User:Lavlotl
Magister (Chiaroscuro)[edit]
The Beginning of the Cycle[edit]
A man is between light and dark, equally between the two. They are the perfect avatar for a god, the perfect vessel for a patron. Due to trickery of deals, or perhaps a birth rarity, you are now beholding fragments of both a god and a patron.
They live through you, power you, but mostly themselves. Oftentimes, the god and patron are rivals, fighting over long term, permanent control of the vessel. They will give you gifts as their influence spreads.
Creating a Magister (Chiaroscuro)[edit]
- Quick Build
You can make a Magister (Chiaroscuro) quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Scholar background.
Class Features
As a Magister (Chiaroscuro) you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Magister (Chiaroscuro) level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magister (Chiaroscuro) level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Hand crossbow
Tools: Herbalism Kit
Saving Throws: Charisma and Wisdom
Skills: Medicine, and choose two from: Arcana, Athletics, History, Insight, Intimidation, Deception, and Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or or (b) Daggers
- (a) Priest's Pack or or (b) Scholar's Pack
- Herbalism Kit
- Arcane Focus
- If you are using starting wealth, you have 4D4x10 Gold Pieces in funds.
Level | Proficiency Bonus |
Cantrips Known | Spells Known | Presence | Features | Invocations | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||
1st | +2 | 3 | 6 | 1d4 | Presence, Spellcasting | - | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 3 | 7 | 1d4 | The Cycle | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 3 | 8 | 1d4 | Archetype Feature | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 4 | 9 | 1d4 | Ability Score Improvement, Ability Score Improvement | 2 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 4 | 10 | 1d6 | Blade Infusion | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 4 | 11 | 1d6 | TheDarkShroud | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 4 | 12 | 1d6 | Archetype Feature | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 4 | 13 | 1d6 | Ability Score Improvement, Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 4 | 14 | 1d8 | Returning Stance | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 5 | 15 | 1d8 | Life From the Chaos | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 5 | 16 | 1d8 | Archetype Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 5 | 17 | 1d8 | Ability Score Improvement, Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 5 | 18 | 1d10 | Shadow Chain/Blooming Light | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 5 | 19 | 1d10 | Archetype Feature | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 5 | 20 | 1d10 | Light/Dark Unbound Derelict | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 6 | 21 | 1d10 | Ability Score Improvement, Ability Score Improvement | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 6 | 22 | 1d10 | Further Into the Abyss | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 6 | 23 | 1d12 | Unending Life | 8 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 6 | 24 | 1d12 | Ability Score Improvement, Ability Score Improvement | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 6 | 25 | 1d12 | Archetype Feature | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Presence[edit]
You have attuned yourself to the forces of light and darkness, and are able to control them to some degree. As an action, you can alternate between Light Stance and Dark Stance by concentrating for a bonus action and gain access to features depending on which Stance you are currently utilizing. You may choose a Stance during a long rest as well. Balance Stance is locked until lv 14.
- Light Stance: - Gain a bonus to healing equal to 1d4 + PB in all Healing Spells. Also, it gives the Caster temporary hit points equal to the additional health healed. You gain access to your Cleric spell list.
- Dark Stance: - Gain a bonus to damaging Spells equal to 1d4 + PB of the Spell Element. You also heal yourself for the bonus damage dealt and you gain access to your Warlock spell list. (This counts towards any feature that uses spell slots)
- Balance Stance: - Gain a bonus to damaging Spells AND a bonus to healing equal to 1d4 + PB of the Spell Element. You also heal yourself for the bonus damage dealt and you gain access to your Warlock spell list. Also, it gives the Caster temporary hit points equal to the additional health healed. You gain access to your Cleric spell list.
The bonus healing and damage increase as shown in the Magister (Chiaroscuro) table.
Spellcasting[edit]
Somehow, one way or another, you found yourself on the thin line that separates the ever-clashing forces of light and darkness. How it happened doesn't matter, but the fact remains you have obtained power only you can wield.
Cantrips[edit]
At 1st level, you know 3 cantrips of your choice from the Cleric and Warlock spell lists. You learn additional Cleric and Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magister (Chiaroscuro) table.
Spell Slots[edit]
The Magister (Chiaroscuro) table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these monochromancer spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest, and you regain 2 of your highest spell slot (Up to lv 5) every short rest.
