The Exemplar

by u/Zarieth

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The Exemplar
MIGHT AND MAGIC, STRAIGHT FROM THE HEART

Exemplar

As the commander knelt, bleeding before the enemy hoard, he could feel the courage of his nearby troops fading. Knowing the battle was soon to be lost, he reached deep into the fabric of magic with his heart alone. Without magical words, gestures, song, or formulae he pulled at the veins of power which ran beneath the earth and began to shape the energy with his very soul.

With a mighty rallying cry, the magical power was unleashed as he and many others rose to their feet with renewed supernatural strength and will. They would not be defeated today.

Exemplars are primarily warriors who practice a long-forgotten school of magic known as suffusion which involves taking existing magical energy into their own bodies with force of personality alone. No spells required. They use this technique to counter other magic, inspire their allies on the battlefield, and enhance their combat prowess.

The exemplar's powers can be adapted to fit the magic system of any campaign setting. They are able to extract raw magic from the very source of all magic. This source might be the traditionally-thought magic "weave", a kind of magical fabric. The exemplar might have to reach across some kind of veil to pull magic from an entirely separate realm of condensed magic. Or the source of magic can be local and tangible, like ley lines which run beneath the surface of the land, which spellcasters draw from to shape their spells.

The First Exemplar

The first exemplar was an extraordinary hero in the most genuine sense of the word. He grew up in vassalage under a dangerous magocracy and eventually escaped. The talent of suffusion was strong in his heart, and in time he was found by an ancient sacred order determined to stop the magocracy.

With his courage and magnetism, he quickly rose in the ranks to become commander, teaching the martial troops the technique of suffusion so that they, meagre mercenaries, had the power to stand against the arcanists.

Suffusion didn’t die with him – the sacred order overthrew the magocracy and brought peace to the land, and the most devoted and resolute of his troops continued to spread the technique of suffusion down through generations.

The Calling

Most exemplars feel a calling to magic, similar to what the first exemplar must have felt. It takes a very special individual to learn to shape magical energy without spells on their own, and though a few do, most acquire the skill by seeking out a tutor to fulfill this calling.

The calling is different for all exemplars. Though exemplars share natural and innate bonds to the source of magic, they seek to develop suffusion for the betterment of their own varied lives. Perhaps they wish to defend the innocent against an oppressive regime and follow in the first exemplar’s footsteps, or maybe they have a score to settle with their own personal villain. Regardless of what the calling is, they all share one thing in common. They are inspired.

Creating An Exemplar

An exemplar doesn't have to hate or even distrust magic. They do not need to follow in the first exemplar's footsteps or devote himself to any kind of crusade - though they can.

What is most important to consider is their calling. What pressures, injustices, and obstacles did your character face growing up that sparked the sacred connection to the source of all magic? The exemplar life isn't learned through study and curiosity or inherited from a domestic or otherworldly being. It is carried in the heart.

Additionally, discuss with your DM regarding the source of magic in their world, as this can vastly enrich your exemplar's backstory and personal relationship to magic as well as the understanding of how his or her abilities work within the lore your DM has established.

Finally, as exemplars do not use magic through spells but through inspiring and suffusing themselves and their combat abilities. What kind of tutelage (if any) did your character receive to achieve such a commanding personality and adeptness in combat?

Quick Build

You can make an exemplar quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma and Constitution. Second, select the Soldier background.

