Show Master (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 20:14, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

The Art of Stage Magic[edit]

While cleaning out the belongings of your great uncle you feel something calling to you at the back of the room. On the ground you see a locked box with an elaborate leather outside in perfect condition. Suddenly the locks on on the box fly open, on the inside is an old wand with years of wear and experiences. So began your adventures as the next master of the stage.

Creating a Show Master[edit]


Quick Build

You can make a Show Master quickly by following these suggestions. First, Charisma and Dexterity should be your highest ability scores. Second, choose the Folk Hero background.

Class Features

As a Show Master you gain the following class features.

Hit Points

Hit Dice: 1d6 per Show Master level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Show Master level after 1st


Armor: None
Weapons: None
Tools: Module Creation Kit, and a Game Set of your choice
Saving Throws: Charisma, Dexterity
Skills: Acrobatics, Deception, Performance, and Slight of hand.


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

  • Magician's Gloves, Wand, Suit, and Hat
  • Module Creation Kit, Module Carrying Bag
  • A Game Set of your choice

Table: The Show Master

Level Proficiency
Features Module RAM
1st +2 Module Tinkering 5
2nd +2 A Brilliant Display 6
3rd +2 Intended Trickery 11
4th +2 Ability Score Improvement 14
5th +3 Smoke and Mirrors 20
6th +3 Some People Say... 23
7th +3 That Reality... 27
8th +3 Ability Score Improvement 31
9th +4 40
10th +4 46
11th +4 52
12th +4 Ability Score Improvement 52
13th +5 59
14th +5 59
15th +5 68
16th +5 Ability Score Improvement 68
17th +6 77
18th +6 82
19th +6 Ability Score Improvement 88
20th +6 95

I'm just a magician![edit]

You have disadvantage on all attacks made with any weapon that is not a simple weapon

Module Tinkering[edit]

Stage Masters themselves do not have any sort of natural magic in them, however their modules do. A Module is a small reusable device that can hold a single spell that can be attached to your Gloves, Suit, and Wand. Each Module will weigh differently on the Magician's Tools, taking up an amount of RAM to use depending on the Spell's level inside the module. The amount of RAM a Module takes up is equal to (Spell Level + 1).


When creating a Module you may select a spell from any classes spell list, but the spell level cannot be higher than level 5 You may start with 3 modules, an additional Module takes (3 * RAM = Time in Hours) to create.


The Magicians tools channel the magic energy created by the modules and function as an arcane focus.

Cooldown Rate for a Module is (3 * RAM = rounds) The DC's for any spells cast is (9 + Proficiency Bonus + your charisma modifier).

A Brilliant Display[edit]

Starting at the second level you have tinkered enough with your modules that you can rig them to blow on contact. You may grab a module from your bag and throw it or set it as an action, the next time the module is damaged the module will shatter and release a blast of magical energy dealing 1d4 of force damage in a 5 foot radius while releasing the effect of the spell inside. For example if the cantrip Minor Illusion was contained within the module and it shattered, illusions would begin bursting out of the broken module.

Intended Trickery[edit]

Starting at the third level you learn how to mount your modules to other objects such as doors, walls, and weapons by creating a socket and a trigger mechanism for the module.

Ability Score Increase[edit]

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.

Smoke and Mirrors[edit]

The grandeur and exuberance of illusions have given you inspiration for your future performances. Starting at level six The RAM of all of your modules that contain spells from the Illusion and Transmutation schools are reduced by 1.

Some People Say...[edit]

Performing for more and more crowds you begin to feel more comfortable and learn how to really please a crowd. At the sixth level your charisma score increases by 2 to a maximum of 22.

That Reality...[edit]

Starting at the seventh level if a module contains an Illusion spell and has a RAM of 0 you may activate that module as a bonus action.

Is Only as...[edit]

<!-Class feature game rule information->

Your Mind...[edit]

<!-Class feature game rule information->

Chooses to Perceive It.[edit]

<!-Class feature game rule information->


Prerequisites. To qualify for multiclassing into the Show Master class, you must meet these prerequisites: 13 or higher Charisma, 13 or higher Dexterity, and cannot be a full or a half caster in your previous classes.

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!

admin area
Terms and Conditions for Non-Human Visitors