellcasting (ph66) The spellcaster is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (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)
    • Slots – Cantrips (3) 1st (4) 2nd (2)
    • Prepared Spells (5/6 summer)
    • Spell Save DC = 12/13 (summer)
    • Spell Attack = +4/+5 (summer)
  • Arcane Spellbook (15/100 pages) – 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.
    • Cantrips (4) – Booming Blade (scag142), Green-Flame Blade (scag143), Mage Hand (ph257), Mending (ph259)
    • Level 1 Spells (9) – Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Feather Fall (ph239), Find Familair – R (ph241), Identify – R (ph252), Mage Armour (ph256), Shield (ph275), Tasha’s Hideous Laughter (ph280), Zephyr Strike (xge171)
    • Level 2 Spells (1) Knock (ph254),
  • Arcane Ritualbook (20/100 pages) – The spellcaster has the following rituals in their ritualbook. 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 Arcana skill to cast rituals.
    • Level 1 Spells (5) Comprehend Languages – R (ph224), Detect Magic – R (ph231), Extract Foyson – R (mhh166), Find Familair – R (ph241), Identify – R (ph252)
  • Secret Craft – Chaosologist (initiate)
    • Craft +6 (+7 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 14 (15 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Elvenologist (initiate)
    • Craft +6 (+7 summer) = Proficency + Int + circle +2 (race)
    • Craft DC 14 (15 summer): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int + circle achieved +2 (race)
  • Secret Craft – Weaponologist (initiate)
    • Craft +4 (+5 autumn) = Proficency + Dex + circle
    • Craft DC 12 (14 autumn): The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex + circle achieved
    • Weapon Mastery Bonus: Gain proficiency to the DC (or ability roll) of effects in New Weapon Abilities under Weapon Mastery in Mystara. If a class feature or feat already grants proficiency, gain expertise instead.
  • Eladrin: Count as a Eladrin, as well as Seasonfey and Elf.
  • 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.

Actions (1 per round)

  • 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.

Bonus Actions (1 per round)

  • Bladesong – Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. While your Bladesong is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
    • Your walking speed increases by 10 feet.
    • You have advantage on Dexterity (Acrobatics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
  • Fey Step: 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).
    • Darkness. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • 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

  • Dagger (Proficient) +4 (+5 autumn) to hit on target (Finesse, Light) Throw Range (20/60)
    • Hit (1 hand): 1d4+2 (+3 autumn) piercing or slashing
    • (B) Two-Weapon Fighting: Can use this attack if other attack in the round was a light weapon. This attack does not use your mod bonus to damage.
  • Grapple (special) see ph195.
  • Rapier (Skilled) +4 (+5 autumn) to hit one target (finesse)
    • Hit (1 Hand): 2d6+2 (+3 autumn) slashing
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Disarm (Base DC) Dex save or opponent you have struck this round is forced to drop their weapon. If they roll a natural 20 you drop yours instead.
  • Shoving a Creature (special) see ph195.

Equipment

  • Weapons – Dagger
  • Explorers 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. Plus one set of travellers clothes, a signet banner, or a seal representing your place or rank in the order, and a pouch with 10 gp. Flute.
  • arcane focus, arcane spellbook and ritualbook

Feats

  • Notes
  • Age: 142 Height: Proficiency Bonus: +2
  • Characteristics:
    • Personality: 8 – I face problems head.on. A simple, direct solulion is the best path to success.
    • Ideal: 3 – Independence – When people follow orders blindly, they embrace a kind of tyranny. (Halfling Philosophy)
    • Bond: 5 – Those who fight beside me are those worth dying for.
Sours: https://thedarkelf007.home.blog/2021/03/21/dnd-class-build-wizard-bladesinger/

Bladesinger build 5e

Bladesinger 5E


The Sword Coast Adventurer’s Guide had a few spells focused around melee, and a lot of them were on the Wizard’s list. But, the Wizard hates melee combat, and didn’t even get many options for weapons. Their solution? Give them melee! If… they’re elves. The Bladesinger 5E was born!

The Bladesinger are a group of elegant elf wizards, embracing close fights and grouped by combat style. There’s a myriad of animal-based names for styles, thanks to the Bladesinger being one of the few Wizards capable of earning a weapon proficiency. You might even get a tattoo of your family animal, to show your deadly prowess with magic and might.

But, is the Bladesinger truly magical and mighty? Or simply a gimmick? Let’s find out.