Class Features

As an exemplar, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per exemplar level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per exemplar level after 1st

Proficiencies


  • Armor: All armour, shields
  • Weapons: Simple and martial weapons
  • Tools: none

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chainmail (b) leather armour, a longbow, and 20 arrows
  • (a) a martial weapon and a shield (b) two martial weapons
  • (a) a dungeoneer's pack (b) an explorer's pack
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Part 1 | The Class
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Part 1 | The Class
The Exemplar
Level Prof. Bonus Suffusion Points Features
1st +2 - Barrier, Fighting Style
2nd +2 2 Universal Suffusion, Arcane Awareness
3rd +2 3 Exemplar Specialization
4th +2 4 Ability Score Improvement
5th +3 5 Extra Attack
6th +3 6 Specialization Feature
7th +3 7 Superior Suffusion
8th +3 8 Ability Score Improvement
9th +4 9 Purge Arcanum
10th +4 10 Specialization Feature
11th +4 11 Redemption
12th +4 12 Ability Score Improvement
13th +5 13 Rally
14th +5 14 Specialization Feature
15th +5 15 Improved Arcane Awareness
16th +5 16 Ability Score Improvement
17th +6 17 Hardy Personality
18th +6 18 Profound Temper
19th +6 19 Ability Score Improvement
20th +6 20 Improvised Suffusion

Barrier

Beginning at 1st level, when you use an suffusion, you gain +2 to your AC until the end of your next turn. This bonus does not stack with itself if you use more than one suffusion in a round.

Fighting Style

At first level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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Part 1 | The Class

Universal Suffusion

At 2nd level you learn three suffusions. You gain an additional suffusion below of your choice at 5th, 9th, 13th, and 17th level. Every time you learn a suffusion, you may also replace one you know with a different one. A suffusion uses a bonus action unless otherwise specified and costs a number of points equal to the number next to its name. You recover all suffusion points at the end of a long rest.

In addition, when you use a suffusion, your weapons count as magical for the purposes of overcoming damage resistance until the beginning of your next turn.

Suffusions

The suffusions below are presented in alphabetical order.

Inspire Alacrity (2). If you or any ally who can see you misses with a weapon attack roll or an attack roll with a cantrip, they can make one extra attack or recast the cantrip once against the same target until your next turn.

Inspire Fury (1). Attacks by you and allies who can see you score a critical hit on 19-20 until the end of your next turn.

Inspire Radiance (1). Spell DCs for allies’ spells are increased by 1 until the end of your next turn.

Inspire Resilience (1-5). One ally you can see within 30 feet gains temporary hit points equal to 5 time the points you spend. These temporary hit points last one hour.

Integrate Arcanum (2). You overload your next attack with raw magical energy. A foe struck by one attack which you declare must succeed at a Constitution saving throw or be stunned until your next turn.

Integrate Persistence (1). When you use this suffusion, you may also make an attack with your offhand weapon as part of the same bonus action. You may add your Charisma modifier to the attack roll.

Integrate Suffusion (2). You use this infusion as a reaction at any time to use another suffusion at its listed point cost as part of the same reaction.

Integrate Tenacity (1). When you use this suffusion, you may also make a bonus attack with your offhand weapon as part of the same bonus action. If the attack hits, any suffusion you use before the end of your next turn costs one less point (minimum 1 point).

Manifest Competence (1). Choose one type of ability check or a weapon with which you are not proficient. You are considered proficient in that skill or weapon for one minute.

Manifest Courage (1). As a reaction, when you are affected by a spell which requires a saving throw, before rolling you can choose to make a Charisma saving throw instead. If the spell deals half damage on a successful save, you can spend an additional point to instead take no damage.

Manifest Determination (1). When you fail an attack roll, ability check, or saving throw because of disadvantage, you can use your reaction to use this suffusion to give yourself advantage on your next attack roll, ability check, or saving throw within 10 minutes.

Manifest Trust (1). You can use this suffusion to add your proficiency bonus to Charisma (Persuasion) and Charisma (Deception) checks for the next minute, or double your proficiency if you already do. Additionally, when you use the help action to give an ally advantage, they add your Charisma modifier to the check.

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Part 1 | The Class

Arcane Awareness

Beginning at 2nd level, as an action, you can touch an object, wall, floor, or creature and sense whether magic is affecting it or the area and how long it has been since that magic took effect: within the last 24 hours, the last week, the last month, within the last year, or longer. If you maintain contact with the touched object or creature for one minute, you sense the school(s) of magic of the spells affecting them.

