Mastery Titles

by Mrwhitepantz

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Mastery Titles

The Title of Master

Only select individuals gain these titles: those that have proven themselves worthy and capable of using their powers. It takes a powerful being to grant a Mastery Title, and few have the ability or opportunity to interact with such beings, but there are other ways to acquire their powers. A mastery should be used as a reward for players, granting them a unique ability and potential roleplay experience; learning about other masters or potentially be chased down by a villain seeking out their power.

The Masters are not necessarily related to one another in any way, though it may be interesting to have groups of them form sects or schools where they teach their ideals to other people willing to learn. The origin of this idea is from youtuber and DM Matt Colville, who created a group of evil monks that each had a special title, the Master of Ravens and Master of Locusts both come from his game though their abilities differ greatly. He originally created these with a specific player in mind who was a monk and so the abilities used Ki, I have changed the powers to make them able to be used by anyone and created many new ones.

Appearance and Features

Living Tattoos

These powers are granted through magical tattoos which cover all or part of a Masters body. The tattoos may move, change shape, glow, or even leave the body as a result of calling upon their power. They are not affected by any conventional removal methods.

Revoking the Title

If a character no longer wishes to keep their Mastery it can be transferred to another person through a ritual or removed with a Remove Curse spell. A character may not have more than one Mastery at a time, if another one is attained through any means they have the option of which to keep, but the other one is immediately revoked.

Granting Powers

Each Master is granted a unique and powerful feat in association with their Title which is able to be used only once per long rest, unless otherwise noted. Most of these abilities are primarily combat focused, but a few have benefits that can work outside of combat as well.

These feats are meant to be manifestations of the Master's power; as such, if an ability calls for a target to make a saving throw the save DC is equal to the Master's highest ability score, even though that ability score may not make thematic sense for the feat's effects.

Obtaining a Title

Divine Favor

Each Mastery was originally created by a being of great magical power. It may have been a boon granted by a god although not necessarily; some wizards, vampires, fey, or other magical creatures may have sufficient power to grant Mastery as a divine favor.

Willing Inheritance

If a Master chooses to, they may give up their power to another person. This would only happen in the event that the Master has decided that person would be a worthy successor and use the power in the correct manner. Though there are no responsibilities to be upheld to maintain these titles, most Masters take their boon very seriously and would not want to see it, in their eyes, misused. The willing inheritance requires a ritual of fasting and meditation for 24 hours where both participants are in constant contact.

Dark Legacy

Those uninterested in being granted a Mastery have found another way to obtain the power they seek. By killing a current Master in single combat their Mastery will be transferred on to their killer. Evil magic usually surrounds those who earn their titles in this way, and many of these titles have dark legacies of murder and betrayal.

Dark Masteries

Master of Leeches

The Master of Leeches has a full sleeve tattoo on one of their arms depicting demonic leeches, at the end of the arm, one leech is wrapped around the wrist with its head extending into the hand and an open mouth in center of the Master's palm. In order to cast this spell the mouth of this leech must be aimed at the target, and the tattoos begin to glow red as a tendril of energy extends from the target towards the palm. Leeches are parasitic worms that survive by latching onto and consuming the blood of their victims, this tattoo grants the following ability:

Blood Syphon

Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You draw vital energy from a target, absorbing its life force. The target must make a Constitution saving throw. The target takes 5d6 necrotic damage on a failed save, or half as much on a successful save. Regardless of if the save was successful, you gain the full amount of damage rolled as hit points. If the target dies as a result of this spell, you gain a further half of that damage as temporary hit points.

Master of Ravens

This master has an image of a raven with wings spread wide across their chest, as well as perched raven on each shoulder. The presence of the raven is considered bad luck in many cultures, when you use this ability the tattoos pulse and emit

a phantasmal shadow of the tattoo, granting the following ability:

Sign of Ill Omen

Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You curse the target with an ill fate. The target must succeed on a Wisdom saving throw or all of their attack rolls are made with disadvantage for the duration of the spell. On a successful save, you may choose one of the effects from the Bestow Curse spell and for the next round the target is affected by that curse.

