The Magister
A Tortle in dark robes surveys the battlefield before her. Seeing her ally losing ground to a bloodlusting Orc, she touches the corpse of a nearby fallen knight, which rises from the afterlife and lunges at the green behemoth.
A man in flowing red robes parries the killing blow of a syndicate assassin with his dagger. As he strikes back the assassin falls without a drop of blood hitting the ground, instead it flows through the air like a river, invigorating his wounded allies, the tide turns.
Seeing a black hail of arrows come for him the scholar throws himself to the ground hoping to avoid death, when it doesn't come, the scholar opens his eyes: he sees a large lizardman in front of him, standing unhurt, the tribal warrior reaches out a clawed digit, and helps him to his feet.
No two magisters fight the same, each pull their essence from different sources, using different means, for different reasons. But no matter their approach to magic, magisters control the flow of any battlefield they step foot onto, manipulating essence, empowering allies by the lifeforce of their enemies.
A Search for Power
Magisters are esoteric magic users, falling into sects determining their field of study, and the source of their power. They draw upon the powerful essence of creatures living or dead to empower their spells and manipulate their surroundings.
Weaving essence into magic, the serene flowing moves of the sect of bone, the hard and powerful moves of the sect of flesh and the precise and agile ones of the sect of blood, their magic seem as much a physical art as much as a magical one.
Essence magic is often scorned for its corruptive power, it draws on the lifeforce of the caster and those around them, where magisters step, grass withers and children are stillborn.
For many the ability to mold flesh, knit wounds and create warriors that do not tire nor suffer is a path towards good, hoping its healing power outdoes its harm.
Ambitious students of essence magic look past its downsides, and see it as a path to greater ends than safer studies or worship offers, a good deal for the desperate.
Creating a Magister
In creating a magister, there is one important fact to consider: "how did you come into contact with Essence magic, and why do you use this dangerous form of arcane energy?"" Were you a young wizard who discovered their talent for manipulating essence was a quicker path to power? Did you grow up in a devil-worshipping cult that required the storing of essence for dark rituals? Or perhaps you're naturally gifted, and manipulate essence like others breathe? What is the appeal of essence manipulation to your character? Is it simply 'power over others', or do you seek knowledge of the natural world, the power to extend your life, the power to bring back those you love?
Quick Build
You can make a magister quickly by following these suggestions. First, intelligence should be your highest ability score. Make Constitution your next-highest if you want to excel at spell casting and plan to take up the Sect of Bone Archetype. Choose Dexterity instead if you plan to emphasize melee combat. Second, choose the Acolyte or Sage background. Third, choose the Control Flames and Prestidigitation cantrips.
Magister
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
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1st | +2 | Spellcasting, Essence magic | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Magister Sect | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Essence spells | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Essence Embodiment | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Sect Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Essence Harvest | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Sect Feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Sect Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 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 | Essence incarnate | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Sect Feature | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a magister, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per magister level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per magister level after 1st.
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a sickle
- (a) an essence focus
- (a) a priest’s pack or (b) a scholar’s pack
Alternatively, you can choose to start with 4d4 x 10 gp and opt to spend some or all of that money on starting equipment.
Spellcasting
As a magister, the skill to manipulate the essence of living beings is your goal that you must study and meditate on to achieve. The techniques for doing so can be enhanced by studying spells and the arcane.
See chapter 10 of the official player handbook for the general rules of spellcasting and the end of this document for the magister spell list.
Cantrips
You know two cantrips of your choice from the magister spell list. You learn additional magister cantrips of your choice at higher levels, as shown in the Cantrips Known column of the magister table.
Spellbook
At 1st level, you have a spellbook containing four 1st-level magister spells of your choice. Your spellbook is the repository of the magister spells you know, except your cantrips, which are fixed in your mind.
Spell Slots
The Magister table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these magister 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.
For example, if you know the 1st-level spell False Life and have a 1st-level and a 2nd-level spell slot available, you can cast False Life using either slot.
Preparing and Casting Spells
You can prepare the list of magister spells that are available for you to cast.
To do so, choose a number of magister spells from your spellbook equal to your Intelligence modifier + your magister 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 magister, 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 spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 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 long rest. Preparing a new list of magister spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Learning Spells of 1st Level and Higher
Each time you gain a magister level, you can add two magister spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the magister table. On your adventures, you might find other spells that you can add to your spellbook.