Roar of Blades: Bladesinger 5E

Mechanically, the Bladesinger Wizard is good two times per short rest. During those 1 minute bursts, you actually have a thematically powerful melee warrior… Though you are heavily restricted by armor type and are still quite reliant on magic until much later. If the Bladesinger is not able to get short rests after their Bladesong class ability is out, then you are essentially a Wizard without a subclass.

The Bladesinger is naturally Elf-only, but your GM can choose to lift the restriction. Maybe your character once had a relationship with a bladesinger, or your parents were good friends with them. It’s not too hard to find a reason, but make sure your DM’s okay with it first.

Trained in War and Song

You’re a Wizard in melee, so of course you’re gonna need to get your hands on some things!

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

One of these things is not like the others…

Quickly going over Performance… It’s not great. By RAW, Performance is only good as a background or money-making ability. 5E is super light with its usefulness; that’s almost 100% on your GM. See if you can use it as a distraction, or maybe as a pseudo-diplomacy, but don’t expect too much.

What’s more mechanically important are your combat proficiencies. Default Light Armor doesn’t get better than Mage Armor (the best is 12 + Dexterity), but you do get to enchant it later on. It also saves you a spell slot, since a +1 to AC is probably not worth a level 1 spell slot this early on. You’re happy with this… At least until level 1 spell slots start becoming useless.

Oh boy, you get 1 melee weapon… Of any quality! We’ll assume you want a Martial Melee weapon. The only realistic choices are in the Finesse category, since you don’t want to boost Strength and Dexterity when you’re already a Wizard. Unfortunately, though Thrown Weapons wouldn’t be a bad idea, they use the same modifier that you use for melee, and you’ve already got Dagger proficiency. That leaves you with a few choices; Rapier, Scimitar, Shortsword. and Whip. 

Scimitars and Shortswords are designed for Two-Weapon Fighting, which isn’t a horrible idea for you. If you want to multiclass into Fighter for the Two-Weapon Fighting style, then they get pretty good (especially with your level 14 feature!). Rapier is the highest damage single-handed Finesse weapon available. Whips get you Reach, which might not be a bad idea if you wish to evade direct melee combat. Unfortunately, Whips work poorly with Green-Flame Blade… Unless your GM allows you to channel the attack through it instead of the default range of 5 feet.

Bladesong

Gimmick time! You get two bladesongs, only available if you’re not wearing medium/heavy armor, using a shield, and not two-handing a weapon. They last a minute, cost a bonus action to use, and you can cancel them whenever. You gain the following benefits during that minute;

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

Both charges refresh on any type of rest.

Most people would say this is a stellar buff, and they’d be right. Later on, that’s a +5 to your AC; an absolutely insane boost to defense. Considering it barrs you from wearing a shield, I think that’s a fair trade. This boost to AC is your only reason that you can be in melee combat and not become abstract art.

Walking speed of 10 feet is great, but won’t come into play too often. It’ll let you land Green-Flame Blade and Lightning Lure more often, and you’ll be good at chasing. You can also use it to reposition yourself out of range of most melee combatants, if you need a quick disengage.

Advantage on Acrobatics is… Good. Some combats are on ice or a tightrope, and you’ll be the best at staying alive there. If your GM is a cool guy, you might be able to do a running dive over a table and stab someone in the throat. Or, if you’re super worried about jumping over a pit to get to the other side, you can proc Bladesong to get across in more cases. Not the best use of a 1 minute ability, but hey, you gotta do what you gotta do.

Maintaining concentration is really important for you, since you’ll be in melee quite a bit. You’ll get hit a few times, after all! Adding Intelligence to your Constitution is kinda like becoming proficient in Con saving throws… Almost. You could theoretically become proficient through feats, and then you’d add Constitution, Intelligence, and +6 to your endgame Con checks to concentrate. That auto-saves against the default DC, and gives you a dang good chance against the Half-Damage clause. Not bad!

This buff is insanely strong, but it’s the only reason your class works… So make sure to use it in combats that seem moderately difficult, and ask for short rests often!

Extra Attack

Whew! After that huge line of text, it’s so nice to see “Extra Attack” next on the list!

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

And… It’s useless. Well, if you’re using 1d4 or 1d6 weapons.

