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Mosson Stormforge

1 Level (0 of 300 XP for level-up) Guild Artisan Background Mountain Dwarf Race -- Alignment
Rune Mage Class 1 1 Level

Strength 17
+3
Dexterity 13
+1
Constitution 16
+3
Intelligence 16
+3
Wisdom 12
+1
Charisma 12
+1
9 of 9
Hit Points
+1
Initiative
14
Armor Class
+5
Spell Attack Modifier
13
Spell Save DC: INT
Hit Dice: 1 of 1
Hit Die: 1d6 +3
25ft
Speed (walk/run/fly)
1
Runes of Power
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+3 Dexterity
+3 Constitution
+5 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+3 Athletics STR
+1 Deception CHA
+5 History INT
+3 Insight WIS
+1 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
skills
  Name Roll Attr Dmg Dmg Type
Warhammer +5 STR 1d8+3 bludgeoning
 Versatile (1d10)
Shortbow +3 DEX 1d6+1 piercing
 Ammunition (range 80/320), two-handed

Mountain Dwarf

  • Darkvision
  • Dwarven Resilience
  • Stonecunning


Rune Mage

  • Runes of Power


Guild Artisan

  • Feature: Guild Membership

Features & Traits

Coins

  • 65 gold


Equipment

  • A set of artisan's tools
  • A letter of introduction from your guild
  • Traveler's Clothes
  • Warhammer
  • Shortbow & 20 arrows
  • Explorer's Pack
  • Reference Object
  • Chain Shirt

Equipment
Cantrips Known: 3 (Frostbite, Mold Earth, Prestidigitation)
Prepared Spells: 4 (Chromatic Orb, Earth Tremor, Ice Knife, Shield)


Spellcasting
Weapons: Battleaxe, Handaxe, Light Hammer, Warhammer, Dagger, Light Crossbow, Shortsword, Shortbow, Morningstar
Armor: Light & Medium Armor, Shields

Languages: Common, Dwarvish, Undercommon
Tools: One type of Artisan's Tools, Smith's Tools, Calligrapher's Supplies, Jeweler's Tools
Languages & Proficiences
--
Personality Traits
--
Ideals
--
Bonds
--
Flaws
™ & © Wizards of the Coast
D & D 5e Character Sheet v1.6, made by Tillerz#3807 - Updated: 2021-04-06

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Rune Mage

overview

The Rune Mage

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Runes of Power 3 2 - - - - - - - -
2nd +2 Runic Specialization 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 4 4 - - - - - -
6th +3 Runic Specialization Feature 4 4 3 3 - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Runic Specialization Feature 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Runic Specialization Feature 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 - 5 4 3 3 3 2 1 1 1 1
18th +6 Master Linguist 5 4 3 3 3 3 2 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Rune Sage 5 4 3 3 3 3 2 2 1 1
  This class is not available for multi-classing.
hit dice 1d6 per Rune Mage level
hit points at 1st level 6 + your Constitution modifier
hit points at higher levels 1d6 (or 4) + your Constitution modifier per Rune Mage level after 1st
armor proficiencies Shields
weapon proficiencies Daggers, Light Crossbows, Shortswords, Short Bows, and One Martial Weapon of your choice
tools Calligrapher’s Supplies and Jeweler’s Tools
saving throws Intelligence, Dexterity
skills Choose two from Arcana, Athletics, History, Investigation, Stealth, Sleight of Hand or Religion.
starting equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a shortsword and a shield or (b) one martial weapon of your choice
  • (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
  • a scholar’s pack or (b) and explorer’s pack
  • A Reference Object
spellcasting
As a student of ancient runes, you have a Reference Object that holds a few of the ancient symbols that you know. Rune Mages are special in the fact that they bypass all-vocal components of a spell, replacing them with a somatic component instead because of their feature “Rune Casting.”   *Note: the Rune Mage uses the same spell list as the Wizard.  

Cantrips

At second level, you learn two Rune Mage cantrips from the Rune Mage spell list. You learn additional Rune Mage cantrips of your choice at higher levels, as shown in the Cantrips known column of the Rune Mage table.  