Master of Locusts

The Master of Locusts has several tattoos of locusts all over their body. These grasshopper-like insects are often associated with famine and move in swarms, devouring everything in their path. When calling upon this power, the tattoos take flight and illusory locusts swarm around the master, granting the following ability:

Defilement

Transmutation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

The first time you hit an attack against a target within the next 1 minute, roll 1d8. Each ally within 30 feet of you takes psychic damage equal to your roll. The total damage dealt to allies is added to the damage dealt by your attack. After you deal damage with this spell the effects end.

Master of Vultures

This master has a flock of vultures tattooed down each arm. Vultures are scavengers, consuming the remains of animals killed by other predators. When using this ability the tattoos fade and spectral vultures swoop down in the area of the spell:

Carrion Feast

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration Instantaneous

A flock of ravenous, spectral vultures descend on a point you choose within range and all dead bodies within a 15-foot-radius are instantly consumed by the flock. In their frenzy, they deal 1d4 piercing damage per body consumed to all creatures within that radius.

Master of Worms

Tattoos of maggots appear to crawl all over the master's body, but they never move. Several species of flies lay eggs inside living flesh, which hatch into maggots that begin to eat the flesh of their host. When this power is used the tattoos begin to glow a brilliant blue, granting your choice of the following abilities:

Consume Flesh

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You point at a target within range and attempt to infest them with Fade Worms.* The target must succeed a Constitution saving throw. On a failed save the target is infested and takes 2d10 piercing damage. Each subsequent turn the target may attempt the save again at the start of each turn. Until they succeed, or for the duration of the spell, at the end of each turn the target takes 1d10 piercing damage.

If the initial save is successful, they take half damage and are not infested.

Consume Mind

Illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You point at a target within range and attempt to infest them with Fade Worms. The target must succeed an Intelligence saving throw. On a failed save the target is infested and takes 2d10 psychic damage. Each subsequent turn the target may attempt the save again at the start of each turn. Until they succeed, or for the duration of the spell, at the end of each turn the target takes 1d10 psychic damage.

If the initial save is successful, they take half damage and are not infested.

* Fade beasts are creatures created for my own setting. They exist halfway between planes and can interact with the world in physical or non-physical ways.

Master of Chains

A tattoo of burning chains wraps itself around the master's torso and arms. Nigh unbreakable, chains make an excellent choice for restraining any kind of creature. When calling this power, the tattoos unwind themselves from the body and leap towards the target, granting the following ability:

Hellish Imprisonment

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Until dispelled or broken

A target within range must succeed a Strength saving throw or become restrained by burning chains, unable to move or make attacks. On a failed save the chains deal 1d4 fire damage at the end of each of your turns. On a success, the target takes 1d4 damage fighting off the chains but is not restrained. The target may repeat the saving throw at the beginning of their turns.

Gray Masteries

Master of Spiders

Spindly webs intertwine and lace together from the master's elbows and knees down to their feet and hands. Spiders are able to climb almost any surface and are patient hunters, lying in wait until their prey falls into their web; to be consumed at their leisure. The Master of Spiders has the the following abilities:

Spider Climb

You have a climbing speed equal to your movement speed, and can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.

Web Walker

You can't be caught in webs of any sort and ignore movement restrictions caused by webbing.

Web Shooter

Once per long rest, you can use a bonus action to cast the Web spell.

Master of Rodents

This master has a number of tattoos of small rodents equal to their highest ability modifier. When they call upon this power each tattoo scurries down off of their legs to stand in a chosen location, granting the following ability:

Swarm

Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Varies

You summon a number of self-duplicates equal to your highest ability modifier at chosen locations within a 15-foot-radius. Each duplicate lasts for 1d4 rounds, has 1 hit point, and can move and attack independently on your turn. The duplicate cannot cast spells or use any abilities.

Master of Jackals

This master has a face tattoo depicting a jackal's head and snout. Jackals are opportunistic predators that spring on their quarry when the moment is ideal. The tattoo begins to glow orange when using this power and the user is granted the following ability:

Seize the Moment

Enchantment


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

Choose an enemy below you in the initiative order. At any point during the encounter, on their turn you may take a turn instead. You may only do this once per encounter.