At this level, Green-Flame Blade deals melee damage + 1d8, and then 1d8 + Int to someone else. That probably beats out your Rapier swinging twice. But, in combat situations where you aren’t fighting multiple, bunched-up creatures, then maybe swinging twice will work better for you than a cantrip. Cantrips are likely to be more accurate, and have better range. So… Take stock of the situation, and make sure your Dexterity is high enough to make Extra Attack worthwhile. 

At level 14, this ability claws its way back on top. Right now, just try and make Green-Flame Blade work whenever you can.

Song of Defense

Now, for a reaction that you were sorely missing, but only gain access to now.

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

Wizard reactions are normally for counterspell, so you actually have something you can just spam whenever you’re fighting martial characters! Well… Maybe not spam

Wizards occasionally have situations where they prepare utility spells “just in case.” And then, at the end of the day, when your low-level spell slots are wasted, you’re usually pretty sad. Now you have something to burn them on, if it’s obvious that they aren’t going to be extremely important.

The problem is, this is gonna eat through your spell slots. The highest level that you can block right now is a level 5 slot for 25 damage. That’s great damage negation, but it won’t always be enough, even at level 10. You’re going to want to use the Shield spell whenever you can, since a 25% chance to completely negate damage is better… And only uses a level 1 spell slot, which by now is useful only for utility.

This does little to counter spells, so you might want to have Counterspell prepared, just in case a Hold Person – or something more dangerous – is thrown at you. You might be able to block 25 damage from a Fireball, but your party will probably be happier if nobody takes any damage instead.

Song of Victory

At level 14, you become proficient enough at singing to go to an Opera. Oh, you also gain a damage buff.

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

So, your weapons hit harder during bladesong. That’s important! That buffs the damage of the initial hit of Green-Flame Blade by 5! 

In all seriousness, this finally makes Extra Attack a competitor for your Action slot, especially in single target scenarios. Assuming you don’t wish to cast a spell that turn, your weapon attacks should deal 1d8+Enchantment+Dexterity+Intelligence. If we assume you somehow have +5 Dexterity, +5 Intelligence, and a +3 weapon, that’s 17.5 damage on average. And you get to swing twice, potentially with a higher modifier than your Cantrips have due to Enchantment bonuses. 

Green Flame blade reduces that doubled damage to a single hit of 4d8+Enchantment+Dexterity+Intelligence at level 17; 31 average damage. So, if you hit with both of your Weapon Attacks, you’re hitting harder with your Extra Attack than your cantrip… If only barely.

Of course, if your Enchantment deals extra damage from other sources, the damage difference gets wider… And if you don’t have a high Enchantment bonus, it gets thinner. This damage was also calculated assuming you were using a Rapier, though all weapons would deal slightly more damage to a single target on landing two hits.

This is also where Two-Weapon Fighting can become strong, allowing you to swing three times with Intelligence to damage. And with a multiclass, you can add your Dexterity to three swings, too! That’s actually solid damage.

If Green-Flame Blade can hit two targets, though? That’s so much better than Extra Attack. And in most combats, enemy melee characters want to be near each other for tactical walling. You’ll rarely be in situations where Green-Flame Blade doesn’t land and hit two people for loads of d8s. At least you’ll still be dealing +5 more damage!

Best Race for Bladesinger Wizards

Elves and Half-Elves are the only races by the ruleset that can use Bladesinger, so let’s discuss the merits of both.

High Elf

Elves gain +2 to Dexterity – good for AC and Green-Flame Blade – and High Elf gain a +1 to Intelligence. You gain some decent utility abilities with Darkvision, Trance, and Fey Ancestry, and free Perception proficiency is always useful. The bonus cantrip is… Fine? Since you’re only using Green-Flame Blade, it’s not exactly perfect. And the weapon training offers you precious little, since you’re probably more interested in Rapiers or Whips, and Bladesinging does nothing for ranged attacks. Still, pretty great.

Half-Elf

Half-Elves are fantastic, but actually don’t Bladesing very well. Charisma is worthless to you, so you’re getting +1 Int, +1 Dex/Con… Not good. Darkvision and Fey Ancestry are once again good utility, and Skill Versatility is actually astounding. Still, Half-Elf is definitely weaker than High Elf here.

A Consideration: Tortle

You may be looking at my guide and seeing how much I put into Dexterity. If your GM is the coolest of cats, and let’s you go outside of the Elven monopoly, then perhaps a Tortle is right for you. Tortles don’t need Dexterity to have high AC; they have a base of 17. That frees your hands up for a Strength-Based Bladesinger build, though you’re still restricted to a single-handed weapon. You also gain no inherent bonus to Intelligence; you’ll be focusing on Intelligence raising for 3 ability score boosts. Still, it unlocks a build path that the Elf and Half-Elf doesn’t offer. It’s a good idea if you want to try something new!

