Master of Tradition

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.

Table: Master of Tradition
Level Proficiency Bonus Features Ritual Spells Maximum Ritual Spell Level
1st +2 Master’s Knowledge (I), Detect Weakness (1d4)
2nd +2 Keeper of Knowledge
3rd +2 Ritual Spellcaster, Tales of Monsters and Magic (1d4) 3
4th +2 Ability Score Improvement 3
5th +3 Detect Weakness (1d6), Master’s Tenacity (+1) 4
6th +3 Knowledge feature 4
7th +3 Master’s Knowledge (II) 5
8th +3 Ability Score Improvement 5
9th +4 Tales of Monsters and Magic (1d8) 6
10th +4 Master’s Tenacity (+2) 6
11th +4 Detect Weakness (1d8) 7
12th +4 Ability Score Improvement 7
13th +5 Knowledge feature 7
14th +5 Master’s Knowledge (III) 7
15th +5 Master’s Tenacity (+3) 7
16th +5 Ability Score Improvement 7
17th +6 Detect Weakness (1d10) 7
18th +6 Knowledge feature 7
19th +6 Ability Score Improvement 7
20th +6 Master of Legends 7

Class Features

As a Master of Tradition, you gain the following class features:

Hit Points

Hit Dice: 1d6 per Master of Tradition level
Hit Points at 1st level: 6 + Constitution modifier
Hit Points at higher levels: 1d6 (or 4) + Constitution modifier per Master of Tradition level after 1st

Multiclass Requirements

Intelligence 13, Wisdom 13


Armor: light
Weapons: 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


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

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. 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.



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