Master of Serpents

Tattoos of twin snakes coil around the master's body. Snakes are known for their large fangs and deadly venom. When calling on their power, the snake tattoos leap out from your body and attack, granting the following ability:

Venomous Bite

Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

Each snake makes a separate attack which can be against the same target or different targets within range. Their attacks deal 1d4 piercing damage and the target must succeed on a Constitution saving throw or take 2d4 poison damage and become poisoned for 1 minute. On a successful save they only take half damage and are not poisoned.

Master of Thorns

The Master of Thorns is covered in tattoos of thorny vines which protect their body. When their power is used they form a protective shell around the Master which grants the following ability:

Cloak of Thorns

Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute

Any time you are hit by an attack for the duration of this spell you take half damage and the other half is absorbed by the vines. If the attack is a melee attack, the thorns immediately deal the absorbed damage back to the attacker as piercing damage.

Master of Scorpions

This Master has a tattoo of a massive scorpion crawling down their chest with the stinger extending up their neck and curving onto their jawline. Scorpions are ambush predators that leap onto their prey whenever they stray too close. This tattoo grows an angry red when called upon, granting the following ability:

Scorpion Strike

Conjuration


  • Casting Time: 1 reaction
  • Range: Variable
  • Components: S
  • Duration: Instantaneous

When an ally hits a target that is within a number of feet from you equal to 5 times your highest ability modifier, you may instantly teleport to a location adjacent to the target and

make an attack against them.

Light Masteries

Master of Lions

The Master of Lions has a tattoo like a great mane, starting at the edge of the face and running down the shoulders and over the back and chest. The tattoos glow a brilliant amber when the power is called upon and grant the following ability:

Aura of Glory

Evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: S
  • Duration: Instantaneous

All enemies within a 30-foot radius take 2d10 radiant damage from your aura, simultaneously all allies within the same radius regain 2d10 hit points.

Master of Rings

Tattooed rings wrap around all of the master's limbs and their torso. When calling on the power they retain their shape but slide off of the master's body and stand on their own as a result of this ability:

Come to Life

Transmutation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: 10 minutes

Your tattoos come to life at a point you choose within range, they have the same stats and abilities as Animated Armor. This construct acts on your turn and lasts for the duration of the spell or until it falls to 0 hit points.

Master of Souls

This master has several tattoos of swooping birds covering their body. Birds in flight represent the soul's eternal journey into the future. When calling upon the power of these tattoos, they glow faintly purple and being to fly across the user's skin, leaving lavender trails and granting the following ability:

Soul Mantle

Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute

Soul energy protects you from harm. For the duration of the spell, you have +4 AC and ranged attacks against you are made with disadvantage.

Master of Whales

tattoos of a two large whales swimming up towards the master's head cover the chest, over their lungs. Whales are known for their beautiful songs which fill the oceans, calling on their power causes the tattoos to pulse with a green glow, granting the following ability:

Siren Song

Illusion


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: S
  • Duration: 1 minute

A hauntingly beautiful song begins to emanate from the tattoos. All creatures within a 30-foot radius must succeed on a Charisma saving throw or become paralyzed for the duration of the spell. On a successful save, the creature becomes charmed by you instead of being paralyzed. Once the save is made, the creature is immune to the effects of the song for 24 hours.

Master of Badgers

Known for their tenacity and take no prisoners attitude, badgers are fierce creatures that will defend themselves and their young to the death. The tattoo glows white when its power is called upon and grants the following ability:

Martyr's Blessing

Conjuration


  • Casting Time: 1 reaction
  • Range: Variable
  • Components: S
  • Duration: Instantaneous

When an ally that is within a number of feet from you equal to 5 times your highest ability modifier, you may instantly teleport to their location and be hit by the attack instead of them. The attack is not rerolled, it is applied as if the attack was against you to begin with.

Master of Owls

The Master of Owls has tattoos of folded wings on their back and shoulders as well as solid tattoos covering their eye sockets, making them look as if they have large eyes. Owls are known for their silent flight, excellent night vision and are a symbol of wisdom. The Master of Owls has the following abilities:

Owl Sight

You have improved darkvision. You become proficient in the Perception skill and have advantage on Perception checks that involve sight.

Owl Flight

Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

Your tattoos become physical wings which last for the duration of the spell and grant a fly speed of 60 feet. In addition, you have advantage on stealth checks made while flying.

 

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