Spells Known of 1st Level and Higher[edit]
You know six 1st level spells of your choice from the Cleric and Warlock spell list. The Spells Known column of the Magister (Chiaroscuro) table shows when you learn more Magister (Chiaroscuro) spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the two List of Spells you know and replace it with another spell from the Cleric or Warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability[edit]
Charisma is your spellcasting ability for your Magister (Chiaroscuro) spells, as the strength of your spells is reliant on your ability to effectively control the forces you wield. You use your Charisma modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Magister (Chiaroscuro) spell you cast and when making an attack roll with one:
- Spell save DC = 8 + your proficiency modifier + your Charisma modifier
- Spell attack modifier = your proficiency modifier + your Charisma modifier
Spellcasting Focus[edit]
You can use an arcane focus or holy symbol as a spellcasting focus for your Magister (Chiaroscuro) spells.
Eldritch Invocations[edit]
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class. 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.
Archetype[edit]
At 3rd level, you choose a Way of Bending Matter. Choose between Monochromatic Arbiter and The Voidblade all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 14th, 20th
Ability Score Improvement[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.
Blade Infusion[edit]
Beginning at 5th level, you learn how to temporary imbue your aura of death or life into your weapon. You can expend a spell slot to infuse the weapon you’re wielding with either aura. You can withdraw your Aura Infusion as a Bonus Action, otherwise, the effect lasts one minute The weapon also becomes magical if it isn't already, and any pre-existing magical quality it might have becomes replaced by one infusion from the following list:
- Light Stance: - White Flames erupt from your weapon. While it is ablaze, it deals an extra 1d6 radiant damage Any flammable object hit by your attack(s), ignites if it isn't being worn or carried. This damage increases by 1d6 when you reach 14th level (2d6) and 18th level (3d6).
- Dark Stance: - Your weapon lets out a banshee like shriek as it slowly surrounded by a writhing black mass that slowly creeps it's way up and around the blade. Due to the fear instilling shriek all enemies in a 15 Foot Radius must make a wisdom saving throw against your spell save, If failed the creature is frightened. When you hit with an attack, your target takes an extra 1d6 necrotic damage. This damage increases by 1d6 when you reach 14th level (2d6) and 18th level (3d6).
TheDarkShroud[edit]
At 6th level. The Shroud of darkness rises, showing The Lethal or Pure Nature of those born in this Domain.
- When in Light Stance, you can use a bonus action to increase all healing received in 1d8+Charisma Modifier. A Constitution saving throw must be made (DC equals to Spell save). If failed, deals 1d4 to you and all healed allies.
- When in Dark Stance, You can use a bonus action to add a additional Infusion die to the damage of a spell . A Constitution saving throw must be made (DC equals to Spell save). If failed, The extra damage goes to the Caster.
This feature can be used a number of time equal to your Charisma Modifier Per Long Rest for each Stance.
Returning Stance[edit]
At the 9th level, the healing spells you cast on others heal you as well. When you cast a spell that restores hit points to a creature other than you, Light Stance engulfs you regaining hit points equal to your Charisma modifier (minimum 1). Alternatively when you reduce a creature to 0 hit points while in Dark stance gain temporary hitpoints equal the Magister (Chiaroscuro)'s level + Charisma modifier.
Life From the Chaos[edit]
At 10th level. The constant exposure to Light and Darkness brought the Limbo together.
You gain the ability to create unique creatures at your disposal.
When a Short or Long Rest is made, you can conjure a spirit based on which stance you made the rest.
- Light Stance: Creates a shapeless spirit that can travel up to 1 mile, identifing sources of Darkness.
- Dark Stance: Creates a shapeless spirit That can travel up to 1 mile, Identifing sources of Light.
Alternatively, it can be used to give you temporary hitpoints equal the Magister (Chiaroscuro)s's level + Charisma modifier.
Shadow Chain/Blooming Light[edit]
At 13th level. Self Improvement is the greatest difference between good hunters and bad ones. Every technique of Light and Dark is essencial for total domination.
You gain the following benefits:
In Light Stance: As action , you can channel Light from your body and project into an ally within 30 feet. The next melee attack the target ally does against a creature provokes a Con saving throw from it. if it fails, the creature receives the blindness status effect and it is vulnerable to radiant damage for one minute.
