Magister
Hit Points
Hit Dice: d8 per Magister level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Magister level after 1st
Proficiences
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence
Skills: Choose 3 from Acrobatics, Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Religion, and Survival.
Class Features
Martial Saving Throw
At first level, you may select your second Saving Throw proficiency. You may choose between Strength and Dexterity. Once you choose your desired Saving Throw, you may not change your selection. You may still gain the proficiency you did not choose through normal means, such as the Resilient Feat.
If you are multiclassing into Magister (meaning it is not the class your character started at level 1) you do not gain this feature.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Magister's Choice
Starting at first level, you may select 2 martial weapon categories to become proficient in. The weapon categories are listed below. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your Magister has been exposed to the operation of such weapons, your Magister may select the Firearms martial category, and become proficient with firearms. If you want a particular weapon but it isn't listed as an example, work with your DM to determine what would be the best Category for that weapon. If you can't determine what category it should go into, then put it in the Special Weapons category.
Category Name |
Example Weapons |
Weapon Descriptions |
Bows |
Longbow, Recurve Bow |
Ranged Weapons that do not have the Loading or Reloading traits. |
Crossbows |
Hand Crossbow, Light Crossbow, Heavy Crossbow |
Ranged Weapons that have the Loading trait (or Reloading trait in special cases). |
Great Weapons |
Greataxe, Greatsword, Maul, Warhammer |
Melee weapons that are Two-Handed, and do not have the Reach trait. |
Long Blades |
Longsword, Rapier, Battleaxe |
Bladed Melee weapons that usually have at least 1d8 as their base damage, and are not Light. |
Short Blades |
Shortsword, Scimitar, Dagger |
Bladed Melee weapons that usually have 1d6 or less as their base damage, and are always light. |
Polearms |
Spear, Pike, Glaive, Trident, Halberd |
Weapons that have a long pole as their central body. These weapons have the Reach trait. |
Special Weapons |
Flail, Morningstar, War Pick, Whip, Lance, Blowgun |
Special Weapons are weapons that don't fit comfortably in the other categories. |
Firearms |
Handgun, Marksman Rifle, Combat Rifle, Scatterguns |
Weapons that utilize gunpowder in their operation. Not all worlds have firearms, confirm with your DM before you take this category. |
Note: Items that are classified as weapons, such as the Net, but do not have a base damage value are excluded from this list- and other similar items should be excluded as well.
The Telum
A Magister is nothing without their Telum. The Telum is a weapon that is able to morph its form in the blink of an eye to that of another weapon. Over the course of a Magister's life, their Telum could take dozens of forms to suit the needs of their situation.
Beginning at 2nd level, you may perform a ritual over the course of one hour, to transform a weapon you have into your Telum. To perform the ritual you must remain motionless and meditate while holding a weapon you have proficiency with. At the end of your ritual, the weapon you were holding become bound to you as your Telum.
Telum Forms
At 2nd level, select two Telum Forms of your choice. Your Telum Form options are detailed at the end of the class description. At certain levels of Magister you gain additional Telum Forms of your choice, as shown in the Telum Forms column of the Magister table. Additionally, when you gain a level in this class, you can choose one of the Telum Forms you have and replace it with another form that you could have at that level.
Telum Forms will have a list of prerequisites associated with them, one of which will always be a category from Magister's Choice. You must be proficient with the category in order to obtain that Telum Form. You can acquire the form at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class, not your character level.
You use your Intelligence modifier when setting the saving throw DC for a Telum Form ability you use. If a form has a spell associated with the ability, use your Intelligence modifier as the Spellcasting Ability.
Form Ability DC = 8 + your proficiency bonus + your Intelligence modifier
Additionally, if you perform the ritual to bond to a magic weapon, that magic weapon gets added to your list of Telum Forms, and does not count against your form limit. The magic weapon's properties do not apply to other forms of your Telum, however.
Form Shift
With your Telum Forms selected, you are able to swap between them almost instantly, though it is a skill that takes time to master. As a bonus action on your turn, you may change your Telum from one form to another.
Replacing Your Telum
Should you lose your Telum in any way, it being lost or destroyed for example, you are able to perform the binding ritual again to replace your current Telum. Upon completing the binding ritual again your old Telum reverts back to the original weapon you bound to, and it loses its ability to shift forms. The weapon you bind to has no effect on the Telum Forms you have selected. For example, if you completed the ritual on a dagger but your selected forms are a Sword and a Glaive, then the dagger would simply change its shape into that of your Telum's sword form.
Magistrate Teachings
At 3rd level, you study the more advanced and specific teachings of a Magistrate of your choice from the list of available Magistrates. Your choice grants you features at 3rd level and again at 7th, 11th, 14th, and 18th level.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Telum Adept (+1)
As you continue to use your Telum, your natural talent and magical bond with your weapon improves. Starting at level 5, your Telum Forms have a bonus +1 to hit, and a +1 bonus to damage on a successful hit.
This bonus increases to a +2 at level 10, and to +3 at level 15.
Magistrate Feature
At 7th level, you gain a feature from your Magistrate.
Ability Score Improvement
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Backup Plan
A Magister should always be prepared for any situation. However, the universe is chaotic and often shatters perfect plans with unexpected circumstances or events. To combat this, the Magister is able to adapt quickly, at the cost of mental strength.
When you reach 9th level, you may use your Bonus Action to change your Telum into a form that you currently do not have selected. You must meet the requirements of a form to select it as your Backup Plan. Once you have chosen a form, your Telum shifts to that form immediately and it is added to your list of selected forms for 10 minutes. During this time, your limit of selected Telum Forms is increased by 1. You may only have 1 Backup Plan form at one time.