You can use this ability 3 times. You regain all uses of this ability when you finish a long rest.

Exemplar Specialization

Depending on the exemplar's calling and innate talents, he chooses a specialization at 3rd level as listed at the end of the class description. In addition to new abilities, you also gain access to several specialization-exclusive suffusions, irrespective of the number of universal suffusions you can learn.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Superior Suffusion

Starting at 7th level, you are able to use your suffusions more efficiently. If you use a suffusion which affects an enemy, yourself or allies and no one targeted is affected, you may choose to regain 1 suffusion point as a reaction. This may happen because you do not hit with a suffused attack roll, no one uses any type of action that triggers the effect, or the suffusion otherwise has no effect. For example, if you use Inspire Radiance and no one casts a spell requiring a saving throw, you regain one point of suffusion. If, however, they cast a spell against an enemy and the enemy makes the saving throw, you are not eligible to regain the point.

Additionally, when you roll initiative with zero suffusion points remaining, you regain 5 points.

Purge Arcanum

Beginning at 9th level, when you and your allies within 30 feet use hit die to recover hit points, add your Charisma modifier to the total. In addition, those who regain hit points are targeted by dispel magic if you choose. Your spellcasting ability for this feature is Charisma.

Redemption

Starting at 11th level, on a round where you fail to deal damage with a melee attack roll, you may make one extra attack with advantage.

Improved Barrier

Beginning at 13th level, allies within 5 feet gain the benefit of your barrier, adding half of your Charisma modifier to their respective ACs.

Improved Arcane Awareness

At 15th level you are constantly vigilant about the use of magic, and know when a spell is being cast within 60 feet of you.

Hardy Personality

At 17th level you gain advantage on saving throws against being frightened. In addition when you take damage, you can use your reaction to halve that damage.

Profound Temper

Beginning at 18th level, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

Improvised Suffusion

At 20th level, you have become so adept at shaping raw magical energy that you can use any specialization-exclusive suffusion for twice the point cost regardless of your chosen specialization. You may use this ability once. You may use this ability again after you complete a short or long rest.

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Part 1 | The Class

Exemplar Specializations

Choose a specialization from those listed below. Your choice reflects the nature of your calling - what sparked the connection between you and the source of magic - and explains the nature of your abilities accordingly.

You may oppose magic to protect your allies, be on a crusade against all magic, be on the run as a fugitive for fleeing the battlefield, or are hunted by some specific individual or organization, or you may use your abilities to shape the tide of battle through your inspiration and supreme tactics.

Countermagic

Exemplars of countermagic excel and disrupting spells and magic effects with the raw magic they wield. They may or may not have a negative attitude towards magic use. They may have spellcasting allies they keep a watchful eye on, or they may trust them completely and simply act as a bastion against magic who would harm their allies. They are adept at clearing the way of dangerous or hindering magic effects, and are anathema to magic-wielding monsters and enemy spellcasters.

Exclusive Suffusions

Exemplars who choose the countermagic specialization automatically know the following suffusions (though they may not be able to use all of them at 3rd level based on the point cost.)

Like universal suffusions, these take a bonus action unless otherwise specified and cost a number of suffusion points as indicated next to the name.

Antimagic Strike (4). When you use this infusion, you declare an attack roll to be an antimagic strike. If you hit, one magical effect on the target is dispelled as if by dispel magic. Like the spell, the effect is dispelled if it is 3rd level or lower, otherwise you must succeed on a Charisma check with DC equal to 10 + spell level.

Counterstrike (3). When you see an enemy within reach cast a spell, you may use your reaction to make a melee attack against them. If the attack hits and the spell being cast is of 3rd level or lower, it does not take effect and the spell slot is wasted. If the spell is 4th level or higher, you must make a Charisma check with a DC equal to 10 + the spell’s level to nullify it. At level 15 in the exemplar class, you do not need to see the spell being cast in order to use this suffusion due to your Improved Arcane Awareness feature.

