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Master of Tradition

There are many legends that enrich the history of the Ages, but few are those who safeguard every secret. Those who have had the honour of accessing the immense libraries of the Old Tradition bring along the mere experiences of countless peoples and cultures and aspire to hand down the memories of their travels.   The Masters of Tradition are widely respected as the sole custodians of humanistic doctrines, whether they are unlikely myths or accurate historical accounts. Their thirst for knowledge is second only to their dedication and desire to put into practice, or to touch with their hands, what they have spent years reading about in the tomes of ancient knowledge.
hit dice: 1d6
hit points at 1st level: 6 + Constitution Modifier
hit points at higher levels: 1d6 (or 4) + constitution modifier per level after the 1st
armor proficiencies: light armour
weapon proficiencies: quarterstaff, dagger, light crossbow, sling, club
tools: calligrapher’s supplies
saving throws: Intelligence and Wisdom
skills: choose three between Arcana, History, Investigation, Religion, Insight, Perception, Medicine, Nature
starting equipment:
You start with the following equipment, in addition to the
equipment granted by your background:
  • (a) a sling or (b) a dagger

  • (a) leather armor or (b) a quarterstaff

  • scholar's pack and calligrapher’s supplies
spellcasting:
class features:
Level Proficiency Bonus Features Ritual Spells Maximum Ritual Spell Level
1 +2 Master's Knowledge (I), Detect Weakness (1d4) - -
2 +2 Keeper of Knowledge - -
3 +2 Ritual Spellcaster, Tales of Monsters and Magic (1d4) 3
4 +2 Ability score improvement 3
5 +3 Detect Weakness (1d6), Master's Tenacity (+1) 4
6 +3 Knowledge feature 4
7 +3 Master's Knowledge (II) 5
8 +3 Ability score improvement 5
9 +4 Tales of Monsters and Magic (1d8) 6
10 +4 Master's Tenacity (+2) 6
11 +4 Detect Weakness (1d8) 7
12 +4 Ability score improvement 7
13 +5 Knowledge feature 7
14 +5 Master's Knowledge (III) 7
15 +5 Master's Tenacity (+3) 7
16 +5 Ability score improvement 7
17 +6 Detect Weakness (1d10) 7
18 +6 Knowledge feature 7
19 +6 Ability score improvement 7
20 +6 Master of Legends 7
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KNOWLEDGE OF THE MASTER

Every Master of Tradition can boast a vast erudition, and yet never satisfied and always expanding through the search for the mysteries of the world.
In the Lunar Age, their skills are one of the few tools suitable to shed light on the enigmas and the shadows in the darkness.  

MASTER'S KNOWLEDGE

At 1st level, you choose a skill in which to be Proficient among the following: Arcana, History, Investigation, Religion, Insight, Perception, Medicine, Nature. You gain expertise in the chosen skill, meaning your Proficiency bonus is doubled when you make an Ability check using the chosen skill.
At 7th level you can choose a second skill, and another at 14th level.  

DETECT WEAKNESS

At 1st level, you are able to study the enemy in front of you to identify their weaknesses and point them out to your allies. As an action, you can focus attention on a target within 30 feet, and then roll a Wisdom check to which you can apply your Proficiency bonus (DC equal to 10 + the target Challenge Rating). In the event of failure, the feature is to be considered unused, and you can retry to use it later towards the same target or others.
If successful, you and up to 4 allies within 30 feet, add 1d4 to the next damage roll against that specific target. This feature can be used once, then you regain its use after you complete a short or long rest.
The damage bonus increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.  

KEEPER OF KNOWLEDGE

At 2nd level, you specialize in a specific knowledge apt to deal with a certain type of enemy. This choice gives new features to the 2nd, 6th, 13th, and 18th levels (see below).  

RITUAL SPELLCASTER

At 3rd level, you learn 3 ritual spells of 2nd level or below and can cast them as ritual spells. Each spell can belong to any list of spells.
At 5th level, you learn another ritual of 3rd level or lower; at 7th level, you learn another ritual of 4th level or lower; at 9th level, you learn another ritual of 5th level or lower; at 11th level, you learn another ritual of 6th level or lower.  

TALES OF MONSTERS AND MAGIC

At 3rd level, you can tell stories and legends to your companions during a short rest. Up to 5 creatures that are able to understand your language, and complete a short rest nearby may listen to your words (they cannot therefore be engaged in doing anything else) regain 1d4 Soul Points at the end of the short rest.
You can use this feature once, then you regain its use after you complete a long rest.
At 9th level, the creatures regain 1d8 Soul Points instead.  