Spellcasting Ability
Intelligence is your spellcasting ability for your magister spells, since you learn your magister spells through dedicated study, meditation and physical training. 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 magister 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
Ritual Casting
You can cast a magister spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an Essence focus as a spellcasting focus for your magister spells. An essence focus is generally a vessel containing the source of the magisters essence, such as blood, flesh, or bone, often crafted by the magister, embedded into jewelry, staves, wands or ritual daggers.
Hit Dice
When a magister ability or feature mentiones the use of hitdice, it refers only to magister hitdice.
When a feature involves rolling a magister hitdice, you roll the hitdice + your constitution modifier.
For example, if you're a 5th-level magister you have five magister hitdice, which are all d8's, if an ability requires you to roll your hitdice you roll a d8 + your constitution modifier.
Essence magic
At 1st level, you learn how to harness essence to power your abilities, as such you gain the following features
when you deal damage or heal with a spell you may expend hitdice to empower it. You may spend one hitdice to increase the damage or healing of the spell by the number rolled on this die. Essence magic only applies for the first instance of healing or damage caused the spell. At 13th level you may spend one additional hitdice when using this feature.
Your control over essence allows you to recuperate your own lifeforce quickly. When taking a long rest, you regain all magister hitdice rather than half, in addition, you regain one magister hitdice on a short rest.
You may never store more more magister hitdice than you have magister levels.
Magister Sect
At 2nd level, you choose one of three magister sects to adhere to: the Sect of Bone, the Sect of Blood, or the Sect of Flesh. These Sects give you features at 2nd level and again at the 6th, 10th, 14th and 20th levels. Each sect is detailed at the end of the class description.
Essence spells
At 3rd level, you gain the ability to manipulate essence to alter your magister spells. You may use multiple effects on the same spells, as long as you meet all the requirements.
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Reversed lifeforce: When you deal damage or heal with a spell using a spell slot of 1st level or higher, you may spend hitdice equal to the level of the slot to turn damage into healing, or healing into damage. This effect only applies for the first healing or damage roll you make for the spell. When dealing damage with a healing spell the enemy must make a constitution saving throw against your spell save DC.
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Mana overflow: When you roll damage or healing for a spell using a spell slot of 1st level or higher, you can spend hitdice equal to the level of the slot to take the maximum damage or healing instead of rolling.
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Essence sentry: Spending one hitdice when you cast a spell or cantrip, you may delay the spell. Set a trigger that makes the spell go off, this can be something like "When an enemy passes through that door hit them with disintegrate". You then cast the spell as normal, and leave a magical essence sentry hovering in your space, which remains there for 1 minute. When the triggering event occurs, the Essence sentry releases the spell at your designated target, it then dissapears.
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Reverbing magic: When you cast a non concentration spell or cantrip that requires an attack roll or saving throw that targets a single creature, you may spend two hitdice to make it a reverbing spell. If the spell hits it has its normal effect and then hits an additional target within 15ft of the first. If the spell required an attack roll you roll again to hit the second target.
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.
Essence Embodiment
At level 5 your hitdice increases to a d8, this does not retroactively increase your health, but does change all of your magister hitdice to d8's At level 11, it increases to a d10, at level 17, it increases to a d12.
Essence Harvest
Starting at 9th level, when a spell you cast reduces a creature to 0hp you may steal its essence regaining one hitdice. Additionally as an action, you may harvest the essence of a creature within 5ft if it was killed within the last minute, regaining one hitdice. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Essence incarnate
At 18th level, you master the manipulation of essence in your own body, and others.
As an action you choose a creature within 120ft and manipulate its essence, if the creature is an ally it rolls one of its hitdice and gains hp equal to the result. If the creature is hostile it rolls one of its hitdice and takes necrotic damage equal to its result.
Additionally, as an action, you may touch a creature and transfer a number of years between you up to your level. If the creature is unwilling, they make a constitution saving throw against your spell save DC, on a success they are unaffected. When you have used this ability, you may not use it again until after a long rest.
Magister Sects
Though the basic skills of each magister are at their core identical, practitioners of essence manipulation choose various means to an end. This is done through adhering to the discipline of various magister sects. Though the disciplines have their orgins in various Sects, some which still exist, the disciplines created by those sects have a far further reach than the sects themselves, magisters are always hungry for apprentices to grow their field of study's reach.