Disrupt Magic (2). When you use your Arcane Awareness to touch a creature or object you can supress one magic effect affecting it for up to one minute, requiring concentration and contact as if on a spell. If you maintain concentration for the entire duration, you can spend 1 addition suffusion point to dispel the magical effect.

Spirited Rally (1). You suffuse an ally with your spirited energy. The next time that ally makes a saving throw against a magic effect within the next 10 minutes, they may add your Charisma modifier to the roll.

Absorb Magic

Beginning at 3rd level, whenever a spell is countered or a magical effect dispelled within 30 feet of you, you regain 1 suffusion point up to your maximum number of suffusion points for your level.

Sense Potential

Beginning at 6th level, you can spend one minute studying a creature. At the end of this minute you determine the highest level spell they can cast for which they currently have uses of or spell slots remaining.

Disarming Awareness

Beginning at 10th level, when you use your Arcane Awareness and maintain concentration and contact for the entire one minute duration, you can choose to attempt to dispel the effect as if casting dispel magic with no components. Your spellcasting ability modifier for this ability is Charisma. If you successfully dispel the effect, you regain one suffusion point up to your maximum for your level. You may use this ability once. You may use this ability again after you complete a short or long rest.

Spell Cleaver

Beginning at 14th level, spellcasting you are aware of provokes an opportunity attack from you. In addition, when you damage a creature concentration on a spell, the Constitution saving throw DC to maintain concentration is equal to half the damage you deal plus your Charisma modifier, or 10, whichever is higher.

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Part 2 | Specializations

Masking

Exemplars of masking are experts in combining the raw magic they wield with actual spells. Because spells are so varied, so too are the abilities of a masking exemplar. They can hide magical auras, prevent scrying, and even disguise or change spells cast by others with cooperation. They are a spellcaster's best friend, and a nightmare for those who attempt to get between them and their allies.

Exclusive Suffusions

Exemplars who choose the masking specialization automatically know the following suffusions (though they may not be able to use all of them at 3rd level based on the point cost).

Like universal suffusions, these take a bonus action unless otherwise specified and cost a number of suffusion points as indicated next to the name.

Dampen/Hearten Spell (4). You provide an extra layer to a spell so that its effects are heightened or diminished. When you use this suffusion, choose a creature capable of casting spells. If the creature is hostile, the next spell they cast is treated as one level lower. The spell slot expended remains the same. They must cast a spell using a spell slot at least one level higher than the normal level or the spell fails. If you target an ally, their next spell is treated as one level higher for all purposes. This suffusion cannot raise the spell's effective level above the maximum spell level that ally can cast.

Disguise Spell (2). When an ally casts a spell that requires a saving throw, you may use this suffusion as a reaction to make the spell look differently than expected, producing the following effect. Roll 1d6. The result is the type of saving throw the creature must make. On a 1, the spell requires a Strength saving throw, and on a 2, 3, 4, 5 or 6, the spell becomes a Dexterity, Constitution, Intelligence, Wisdom, or Charisma saving throw respectively.

Mask Magic (1). When you use this ability, choose an object or creature within 30 feet. Any and all magic auras that surround the target are suppressed for 10 minutes, requiring concentration as if on a spell, as are any illusory effects such as the changes from a disguise self spell, or the clones of a mirror image spell. . As a reaction you may dismiss this effect, causing auras and illusory effects to resume instantly.

Spell Surrogate (3). You may use this infusion when a willing ally within 30 feet is concentrating on a spell. You assume concentration of the spell. All parameters of the spell remain consistent with the spell's original casting. If the spell normally allows the caster to control some aspect of the spell each round for the duration (such as moving the area of effect or making an attack roll), those actions and any benefits that come with it (such as regaining hit points) continue to abide by the spell's caster.

Positive Feedback

Beginning at 3rd level, you can use the Help action to help an ally in casting a spell by partially hiding the spell's effect from its target. The allied spellcaster gains advantage on one attack roll with one spell they cast before your next turn. If the spell hits with the attack roll (or any, if the spell grants multiple attack rolls), you regain one suffusion point up to your maximum number of points for your level.

