Magister
Magisters are the Chosen of Mystra, Goddess of Magic and are blessed with a plethora of powers that most mortals cannot comprehend. They use their immense power and knowledge to spread magic and arcane knowledge and items. The Order of the Magisters is governed by Mystra and can only be joined by slaying another Magister or otherwise besting the Magister, or having a Magister surrender the post to a successor. All Magisters must uphold the Codes of the Magistrate. (Magisters are rare and mighty and are not suited to all campaigns. Discuss with your DM if this subclass is a good fit.)
Codes of the Magistrate:
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A Magister must spend their lives teaching magic and spreading arcane knowledge. They must never conceal magic or hoard magical items unless directed by Mystra.
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Magisters must never participate in the politics of any one or more nations.
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There can only ever be 16 Magisters.
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The office of Magister can only be conferred via official duel in which the Magister is slain, the Magister offers a task and is bested, or the Magister surrenders and chooses their successor.
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Magisters cannot refuse challenges to duels but they can set the terms of the duel to include: a battle to the death, a battle of arcane knowledge, or giving the challenger a task that has the possibility of success that would prove their worth.
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All Magisters are given a unique Mage Sigil that they must display when asked.
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A Magister forfeits their life if they willfully go against these codes or otherwise harms Mystra or her Weave.
Spellcasting: Spells cast by a Magister are changed fundamentally. All of your spells are changed in some way. For instance, Mage Hand becomes an elegant hand with a silk glove bearing your Mage Sigil.
Subclass Features
Origin Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
| Level | Prepared Spells |
|---|---|
| 3 | Borrowed Knowledge, Guidance, Locate Object, Protection from Evil and Good, Shield of Faith |
| 5 | Motivational Speech, Remove Curse |
| 7 | Divination, Locate Creature |
| 9 | Commune, Dispel Evil and Good |
Magister’s Task
Every Magister is given a specific task by Mystra herself. The tasks are somewhat random but are linked to the aptitudes of the new Magister. Choose one of the following tables and roll on it to determine your Magister task. Mystra may ask for updates or get dissatisfied with you if you do not progress your task. A new task is chosen upon completion of the first one.
Arcane Implement Tasks
Tasks for Magisters that delight in magical items and wish for them to be used and not hoarded so that all may delight in wielding them.
| 1D6 | Task |
|---|---|
| 1 | A powerful magic user has hoarded enough items to earn the ire of Mystra. You are to liberate those items and give them new homes. Be careful that you or a member of your party is not too greedy lest they catch her ire as well. |
| 2 | A mighty beast has a vast hoard of magical items and arcane knowledge. You are to slay it and spread its vast hoard to the benefit of spellcasters everywhere. Beware lest another Magister is summoned to slay you or your party if you become greedy beasts as well. |
| 3 | A misguided or downright evil being has been tampering with arcane items and perverting their purpose. You are to bring them before the Magistrate and grant them judgment. The objects must be corrected or destroyed if the corruption is too deep. |
| 4 | A long forgotten trove of magical items has been unearthed. You are to find it and ensure that a monopoly is not formed by one person or group. If such a group has formed, disband it and distribute the items as Mystra intended. |
| 5 | A cult has been forming for the purpose of corrupting magical items for some nefarious end and they must be fought and destroyed and the items renewed and given new life. |
| 6 | An insane individual has possessed an item dear to Mystra and they must be exorcized from it and the item must be rededicated to the goddess. |
Combat Tasks
Tasks for Magisters faithful enough to slay the foes of Mystra and those that halt the progress of the arcane arts.
| 1D6 | Task |
|---|---|
| 1 | A being from the Far Realm has infiltrated the Weave and is sowing chaos. Seal the breech it left in its wake and destroy the creature. |
| 2 | The Elves are rising to power again and are meddling in ways they were warned against. Deliver an ultimatum and if necessary kill all who hold the knowledge and seek to use it for ill. |
| 3 | An empire is forming composed of many gifted spellcasters and they are on a road that will lead to devastation. Warn them and if need be remove them from power by any means necessary. |
| 4 | Many portals are opening and the Weave is being tainted. Locate the force that is opening the portals and slay them so that the Weave may begin to heal. |
| 5 | The followers of a certain god have grown bold and are seeking to rend the Weave and grant power to their master. See to it that the cult and all of its forbidden knowledge are destroyed. |
| 6 | A mysterious force is consuming the Weave and leaving swaths of Dead Magic and Wild Magic in its wake. Seek it out and halt its progress and do all you can to stop it. |
Power Tasks
Tasks for Magisters only interested in amassing power for the purpose of supporting Mystra when called upon.