The Sect of Bone
Magisters belonging to the sect of bone study and draw upon negative energy and expend it to empower their allies, raise the dead and puppeteer the living and dead. It's practitioners include liches, tribal shamans, Mortuary caretakers and students of the occult. Their essence focus is a bone, rarely the practitioners own, often from dead relatives, saints, or from powerful creatures, especially undead.
Mortuary magic
Your affinity for necromantic essence gives you the option to learn some non-magister spells that focus on manipulating the energies of life and death. When your Spellcasting feature lets you learn a magister spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the magister spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a magister spell for you.
spell Level | spells | |
---|---|---|
1st | Inflict Wounds | Bane |
2nd | Gentle Repose | Blindness/Deafness |
3rd | Animate dead | Speak with Dead |
4th | Death Ward | Shadow of Moil |
5th | Danse Macabre | Negative Energy Flood |
6th | Create Undead | Magic Jar |
7th | Resurrection | Finger of Death |
Grim Harvester
At 2nd level you learn to flow essence to your allies and minions to empower them, and to draw it back into you when they expire.
Any undead you control add your proficiency bonus to their saving throws and attacks rolls.
When an ally within 30ft of you rolls initiative they gain temporary hp equal to your magister level.
Whenever an ally within 30ft of you is reduced to 0hp, you may regain one hitdice. You can benefit from this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short rest.
Puppeteer
At level 2 you can use your essence to animate the dead controlling them to your whims.
As an action you may raise corpse of a beast, humanoid, monstrosity or undead as your undead minion expending two hitdice.
The minion cannot have a CR higher than your magister level and must be large or smaller in size. If it had a flying speed it cannot end its turn in the air, gliding to the ground at the end of its turn.
- the newly created undead has health equal to three times your magister level + your constitution modifier, it lacks hitdice of its own.
- The minion retains any proficiencies, gains the undead type and becomes immune to poison damage and the poisoned condition.
- The minions ability scores are reduced by 4 to a minimum of 1 and it loses any ability to cast spells or summon other creatures.
- You may telepathically communicate with your minion as long as it is within 120ft of you and it obeys your mental and verbal commands to the best of its ability.
- as a bonus action you may spend one hitdice healing the minion for the result.
- In combat the minion acts on your turn, it benefits from grim harvester's temporary hitpoints as if it rolled initiative.
Your control over your minion lasts for one day, each day as part of your morning preparations you may spend one hitdice to reassert control over your minion, restoring it to full health in the process. Raising a minon does not repair its form nor restore body parts, but its body can be mended through other spells or through surgery.
A minion not under your control may act according to its instincts in life, seek vengeance against its killer, or become hostile to all life. It retains its ability to speak if it could in life, but cannot lie to or work against its master.
Dance macabre
Starting at 6th level you can infuse your allies with unholy vigor, moving by your direction and power.
As an bonus action you you may spend one hitdice, selecting creatures within 30ft up to your intelligence modifier. These creatures may move their speed without provoking opportunity attacks. Until the end of their next turn they gain advantage on their next dexterity saving throw or attack roll. Undead affected by Dance macabre gain temporary hp equal to the result on the hitdice.
Overwhelming Power
At 10th level learn to infuse your undead minion with negative energy, unleashing a blast of life sapping power.
As an action you spend a hitdice to infuse your undead minion within 120ft, The undead releases a wave of energy dealing necrotic damage in a radius around it determined by its CR, as seen on the Overwhelming power damage chart, a successful constitution saving throw, halves the damage.
undead CR | damage | radius |
---|---|---|
2 or lower | 2d8 | 5ft |
5 | 3d8 | 5ft |
9 | 4d8 | 10ft |
11 | 5d8 | 10ft |
17 | 6d8 | 15ft |
Master of Undeath
Starting at 14th level your mastery of the essence of death increases, improving earlier features.
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with your puppeteer ability you may raise Dragons, fiends and giants as well.
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If your undead minions have a flying speed they no longer must end their turn on the ground.
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Your undead minions physical ability scores are reduced by 2 instead of 4, at level 20 they are not reduced at all.
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The amount of creatures you can affect with dance macabre increases to your intelligence modifier + your proficiency bonus.
