Master (5e Class)

## **The Master**

*"We bring them into this world. It's only right that we control them, too."*

*-Tokimine Gilz, elven master*

A cloaked mage walks along a paved dirt path, without any weapons on him, just an empty holster. Bandits rush out of the bushes, wielding daggers and pointing them at the mage, demanding his belongings. Suddenly, a beast-like orc man with a greataxe materializes out of thin air, and rips the head off of the leader of the bandits. The bandits try to run, but the orc is too quick, cutting them down one by one, as the mage continues to stride down the road.

A woman walks alongside an armored knight, the knight hefting a greatsword onto his shoulder, watching carefully to defend the woman. A thug tries to attack the woman with a flail, but is parried by the knight slashing back at him, the knight in a battle stance. As the knight enters the stance, more thugs surround the knight, who merely smiles underneath his helmet, as the woman flees a bit from the scene. The knight points his blade to the heavens, a holy light surrounding them all, and the thugs are disintegrated, the knight safe and sound.

Masters are spellcasters that sacrifice the power of their magic to forge a link with a heroic spirit, known to them as their servant. Their magic and command over their servant comes from the force of their willpower, bending both the wills of the servant and the laws of nature to their whims. Most masters come from a bloodline of mages, either all masters, or possibly sorcerers or some other kind of spellcaster.

## **Creating a Master**

Most masters come from from a bloodline of spellcasters, think about if your character is from a bloodline, or an exception. If they are from a bloodline, did they always want to be a spellcaster, or were they pressured into it? If they weren't, do they envy those who naturally have magic from a bloodline, or are they fine with having to work from scratch? Additionally, think about your master's servant. Was there any specific reason your master summoned the specific servant they have, or did they just summon the first servant they could? Ask your GM about historical figures in your campaign world that you might be able to summon as your servant.

### **Quick Build**

You can make a Master quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Wisdom. Second, choose the acolyte or noble background. Finally, choose a light crossbow and an explorer's pack.

## **Class Features**

As a Master you gain the following class features.

Hit Points
**Hit Dice:** 1d6 per Master level

**Hit Points at 1st Level:** 6 + Constitution modifier

**Hit Points at Higher Levels:** 1d6 (or 4) + Constitution modifier per Master level after 1st

Proficiencies
**Armor:** None

**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows

**Tools:** None

**Saving Throws:** Wisdom, Charisma

**Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

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

* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a dungeoneer's pack or (b) an explorer's pack
* Two daggers & a catalyst binding you to your servant

### **Servant**

As a master, you have formed a contract with a servant; a powerful humanoid, known as a heroic spirit. With 8 hours of work creating a sigil in the ground that surrounds a catalyst, and spilling your blood onto the sigil, you call forth your servant. Your servant's statistics are detailed at the end of this class description.

At the end of the 8 hours, your servant appears and gains all the benefits of your Holy Contract ability. You can have only one servant at a time.

If your servant is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of trinkets relating to your servant, you call forth your servant’s spirit and use your magic to create a new body for it. You can return a servant to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former servant to life while you have a current servant, your current servant leaves you and is replaced by the restored servant.

### **Holy Contract**

Your servant gains a variety of benefits while it serves you.

Your servant obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your servant acts on its own.

Your servant has abilities and game statistics determined in part by your level. Your servant uses your proficiency bonus rather than its own.

Your servant is proficient in simple weapons.

Your servant gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 1st, your servant gains an additional hit die and increases its hit points accordingly

Whenever you gain the Ability Score Improvement class feature, your servant’s abilities also improve. Your servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your servant can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

You decide your servant's alignment, personality traits, ideal, bonds, and flaws.

### **Servant** **Class**

Your servant's capabilities are determined by their own class, which defines how they fight. Choose from the Archer, Assassin, Berserker, Caster, Lancer, Rider, and Saber classes, all of which are detailed at the end of this class description. Your choice grants you features at 1st, 6th, 10th, and 14th levels.

### **Spellcasting**

Through the force of your personality, your bloodline, or some other source, you are able to cast magical spells.

####  Cantrips

At 1st level, you know two cantrips of your choice from the master spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Master table.

#### Spell Slots

The Master table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these master 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 *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot.

#### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the master spell list.
The Spells Known column of the Master table shows when you learn more master spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the master spells you know and replace it with another spell from the master spell list, which also must be of a level for which you have spell slots.

#### Spellcasting Ability

Charisma is your spellcasting ability for your master spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a master spell you cast and when making an attack roll with one.

* **Spell save DC** = 8 + your Charisma modifier + your proficiency bonus
* **Spell attack modifier** = your Charisma modifier + your proficiency bonus

#### Ritual Casting

You can cast any master spell you know as a ritual if that spell has the ritual tag.

#### Spellcasting Focus

You can use your servant's catalyst as a spellcasting focus for your master spells.

### **Command Seals**

At 2nd level, you gain a claim of absolute obedience on your body, known as a command seal. As an action, while your servant is within 60 feet of yourself and is affected by a magical effect that would require it to repeat a saving throw at the end of its turn, you expend your Command Seal to make your servant repeat the saving throw, with advantage. If the effect was it being charmed or compelled to act against its will, such as a *command* or *suggestion* spell, your servant automatically ends the effect on itself.

Beginning at 6th level, you can use your Command Seal twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

### **Telepathic Contract**

Starting at 3rd level, you are able to speak to your servant telepathically. You can communicate telepathically with your servant while it is within 60 feet of you. You can use your Command Seal on your servant if you are able to communicate telepathically with it.

By 11th level, you can communicate telepathically with your servant while it is within 1 mile of you, and by 17th level, you can communicate telepathically with your servant while it is on the same plane of existence as you.

### **Ability Score Increase**

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.

### **Authority**

Starting at 13th level, the presence of your servant grants you a commanding aura. When you make a Charisma check that you are proficient with on a creature, and the creature can see your servant, you double your proficiency bonus for that check.

### **Servant's Spellcast**

At 15th level, spells can travel through the link between you and your servant. When you cast a master spell or cantrip while you are within 120 feet of your servant, you can choose for it to treat your servant as the caster. This still uses your spellcasting ability instead of your servant's.

### **Noble Phantasm**

At 20th level, your servant gains what is known as a Noble Phantasm, which are powerful armaments made using the imagination of humans as their core, and weapons or abilities owned by the most powerful heroic spirits. Choose one Noble Phantasm, which are featured at the end of this class description. Some Noble Phantasms may require your servant to be a specific archetype.

### **Servant Classes**

Heroic spirits are placed into one of various classes, specializing their abilities to fit into a specific category. Servants may not always reflect their class in how they are, such as a swordmaster of legend becoming an archer, however if they are able to qualify for the class then they can still be summoned as such.

## **Archer Class**

Servants placed into the archer class excel in ranged attacks, using some form of projectile-based attack. They are able to act as effective scouts, and are typically heroic spirits that come from time periods when magic was commonplace.

### **Servant Properties**

Starting at 1st level, when your servant gains this class, your servant gains proficiency in martial ranged weapons and light armor. Additionally, your servant's hit die is a d10.

### **Sniper**

Additionally, at 1st level, your servant is able to use projectiles with higher accuracy than regular people. When your servant uses a weapon with the *thrown* or *ranged* property, the short range of the weapon is doubled, to a maximum of the weapon's long range.

### **Extra Attack**

Starting at 6th level, your servant can attack twice, instead of once, whenever it takes the Attack action on its turn.

### **Eagle Eye**

Beginning at 10th level, your servant gains the eyesight of an eagle. Your servant can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from it. Additionally, dim light doesn't impose disadvantage on your servant's Wisdom (Perception) checks.

### **Superior Sniper**

By 14th level, your servant's range with weapons has surpassed all others. When your servant uses a weapon with the *thrown* or *ranged* property, the short range of the weapon is tripled, to a maximum of the weapon's long range, and the weapon's long range is tripled.

## **Assassin Class**

Servants placed into the assassin class are the weakest in direct combat, but what they lack in combat they make up for in assassination and utility. They are almost undetectable by magic, and when an unsuspecting target is struck by them, it is almost always enough to kill in one blow. Heroic spirits of this class are usually not heroes, but rather of infamous assassins or spies.