| 1D6 | Task |
|---|---|
| 1 | All Artifacts have the potential to change the world. Claim one and wield it as a warrior on the forefront of the battle Mystra wages. |
| 2 | Serve Mystra with deep and unending loyalty seeking to earn the right to break free of the bounds Mystra set and learn spells of 10th level or higher. |
| 3 | A test of sorts has been placed upon you. Gather certain magical items and knowledge that you may be prepared for a challenge to come. |
| 4 | There are many foes that impede Mystra for her Weave is greatly coveted. Slay as many of these foes as possible throughout your life. |
| 5 | Mystra may have claimed you, but there are other powers that would support her. Seek out like minded powers and harness their great might for the honor of Mystra. |
| 6 | You have great potential, seek out the other Magisters and rise up to become the Magister Prime. |
Study Tasks
Tasks for Magisters that wish to steep themselves in the heights of arcane knowledge and learn all there is to know about the arts Mystra loves and patronizes.
| 1D6 | Task |
|---|---|
| 1 | Spend your life identifying and recording every spell and item you come across for one day you may be needed to be a repository of knowledge to be used by the goddess. |
| 2 | Many notable and forgotten tomes exist and need a caring hand to bring them to light. Seek these out and build a safe place for them so that they can be studied. |
| 3 | Magical beasts abound, seek out the wise and powerful and learn from them and their arts. |
| 4 | Mystra has taught you much but others can deepen your knowledge. Become a student of many powers that work with Mystra and become a bond between them. |
| 5 | Magic can be written in countless ways, become a master of many languages that you may serve as a scribe worthy of Mystra. |
| 6 | Mystra cannot interact with other Weaves. Become her eyes and study the other Weaves that Mystra may have no blind spots. |
Teaching Tasks
Tasks for the most noble of the Magistrate who desire to impart arcane knowledge and raise up generations of spellcasters and teach the masses about the Weave and the nature of magic.
| 1D6 | Task |
|---|---|
| 1 | Found and build a marvelous school for learning and that allows no politics or classism to taint its halls. Choose many teachers who will encompass the grand depth of magic and will foster the rising generation. |
| 2 | Every day more spellcasters are born and precious few gain a proper education. Spend your days fostering the new and inexperienced so that they can appreciate their talents. |
| 3 | The masses know that magic exists, but that is the extent of a majority of their knowledge. Teach the people to embrace and not fear magic that they may in turn aid up and coming spellcasters. |
| 4 | Very rarely an individual is captured and expresses a desire to change, sincere enough to draw Mystra’s attention. Teach one such individual about the error of their ways and guide them on a path of enlightenment. |
| 5 | On occasion an individual is born with a spark of arcane talent yet they will not progress to higher arts of magic. Guide them and enable them to see their potential and use their modest gifts to the benefit of all. |
| 6 | It seems a few spellcasters have forgotten their way. Give them an “education” that pierces them to the core and leaves a profound impact on their lives if they are able to comprehend the “lesson” that was taught. |
Mage Sigil
A Magister is given a specific arcane mark that is unique to them and cannot be replicated by any means. You can use a free action to cause your right palm to glow and show your Mage Sigil. The color and Mage Sigil design is chosen by the Magister upon receiving the office. The Mage Sigil appears when used for spells that require sigils such as Arcane Mark and Glyph of Warding. You learn the Cantrip Arcane Mark.
Mystra curses those who misuse their Mage Sigil. Depending on the offense the offender may experience degrees of weakness, permanent loss of intelligence, losing the ability to cast specific spells, or for the most serious offenses an avatar of Mystra is summoned and denounces the Magister. (If denounced it may be appropriate to choose a new subclass or class or take on a difficult quest for redemption.)
Magesight
Your eyes bear the blessing of Mystra. Your eyes can see a great many things. You have the following features:
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You are able to see if an individual has the ability to cast spells as they will be surrounded by a nimbus of light.
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You can see if your spells are being meddled with as if the Weave within them is being tampered with.
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You can see areas of magical discharge such as powerful spells being unleashed within 300 ft of you.