In Dark Stance As an action you can channel Shadow Chains from your body. Choose 2 creatures within 90 feet of you, they must make a Dexterity saving throw or the chains will be attached to them giving them the restrained condition, this effect lasts 1 Minutes or Until the enemy is moved more than 90 feet from you.
This feature can be used once per Long Rest for each Stance.
Light/Dark Unbound Derelict[edit]
At 15th level. As an action you can teleport up to two creatures you can see within 45 feet to a Demiplane which lasts up to one minute. If anyone dies inside the Demiplane before the timer is up the remaining creatures are kicked out. Willing creatures don't need to make a saving throw but unwilling creatures must make a Charisma saving throw against the Magister (Chiaroscuro)'s spell save. Based on the stance the Demiplane grants buffs and debuffs for those inside during their stay.
Light Stance: All allied damage is considered radiant damage, ignoring resistance and immunity. Also, every creature takes 2d8 additional damage. Dark Stance: Amplify all melee damage dealt by allies by 2d8. Any spell cast by any creature is dispelled as per the Antimagic field spell.
Further Into the Abyss[edit]
At the 17th level, your Charisma is permanently increased by 4 with a new potential maximum of 24.
Unending Life[edit]
At the 18th level, You no longer age naturally, making you essentially immortal to the ravages of time. Magical effects can still age you. Damage and death effects can still kill you per normal.
Duality in Singularity[edit]
At 20th level. Light, Dark... what's the difference?
During combat, each time that you change your stance, you gain a stack of Duality. With three stacks you can access the Twilight Stance for one minute.
In Twilight Stance both spell lists can be used and you are considered using both stances at the same time.
Voidblade/Holyblade[edit]
- Blademastery
When you adopt this tradition at 3nd level, you gain the Warlock’s Pact of Blade feature, in addition, you may use the Pact of Blade feature with 2-Handed weapons as well.
- Void Blade
Starting at 3rd level you gain the ability to use a long forgotten technique, you cloak your sword in that of the void
You can use a bonus action to summon the Voidblade. It ends early if you are incapacitated, if you don heavy armor or a shield. You can also dismiss the Voidblade at any time (no action required).
While your Voidsword is active, you gain the following benefits:
You may use your Charisma for attack and damage rolls with the Void You gain a bonus to your AC equal to your Charisma modifier (minimum of +1) Your walking speed increases by 10 feet. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).
- Holy Blade
Starting at 3rd level you gain the ability to use a holy technique to summon the Holy Blade.
You can use a bonus action to summon the Holyblade. It ends early if you are incapacitated, if you don heavy armor or a shield. You can also dismiss the Holyblade at any time (no action required).
While your Holyblade is active, you gain the following benefits:
You may use your Charisma for attack and damage rolls with the Holysword You gain a bonus to your AC equal to your Charisma modifier (minimum of +1) Your walking speed increases by 10 feet. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).
- Extra Attack
Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a cantrip in place of one of those attacks.
- Mastery of the Blade
At 11st level, Whenever you attack with either the Voidblade or Holy Blade, you may add your PB to each hit. (Necrotic for Void, Radiant for Holy).
- Magical Cut
At 14th level, while using the Holyblade or Voidblade, gain the following bonus effects
- Holyblade: While using the Holy Blade against any celestial, holy, or lawful aligning creature, deal crits on natural 19 aswell as natural 20. In addition, you deal an additional 1d8 Radiant damage per hit
- Voidblade: While using the Voidblade against any fiend, demon, or evil aligning creature, deal crits on natural 19 aswell as natural 20. In addition, you deal an additional 1d8 Necrotic damage per hit
- Perfect Balance
At 20th level you may now wield both the Holy Blade and Voidblade in unison. (AC, Movement, and Con bonuses do not stack twice.) You wield these blades, one in each hand. You may use both blades per attack.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-Magister (Chiaroscuro)-> class, you must meet these prerequisites: 13 Charisma
Proficiencies. When you multiclass into the <!-Magister (Chiaroscuro)-> class, you gain the following proficiencies: Light Armor, Simple Weapons, Hand Crossbows
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