Conclusion – Our Take on the Bladesinger 5E

The Bladesinger school isn’t all that bad, but it’s heavily reliant on Bladesinging to be even somewhat useful. It also doesn’t do anything much better than other Wizards, nor does it do much more than an Eldritch Knight, other than having more potent spell slots. If you want to try your hand at a frontliner that’s likely to explode their enemies – perhaps with an Oath of Redemption Paladin nearby – then Bladesinger won’t do you too wrong.

Related

Sours: https://www.nerdsandscoundrels.com/bladesinger-5e/
What Bladesinger Spells Should You Take? - Tasha's Cauldron of Everything Melee Wizard Subclass

When building a bladesinging wizard in DnD 5e, consider the following features:

  • Try a high elf or feral tiefling build.
  • Wizard basics: Arcane Recovery, Spell Mastery, Signature Spells.
  • Bladesinging abilities: Bladesong, Training in War and Song…
  • Choose spells for swordplay: booming blade, green-flame blade
  • Multi-class potential: Battle Master, Swashbuckler, College of Swords

The bladesinging wizard in Dungeons and Dragons 5e mixes the study of magic with graceful swordplay.  This character is an intelligent fencer or noble, a class born of elves.  Therefore, I’ll have an opportunity to be a smug outcast or an honorable prince.  Either way, I’ll have the benefits of the wizard spell list and a roguish ability with the blade.

Try a high elf or feral tiefling build.

Because this wizard thrives on magic and maneuverability, I’ll want a race that adds Dexterity and Intelligent bonuses.

High elves come with a +2 Dexterity/+1 Intelligence ability score bonus and a handful of elvish abilities.  Fey Ancestry gives me advantage against being charmed and immunity to being put to sleep with magic.  Plus, I’ll get a bonus cantrip.  Naturally, I could roleplay this character as a noble.

On the other hand, feral tieflings also add a +2 Dexterity/+1 Intelligence ability score bonus, but with fiendish spells built in.  I’ll have Hellish Resistance (fire resistance), along with thaumaturgy, hellish rebuke (2d10 fire damage against foes who hit me) and darkness as I level up to 5.

Wizard basics: Arcane Recovery, Spell Mastery, Signature Spells.

Before I get into spells and swordplay, let’s take a look at basic wizard class features.

Arcane Recovery is a wizard ability that grants me some of my spent spell slots on a short rest.  The amount of spell slots I recover is equal to half my wizard level rounded up.  This ability comes at level 1.

However, the next wizard class ability, Spell Mastery, comes at level 18.  Spell Mastery gives me a 1st-level and 2nd-level spell to cast for free once a day and always have prepared.

Finally, Signature Spells (level 20) gives me a free 3rd-level spell to cast for free once a day.

Bladesinging abilities: Bladesong, Training in War and Song…

At level 2, I truly begin my bladesinging journey with Training in War and Song and Bladesong.  Now, I’m transforming into much more of a magical swordfighter than a run-of-the-mill wizard in robes.

Training in War and Song gives me proficiency with light armor and one type of one-handed melee weapon of my choice.  Plus, I’ll gain proficiency in Performance if I don’t already have it.  As far as the weapon goes, I want to lean into my high Dexterity score and use a rapier or katana (finesse) for 1d8 piercing or slashing damage.

Then, Bladesong evokes an elven magic that grants me several benefits for 1 minute.  However, I can only use this ability an amount of times equal to my proficiency bonus.

  • I gain a bonus to my AC equal to my Intelligence modifier.
  • My walking speed increases by 10 feet.
  • I have advantage on Dexterity (Acrobatics) checks.
  • I gain a bonus to any Constitution saving throw I make to maintain my concentration on a spell.

By level 6, I’ll gain the fighter-like ability Extra Attack, giving me the ability to attack twice when I take the attack action.

Song of Defense (level 10) transforms spell slots into damage reduction.  Whenever I’m struck with an attack, I can spend one spell slot to reduce the damage by 5 X spell slot level.

Finally, Song of Victory (level 14) adds my Intelligence modifier to the damage of my melee weapon attacks while my Bladesong is active.