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You can see a spell being cast within 60 ft of you by the Weave the spell contains being highlighted to you.
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You can see the boundaries of spells, Wild Magic areas, and Dead Magic Zones.
Visions of Magisters Past
Your office of Magister allows you to connect with the line of Magisters that are within your direct succession. You can spend 10 minutes meditating during which you can inquire about specific questions about magic, monsters, and most other subjects (The DM has great leeway in how they respond to such inquiries). Otherwise, you can change one spell you have prepared with one other of the same level that you can cast.
You can use this feature once per long rest.
Lesser Magister Boon
Mystra grants many abilities to her champions. The abilities are many and varied and are applied without bias so that each Magister has an equal chance at each of the offered abilities. Roll 1d4 and you gain the chosen ability.
| 1D4 | Effect |
|---|---|
| 1 | You are aware of whenever a creature utters your name or a title you are associated with. You immediately learn the creature’s race, alignment, and general location, usually the town or city they reside in. |
| 2 | You cannot be detected by Divination magic. |
| 3 | The following spells are added to your Origin Spell list: Level 3: Feather Fall. Level 5: Water Walk. Level 7: Dimension Door. |
| 4 | When a spell is cast within 60 ft of you, you can use your reaction and roll 1D20, on a 1 the spell triggers a Wild Magic Surge. |
Arcane Rejuvenation
As Mystra’s champion you can request additional power and she obliges her champions. You can use an action petitioning for aid and you regain a spell slot less than or equal to your Proficiency Bonus.
You can use this feature once per long rest.
Greater Magister Boon
Mystra bestows her champion with further abilities to aid them. Roll 1D4 and you gain the chosen ability.
| 1D4 | Effect |
|---|---|
| 1 | You are intangible to Constructs. You gain the following features: Constructs cannot Grapple you. Constructs have disadvantage on attacks against you. You take half as much damage from physical attacks from Constructions. You can move through Constructs as if they were Difficult Terrain. If you end your turn in an occupied space you take 1D12 Force damage. |
| 2 | When you are targeted by a spell you can use your reaction and roll 1D20, on a 20 the spell is reflected on the caster. If the spell requires Concentration the spell fails. |
| 3 | When you are targeted for a spell you can use your reaction and roll 1D20, on a 20 the spell is nullified and ends without effect. |
| 4 | You choose one spell and you are Immune to the chosen spell. When you gain an Arcanist level you can choose a new spell. |
Superior Magister Boon
Mystra bestows her champion with greater abilities to aid them. Roll 1D4 and you gain the chosen ability.
| 1D4 | Effect |
|---|---|
| 1 | When you cast a spell that requires a Material Component you can use your reaction and roll 1D20, on a 18-20 the spell does not require or consume the Material Component. |
| 2 | When you cast a spell that requires a saving throw and if a target succeeds the saving throw and would take half as much damage, you can use your reaction and force the target to take the full amount of damage. You can use this feature once per long rest. |
| 3 | You can move through non physical arcane barriers as if they were Difficult Terrain such as Wall of Wind or Wall of Force as long as the spell level that created the barrier is less than or equal to your Proficiency Bonus. |
| 4 | You are Immune to mind altering effects originating from spells from the School of Enchantment. |
Bestow Spellcraft
The hallmark ability of Magisters is the ability to bestow the ability to cast spells. You must seek authorization from Mystra and if she approves you can grant one of the following spellcasting features to a chosen target and then pay the associated cost for invoking such power. You can explain the nature of the spell bestowed but you are forbidden from explaining the frequency the spellcaster can use their ability as it is their duty to explore their skill.
One can only be granted Spellcasting with this feature once during their life. The Spellcasting ability granted with this feature is separate from other Spellcasting features.
Option 1: The target gains the Spellcasting feature as described with each Class that can cast a chosen spell. Their spellcasting ability is INT. They can cast the following spell at the following frequency (You inform the DM of the option and they, or you are tasked with keeping track of the frequency.
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Option 1a: The target gains the following spell at the cost of 1D4 (Min 2) hit points from your hit point maximum. They can cast the following spell 45 times per year at a rate of once per day. Each year the number of uses of the spell is reduced by 1. After exhausting the last spell, they lose the Spellcasting ability from this feature. The spell is chosen from one of the following options: Fly, Haste, or Water Breathing.