Reference Object

At 1st level, you have an object whether it be stone, wood or metal and it is often shaped like a tablet. Your reference object will be where you record spells as runes so that you can reference them for spell memorization.  

Preparing and Casting Spells

The Rune Mage table shows how many spell slots you have to cast your rune mage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of rune mage spells that are available for you to cast. To do so, choose a number of rune mage spells from your reference object equal to your Intelligence modifier + your rune mage level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you’re a 3rd-level rune mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your reference object. If you prepare the 1st-level spell Identify, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a short or long rest. Preparing a new list of rune mage spells requires time spent studying your reference object and memorizing the rune of power that you must make to cast the spell: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Intelligence is your spellcasting ability for your rune mage spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a rune mage spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Rune Casting

Whenever you cast a rune mage spell, you bypass all-vocal requirements and instead trace a single rune with your fingers or any pointed object. This rune can be traced in mid-air or on any surface, the rune will linger as arcane light or crackling energy and the spell that you cast will emanate from that point.  

Ritual Casting

You can cast a Rune Mage spell as a ritual if that spell has the ritual tag and you have the spell recorded on your reference object. You don’t need to have the spell prepared.  

Spellcasting Focus

You do not require an arcane focus; your reference object substitutes for a spellcasting focus for your rune mage spells.  

Learning Spells of 1st Level and Higher

Each time you gain a rune mage level, you can add two rune mage spells of your choice to your reference object for free. Each of these spells must be of a level for which you have spell slots, as shown on the Rune Mage table. On your adventures, you might find other spells that you can add to your reference object.  

Your Reference Object

The spells that you add to your reference object as you gain levels reflect the ancient research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of ancient runes and the power they hold. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or as an ancient hieroglyph from a forgotten civilization on a decaying structure.   Copying a Spell onto your Reference Object. When you find a rune mage spell of 1st level or higher, you can add it to your reference object if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.   Copying that spell onto your reference object involves reproducing the ancient rune in the corresponding language that will be the focal point of power that you create through gestures with your hands whether it be on a surface or in the air. You must practice the rune until you understand the exact shape and the exact motions to create it, then you transcribe it onto your reference object exactly as it appears whether this process involves chiseling, engraving or cutting and then inlaying it with a precious metal.   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the precious metal you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   Replacing the Reference Object. You can copy a spell from your own reference object onto another reference object—for example, if you want to make a backup copy of your reference object. This is just like copying a new spell into your reference object, but faster and easier since you understand the process through painstaking study and personal experience. You need to spend only 1 hour and 10 gp for each level of the copied spell.   If you lose your reference object, you can use the same procedure to transcribe the spells you have prepared onto a new reference object. Filling up all the available space on your reference object requires you to find new spells to do so, as normal. For this reason, many rune mages keep a backup reference object in a safe place.   The Reference Object’s Appearance. Your reference object is a unique collection of runes on a material that is determined by you as long as it can be carved, engraved, cut or otherwise marked and then used to hold a replica of a rune that is inlaid as a precious metal. This can be a stone tablet, the back of a steel shield, a piece of ancient wood or any other object that fits the criteria.
class features

Runes of Power

You have learned to call upon the innate power of ancient languages by creating the full set of script or runes associated with a spell instead of just a single rune. By taking the time to trace all the complicated runes associated with a rune mage spell that describes its true meaning and power on any surface you can cast that spell as a ritual even if it doesn’t have the ritual tag, this spell does not have to be prepared. You can only use this feature once per day.  

Runic Specialization

When you reach 2nd level, you choose a Runic Specialization from one of the three areas of study: Ethereal Runes, Lingering Languages, and Permanent Script.   Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Master Linguist

At 18th level, you have achieved incredible knowledge in the arts of using runes and deciphering the power hidden away in ancient languages. You gain can now read, speak and understand all languages. In addition, whenever you cast a Rune Mage cantrip it will deal maximum damage.  