Choose spells for swordplay: booming blade, green-flame blade

Along with this bladesinging class, Tasha’s Cauldron of Everything introduces a number of spells that fit this build well.

Cantrips

Most of my unique sword spells come as cantrips.

  • Booming Blade: When I hit an opponent with a sword strike, an electric, booming energy covers their body. Until my next turn, they take 1d8 thunder damage if they move 5 feet.  When I reach level 5, I can add 1d8 extra thunder damage to the strike.  Both abilities increase in damage as I level further.
  • Green-Flame Blade: On a successful melee strike, I can deal extra fire damage to an adjacent opponent within 5 feet of the first.  At level 5 I deal extra 1d8 fire damage on a hit.  The fire damage also increases by 1d8 + Intelligence modifier for the 2nd  Again, both damage opportunities increase as I level.
  • Sword Burst: I create a circle of spectral blades that deal 1d6 force damage to enemies within 5 feet of me who fail a Dexterity saving throw.  This damage increases by 1d6 when I reach level 5, 11 and 17.
  • Mage Hand: A spectral hand reaches out 30 feet to inspect objects, open doors, disarm or trigger traps and many other creative uses.

1st-level spells

With most of my cool sword moves out of the way, I can use 1st-level spells for ranged attacks and classic wizard options.

  • Chromatic Orb: Hurl a small orb or energy as a spell attack.  On a hit, the orb deals 3d8 damage of a type I choose (acid, fire, cold, thunder, lightning or poison).  Now, I have a versatile ranged attack for different foes.
  • Shield: As a reaction, I gain +5 to my AC until the start of my next turn. Plus, I’m immune to magic missile.  With a higher AC than most wizards, this effect will be incredibly useful.
  • Detect Magic: I can pick up on magical energies, knowing what direction they are coming from and what school they belong to.
  • Protection from Evil and Good: Touching a target, I cause protection against aberrations, celestials, elementals, fey, fiends, and undead.  These creatures have disadvantage on attacks against the target, and the target is immune to being charmed or frightened.

2nd-level spells

Again, I’ll tap into classic wizard favorites for my 2nd-level spells, with an added effect-based spell from Tasha’s Cauldron of Everything.

  • Misty Step: I can teleport up to 30 feet away in a cloud of silver mist.
  • Invisibility: Target I touch magically turns invisible for up to an hour.  The spell ends if the target attacks or casts a spell.
  • Tasha’s Mind Whip: Target within 90 feet must make an Intelligence saving throw or take 3d6 psychic damage.  Plus, the target can only move, take an action or take a bonus action (instead of all 3 per usual).

3rd-level spells

Now, I get to tap into summoning spells and effective counter-magic.

  • Counterspell: As a reaction, I can automatically counter 3rd-level spells and lower. Higher-level spells cause me to make an Intelligence check with a DC equal to 10 + spell’s level.
  • Dispel Magic: Choose a creature, object or magical effect.  Any spell of 3rd level or lower automatically ends on the target.  Again, I’ll need to make a successful Intelligence check with a DC equaling 10 + spell level.
  • Summon Fey: This fey spirit is armed with a shortsword and takes its turn directly after mine.  This shortsword attack roll equals my Intelligence modifier to hit, dealing 1d6 + 3 + spell’s level piercing damage + 1d6 force damage.  Plus, this little guy can teleport, gain advantage on attacks, charm enemies and cast magical darkness as bonus actions.

Multi-class potential: Battle Master, Swashbuckler, College of Swords

Because my primary sword abilities and spells come at level 2 for this class, I have a large amount of potential for multiclassing a unique sword fighter.

Three levels of the fighter class will give me the battle master subclass.  With this class, I can upgrade my armor, and gain Action Surge and Second Wind for added melee abilities.  Plus, I’ll be able to choose 3 maneuvers to add to my sword fighting prowess.  The maneuver I love the most is Riposte, which grants me a free attack against enemies who attack and miss me.

However, swashbuckling rogues can lean into Sneak Attack, Expertise and thieves’ tools for a cunning sword fighter.  Fancy Footwork grants me the ability to move out of melee range without taking an attack of opportunity.  Partner this ability with booming blade, and I can tempt enemies into chasing me and take thunder damage.  Plus, Rakish Audacity gives me Sneak Attack without the need for advantage—essentially adding tons of extra damage in an up-close sword fight—and a bonus to my Initiative equal to my Charisma modifier.  If another creature is within 5 feet of me, I’ll lose the Sneak Attack ability.  Therefore, this is more of a one-on-one situation.

