Magister Magi (5e Class)
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- 1 Magister Magi
- 1.1 Creating a Magister Magi
- 1.2 Class Features
- 1.2.1 Table: The Magister Magi
- 1.2.2 Spellcasting
- 1.2.3 Cantrips
- 1.2.4 Spell Slots
- 1.2.5 Spells Known of 1st Level and Higher
- 1.2.6 Spellcasting Ability
- 1.2.7 Spellcasting Focus
- 1.2.8 Spell List
- 1.2.9 Elemental Mage
- 1.2.10 Sagitta Magica
- 1.2.11 Delayed Spell
- 1.2.12 Minister Magi/Ministra Magi
- 1.2.13 Ability Score Increase
- 1.2.14 Genius Caster
- 1.2.15 Arcane Flow
- 1.2.16 Magical Counter
- 1.2.17 Unrivaled in Magic
- 1.2.18 Magister's Resolve
- 1.2.19 True Magister Magi
- 1.3 Minister Magi/Ministra Magi
- 1.4 Multiclassing
A young boy and his partner face an evil mage, a being of immense and terrible power. Together they use all their power to finish him and save the world from destruction. A maiden and her trusted swordswoman find a village plagued by a terrible dragon, the swordswoman takes up her card and brings forth her artifact to take down the dragon, while the maiden uses her powers to protect and heal the village folk. A man, faced against a war, fights along side his comrades to stop the war and save the woman he loves, gaining the title of a great hero and the most powerful mage of his time.
Magister Magi are considered the greatest arcane users of all, and true, their powers are great, but their fame comes from the ones they saved. Sure a Wizard or a Sorcerer might be more powerful than a Magister at times, but the Magister will always be the first to arrive when people need help. They seek to help people more than they seek knowledge about the arcane, that is why they became so famous. But the true power of a Magister comes from their partner, a Wizard might have a familiar, a Ranger may have a beast at their side, but a Magister will always have a partner, someone who they shared their powers with to make them mighty allies, and trough a Pactio, a kiss that connects the two, the Minister/Ministra gains an item connected to her, a personal artifact that shows their true power, and with which they can always help their Magister.
Creating a Magister Magi
The Magister Magi, the dream of all those who seek to use their arcane powers to help people. These "master's of mages" are great heroes who use their magic to fight evil and protect people. Granted, there are those who learn the ways of the Magisters but use their powers for selfish and even evil doings. Those may have the same training and abilities, but they are not Magisters, and thus they are also natural enemies of these mages.
What made you want to learn the arcane arts? Why did you decide to use them for the sake of the people? Do you even want to use these powers as a proper Magister? How did you and your partner meet? Why did they decide to take the Minister/Ministra training and become your partner? These are some important questions that you should think of when creating a Magister.
- Quick Build
You can make a Magister Magi quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the student of magic background.
As a Magister Magi you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons and Shortswords
Tools: Supernatural Index
Saving Throws: Intelligence and Charisma
Skills: Choose three from: Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Perception and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Battle Robe or (b) a Leather Armor
- (a) a Quarterstaff, Shortsword or (b) a Ranged Weapon, (20) Ammo
- (a) a component pouch or (b) a Arcane Focus
- (a) a explorer's pack or (b) a scholar's pack
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Elemental Mage, Sagitta Magica||3||2||2||—||—||—||—||—||—||—||—|
|3rd||+2||Minister Magi/Ministra Magi||3||4||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||5||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||5||9||4||3||3||2||—||—||—||—||—|
|10th||+4||Elemental Mage: Second Element||5||11||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||5||13||4||3||3||3||2||1||—||—||—|
|13th||+5||Unrivaled in Magic||5||13||4||3||3||3||2||1||1||—||—|
|15th||+5||Elemental Mage: Elemental Resistance||5||14||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement, Big Delayed Spell||5||15||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||5||17||4||3||3||3||3||2||1||1||1|
|20th||+6||True Magister Magi||5||18||4||3||3||3||3||2||2||1||1|
At 1st level, you gain the ability to cast spells. You know a number of spells based on your Magister Magi level, and when you level up you can exchange a known spell for a spell you are able to cast. Magisters have a different spell variety compared to other classes, with a lot of combat focused spells and healing spells, but not a lot of utility spells, for they are more focused on the protection of people, be it through fighting for them, or healing them.
At 1st level you know 3 cantrips from the Magister Magi spell list. You learn additional cantrips of your choice at higher levels, as show in the Cantrips Known column.
The Magister Magi 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.
Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the Magister list. The Spell Known column shows when you learn new spells. Each of those spells must be of a level for which you can cast. Additionally, when you take a long rest in this class you can change the spells you know for another spell based off your spell-casting modifier.
Intelligence is your spellcasting ability for your Magister spells. 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
You can use an arcane focus as your spellcasting focus for your Magister Magi spells.
A Magister Magi can learn the following spells:
Cantrips: blade ward, chill touch, dancing lights, eldritch blast, fire bolt, friends, light, mage hand, message, minor illusion, prestidigitation, ray of frost, shocking grasp
1st: alarm, arcane cure, burning hands, catapult, charm person, chromatic orb, comprehend languages, detect magic, disguise self, earth tremor, expeditious retreat, feather fall, fog cloud, healing wind, ice knife, jump, mage armor, protection from evil and good, shield, sleep, thunderwave, witch bolt, blade beam
2nd: Aganazzor's Scorcher, alter self, arcane lock, blindness/deafness, cloud of daggers, darkness, darkvision, detect thoughts, earth bind, enhance ability, enlarge/reduce, gust of wind, hold person, invisibility, lesser restoration, levitate, misty step, scorching ray, shatter, snilloc's snowball swarm, spider climb, suggestion, wandering wind, web
3rd: blink, clairvoyance, counterspell, daylight, dispel magic, erupting earth, fireball, flame arrow, fly, gaseous form, haste, lightning bolt, magic circle, mass arcane cure, melf's minute meteors, nondetection, protection from energy, remove curse, sleet storm, slow, wall of water, water breathing, water walk
4th: arcane eye, confusion, dimension door, greater invisibility, hallucinatory terrain, ice storm, locate creature, polymorph, stoneskin, storm sphere, Valkyrie Strike, vitriolic sphere, wall of fire, watery sphere, windflower wind barrier
5th: animate objects, cloudkill, cone of cold, control winds, dominate person, geas, God Hammer, greater restoration, hold monster, immolation, insect plague, modify memory, passwall, scrying, telekinesis, teleportation circle, wall of stone
6th: Arcane Gate, chain lightning, contingency, disintegrate, eyebite, flesh to stone, globe of invulnerability, guards and wards, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, programmed illusion, sunbeam, true seeing
7th: delayed blast fireball, etherealness, fire storm, finger of death, forcecage, Magia Erebra, mirage arcane, mordenkainen's magnificent mansion, plane shift, prismatic spray, reverse gravity, Elemental Storm, symbol, teleport, whirlwind
8th: antimagic field, antipathy/sympathy, clone, control weather, demiplane, dominate monster, earthquake, incendiary cloud, mind blank, power word stun, sunburst, telepathy
9th: astral projection, foresight, gate, High Ancient Strike, mass heal, prismatic wall, time stop, true polymorph, wish
The Magister Magi is extremely adept with elemental magic, in the beginning each of them is highly trained with a specific type of energy. Choose one type of energy from this list: fire, cold, lightning, thunder, radiant, necrotic, poison, acid and force. Any spell you use that causes the type of damage you're most trained at gains 1 more damage die.
When you get to the 10th level of Magister you can choose one more type of energy to gain the same bonus.
At 15th level of Magister you gain resistance to one of the two types you chose, the choice is yours for which type you want resistance, but you can't change this choice.
Magisters are all trained to be able to use the magic missile spell, but their training goes beyond just learning the spell. You know a variant of the spell known as sagitta magica (magic arrow), this spell works like it's original form, but the type of damage is decided by your choice in the "Elemental Mage" feature (as such you gain the bonus from the feature with this spell as well) and instead of a 1d4 + 1 of damage for each missile you cause 1d4 + your Intelligence modifier. This spell doesn't count on your total number of spells known, and can't be traded for a different spell when you level up.
At the 2nd level Magisters learn one of their favorite tricks, how to delay a spell and release it later. You use your bonus action to delay a spell that has a casting time no longer than 1 minute. After that you can release the spell later as an action (if the delayed spell has a casting time of a bonus action it can be released as a bonus action). You can only delay spells of 5th level or lower. The spell stays delayed for 1 hour, after the time is past the spell expires and the spell slot is wasted.
At level 16 you can delay any spell, no matter the spell's level. And spells of 5th level or lower can be delayed for 2 hours.
Minister Magi/Ministra Magi
The Ministers / Ministras are the partners of the Magisters, they are described in the end of the class description.
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.
When you reach 5th level, you are gain proficiency in the History or Investigation skill, if you already have proficiency in the one you choose, you double your proficiency bonus.
When you reach 7th level, you may spend your bonus action to increase your spell save to DC = 10 + Proficiency bonus + Intelligence Modifier until the start of your next turn. You do this a number of times equal to your Intelligence modifier per long rest.
When you reach 9th level, you have learned to respond with attacks with magic. When you are damaged, you may use your reaction to cast a cantrip at the creature that damaged you. You can do this a number of times per long rest equal to your Intelligence modifier.
Unrivaled in Magic
When you reach 13th level, you have obtained unrivaled knowledge of how magic works. You have advantage on all Intelligence checks related to magic and Arcana checks.
Beginning at 17th level, you can make full use of your power to protect the people. Once as a bonus action, you infuse as much power as you can on your next spell. The next spell you cast, if it deals damage, it deals the maximum damage of the spell. If it heals, you heal the maximum amount of hit points possible for the spell. You regain use of this feature after a short rest.
True Magister Magi
As a True Magister you have made a permanent pactio with your Minister/Ministra, this pactio turns the two of you into a perfect pair, your lives are connected. You always know where your partner is in this plane, and you have a vague impression of where they are if they're in a different plane. The teleportation power of the pactio card can now bring your partner to you even if they're in a different plane. Being connected your partner can't die if you're still alive, if they fail 3 death saving throws or takes their total hit points of damage after hitting 0 hit points they don't die, but enter a comatose state, as long as you are alive they will wake up after a long rest with 1 hit point. Your telepathy with your partner also has an infinite range when you are in the same plane, if you two are in different planes you must make an Intelligence check with a DC of 20 every time you try to talk to your Minister(tra).
Minister Magi/Ministra Magi
The most important part of a Magister's training is finding a partner, this partner will be extremely important for you, they will fight by your side, protect you from harm, assist you while you help people or stay in the back supporting you while you fight.
Ministers(tras) are people Magisters meet during their training, and for some reason decided to pledge their lives to them. They must go through an intense training before they can perform a pactio with the Magister, when they're ready their trainers will send them to their Magister. Then they form their provisional contract, the pactio.
Creating the Minister(tra) is simple, roll the ability scores as if you were making any new character, their proficiency bonus is the same as their Magister's, they have proficiency in two specific armors or one armor and shields, four weapons, two saving throws and five skills of your choice. They have any bonuses a character would get from their race. Their hit die is a d8 and they start with the hit points of a 3rd level character (their hit dice total is always the same as the Magister's). They gain more hit points every time your level grows. They also gain the benefits of the Ability Score Improvement feature when their Magister does. They start with one of the armors, 2 of the weapons they have proficiency with or 1 weapon and 1 shield and an explorer's kit.
At the 3rd level the pactio is formed through a kiss, this will give both the Magister and the Minister(tra) a pactio card, this card is proof of the contract and grants the Magister the power to telepathically communicate with your Minister(tra) within a range of 100 feet, and the ability to teleport them to any adjacent spot to you with a bonus action. They can't be teleported if they're farther than 200 feet from you. Every level that your partner gains a new feature add 75 more feet to the range of the telepathy and 100 more feet to the range of the teleportation.
But the real power from the pactio comes from the Minister(tra)'s card. Their card gives them an artifact, an item of power that matches their personality. A warrior might get a magical sword that gets stronger when the Magister sends magical power to the Minister(tra), a kind and caring person might get a magical fan that heals injuries.
You create the artifact with the help of you DM, the artifact starts like a rare magical item, it grows together with the Minister(tra) and the Magister. It can be anything from a magical weapon, armor, ring, staff, or any other kind of wondrous item. You could use an already existing item if you think it would match you partner, but it's encouraged that you create your own one. Remember that the item starts small and then grows, a swords that can completely destroy a conjured being with one attack is to powerful for a rare item, but it might be enough for a higher tier item. The DM has the final say on the item, but they shouldn't deny anything without a good reason, remember this is the core piece of the class, you two must work on this together so both can enjoy playing and DMing with a Magister on the table. (it's advisable that you and your DM think of the artifact and it's changes when you are making you're character, so you can leave all this ready for when you can use it)
- Contract Boost
At the 6th level the pactio doesn't only give the Minister(tra) the artifact. It also allows you to send magical energy through your card and boost your partner. With a bonus action you activate this boost, which lasts for 1 minute, during this time the Minister(tra) gains an extra attack, a +2 bonus to damage, a +1 to their AC and advantage on saving throws against magic when they're 5 feet from you. You can use this feature a number of times equal to your Intelligence modifier. After a long rest you regain all uses of this feature.
The Minister(tra) also has advantage on death saving throws all the time.
- Artifact Improvement
On the 11th level the Artifact becomes a very-rare item, make the appropriate changes to it with your DM.
- Intense Connection
At level 14 the more energy you send their way, the stronger your partner will be. If you spend a spell slot when activating the boost your partner gains the following benefits: advantage on their first attack each turn, the damage bonus stays the same, their AC bonus goes up to +2 and the range in which they gain advantage on magic saves goes up to 10 feet from you.
- Artifact Improvement
On the 18th level the Artifact becomes a legendary item, make the appropriate changes to it with your DM.
Prerequisites. To qualify for multiclassing into the Magister Magi class, you must meet these prerequisites: Intelligence 13.
Proficiencies. When you multiclass into the Magister Magi class, you gain the following proficiencies: Light armor, simple weapons, shortswords and the Arcana skill.