### **Servant Properties**

Starting at 1st level, when your servant gains this class, your servant gains proficiency in martial weapons and light armor. Additionally, your servant's hit die is a d8.

### **Assassinate**

Additionally, at 1st level, your servant is at their deadliest when they get the drop on their enemies. Your servant has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit your servant scores against a creature that is surprised is a critical hit.

### **Hitman**

Starting at 6th level, your servant is able to strike creatures in their weakest points. When your servant deals damage to a creature that is surprised, your servant deals an additional 1d8 damage. This damage increases by 1d8 at 10th (2d8), 14th (3d8), and 20th (4d8) levels.

### **Undetected**

Beginning at 10th level, darkness coils around your servant, rendering it almost untrackable. Your servant is permanently affected by the *nondetection* spell, and cannot have its thoughts detected, except by your Telepathic Contract feature.

### **Runaway**

By 14th level, your servant is able to flee fights at a faster pace. Your servant's movement speed increases by 10 feet, and it can take the Dash action as a bonus action.

## **Berserker Class**

Servants placed into the berserker class sacrifice their sanity to become savage, almost unkillable beasts. They show no concern for their own lives, and due to this are immensely powerful. They are typically heroic spirits that have gone berserk on the battlefield at least once, however those knowledgeable enough about how to summon servants can summon any heroic spirit as a berserker.

### **Servant Properties**

Starting at 1st level, when your servant gains this class, your servant gains proficiency in martial weapons. Additionally, your servant's hit die is a d12.

### **Unarmored Defense**

Additionally, at 1st level, while your servant is not wearing any armor or wielding a shield, your servant's Armor Class equals 10 + your servant's Dexterity modifier + your servant's Constitution modifier.

### **Reckless Attack**

Finally, at 1st level, when your servant makes its first attack on its turn, it can decide to attack recklessly. Doing so gives it advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against it have advantage until its next turn.

### **Extra Attack**

Starting at 6th level, your servant can attack twice, instead of once, whenever it takes the Attack action on its turn.

### **Scent of Blood**

Beginning at 10th level, your servant is able to sense blood around it. Your servant can track other creatures that are at less than their maximum hit points while traveling at a fast pace, and when tracking a creature for 10 minutes or longer, your servant's movement speed is doubled.

### **Mindless Fury**

By 14th level, the anger that drives your servant makes it react to attacks faster than any beast. As a reaction to being hit by a melee attack, your servant can make one melee weapon attack against the attacker.

## **Caster Class**

Servants placed into the caster class resemble their own masters the most, being spellcasters themselves. Their powerful magic makes them very threatening to those who are not resistant to magic, but when they are unable to cast or face a foe resistant to magic, they are the most defenseless of all servants. Heroic spirits of this class typically were adept in some form of magecraft or sorcery in their lives.

### **Servant Properties**

Starting at 1st level, when your servant gains this class, your servant's hit die is a d6.

### **Mana Link**

Additionally, at 1st level, both you and your servant can cast spells. You gain an additional spell slot for each new spell level you gain in the master class, and you learn two cantrips from the wizard spell list, which count as master cantrips for you.

#### Servant's Slots and Spellcasting Ability

Your servant uses your own spell slots instead of its own, and it knows every spell and cantrip you know from being in the master class. Your servant uses its Intelligence whenever a spell refers to its spellcasting ability. In addition, it uses its Intelligence modifier when setting the saving throw DC for a master spell it casts and when making an attack roll with one.

* **Spell save DC** = 8 + your servant's Intelligence modifier + your proficiency bonus
* **Spell attack modifier** = your servant's Intelligence modifier + your proficiency bonus

### **Arcane Unison**

Starting at 6th level, your servant and you cast in unison. When you cast a spell of 1st level or higher and your servant can see you, it can use its reaction to cast a cantrip.

### **Ley Lines**

Beginning at 10th level, sources of magic in the universe are detectable by your servant. Your servant knows if a creature it can see can cast spells of 1st level or higher, and it gains proficiency in Arcana if it did not already. Its proficiency bonus is doubled when it makes Arcana (Intelligence) checks.

### **Aura of Arcana**

By 14th level, your servant's presence empowers spells. When you cast a spell or cantrip and are within 30 feet of your servant, you add your servant's Intelligence modifier to the damage roll.