Rune Sage

At 20th level, you have achieved complete mastery over many powerful spells and can effortlessly render runes with a single motion. Whenever you cast a Rune Mage spell of third level or lower it will deal maximum damage.
subclass options

Runic Specializations

Ethereal Runes

Ethereal Runes

A user of Ethereal Runes prefers to trace their runes in mid-air, leaving vibrant arcane energy in the form of light or plasma-like energy. This specialization is about direct combat application of rune magic and using it to overpower your opponents with the blinding speed at which you can summon up your magic. Instead of moving to the backline like a Wizard or a Sorcerer a Rune Mage proudly stands on the frontlines or scouts ahead for his party, confident in his abilities to survive a fight and either emerge victorious or escape back to their group.  

The Language of War

Beginning when you select this specialization at 2nd level, the gold and time you must spend to copy a spell onto your reference object is halved if that spell requires an attack roll.  

Rune of Power

Beginning when you select this specialization at 2nd level, whenever you would take damage from a source you can see you can expend a reaction to summon your Rune of Power. This large, ethereal rune acts as a shield against the incoming damage but it relies on physical strength to hold harmful intent at bay. This is a temporary shield that has hit points equal to your proficiency bonus x your strength modifier, if the hit points reach zero then this rune will disappear and you will take any leftover damage but if the hit points do not reach zero then this rune will linger and act as temporary hit points until it has been depleted.   If you use Rune of Power before all the temporary hit points from the previous use have been depleted it will simply replace the old effect, it does not stack.   You can use this feature an amount of times equal to your proficiency bonus taking a long rest.  

Close Combat Runes

At 6th level, you gain the ability to use ranged Rune Mage spells on creatures and ignore disadvantage for being in melee range of a creature. In addition, you gain the use of simple combat runes that can easily be traced with a single motion of your hand or a pointed object.   Slam. By using a bonus action you trace a rune of force and slam it into one creature within 5 feet, that creature must make a Dexterity saving throw against your spell save DC. On a failed save a creature is knocked back 5 feet for every Rune Mage level that you have, if a creature would collide with a structure preventing their movement then they will take force damage equal to your Strength modifier for every five feet of movement prevented in this way.   Weight. By using a bonus action you trace a rune of gravity and slam it down onto one creature within 5 feet, that creature must make a Strength saving throw against your spell save DC. On a failed save a creature falls prone and takes damage equal to your proficiency bonus x your strength modifier.   Bind. By using a bonus action you trace a rune of imprisonment and slam it into one creature within 5 feet, that creature must make a Wisdom saving throw against your spell save DC. On a failed save a creature is stunned until after your next turn.   Confusion. By using a bonus action you trace a rune of hypnosis and slam it into one creature within 5 feet, that creature must make an Intelligence saving throw against your spell save DC. On a failed save a creature must use their next action to use an attack or spell to damage themselves, for creatures with multi-attack they will only damage themselves with their first attack.   You can use this feature an amount of times equal to your proficiency bonus before taking a long rest.  

Runic Curse

At 10th level, you gain create a rune of doom after damaging a creature with a weapon or spell attack. If you used your action to successfully make a weapon or spell attack on a creature this turn, then you can expend your bonus action to deal additional damage to that same creature. Your rune will deal force damage equal to your proficiency modifier x your strength modifier.   You can use this feature an amount of times equal to your proficiency bonus before taking a long rest.  

Rune Overload

At 14th level, you gain the ability to make a line of runes and fire them all at once to create a terrific assault of magic. Choose a Rune Mage cantrip that uses an attack roll, by using an action you will cast the cantrip five times in quick succession targeting up to five creatures within range. When you use this feature, you cannot cast any spells until after your next turn.   You can use this feature once before taking a long rest.
  Lingering Languages

Lingering Languages

A user of Lingering Languages prefers to trace their runes on surfaces, often leaving no trace until their spell is complete and ready to activate. This specialization is about indirect combat application of rune magic and using it to strategically control the battlefield or support your team from a tactical role. This Rune Mage excels at defending areas, making traps and causing general havoc and hazards in an area but they often need time to fully implement their strategies.  