Finally, the bard College of Swords gives me Bardic Inspiration dice to help friends with attack rolls, ability checks and saving throws.  Plus, I’ll gain Jack of All Trades and Expertise to boost my overall skills.  However, the College of Swords gives me the opportunity to use this Bardic Inspiration for special sword attacks called Blade Flourish.  Now, I’ll have options for Defensive Flourish, Slashing Flourish and Mobile Flourish with corresponding sword effects.

Categories Dungeons and Dragons 5e, Role PlayingTags character build, dnd 5e, sword, sword fighter, swordsman, wizardSours: https://genrebomb.com/bladesinging-wizard-dnd-5e/

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Bladesinger 5e Guide

Update January 13, 2021: Made changes based on the Bladesinger errata from Tasha’s Cauldron of Everything

What is this guide?

This guide is meant as a deep dive into the Wizard Subclass, the Bladesinger. You can find a full overview of the Wizard class here: DnD 5e Wizard.

For our full class guides, we use the following color rating scheme:

  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange is an OK option
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

For our Subclass Guides, we focus mainly on the Blue and Sky Blue options and options that are different from the parent class’ rating for races, backgrounds, and feats. This is to allow a streamlined view of the subclass’s features and because the other options are discussed in the 5e Wizard Guide or other Subclass Guides.

What is a Bladesinger?

Have you ever played a Wizard and thought to yourself, “Sometimes, I dream of charging into battle with the Fighters and Barbarians, laughing in the face of danger”? Enter the Bladesinger.

Well versed in both spell and sword, Bladesingers are suitable for many roles on the battlefield. Whether you want to focus on crowd control, damage, or pulling the enemy’s attention off of your weaker party members, the Bladesinger has you covered. At their core, they are still primarily Wizards, but they can also dish out some decent melee damage.

Strengths

Bladesingers keep up with the spellcasting prowess of just about any Wizard, with the added benefit of a melee weapon proficiency and greatly enhanced survivability. This opens up some very interesting ways to build and play the class, since Bladesingers can easily boost their AC into the 20s. Combined with some defensive spells and great mobility, the Bladesinger can whip around the battlefield untouched.

All in all, Bladesingers are a unique take on the Wizard class and are a blast to play. While many subclasses of the Wizard feel “samey”, the Bladesinger breathes new life into one of D&D’s most iconic classes.

Weaknesses

Bladesingers are cool, but they definitely are not the strongest or most optimized Wizard subclass. Most Wizards are only concerned with raising their INT score, ensuring that you can raise your other stats to a comfortable level. As a Bladesinger, you will need to have a good DEX score in addition to INT for boosts to AC and attacks. When enemies are more consistently getting through your AC, especially at higher levels, the low hit points of the Bladesinger can become a liability.

Unfortunately, casting spells or cantrips is still usually just better than attacking with a weapon for this character. More often than not, using your proficient weapon is more of a last resort than a go to option if you want to play optimally.

Before You Start

Races

With the release of Tasha’s Cauldron of Everything, it has been confirmed that even non-elf races can become Bladesingers! 

Check out our Guide to DnD Races for non-standard races. Keep in mind, most races and subraces are limited by the setting and source material chosen by the DM. Below are some of the best options for Bladesingers from the standard races.

Elf: Elves get +2 to DEX, ideal for this subclass.

  • High Elf: A boost to INT and a free cantrip. This is the perfect race for a Bladesinger.
  • Wood Elf: No INT score increase, but extra walking speed is interesting and synergizes well with the Bladesinger’s heightened mobility.

Gnome: As with any Wizard build, the +2 to INT goes a long way in making you a good spellcaster.

  • Forest Gnome: In addition you now get a DEX boost and Minor Illusion for free. On par with the High Elf if your DM allows it.

Variant Human: It’s no surprise that Variant Humans are good for Bladesingers. The Variant Human allows you to pump INT and DEX and get a feat right from level 1. Unlike most Wizards, feats are actually quite synergistic with the Bladesinger.

Backgrounds

There really isn’t a “best” background for the Bladesinger; anything that works well for other Wizard builds will suffice. Choose something that works for your backstory and comes with INT or DEX proficiencies.