Necropolis
At 20th level you can consecrate an area with negative energy, empowering yourself and undead within it. you may spend 1 hour to perform this ritual, at the end of which you consecrate an area 1 mile in radius for 24 hours. If this ritual is performed in the same location every day for a year, it becomes permanent and is considered a 9th level spell for the purposes of being dispelled.
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Creatures that aren't undead or constructs within this area that die raise again as skeletons or zombies under your control at the beginning of your turn.
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Creatures within the Necropolis are considered to be in range for your grim harvester features. When the duration of the Necropolis ends, all undead raised by its effects die. Undead raised by the Necropolis may not leave its area.
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While within the necropolis, you may cast the spell negative energy flood at 5th level as a bonus action once per turn, casting the spell this way it does not consume a spell slot.
Once you have used this feature, you may not use it again until you have taken a long rest.
Tip for DMs:
Bone magisters have access to a lot of spells and abilities that allow them to control many different creatures at the same time. If there is a lot of extra bodies on the battlemap it can slow down combat significantly.
If there is a lot of the same kind of creature you may choose to treat them like a horde.
A horde roll initiative together, moves together and attacks only once. The attack bonus of this attack is the creatures proficiency bonus +1 for each creature beyond the first in the horde. Its damage is the damage of the main attack of the creatures in the horde multiplied by the remaining creatures without bonuses from ability scores or magic items.
The horde has health equal to the combined health of each member of the horde, once the horde has taken damage equal to the health of one member the horde loses one member.
the horde rolls saving throws only once and are immune to non-damaging effects that only affect a single target. Damage from area of affect abilities is multiplied by the amount of members of the horde the effect hits. Hordes should generally not exceed 5 members, if there is a lot of additional creatures try forming additional hordes.
A horde of 5 skeletons has an attack bonus of 6, and deal 5d6 damage on a hit, they have 65 health and loses a member each time it loses 13 health or more.
The Sect of Blood
Magisters belonging to the sect of Blood, focus on the study of lifeblood.
Seeking power through blood, its practitioners can be anything from healers and exorcists to hellknights and bloodthirsty vampires.
The Sect of blood is said to have its origins in the Red Wizards of Thay who, in their infernal dealings utilize magics of the nine hells to supplement their own.
Their Essence focus is usually a vessel containing blood, usually from the magister, though some seek out the blood of powerful beings, such as fiends, unicorns or dragons.
Blood magic
Your study of the innate magics found in blood gives you the option to learn some non-magister spells that focus on healing your allies and cursing your foes. When your Spellcasting feature lets you learn a magister spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the magister spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a magister spell for you.
spell Level | spells | |
---|---|---|
1st | Hex | Charm Person |
2nd | Borrowed Knowledge | Flame Blade |
3rd | Aura of Vitality | Fireball |
4th | Death Ward | Fire Shield |
5th | Steel Wind Strike | Immolation (XG) |
6th | Summon Fiend | Mass Suggestion |
7th | Tether Essence | Fire Storm |
The power in blood
At 2nd level you train yourself in war, using blood magic to empower your martial abilities.
You become proficient with shields as well as simple and martial weapons.
When you reduce a non construct creature to 0hp with a melee attack or touch spell, you may steal its essence to regain one hitdice, the creature must have a CR above 0. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a rest.
if you possess the blood of a creature, you may cast spells targeting only that creature as if you could see it, even if it is outside the normal range of the spell, up to 1 mile. Casting a spell this way, consumes the blood you were using.
Blood Tap
At 2nd level your magic tips the scales of a fight, using blood to strike with lightning speed, draining the lifeforce from your foes.
when you cast a spell with a casting time of 1 action or take the attack action, you may spend one hitdice to make an melee attack as a bonus action during the same turn. This attack deals additional damage equal to the result on the hitdice. If this melee attack hits you regain health equal to the result on the hitdice.
Invigorate
Starting at 6th level you can use the lifeforce of a creature you slay to empower allies, gifting them with infernal speed.
When you reduce a creature to 0hp with a touch spell or melee attack you may invigorate an allied creature within 60ft. An invigorated ally has an additional attack they can make as part of their attack action and doubled movement until the end of their next turn.
Hematometic movment
At 10th level, as a bonus action you may teleport, from corpse you are adjacent to, to another you can see within 60ft, you may spend one hitdice to ignore the need for an origin point.