The Hidden Language

Beginning when you select this specialization at 2nd level, the gold and time you must spend to copy a spell onto your reference object is halved if that spell requires a saving throw.  

Hazardous Rune

Beginning when you select this specialization at 2nd level, whenever you cast a Rune Mage spell that requires a saving throw you take the time to draw a larger rune on any surface and increase the area of effect. By concentrating on a spell until after your next turn you will double the area that it affects, for example, if it would affect creatures in a 20-foot cone then it would instead affect creatures in a 40-foot cone. This feature does not increase the range of spells like Fireball nor does it increase the amount of target from a spell-like Hold Person, it only empowers spells that create an effect over an area.   This feature can be used an amount of times equal to your proficiency bonus before taking a long rest.  

Rune of Subtlety

At 6th level, you gain advantage on stealth checks to hide your spellcasting. In addition, whenever you cast a Rune Mage spell that requires a saving throw you can choose to trace the rune on a surface and leave it dormant until a given condition is met. By using a bonus action, you can cause the runes that you choose to leave dormant in this fashion to gain all the characteristics of Glyph of Warding except for the casting time and duration. The casting time for your original spell will be used and the duration of the dormant rune will be a number of hours equal to your Rune Mage level.  

Runes of Knowledge

At 10th level, you gain the ability to manipulate the inner workings of spells by making minor additions or alterations to the rune that you draw. When you cast a Rune Mage spell that deals acid, cold, fire, force, lightning, necrotic, radiant or thunder damage you can substitute that damage type with one other type from that list.   When you cast a Rune Mage spell that requires a saving throw you can change the saving throw from one ability score to another of your choice.   You can use this feature an amount of times equal to your proficiency bonus before taking a long rest.  

Runes of Secrecy

At 14th level, you can draw your runes from afar and catch enemies unaware with your spells. As long as you can see a surface within 120 feet you can inscribe a rune on it as if you were casting a spell normally, but that spell must require a saving throw. When you cast a Rune Mage spell in this manner, make a stealth roll, if a creature does not perceive this stealth roll then your spell is considered “hidden” even if you are in plain sight. Creatures affected by your spell will roll their saving throw at disadvantage if the spell is considered “hidden” to them.   You can use this feature once before taking a long rest.
  Permanent Script

Permanent Script

A user of Permanent Script prefers to engrave, cut or otherwise mark their runes in a more permanent fashion on surfaces or objects. This specialization is about the creation of areas, weapons, and armor that are covered in runes of power. While these Rune Mages are more than capable of stepping onto the battlefield their true calling is a support-based role where they empower their party through hours of hard labor to create masterwork equipment.  

The Mystic Language

Beginning when you select this specialization at 2nd level, the gold and time you must spend to copy a spell onto your reference object is halved if that spell does not deal damage.  

Runes of Empowerment

Beginning when you select this specialization at 2nd level, you can spend time to apply runes to a weapon or armor that increase the potency of it based upon your Rune Mage level. This is an out of combat experience that requires painstaking time and resources to create permanent effects.   Levels 2-4.
You can take the time to make any weapon deal magical damage. This process takes 8 hours and 100 gold.
You can take the time to make any armor magical and eliminate disadvantage on stealth. This process takes 8 hours and 100 gold.   Levels 5-8.
You can take the time to make any weapon deal magical damage, receiving a +1 bonus to hit and to damage rolls. This process takes 1 week and requires 200 gold.
You can take the time to make any armor magical and increase its defensive armor class by 1. This process takes 1 week and requires 200 gold.   Levels 9-12.
You can take the time to make any weapon deal magical damage, receiving a +2 bonus to hit and to damage rolls. This process takes 2 weeks and requires 500 gold.
You can take the time to make any armor magical and increase its defensive armor class by 2. This process takes 2 weeks and requires 500 gold.   Levels 13-16.
You can take the time to make any weapon deal magical damage, receiving a +3 bonus to hit and to damage rolls. This process takes 1 month and requires 1,000 gold.
You can take the time to make any armor magical and increase its defensive armor class by 3. This process takes 1 month and requires 1,000 gold.   Levels 17-19.
You can take the time to make any weapon deal magical damage, receiving a +4 bonus to hit and to damage rolls. This process takes 2 months and requires 5,000.
You can take the time to make any armor magical and increase its defensive armor class by 4. This process takes 2 months and requires 5,000.   Level 20.
You can take the time to make any weapon deal magical damage, receiving a +5 bonus to hit and to damage rolls. This process takes 6 months and requires 10,000 gold.
You can take the time to make any armor magical and increase its defensive armor class by 5. This process takes 6 months and requires 10,000 gold.
Items with a +3 bonus or higher require an attunement slot in order to use them.    