  • Acolyte: Insight and Religion proficiency. Additional languages can come in handy.
  • Cloistered Scholar: History and Arcana, Nature, or Religion proficiency. Additional languages can come in handy.
  • Sage: Arcana and History proficiency. Additional languages can come in handy.

Ability Scores

Ability Score Increases (ASI) at 4th, 8th, 12th, 16th, and 19th level.

Most Wizards can get away with only focusing on INT, but as a Bladesinger you will want a high DEX bonus as well. INT is still definitely the most important stat to pump because Bladesingers get an ability that allows them to add INT to their AC and their concentration checks made to maintain a concentration spell. At later levels, they are also able to add the INT modifier to melee weapon attacks.

Due to these changes, Bladesingers are Multi Ability Dependent (MAD). Allocating stats properly is imperative to make the build useable, so some stats need to be dumped. Our suggestion is to pump ability scores in the following order: INT > DEX > CON.

STR: Dump and focus on other stats.

DEX: You want high AC and will want to choose a finesse weapon to attack with, so DEX is pretty much on par with INT for Bladesingers.

CON: Bladesingers will never have a large pool of hit points due to the Wizard’s poor hit dice, but when enemies break through your AC you don’t want to die in one hit.

INT: Wizards rely on INT do to everything, and INT bonuses pump you in additional ways with the Bladesinger’s features.

WIS: Can help with WIS saves and Perception.

CHA: Dump and focus on other stats.

Bladesinger Class Progression

1st Level

Hit Points: Wizards get the worst hit dice in the game, a d6. This is going to be a huge problem for Bladesingers if they start trying to tank hits without access to defensive magic.

Saves: Intelligence and Wisdom saves aren’t going to offer a whole lot of protection in melee situations.

Proficiencies: Typically, Wizards get no armor and very few weapon proficiencies. The Bladesinger’s Training in War and Song features adds light armor and proficiency with one type of one-handed melee weapon of your choice which is a very welcome addition.

Skills: You get proficiency in Performance in addition to the Wizard’s mediocre skills, which usually isn’t that useful, but especially so as you will likely dump CHA.

Spellcasting: Because of your high INT score, you won’t face the same issues as Eldritch Knights will when picking spells. Eldritch Knights are a Fighter subclass that is sort of the reverse option to Bladesingers when it comes to a melee spellcaster. EKs are also massively MAD and have a hard time pumping their INT score because they focus on their STR and CON. This means EKs have to stick to mainly defensive spells and spells that won’t force a save or use their spell attack modifier.

On the other hand, Bladesingers have a great INT score but will be hard-pressed to pump their CON to a reasonable level to make up for their lacking hit dice. We have included some of the best spells to take as a Bladesinger under the Example Bladesinger Build section that will help keep you alive, while still rolling out maximum damage and battlefield control.

Arcane Recovery: Refer to the 5e Wizard Guide.

2nd Level

Arcane Tradition: Bladesinging

Source: Tasha’s Cauldron of Everything

Training in War and Song: Proficiency in Performance may be useless, but proficiency in light armor and a one-handed melee weapon is what sets the Bladesinger apart from the other Wizard subclasses. Studded Leather won’t be quite as effective as Mage Armor, but saves a spell slot and a prepared spell for something more useful. At higher levels, when you have more spell slots to work with and a +5 to DEX, Mage Armor will outshine any Light Armor enough to be worth using.

Bladesong: Pairs nicely with Training in War and Song. Bladesong gives you a whole bunch of buffs while lasting for a whole minute. Because the number of uses (with the release of Tasha’s Cauldron of Everything) now scales with your proficiency bonus and is only reset with a long rest, it is weaker than it used to be at low levels and much better at a high level. The bonus to AC and CON saves to maintain concentration is especially spicy if you cast Haste on yourself.

6th Level

Extra Attack: The most notable update to the Bladesinger subclass is the change to Extra Attack. Having the choice to use a cantrip in the place of one of your attacks is really cool and can be combined in interesting and powerful ways. You could choose to replace one attack with Booming Blade or Green-Flame Blade, thereby still getting in two attacks for the round. Or, if you finished off your opponent with your first sword attack, you still have the option to shoot a Fire Bolt at an enemy further away. 

10th Level

Song of Defense: Song of Defense is another way to keep your squishy Bladesinger alive. If an incoming attack would cut through your Shield spell, this will at least reduce the damage.

14th Level

Song of Victory: At 20 INT and if both your weapon attacks connect this is an extra 10 damage. Not overly impressive, but anything to make your melee attacks more viable is a welcome addition.

