Meister (5e Subclass)

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Meister[edit]

A disciplined soul warrior who forges powerful bonds with weapons—both mundane and sentient—to unleash devastating resonance techniques through perfect synchronization.

Across the world, rare individuals are born with souls that can resonate with others. These warriors—called Meisters—are able to wield weapons not just physically, but spiritually. The strongest among them form lasting partnerships with sentient weapons called Demon Weapons, aligning their souls to achieve feats no ordinary fighter could dream of. Meisters can also resonate with mundane weapons, though true harmony is most often found with a Demon Weapon companion.


Design Note: This subclass assumes that the Demon Weapon is a player character using the Demon Weapon race. However, Meisters can resonate with standard weapons as well, gaining many of the same benefits through temporary resonance rather than a permanent bond.

Soul Sync[edit]

At level 3, as a bonus action, when wielding a weapon you're proficient with, you can initiate Soul Sync, aligning your soul’s wavelength with the weapon. If the weapon is sentient (such as a Demon Weapon character), this connection is deeper and more potent.

While Soul Sync is active (lasting up to 1 minute or until you end it early with a bonus action):

  • You and the weapon (if sentient) share a telepathic link within 60 feet, allowing silent communication.
  • Once per turn, when you hit with a weapon attack, you may add the weapon’s Dexterity or Charisma modifier (your choice) to the attack’s damage roll.
  • You gain proficiency in Wisdom saving throws for the duration of Soul Sync if you don’t already have it.

You can use this feature once per short rest. Starting at level 10, you can use it twice per short rest.

Soul Guard[edit]

At level 7, your soul’s resonance shields you and your weapon in moments of danger.

At the start of each of your turns while Soul Sync is active, choose one saving throw. You gain a bonus to that save equal to your proficiency bonus until the start of your next turn.

If you are synced with a sentient Demon Weapon (PC), it also gains the same bonus, provided it is not incapacitated.

Soul Shield[edit]

At level 10, while Soul Sync is active, you can use your reaction to channel soul energy through your weapon to shield yourself or an ally within 10 feet. Choose one effect:

Damage Absorption: Reduce the damage from a triggering attack or effect by an amount equal to your character level + your weapon’s Dexterity or Charisma modifier (your choice). If your weapon is non-sentient, use your own Dexterity or Charisma modifier instead.

Soul Resistance: Grant resistance to all damage types from that attack or effect until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Wavelength Overdrive[edit]

At level 15, when you use your Action Surge while Soul Sync is active, you may enter Overdrive for 1 minute. While in Overdrive:

  • Your movement speed increases by 10 feet.
  • Your weapon attacks deal an additional 1d10 psychic damage on a hit.

When Overdrive ends, you suffer 2 levels of exhaustion as your soul recovers from the intense strain.

Soul Sync: Final Harmony[edit]

At level 18, you can call upon the pure resonance of your soul and weapon. Once per long rest, while you are under the effects of Soul Sync, you may enter Final Harmony for 1 minute. While in Final Harmony:

  • You and your weapon (if sentient) are treated as one entity for the purposes of spells and effects (e.g., haste, healing, banishment).
  • You can use a bonus action each turn to unleash a Soul Pulse—a 60-foot line of psychic energy. Each creature in the line must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your highest Charisma or Wisdom modifier) or take 6d10 psychic damage, half damage on a success.
  • Your weapon attacks score a critical hit on a roll of 19 or 20.
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