ABILITY SCORE IMPROVEMENT

At 4th level, and again at the 8th, 12th, 16th, and 19th levels, you can increase an ability score by 2, or increase by 1 two ability scores of your choice. As usual, it is not possible, through this feature, to bring a feature to a score above 20.
If you implement the optional feats rule, you can give up this privilege and choose a feat instead.  

MASTER'S TENACITY

At 5th level, you get a +1 bonus to all Saving Throws against spells cast by Aberrations, Fiends or Undead. This bonus increases to +2 at 10th level, +3 at 15th level.  

MASTER OF LEGENDS

At 20th level, you can cast the spell legend lore once a day without the need for any material component.
subclass options:

KEEPERS OF KNOWLEDGE

The Masters are educated in every area of the Old Tradition, but even they do not resist the temptations of personal curiosity, inevitably specializing in the study of myths and legends that most capture their interest.
In the Lunar Age, such studies have focused on the study of specific otherworldly creatures, among which the following are prominent.   Keeper of Funerary Sciences
It includes those Masters of Tradition specialized in funeral rites and legends about death and beings of the underworld.   Myth of the Shining
At 2nd level, when choosing this archetype, you learn the sacred flame and spare the dying cantrips (your spellcasting ability for these spells is Intelligence).
Also, when using the Detect Weakness feature, the additional damage turns into radiant damage, and increases by a dice size (1d4 becomes 1d6, 1d6 becomes 1d8, etc...) if the feature is used against Undead.   Tales from the Crypt
At 6th level, you have Advantage on Saving Throws against Fear and resistance to Necrotic damage.   Legend of the Shining Moon
At 13th level, you can cast moonbeam as a 4th level spell (your spellcasting ability for this spell is Intelligence). The spell can be cast once, then you regain its use after you complete a short or long rest.   Morals of Death
At 18th level, you are protected against instant death effects and effects that reduce your Hit Points to 0 : if affected by this type of effect, your Hit Points are reduced to 1 instead. You also become immune to any effect that reduces your maximum Hit Points.
 
  Keeper of Occult Sciences
It includes those Masters of Tradition specialized in the study of demons, Fiends, and evil beings from other planes of reality.   Myth of Magic
At 2nd level, when choosing this archetype, you can cast the spell protection from good and evil, (your spellcasting ability for this spell is Intelligence) targeting yourself. You can cast this spell once, then you regain its use after you complete a short or long rest.
In addition, when using the Detect Weakness feature, attacks that benefit from the damage bonus provided by the feature are considered magical in order to overcome Fiends’ damage resistance and increase by a dice size (1d4 becomes 1d6, 1d6 becomes 1d8, etc.) if the feature is used against Fiends.   Tales of the Inquisition
At 6th level, you gain Resistance to fire damage, and your attacks are always considered magical in order to overcome the damage resistance of Fiends.   Legend of the Exile
At 13th level, you can cast the banishment spell (your spellcasting ability for this spell is Intelligence). The spell can be cast once, then you regain its use after you complete a short or long rest.   Morals of Immolation
At 18th level, you gain Immunity to fire damage.  
 
  Keeper of Oneiric Sciences
It includes those Masters of Tradition specialized in the study of the cosmos, eternal beings and everything that lies beyond the veil of reality.   Myth of the Nightmare
At 2nd level, when choosing this archetype, you can cast the sanctuary spell (your spellcasting ability for this spell is Intelligence).
Also, when using the Detect Weakness feature, any successful attack that benefits from the feature’s damage bonus reveals something about the target. You can choose to learn about a single detail of the target such as: an ability score, armor class, speed, and movement methods, remaining and maximum Hit Points, a special feature, a specific resistance, immunity, or vulnerability. The additional damage increases by one dice size (1d4 becomes 1d6, 1d6 becomes 1d8, etc...) if the feature is used against Aberrations.   Tales from the Subconscious
At 6th level, you have Resistance to psychic damage. In addition, you have Advantage on Saving Throws against effects that cause stunned, paralyzed, incapacitated, and unconscious conditions.   Legend of the Revealing Dream
At 13th level, you can cast the arcane eye spell (your spellcasting ability for this spell is Intelligence).
The spell can be cast once, then you regain its use after you complete a short or long rest.   Morals of Eternity
At 18th level, you are no longer subject to death by old age so that, once you reach the maximum age related to your race, you simply continue to live on without getting any older. In addition, you have Advantage on Saving Throws against magic.
 

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SilkFeet.

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