18th Level

Spell Mastery: Refer to the 5e Wizard Guide.

20th Level

Signature Spells: Refer to the 5e Wizard Guide.

Feats

Bladesingers should consider feats more strongly than other Wizard builds, even though they depend on multiple ability scores. Several feats work very well with this subclass.

  • Elven Accuracy: Elven Accuracy is a good choice, especially if the +1 to DEX or INT gets you to the next modifier bonus. Combined with Shadow Blade and a dark environment, this feat will ensure that you nearly always connect with your target. As far as covering the Bladesinger’s weaknesses, namely dealing with getting hit in melee range, Mobile and War Caster will help you handle incoming attacks better.
  • Mobile: Mobile is really interesting if you want to play primarily in melee range. Combined with Bladesong your walking speed will be insane, and avoiding opportunity attacks is perfect for a character with such low hit points.
  • Spell Sniper: Solid way to increase range on your attack roll spells, especially those in melee range. Also lets you pick up an attack cantrip if you still need one, like Booming Blade or Green-Flame Blade.
  • War Caster: War Caster combined with Bladesong can ensure that you basically never drop your concentration on a spell. Casting spells with opportunity attacks is just great if you want to spend time in melee range.

Example Bladesinger Build

This build focuses on survivability, melee combat, and the crowd control abilities available to the Wizard. It can hold its own in melee combat at early levels, but will start to slow down in the late game without a multiclass. Purchase your light armor and chosen one-handed melee weapon at the earliest convenience. Dump the light armor in favor of the Mage Armor spell when your DEX bonus is high enough to make a big difference.

1st Level:

  • Race: High Elf
  • Background: Sage
  • Ability Scores (Point Buy): STR 8, DEX 14 (+2), CON 14, INT 15 (+1), WIS 12, CHA 8
  • Skill Proficiencies: Arcana, History, Insight, Perception, Performance, Religion
  • Equipment: Dagger, spellbook, component pouch, scholar’s pack
  • Cantrips: Booming Blade, Fire Bolt, Mage Hand, Minor Illusion
  • Spells: Expeditious Retreat, Find Familiar, Magic Missile, Mage Armor, Shield, Thunderwave
  • Spellcasting, Arcane Recovery

2nd Level:

  • Spells: Absorb Elements, Detect Magic
  • Arcane Tradition: Bladesinger
  • Training in War and Song, Bladesong

3rd Level:

  • Spells: Mirror Image, Misty Step

4th Level:

  • Spells: Blur, Scorching Ray
  • Cantrip: Green-Flame Blade
  • Feat: Mobile

5th Level:

6th Level:

  • Spells: Counterspell, Hypnotic Pattern
  • Extra Attack

7th Level:

  • Spells: Banishment, Greater Invisibility

8th Level:

  • Spells: Arcane Eye, Dimension Door
  • ASI: +2 DEX (DEX 18)

9th Level:

  • Spells: Hold Monster, Steel Wind Strike

10th Level:

  • Spells: Rary’s Telepathic Bond, Wall of Force
  • Cantrip: Mending
  • Song of Defense

11th Level:

  • Spells: Chain Lightning, Contingency

12th Level:

  • Spells: Disintegrate, Mass Suggestion
  • ASI: +2 DEX (DEX 20)

13th Level:

  • Spells: Plane Shift, Simulacrum

14th Level:

  • Spells: Forcecage, Teleport
  • Song of Victory

15th Level:

16th Level:

  • Spells: Feeblemind, Sunburst
  • ASI: +2 INT (INT 18)

17th Level:

  • Spells: Wish + your choice

18th Level:

  • Spells: Your choice
  • Spell Mastery: Absorb Elements and Misty Step

19th Level:

  • Spells: Your choice
  • ASI: INT + 2 (INT 20)

20th Level:

  • Spells: Your choice
  • Signature Spells: Counterspell and Haste

Hope you liked the guide! If you have any questions or feel like we missed something for the Bladesinger, go ahead and post a comment below. If you like our content subscribe to Arcane Eye!

Roland Drews

Roland Drews is a content creator and editor at Arcane Eye. When he isn't watching basketball or noodling on his guitar, you can find Roland reading, writing, or playing D&D. He currently lives in Bonn, Germany with his girlfriend Jess.

Sours: https://arcaneeye.com/class-guides/bladesinger-5e-guide/


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