Reveal Weakness

At 6th level, you may spend one minute studying the magical imprints on a creature to determine its weaknesses. At the end of the minute, you learn up to one damage vulnerability and you know the abilities tied to its three weakest saving throw modifiers.

Scrying Awareness

Beginning at 10th level, when you choose to use your Arcane Awareness you instantly know if a creature or area within 30 feet of you is the target of scrying or any similar divination spell that enables a spellcaster to view the creature or area in question.

You can choose to continue to focus on your original target or instead attempt to reverse the spell without the knowledge of the spell's caster. This requires one minute of uninterrupted concentration. At the end on the minute, make a Charisma check against a DC of 10 + the divination spell's level. If you succeed you can see the spellcaster in the same manner that enables them to see the target of their divination for as long as the spell remains active.

Unmask

Starting at 14th level, whenever you attempt to save against or otherwise try to perceive an illusion or hidden creature, you may make a Charisma saving throw or Charisma check with proficiency instead of using the normal ability score. If you succeed at a saving throw against an illusion or otherwise see through an illusion, you may attempt to dispel the effect as a reaction by succeeding at a Charisma check against a DC of 10 + the spell level.

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Part 2 | Specializations

Tactics

Exemplars who specialize in tactics are rarely surprised and know how to manipulate resources between them and their allies to better balance the fight in their favour.

They can loan out raw magical energy to their allies in forms they can use, be it the ability to cast more spells, or imbuing their weapons with magical properties, and even share some types of suffusions. Exemplars of the tactics specialization keep their allies protected, prepared, and supplied.

Exclusive Suffusions

Exemplars who choose the tactics specialization automatically know the following suffusions (though they may not be able to use all of them at 3rd level based on the point cost).

Like universal suffusions, these take a bonus action unless otherwise specified and cost a number of suffusion points as indicated next to the name.

Back to Back (1). When you use this suffusion, the next suffusion that affects yourself that you use before the end of your next turn also affects an ally within 5 feet.

Bleeding Heart (1) When you take damage, you can use this suffusion as a reaction to gain temporary hit points equal to your Charisma modifier.

Gift of Magic (2-7). A good tactician knows when his allies may be more useful in specific situations than he. When you use this suffusion, choose an ally within 30 feet who has at least one expended spell slot. For a number of suffusion points according to the following scheme, that ally regains a spell slot of a specific level which does not exceed the normal maximum number of spell slots they have for the day.

Gifting Spell Slots
Spell Slot Level Suffusion Points
1st 2
2nd 3
3rd 5
4th 6
5th 7

Imbue Weapons (2). When you use this suffusion you imbue up to two weapon within 30 feet with raw magic. Until your next turn, those weapons deal force damage.

Inspiring Tactics

Beginning at 3rd level, when you deal damage against a hostile creature with a melee weapon attack and the number on any damage die equals your Charisma modifier, you regain 1 suffusion point up to your maximum points for your level. You may only use this ability once per turn.

Supernatural Inspiration

Beginning at 6th level, while they can see you, allies never make Charisma checks or saving throws with disadvantage.

Precise Awareness

Beginning at 10th level, when you use your Arcane Awareness, you can maintain concentration and contact with the ground for one minute. For 10 minutes afterward, you can sense the presence of creatures able to cast spells within 1000 feet, as well the exact number of creatures traveling with them. You also know whether their proximity is growing or shrinking. Additionally, if you roll initiative in combat against the creatures you sense within 24 hours, you roll with advantage.

Redirect Magic

Beginning at 14th level, when you are targeted by a magical effect which requires a saving throw, you can choose to fail that saving throw and as a reaction use any infusion you know without the point cost if the point cost is equal to or less than the spell level.

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Part 2 | Specializations

Artist Credits

Work in progress!

Contributor Credits

Work in progress!

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Part 3 | Credits
 

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