Runes of the Ancients

At 6th level, you gain the ability to temporarily store spells within items or scrolls as enchanted runes. In order to do this, you must set aside the time, materials and be capable of casting the spell. This is an out of combat experience that takes long hours of time investment and personal skill in order to create the desired outcome.   Your Runic enchantments are based upon two things, the first being your Rune Mage level and the second being the resources committed to the task at hand. Your Rune Mage level dictates how long the enchantment will endure, and the resources committed will determine how powerful of a spell can be procured. Any of the items created through this method require attunement.   Duration (Only applies to item enchantment, scrolls are single use always):
  • Level 6: Single use
  • Level 7-10: One charge per day
  • Level 11-15: Two charges per day
  • Level 16-19: Three charges per day
  • Level 20: Five charges times per day
  Spell Level Time and Resource (Scrolls):
  • Cantrips: 8 hours and 25 gold
  • 1st Level: 1 day and 50 gold
  • 2nd Level: 3 days and 100 gold
  • 3rd Level: 7 days and 250 gold
  • 4th level: 10 days and 500 gold
  • 5th level: 14 days and 1,000 gold
  • 6th level: 21 days and 2,500 gold
  • 7th level: 28 days and 5,000 gold
  • 8th level: 40 days and 10,000 gold
  • 9th level: 60 days and 50,000 gold
  Spell Level Time and Resource (Item Enchantment):
  • Cantrips: 8 hours and 50 gold
  • 1st Level: 1 day and 100 gold
  • 2nd Level: 3 days and 200 gold
  • 3rd Level: 7 days and 500 gold
  • 4th level: 10 days and 1,000 gold
  • 5th level: 14 days and 2,000 gold
  • 6th level: 21 days and 5,000 gold
  • 7th level: 28 days and 10,000 gold
  • 8th level: 40 days and 20,000 gold
  • 9th level: 60 days and 100,000 gold
 

Elemental Runes

At 10th level, your knowledge of using runes to enchant has reached a new level and extends to specific types of damage now. When used on items or armor this enchantment will be defensive in nature and when used on weapons it will be offensive in nature. The types of damage that you have access to during this enchanting process are the standard damage types in D&D: acid, cold, fire, force, lightning, necrotic, radiant and thunder. This is a process that cannot be conducted during combat and is considered taxing on time and resources.   This process is based upon your Rune Mage level and the amount of resources that you are willing to put into a process. All items created using this method require attunement.   Armor and Items:   Level 10: Resistance to 1 damage type, 7 days and 500 gold.   Levels 11-14: Resistance to 2 damage types, 14 days and 1,000 gold.   Levels 15-18: Resistance to 3 damage types, 21 days and 5,000 gold.   Level 19: Resistance to 4 damage types, 30 days and 10,000 gold.   Level 20: Resistance to damage, 120 days and 100,000 gold.   Weapons:   Level 10: 1d4 of a damage type of your choice added to the weapon, 7 days and 200 gold.   Level 11 & 12: 1d6 of a damage type of your choice added to the weapon, 14 days and 500 gold.   Level 13 & 14: 1d8 of a damage type of your choice added to the weapon, 21 days and 1,000 gold.   Level 15 & 16: 1d10 of a damage type of your choice added to the weapon, 30 days and 5,000 gold.   Level 17 & 18: 1d12 of a damage type of your choice added to the weapon, 60 days and 10,000 gold.   Level 19: 2 of any hit die worth of damage (d4, d6, d8, d10, d12) type of your choice added to the weapon, 90 days and a corresponding cost:
  • 2d4, 400 gold
  • 2d6, 1,000 gold
  • 2d8, 2,000 gold
  • 2d10, 10,000 gold
  • 2d12 20,000 gold
  Level 20: 3 of any hit die worth of damage (d4, d6, d8, d10, d12) type of your choice added to the weapon, 120 days and a corresponding cost:
  • 3d4, 800 gold
  • 3d6, 2,000 gold
  • 3d8, 4,000 gold
  • 3d10, 20,000 gold
  • 3d12, 50,000 gold
 