## **Lancer Class**

Servants that are placed into the lancer class are known as masters of hit-and-run tactics, using high agility as well as mastery of close combat. Most of the spirits in this class were knights in their past lives, very similarly to those in the saber class.

### **Servant Properties**

Starting at 1st level, when your servant gains this class, your servant gains proficiency in martial weapons, light armor, medium armor, and shields. Additionally, your servant's hit die is a d10.

### **Hit-and-Run**

Additionally, at 1st level, your servant is able to dodge attacks elegantly. While your servant isn't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against it, and your servant's movement speed increases by 5 feet.

### **Extra Attack**

Starting at 6th level, your servant can attack twice, instead of once, whenever it takes the Attack action on its turn.

### **Respected Word**

Beginning at 10th level, the word of your servant is respected, similarly to that of a knight. Your servant gains proficiency in Persuasion or Deception, and it doubles its proficiency bonus in checks using the skill you chose.

### **Piercing Reach**

By 14th level, your servant's fighting style enables it to fight with shorter weapons as though they were longer. Your servant treats all weapons as having the *reach* property.

## **Rider Class**

The servants that classify for the Rider class were known for riding mounts of some kind in their lives, whether it be a machine or beast, and typically taking it into combat. While they may not have the strongest combat abilities on their own, their mount enables them to have an advantage against their opponents compared to the other servants.

### **Servant Properties**

Starting at 1st level, when your servant gains this class, your servant gains proficiency in martial weapons, light armor, and shields. Additionally, your servant's hit die is a d8.

### **Cavalier**

Additionally, at 1st level, your servant rides on a signature mount. Your servant can cast *find steed* without a spell slot or components, and after doing so it must take a short or long rest before doing so again.

### **Extra Attack**

Starting at 6th level, your servant can attack twice, instead of once, whenever it takes the Attack action on its turn.

### **Sturdy Mount**

Additionally, at 6th level, your servant's mount has its maximum hit points increased by an amount equal to twice your master level.

### **Charioteer**

Beginning at 10th level, vehicles and mounts have a connection with your servant. Your servant gains proficiency in both land vehicles and sea vehicles, and it adds its proficiency bonus to all checks made to handle a beast it is riding.

### **Mounted Lord**

By 14th level, the mount your servant rides makes it more deadly in combat. Your servant has advantage on melee attack rolls against any unmounted creature that is smaller than its mount.

## **Saber Class**

Fabled to be the most powerful of the seven main classes, servants that classify for the saber class are powerful and agile warriors, boasting prowess in most combat situations. Heroic spirits that are in this class are often heroes of legend, known for their honor or bravery.

### **Servant Properties**

Starting at 1st level, when your servant gains this class, your servant gains proficiency in martial weapons, all armor, and shields. Additionally, your servant's hit die is a d10.

### **Fighting Style**

Additionally, at 1st level, your servant specializes in one way of fighting. Your servant gains one Fighting Style option from the Fighter class. Your servant can’t take a Fighting Style option more than once, even if it later gets to choose again.

### **Extra Attack**

Starting at 6th level, your servant can attack twice, instead of once, whenever it takes the Attack action on its turn.

### **Way of the Blade**

Beginning at 10th level, the honor and blade of your servant are entwined as one, making them persuasive in duels. Your servant has advantage on Charisma checks against creatures that it has damaged within the last minute. It does not gain this benefit if another creature has damaged that same creature after your servant did.

### **War Magic**

By 14th level, your servant is able to react quickly when you attack a creature, assisting you. When you cast a spell or cantrip on your turn, if your servant can see you, it can use its reaction to make a melee attack.