Master of blood magic
Starting at 14th level your mastery of blood magic increases.
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when using Hematometic movement you may teleport to living creatures as well, though you still require a corpse or another significant source of blood as an origin point.
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When you blood tap, if the blood tap attack reduces the target to 0hp, you regain the spent hitdice.
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When you invigorate an ally they may choose to make their extra attack immediately.
Bloodthirster
At 20th level you master blood magic, controlling blood and essence as a natural extension of yourself. You can take on a form of flowing blood controlling it to your whims.
As an action you may undergo the transformation, for 1 hour, you gain the following benefits.
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Your worn equipment are integrated into your form, and transform with you, they retain their normal function.
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You do not need to breathe, and are immune to the exhaustion, grappled, paralyzed, petrified, poisoned, prone and restrained conditions.
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You may slip through gaps as small as 1 inch and can take any shape desired, limited only by size.
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you gain resistance to slashing, bludgeoning and piercing damage from non-magical weapons.
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Your melee attacks have their reach increased by 10ft and deal extra necrotic damage equal to your intelligence modifier.
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When a non construct creature within 30ft is reduced to 0hp, you may drain it of its essence, restoring hp equal to its CR to yourself or an ally within 60ft. Draining a creature this way, extends the duration of bloodthirster by 1 hour, draining creatures with a CR lower than 1 has no effect.
You may end the transformation early as a bonus action. Once you have used this ability, you may not use it again until you have taken a long rest.
Magister Sect of Flesh
Magisters belonging to the sect of Flesh, focus on the study of the physical form and positive energy, using their magics to empower themselves, becoming living weapons.
Practitioners include warrior mystics, battlemages, macabre cultists and village healers.
Their Essence focus is usually a vessel containing a piece of flesh gathered from a forearm or leg, some extreme sects have been known to use an eye, or even their tongues.
Flesh magic
Your affinity for the physical form gives you the option to learn some non-magister spells that focus on protecting and healing the body.
When your Spellcasting feature lets you learn a magister spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the magister spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a magister spell for you.
spell Level | spells | |
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1st | Cure wounds | Feather Fall |
2nd | Protection from Poison | Alter Self |
3rd | Revivify | Feign Death |
4th | Freedom of movement | Polymorph |
5th | Mass Cure Wounds | Greater Restoration |
6th | Heal | Flesh to Stone |
7th | regeneration | Draconic Transformation |
Body of Essence
At 2nd level you have trained yourself to use your essence to reinforce your body, using it as your weapon and armor in combat.
When you aren't wearing armor or using a shield, your AC equals 13 + your Constitution modifier.
Your unarmed strikes deal 1d8 bludgeoning damage. when you cast a spell with a casting time of 1 action or make an melee attack as part of an attack action, you may make an unarmed strike as a bonus action during the same turn.
As a reaction taken when an ally within 5ft of you is hit by a ranged or melee attack, you may interpose yourself in front of ally, taking the damage in their stead. If you take at least 1 point of damage from that attack, you may regain one hitdice.
You may only regain hitdice this way an amount of times equal to your proficiency modifier between rests.
Control the flow
Beginning at 2nd level you know how to strengthen your body at the right time to deflect and absorb incoming damage.
Once per turn when you take damage you may spend one hitdice, and reduce the damage taken by the result.
Essence Strike
Starting at 6th level you make your flesh as strong as steel when you strike your foes striking at their very lifeforce with every blow.
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Once per turn when you hit with an unarmed attack, you may use the Essence magic feature to empower it, following the same restrictions otherwise.
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You can attack twice, instead of once, whenever you take the unarmed attack bonus action on your turn.
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Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Essence bulwark
At 10th level, your control of your body now extends to your allies, protecting them as well.
As a reaction when an ally within 30ft of you that you can see takes damage you may spend one hitdice, and reduce the damage taken by the result.
Master of the Flow
Starting at 14th level your mastery of the physical form and the flow of essence increases.
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When you spend a hidice to reduce damage with the Essence bulwark or Control the Flow features you double the result on the hitdice.
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When you make an unarmed attack on your turn, your movement speed is increased by 5ft until the end of your turn.
Perfect Warrior
At 20th level, you learn to transform your body and mind into a perfected form, taking on an shape idealized for combat. Your mind-set changes alongside your body so that you relish combat, fighting without fear or worry.