However useful this ability, it comes at the cost of mental strength and stability to the Magister. Upon activating Backup Plan you immediately gain one point of exhaustion, and also reduce your Intelligence score by 2. Your Intelligence returns to normal at the end of the 10 minute duration, but the exhaustion must be removed by normal means.
Once you have used this ability, you may not use it again until you complete a short or long rest.
Telum Expert (+2)
Starting at 10th level, the bonus to attack and damage rolls granted by the Telum Master feature is upgraded to +2
Hasty Shift
In certain situations, it becomes necessary to rapidly shift your Telum between forms to utilize its full potential in combat.
Starting at 10th level, you may use your bonus action to use Hasty Shift in place of shifting your Telum. Hasty Shift lasts until the beginning of your next turn. With Hasty Shift active, you may change your Telum's form either before or after you make an attack with your Telum as a free action, including opportunity attacks.
Once you use this feature, you may not use it again until you complete a long rest. This feature improves at 15th level, giving you more uses before you have to rest.
Magistrate Feature
At 11th level, you gain a feature from your Magistrate.
Ability Score Improvement
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Magistrate Feature
At 14th level, you gain a feature from your Magistrate.
Telum Master (+3)
At 15th level, the bonus to attack and damage rolls granted by the Telum Master feature is upgraded to +3
Ability Score Improvement
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Magistrate Feature
At 18th level, you gain a feature from your Magistrate.
Ability Score Improvement
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
One With the Telum
Your time as a Magister has come to where few have stood, complete and utter mastery of the Telum.
When you reach 20th level, your limit of Telum Forms increases by two. These two Telum Forms are different, however, as they can be changed with simple meditation. You may spend 1 hour in meditation, focusing your mind on the Telum. Upon completing the meditation, you may choose to replace the two forms granted by this feature with different forms. Forms that are not granted by this feature are not able to be replaced.
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) scale mail or (b) leather armor
- (a) a simple weapon of your choice or (b) a shield
- (a) 2 martial weapons that you have proficiency with (see the Martial Choice feature), if the martial weapon requires ammunition you also get 20 pieces of the appropriate ammunition
- (a) a dungeoneer's pack, (b) an explorer's pack, or (c) a priest's pack.
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Subclass Options
Magistrate of Tradition
The Magistrate of Tradition is the school of studies that the Magisters and Telum were founded upon. Those who study this Magistrate hones skills wielded by ancient magisters, training the skills they have to their greatest potential.
Additional Magister's Choice.
At 3rd level, choose an additional category on the Magister's Choice Table.
Unshakable Will.
Your study of the ancient Magister arts has taught you how to manifest your own mind and soul to protect you from harm while maintaining focus on battle.
Starting at 3rd level, when you are hit by an attack and you have your Telum in hand you can expend your reaction to gain temporary hit points equal to your Magister Level plus your Intelligence modifier, plus whatever modifier you are using for your current Telum form (either Strength or Dexterity Modifier, if your Telum has the Finesse trait you may choose which modifier to add). The temporary hit points disappear after a minute if they are not reduced to 0.
While you still have temporary hit points granted by this feature, you may use a bonus action on your turn to reduce the temporary hit points to 0, healing for half the amount reduced.
Level | Proficiency Bonus | Features | Telum Forms |
---|
1st | 2 | Martial Saving Throw, Fighting Style, Magister's Choice | - |
2nd | 2 | The Telum | 2 |
3rd | 2 | Magistrate Teachings | 2 |
4th | 2 | Ability Score Improvement | 2 |
5th | 3 | Extra Attack, Telum Adept (+1) | 2 |
6th | 3 | - | 3 |
7th | 3 | Magistrate Feature | 3 |
8th | 3 | Ability Score Improvement | 3 |
9th | 4 | Backup Plan | 3 |
10th | 4 | Telum Expert (+2), Hasty Shift | 3 |
11th | 4 | Magistrate Teachings | 4 |
12th | 4 | Ability Score Improvement | 4 |
13th | 5 | Mind Over Matter | 4 |
14th | 5 | Magistrate Teachings | 4 |
15th | 5 | Telum Master (+3), Improved Hasty Shift | 5 |
16th | 5 | Ability Score Improvement | 5 |
17th | 6 | | 5 |
18th | 6 | Magistrate Teachings | 5 |
19th | 6 | Ability Score Improvement | 6 |
20th | 6 | One With the Telum | 6 |
Level | Proficiency Bonus | Features | Telum Forms |
1st | 2 | Martial Saving Throw, Fighting Style, Magister's Choice | - |
2nd | 2 | The Telum | 2 |
3rd | 2 | Magistrate Teachings | 2 |
4th | 2 | Ability Score Improvement | 2 |
5th | 3 | Extra Attack, Telum Adept (+1) | 2 |
6th | 3 | - | 3 |
7th | 3 | Magistrate Teachings | 3 |
8th | 3 | Ability Score Improvement | 3 |
9th | 4 | Backup Plan | 3 |
10th | 4 | Telum Expert (+2), Hasty Shift | 4 |
11th | 4 | Magistrate Teachings | 4 |
12th | 4 | Ability Score Improvement | 4 |
13th | 5 | - | 5 |
14th | 5 | Magistrate Teachings | 5 |
15th | 5 | Telum Master (+3) | 5 |
16th | 5 | Ability Score Improvement | 5 |
17th | 6 | - | 6 |
18th | 6 | Magistrate Teachings | 6 |
19th | 6 | Ability Score Improvement | 6 |
20th | 6 | One With the Telum | 6 |