## **Master Spell List**

### **Cantrips**

* Acid Splash
* Dancing Lights
* Fire Bolt
* Friends
* Mage Hand
* Message
* Ray of Frost
* Sword Burst

### **1st Level**

* Bless
* Charm Person
* Command
* False Life
* Find Familiar
* Ice Knife
* Inflict Wounds
* Unseen Servant

### **2nd Level**

* Aid
* Arcane Lock
* Blindness/Deafness
* Continual Flame
* Enhance Ability
* Invisibility
* Magic Weapon
* Misty Step
* Suggestion

### **3rd Level**

* Bestow Curse
* Counterspell
* Dispel Magic
* Fear
* Flame Arrows
* Haste
* Melf's Minute Meteors
* Protection from Energy
* Remove Curse
* Tongues

### **4th Level**

* Banishment
* Black Tentacles
* Conjure Minor Elementals
* Dominate Beast
* Greater Invisibility
* Locate Creature
* Polymorph
* Secret Chest

### **5th Level**

* Animate Objects
* Awaken
* Commune
* Conjure Elemental
* Dominate Person
* Geas
* Legend Lore
* Modify Memory
* Scrying

## **Creating a** **Servant**

You create your servant similarly to any other character, however instead of taking on a class your servant only gains features from your Servant Class archetype in the master class. You determine their race, determine their ability scores as you would any other character-such as standard array, rolling, or point buy-as well as determine their alignment, personality traits, ideal, bonds, and flaws.

### **Variant: Dying Connection**

Instead of being able to restore a servant to life for only 25 gold pieces as a ritual, your DM may choose to treat them like any other character, requiring a spell to bring them back to life. If they do so, you are allowed to summon a new servant with the same ritual you used to summon the original. When you summon a new servant, they will most likely possess a different class than your original servant.

## **Noble Phantasms**

Below is the list of Noble Phantasms, the most powerful ability a servant can use. When you choose a Noble Phantasm for a servant, you cannot change their Noble Phantasm later. If you use the Dying Connection variant, you select either the same Noble Phantasm (if the new servant qualifies) or a different one. If any Noble Phantasm requires a saving throw, it is calculated as followed.

* **Noble Phantasm save DC =** 8 + your servant's listed ability modifier + your proficiency bonus

### **Agile Strikes**

*Prerequisite: Your servant must be of the Lancer class*

Your servant can attack thrice, instead of once, whenever it takes the Attack action on its turn.

### **Deconstructing Shot**

*Prerequisite: Your servant must be of the Archer class*

When your servant hits with an attack with a ranged weapon or weapon with the *thrown* property, it can choose to have the ammunition deconstruct itself rapidly in a large explosion. Creatures within a 20-foot sphere centered on the original target of the attack must make a Dexterity saving throw against your servant's Dexterity, taking 12d6 fire damage on a failed save, or half on a success. After using this feature, your servant must take a long rest before doing so, again.

### **Great Mount**

*Prerequisite: Your servant must be of the Rider class*

When your servant casts *find steed*, it can find any beast of CR 5 or lower, instead of the options listed by the spell.

### **Holy Ray**

*Prerequisite: Your servant must be of the Saber class*

As an action, your servant unleashes an enormous ray of light, in a 60-by-20 foot line emanating. Creatures in the line must make a Dexterity saving throw against your servant's Charisma, taking 10d12 radiant damage on a failed saving throw, or half on a success. After using this feature, your servant must take a long rest before doing so, again.

### **Instant Death**

*Prerequisite: Your servant must be of the Assassin class*

When your servant attacks and hits a creature that is surprised, it must make a Constitution saving throw against your servant's Dexterity or Strength. On a failed save, your servant doubles the damage of its attack against the creature.

### **Magic Resistance**

Your servant has advantage on saving throws against spells and other magical effects, and has resistance to damage from all spells and magical effects.

### **Master Caster**

*Prerequisite: Your servant must be of the Caster class*

Your servant learns one 6th level spell, one 7th level spell, and 8th level spell from the wizard spell list. Your servant can cast each of these spells once, after which it must take a long rest before doing so, again.

### **Undying**

*Prerequisite: Your servant must be of the Berserker class*

If your servant drops to 0 hit points and doesn't die outright, your servant can make a DC 10 Constitution saving throw. If it succeeds, it drops to 1 hit point instead. Each time your servant uses this feature after the first time, the DC increases by 5. When your servant finishes a short or long rest, the DC resets to 10.

## **Multiclassing**

**Prerequisites.** To qualify for multiclassing into the Master class, you must meet these prerequisites: Charisma 13

**Proficiencies.** When you multiclass into the Master class, you gain the following proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows