Master of Ceremonies (5e Class)
Master of Ceremonies[edit]
Devout Defender[edit]
A master of ceremonies is a frontline bulwark, confident to stand against those who would desecrate their beliefs or their allies using their natural affinity as a commander and performing ceremonies to bring down the wrath of above on their foes and protect their allies.
These individuals are champions of a certain causes, granted powers to enact act as a god's champion on the Material Plane. By entering this pact with a god, they agree to life of service devoted to the god and its causes.
Creating a Master of Ceremonies[edit]
Source |
When creating a master of ceremonies, think about where your character got your training. Were they trained in a monastery, devoted to a god, taught by a mentor, or self-taught? Why did your character choose to become a master of ceremonies? Do you want to become a protector, savior, or a brave knight? Also, who is the god who gave you powers? Remember, once a god has given your powers they can not take it back, hence gods grant these powers only to the most devout followers.
- Quick Build
First, Strength should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the knight background.
Class Features
As a Master of Ceremonies you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Master of Ceremonies level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Master of Ceremonies level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Martial weapons, simple weapons
Tools: Herbalism kit
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a priest's pack or (b) an explorer's pack
- Chain mail and a holy symbol
- a herbalism kit
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Invocations Known | Acts of Faith Known |
---|---|---|---|---|
1st | +2 | Fighting Style, Ward, Inner Power | — | — |
2nd | +2 | Divine Invocations | 2 | — |
3rd | +2 | Acts of Faith | 3 | 1 |
4th | +2 | Ability Score Improvement | 3 | 1 |
5th | +3 | Extra Attack | 4 | 2 |
6th | +3 | Ability Score Improvement | 4 | 2 |
7th | +3 | Aura of Protection | 5 | 2 |
8th | +3 | Ability Score Improvement | 5 | 2 |
9th | +4 | Refined Body | 6 | 2 |
10th | +4 | Life Link | 6 | 2 |
11th | +4 | — | 7 | 3 |
12th | +4 | Ability Score Improvement | 7 | 3 |
13th | +5 | Parry | 7 | 3 |
14th | +5 | Ability Score Improvement | 8 | 3 |
15th | +5 | Aura of Protection improvement | 8 | 3 |
16th | +5 | Ability Score Improvement | 8 | 3 |
17th | +6 | — | 9 | 4 |
18th | +6 | Healing Surge | 9 | 4 |
19th | +6 | Ability Score Improvement | 9 | 4 |
20th | +6 | Life Link improvement | 10 | 4 |
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- 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.
Ward[edit]
As a bonus action, you may touch a creature and give them 1d4 + your master of ceremonies level temporary hit points for 1 minute. You may use this feature a number of times equal to your Wisdom modifier, and you regain all uses of this feature after you finish a long rest.
Inner Power[edit]
Some features of this class require spell attack modifier and spell save DC, for this use Wisdom as your spell casting ability.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Divine Invocations[edit]
Starting at 2nd level, you gain two divine invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain master of ceremonies levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Master of Ceremonies table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Acts of Faith[edit]
Starting at 3rd level, you gain one act of faith of your choice. Your faith options are detailed at the end of the class description. When you gain certain master of ceremonies levels, you gain additional invocations of your choice, as shown in the Acts of Faith Known column of the Master of Ceremonies table.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection[edit]
Starting at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a +1 bonus to the saving throw. You both must be conscious to grant this bonus. At 15th level, the range of this aura increases to 30 feet and this bonus increases to 2.
Refined Body[edit]
Starting at 9th level, you gain resistance to poison damage and have advantage on Constitution saving throws against poison or disease. In addition, you have advantage on Constitution saving throws to avoid exhuastion.
Life Link[edit]
Starting at 10th level, whenever damage is dealt to a creature within 20 feet of you, you may choose to evenly split the damage between you and the creature(this damage is rounded up). At 20th level, the range increases to 30 feet and you are considered resistant to all damage you take from Life Link.
Parry[edit]
Starting at 13th level, you can use your reaction in combat to parry an attack. As a reaction, you can choose to parry one melee attack against you as long as you aren’t surprised or the creature attacking you doesn’t have advantage against you. The damage of the attack from that creature is reduced by half your master of ceremonies level rounded up + your Strength modifier.
Healing Surge[edit]
Starting at 18th level, as an action, you may heal yourself for half your maximum hit points. You regain use of this feature after you finish a long rest.
Divine Invocations[edit]
If an divine invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
- Death Dealer
Prerequisite: 11th level
You may cast the revivify and death ward spells each once without needing material components. Wisdom is your spellcasting ability for these spells. Once you cast each of these spells, you can not do so again until you finish a long rest.
- Divine Protection
Prerequisite: 9th level
You gain a +1 bonus to your Armor Class while wearing heavy armor.
- Divine Spellcasting
You learn the sacred flame cantrip. When you reach 3rd level in this class, you can cast the guiding bolt spell as a 2nd-level spell once and regain the ability to do so when you finish a long rest. When you reach 5th level in this calss, you can cast the lesser restoration spell once and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
- Enhanced Ward
Prerequisite: 7th level
Whenever you Ward a creature, they instead gain 1d10 + your master of ceremonies level temporary hit points for 1 minute, and it counts as if you had cast the resistance cantrip on them as well. You also regain one expended use of Ward when you finish a short rest.
- Elemental Protection
Prerequisite: 5th level
You gain resistance to a damage type of your choice besides bludgeoning, slashing, and piercing.
- Fleet Footed
Your base movement speed increases by 5 feet and in now only takes you 10 feet of movement to stand from being prone.
- Holy Flame
As an action, you can unleash flame-like radiance upon a creature within 30 feet of you. The target must succeed on a Constitution saving throw or take 1d10 + your Wisdom modifier radiant damage and take half that damage on a successful save. This damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- Holy Inspiration
Prerequisite: 3rd level
Whenever a creature within 5 feet of you takes damage from another creature, as a reaction you can make that attack deal an additional 1d4 radiant damage. This damage increases when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). You may use this effect a number of times equal to your Wisdom modifier, and you regain all uses of this effect after you finish a long rest.
- Holy Weapon
Prerequisite: 11th level
When you hit a creature with your melee weapon, the creature takes extra radiant damage equal to your Wisdom modifier (minimum 1).
- Infinite Wisdom
Prerequisite: 7th level
Before you make a Wisdom (Insight) or Intelligence (Religion) check, you may choose to gain advantage on the roll. Once you use this feature, you can not use it again until you finish a short or long rest.
- Invigoration
Prerequisite: 3rd level
As a bonus action, a creature within 30 feet of you has its movement speed increased by 15 feet until the start of your next turn. You may use this effect a number of times equal to your Wisdom modifier (minimum 1), and you regain all uses of this effect after you finish a long rest.
- Light Transition
Prerequisite: 9th level
As an action, you may teleport yourself and two other creatures who are your size or smaller within 5 feet of you from your current location to an uncopied spot within 60 feet of you. Once you use this feature, you can not use it again until you finish a long rest.
- Martial Prowess
Prerequisite: 5th level You can add half your proficiency bonus, rounded up, to any Strength or Dexterity based ability check you make that doesn’t already use your proficiency bonus.
- Mending Sinews
Prerequisite: 11th level
As a bonus action, you may touch a creature and heal it for 1d6 + your Wisdom modifier hit points. Also, for one minute, at the start of each of the target's turns it regains 1d6 hit points. This effect ends if the target drops to 0 hit points, they become unconscious or a minute passes. You may use this effect a number of times equal to half your Wisdom modifier rounded up (minimum 1), and you regain all uses of this effect after you finish a long rest.
- Seeker
You gain proficiency in the Investigation and Perception skills.
- Self Preservation
When you finish a short or long rest, you gain temporary hit points equal to your master of ceremonies level.
- Soul Drag
Prerequisite: 7th level
As an action, all creatures of your choice within 30 feet of you must succeed on a Wisdom saving throw or take 2d8 force damage and be pulled 15 feet directly towards you. This damage increases when you reach 11th level(3d8) and 17th level(4d8). Once you use this feature, you can not use it again until you finish a short or long rest.
- Thwart Magic
Prerequisite: 5th level
You may cast the dispel magic and remove curse each once. Wisdom is your spellcasting ability for these spells. Once you cast each of these spells, you can not do so again until you finish a long rest.
- Vision of The Divines
Prerequisite: 14th level
You may cast the true seeing spell once on yourself without needing material components. Wisdom is your spellcasting ability for these spells. Once you cast this spell, you can not do so again until you finish a long rest.
Acts of Faith[edit]
Masters of ceremonies may perform a small ceremony followed by prayer to call upon a higher power for a power blessings or aid in combat.
If an act of faith has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
- Dispersion Wave
As an action, all creatures within a 30 foot cone in front of you are blasted by a wave of energy. They must succeed on a Dexterity saving throw to take half of the 2d6 + your Wisdom modifier radiant damage and not move their full movement away from you on their next turn. On a successful save they take half damage and are not forced to move away from you. This damage increases when you reach 5th level(4d6), 11th level(6d6), and 17th level(8d6). Once you use this feature, you can not use it again until you finish a long rest.
- Divine Judgement
Prerequisite: 17th level
As an action, you may call upon divine judgment to smite a creature with 60 feet of you. The creature takes 12d10 radiant damage and is paralyzed until the start of your next turn. Once you use this feature, you can not use it again until you finish a long rest.
- Divine Paragon
Prerequisite: 11th level
You gain proficiency in all saving throws.
- Light Ward
Your body has obtained protective light magic, giving you advantage on saving throws against being paralyzed, petrified, and stunned and until the end of your next turn, you gain advantage on your next melee attack against a creature that attempts to paralyze, petrify, or stun you.
- Obelisks of Negation
Prerequisite: 17th level
Whenever an effect damages you or causes you to make a saving throw and before the outcome of the roll has been determined, you may use your reaction to make you and a single allied creature within 30 feet of you become resistant to all forms of damage and have advantage on all saving throws from magical effects until the start of your next turn. You may use this effect twice, and you regain all uses of this effect when you finish a long rest.
- Otherworldly Flash
As an action, you launch an orb of light into the air above you that creates a searing light upon detonation. All creature within 30 feet of you must succeed on a Constitution saving throw to take half of the 2d8 radiant damage and not be blinded for 1 minute. They may repeat the saving throw at the end of their turn, and if they succeed, they are no longer blinded. This damage increases when you reach 5th level(4d8), 11th level(6d8) and 17th level(8d8). Once you use this feature, you can not use it again until you finish a long rest.
- Suffocating Aura
Prerequisite: 11th level
As an action, you may emit an aura that almost seems to choke the life out of creatures. For 1 minute, every creature of your choice that starts their turn within 60 feet of you takes 1d8 radiant damage and has their movement speed reduced in half until the start of their next turn. Once you use this feature, you can not use it again until you finish a long rest.
Multiclassing[edit]
In most cases, a master of ceremonies has to be given powers from a god, after which their powers may not be taken away unlike a paladin or cleric.
Prerequisites. To qualify for multiclassing into the master of ceremonies class, you must meet these prerequisites: 13 Constitution and 13 Wisdom.
Proficiencies. When you multiclass into the master of ceremonies class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons, and Religion.
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