As an action you may undergo a transformation gaining the following benefits:
- You have advantage on strength and constitution checks and saving throws.
- You are immune to the frightened condition.
- If you are smaller than large sized, you may grow to be large.
- Your unarmed strikes can do your choice of slashing, bludgeoning or piercing damage, has a reach of 10ft and deal an additional 3d8 damage.
- you gain resistance to slashing, bludgeoning and piercing damage.
- your movement is doubled and you are unaffected by non-magical difficult terrain.
- You may not cast spells other than cantrips while you are in this form.
You may end the transformation early as an action. You may remain in this form for 1 hour, which does not need to be consecutive, once the time is up you may not transform again until you have taken a long rest.
Magister Spell List
- (SC) designates that the spell is from the Sword Coast Adventurer’s Guide
- (XG) designates that the spell is from Xanathar's Guide to Everything
- (TC) designates that the spell is from Tasha's Cauldron of Everything
- (FD) designates that the spell is from Fizban's Treasury of Dragons
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Cantrips (0 Level)
- Chill Touch
- Control Flames (XG)
- Green-Flame Blade (TC)
- Guidance
- Dancing Lights
- Message
- Lightning Lure (TC)
- Mage Hand
- Mending
- Prestidigitation
- Shocking Grasp
- Toll the Dead (XG)
1st Level
- Absorb Elements (XG)
- Arms of Hadar
- Command
- Comprehend Languages
- Detect Magic
- Disguise Self
- Expeditious Retreat
- False life
- Grease
- Identify
- Longstrider
- Mage Armor
- Jump
- Protection from Evil and Good
- Sleep
- Unseen Servant
- Zephyr Strike (XG)
2nd level
- Aid
- Crown of Madness
- Enhance Ability
- Enlarge/Reduce
- Heat Metal
- Hold Person
- Invisibility
- Levitate
- Mirror Image
- Misty Step
- Scorching Ray
- See Invisibility
- Shatter
- Shadow Blade (XG)
- Spider Climb
- Suggestion
- Warding Bond
3rd Level
- Bestow Curse
- Counterspell
- Dispel Magic
- Erupting Earth (XG)
- Fear
- Fly
- Glyph of Warding
- Haste
- Hunger of Hadar
- Life Transference (XG)
- Protection from Energy
- Remove Curse
- Slow
- Spirit Shroud (TC)
- Thunder Step (XG)
- Tongues
- Vampiric Touch
- Water Breathing
4th Level
- Banishment
- Compulsion
- Control Water
- Dimension Door
- Dominate Beast
- Elemental Bane (XG)
- Evard's Black Tentacles
- Fabricate
- Giant Insect
- Greater Invisibility
- Ice Storm
- Phantasmal Killer
- Raulothim's Psychic Lance (FD)
- Stoneskin
- Summon Construct (TC)
5th Level
- Animate Objects
- Antilife Shell
- Awaken
- Cone of Cold
- Contagion
- Destructive Wave
- Dominate Person
- Enervation (XG)
- Hold Monster
- Modify Memory
- Planar Binding
- Rary's Telepathic Bond
- Skill Empowerment
- Wall of Force
6th Level
- Blade Barrier
- Bones of the Earth (XG)
- Circle of Death
- Create Homunculus (XG)
- Disintegrate
- Eyebite
- Globe of Invulnerability
- Harm
- Mass Suggestion
- Primordial Ward (XG)
- Scatter (XG)
- Soul Cage
- Tenser's Transformation (XG)
- True Seeing (TC)
7th Level
- Crown of Stars (XG)
- Forcecage
- Plane Shift
- Power Word Pain
- Reverse Gravity
- Simulacrum
8th Level
- Abi-Dalzim's Horrid Wilting
- Antimagic Field
- Clone
- Dominate Monster
- Feeblemind
- Mind Blank
- Power Word Stun
- Telepathy
9th Level
- Blade of Disaster
- Foresight
- Invulnerability
- Mass Polymorph
- Power Word Heal
- Power Word Kill
- True Polymorph
Multiclassing
In order to qualify for a multiclass combination including the
magister class, you must meet the following requirement:
- Have a intelligence of score of 13 or higher
You gain proficiency in light armor when doing so.
Credits
Version: 1.5 (2-12-2022)