Option 1b: The target gains the following spell at the cost of 3D4 (Min 6) hit points from your hit point maximum. They can cast the following spell 720 times total at a rate of up to three times per day. After exhausting the last spell, they lose the Spellcasting ability from this feature. The spell is chosen from one of the following options: Entangle, Expeditious Retreat, or Find Familiar.
Option 1c: The target gains the following spell at the cost of 5D4 (Min 10) hit points from your hit point maximum. They can cast the following spell once every month (Every 40 days), they regain the use of this feature on the night of the full moon. The spell is chosen from one of the following options: Etherealness, Plane Shift, or Teleport.
Option 2: The target gains the Spellcasting feature as described with each Class that can cast a chosen spell. Their spellcasting ability is WIS. They can cast the following spell at the following frequency (You inform the DM of the option and they, or you are tasked with keeping track of the frequency.
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Option 2a: The target gains the following spell at the cost of 1D4 (Min 2) hit points from your hit point maximum. They can cast the following spell 45 times per year at a rate of once per day. Each year the number of uses of the spell is reduced by 1. After exhausting the last spell, they lose the Spellcasting ability from this feature. The spell is chosen from one of the following options: Fireball, Protection from Energy, or Wind Wall.
Option 2b: The target gains the following spell at the cost of 3D4 (Min 6) hit points from your hit point maximum. They can cast the following spell 720 times total at a rate of up to three times per day. After exhausting the last spell, they lose the Spellcasting ability from this feature. The spell is chosen from one of the following options: Chaos Bolt, Cure Wounds, or Mage Armor.
Option 2c: The target gains the following spell at the cost of 5D4 (Min 10) hit points from your hit point maximum. They can cast the following spell once every month (Every 40 days), they regain the use of this feature on the night of the full moon. The spell is chosen from one of the following options: Forcecage, Prismatic Spray, or Symbol.
Option 3: The target gains the Spellcasting feature as described with each Class that can cast a chosen spell. Their spellcasting ability is CHA. They can cast the following spell at the following frequency (You inform the DM of the option and they, or you are tasked with keeping track of the frequency.
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Option 3a: The target gains the following spell at the cost of 1D4 (Min 2) hit points from your hit point maximum. They can cast the following spell 45 times per year at a rate of once per day. Each year the number of uses of the spell is reduced by 1. After exhausting the last spell, they lose the Spellcasting ability from this feature. The spell is chosen from one of the following options: Fast Friends, Hypnotic Pattern, or Major Image.
Option 3b: The target gains the following spell at the cost of 3D4 (Min 6) hit points from your hit point maximum. They can cast the following spell 720 times total at a rate of up to three times per day. After exhausting the last spell, they lose the Spellcasting ability from this feature. The spell is chosen from one of the following options: Bane, Charm Person, or Silvery Barbs.
Option 3c: The target gains the following spell at the cost of 5D4 (Min 10) hit points from your hit point maximum. They can cast the following spell once every month (Every 40 days), they regain the use of this feature on the night of the full moon. The spell is chosen from one of the following options: Mirage Arcane, Power Word Pain, or Project Image.
Mystra’s Boon
Having earned her trust, Mystra gifts 9 spells to you to serve as your sword, shield, and tools for education. The spells do not require Material Components to cast and can be cast once per long rest each without expending a spell slot. The spell is cast using the predetermined spell slot. They can only be changed once a year on the date the Magister overcame their predecessor. You know the following spells beyond the ones you have prepared and can only cast them with this feature:
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1st- Command
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2nd- Detect Thoughts
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3rd- Clairvoyance
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4th- Banishment
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5th- Greater Restoration
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6th- True Seeing
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7th- Finger of Death
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8th- Incendiary Cloud
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9th- Foresight
Magister’s Ban
The Magister’s Ban is a tool that the most powerful Magisters can use to change the world. Each time a Magister’s Ban is used it becomes a notable point in the history of the world. Mystra herself must approve each use of the Magister’s Ban. You can use an action and override every active spell on the Material Plane with one spell of your choice that you can cast. The only approved use of this feature is to promote the spreading of magical arts. For example, Elminster was approved to impose a 14th level Mass Suggestion spell to cause a cessation of combat in a war that spanned the whole of the plane and allow both sides to regroup and be reasoned with.
You can use this feature once during your lifetime unless Mystra restores the use of this feature herself.