Runes of Absolute Command

At 14th level, you gain the ability to design and create golems by enchanting bodies with a powerful rune that gives a mechanical or otherwise inanimate body life. The cost associated with this is great in terms of both time and materials, but the reward is immense and can hardly be rivaled by the like of any other caster. The type of golem that you can create is based upon your level and the amount of resources that you put into it, the cost may be driven down if you have the ability to shape the materials yourself:   Level 14: Flesh Golem requires the skill of a surgeon or leatherworker to create, 30 days and 50,000 gold   Level 15 & 16: Clay Golem requires the skill of a mason to create, 30 days and 60,000 gold   Level 17 & 18: Stone Golem requires the skill of a mason to create, 30 days and 75,000 gold   Level 19: Iron Golem requires the skill of a blacksmith to create, 30 days and 100,000 gold (Other metals can be substituted to include special metals found in your setting except for adamantite. The price should be adjusted accordingly based upon the value of the metal)   Level 20: Adamantine Golem requires the skill of someone that knows how to forge adamantite, 60 days and 1,000,000 gold.
 

Guild Artisan/Guild Merchant

You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.  

Guild Business

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.
d20 1d20 Specialty
1Alchemists and apothecaries
2Armorers, locksmiths, and finesmiths
3Brewers, distillers, and vintners
4Calligraphers, scribes, and scriveners
5Carpenters, roofers, and plasterers
6Cartographers, surveyors, and chart-makers
7Cobblers and shoemakers
8Cooks and bakers
9Glassblowers and glaziers
10Jewelers and gemcutters
11Leatherworkers, skinners, and tanners
12Masons and stonecutters
13Painters, limners, and sign-makers
14Potters and tile-makers
15Shipwrights and sail-makers
16Smiths and metal-forgers
17Tinkers, pewterers, and casters
18Wagon-makers and wheelwrights
19Weavers and dyers
20Woodcarvers, coopers, and bowyers
 

Variant: Guild Merchant

Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan.

Skill Proficiencies Insight, Persuasion
Tool Proficiencies One type of artisan's tools
Languages One of your choice
Equipment A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp

Features

Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.   Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.   You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Suggested Characteristics

Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.

Traits

Dice 1d8 Personality Traits
1I believe that anything worth doing is worth doing right. I can't help it — I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.

Ideal

Dice 1d6 Ideals
1Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity: My talents were given to me so that I could use them to benefit the world. (Good)
3Freedom: Everyone should be free to pursue their own livelihood. (Chaotic)
4Greed: I'm only in it for the money. (Evil)
5People: I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration: I work hard to be the best there is at my craft.

Bond

Dice 1d6 Bonds
1The workshop where I learned my trade is the most important place in the world to me.
2I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
3I owe my guild a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my guild and prove that I am the greatest artisan of them all.
6I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.

Flaw

Dice 1d6 Flaws
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from guild coffers.
4I'm never satisfied with what I have — I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.

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Dwarf

overview
ability score increase
+2 Con
age
Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
alignment
Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size
Medium
speed
25ft, your speed is not reduced by wearing heavy armor.
Languages
You can speak, read, and write Common and Dwarvish.
race features
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).   Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.   Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.   Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
description
Dwarves are the youngest of the Elder Races that live in Isekai, it is said that they are charged with the secrets and skill of metalworking.

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Created by

RiverFang.

Statblock Type

Character Sheet (2020)

Link/Embed