Magus
This class was designed by rannieryjesuino and can be downloaded at the GM Binder here.
Magus
There are those who spend their lives poring
over ancient tomes and texts, unlocking the
power of magic, and there are those who
spend their time perfecting the use of
individual weapons, becoming masters without
equal. The magus is at once a student of both
philosophies, blending magical ability and
martial prowess into something entirely unique, a discipline
in which both spell and steel are used to devastating effect.
As he grows in power, the magus unlocks powerful forms of
arcana that allow him to merge his talents further, and at the
pinnacle of his art, the magus becomes a blur of steel and
magic, a force that few foes would dare to stand against.
hit dice:
1d8 per Magus level
hit points at 1st level:
8 + Your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per magus level after 1st
armor proficiencies:
Light armor. Medium armor
weapon proficiencies:
Simple melee weapons, longswords, rapiers, shortswords
tools:
None
saving throws:
Wisdom, Intelligence
skills:
Chose two from the following: Arcana, Acrobatics, Athletics, Insight, Investigation, Nature.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword, (b) rapier or (c) a simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) scale mail or (b) leather armor
a scholar’s pack
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword, (b) rapier or (c) a simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) scale mail or (b) leather armor
a scholar’s pack
spellcasting:
Your ability to draw out and amplify your essence has given you the faculty for casting spells. See Spells Rules for the general rules of spellcasting and the end of the class listing for the magus spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the
magus spell list. You learn additional magus cantrips of your
choice at higher levels as shown in the Cantrips Known
column of the Magus table.
Preparing and Casting Spells
The Magus table shows how many spell slots you have to cast
your magus spells. To cast one of your magus spells of 1st
level or higher, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a
long rest.
You prepare the list of magus spells that are available for you to cast, choosing from the magus spell list. When you do so, choose a number of magus spells equal to your Intelligence modifier + half your magus level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest, at least 1 minute per spell level for each spell on your list.
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Your ability to draw out and amplify your essence has given you the faculty for casting spells. See Spells Rules for the general rules of spellcasting and the end of the class listing for the magus spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the
magus spell list. You learn additional magus cantrips of your
choice at higher levels as shown in the Cantrips Known
column of the Magus table.Preparing and Casting Spells
The Magus table shows how many spell slots you have to cast
your magus spells. To cast one of your magus spells of 1st
level or higher, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a
long rest.You prepare the list of magus spells that are available for you to cast, choosing from the magus spell list. When you do so, choose a number of magus spells equal to your Intelligence modifier + half your magus level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest, at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Magus Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Magus spell you cast and when Making an Attack roll with one.Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Magus Spells. You may also use your weapon as your arcane focus.class features:
You can also use this feature with any magus cantrip that requires a spell attack against a single target. If the cantrip requires a ranged spell attack, it becomes a melee spell attack instead and its range becomes touch.
The extra damage die changes based on the level of the spell slot used to cast the spell. The die becomes a d6 for a slot of 2nd level, d8 for a 3rd level, d10 for a 4th level and d12 for a 5th level spell slot.
You can only use each magic maneuver once, and regain all expended magic maneuvers whenever you finish a short or a long rest. Additionally, when you gain a level in this class, you can choose one of the magic maneuvers you know and replace it with another magic maneuver as long as you meet its prerequisites.
Some of your magic maneuvers require your target to make a saving throw to resist the magic maneuver's effects. The saving throw DC is calculated as follows: Magic Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier
The chosen spells count as magus spells for you and can be used with any of your other magus abilities, but they don't count against the number of magus spells you have prepared. You can add one additional spell of 4th level or lower from the wizard spell list at 14th level and one additional spell of 5th level or lower at 18th level.
If the spell has more than one attack targeting you, you can deflect further spell attacks from the same spell on the same turn without spending further uses of this feature, but you must make a separate spell attack for each attack deflected this way.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Additionally, you can use your Elemental Weapon feature as a free action instead of a bonus action.
You can move 10 feet and do a jump, immediately teleporting to the landing location. You can cover a number of feet up to your Intelligence score with this jump. If this jump would take you into another creature's space, instead you appear in an unoccupied space within 5 feet of it. If you end this movement next to a creature, you can cast a cantrip against it.
At 11th level, the distance covered by the jump increases to two times your Intelligence score. At 17th level, if this jump would take you into another creature's space, it must attempt a Strength saving throw or be knocked prone.
Cast a cantrip that requires an attack against a target creature within range. On a successful hit, the target suffers the cantrip's normal effects. Regardless if you hit or miss, your image becomes blurred until the end of your next turn. For the duration, creatures that rely on sight have disadvantage when attacking you.
At 11th level, instead of becoming blurred, you are considered under the effects of the Invisibility spell until the end of your next turn. At 17th level, you are considered under the effects of the Greater Invisibility spell until the end of your next turn.
Numerous octarine tentacles spring from your hand towards a target within 15 feet. Upon impact, they attempt to close the distance between you and your target.
Make a melee spell attack against the target. If the attack hits and the target is a Large or smaller creature, you pull the creature 10 feet closer to you. If the attack hits and the target creature is Huge or larger, you can pull yourself 10 feet closer to it. After that, you can cast a cantrip against the target. At 11th level, the range of the attack, the distance you can pull other creatures (or yourself) all increases by 5 feet. At 17th level they increase by an additional 5 feet.
As a bonus action, you may choose a creature within 10 feet as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, you may add your Intelligence modifier to its damage.
At 11th level, if that attack hits you can make an additional melee weapon attack against it. At 17th level, you may cast a cantrip instead of making a making an additional melee weapon attack against it.
As part of the action to use this magic maneuver, you can move up to 30 feet in a straight line with opportunity attacks provoked by this movement made at disadvantage. After moving, you can make a melee spell attack at a target creature within 5 feet. On a hit, the creature takes lightning damage equal to 2d8 and if it's a Large or smaller creature you can push it away up to 15 feet.
At 11th level, the damage increases by 1d8. At 17th level, it increases by an additional 1d8.
Make a melee spell attack at a creature within 15 feet. On a hit, you deal 2d8 slashing damage and the target must succeed on a Dexterity saving throw or become Restrained until the end of its next turn.
At 11th level, the damage increases by 1d8. At 17th level, it increases by an additional 1d8.
Make a ranged weapon attack against a target creature within range. On a successful hit, the target suffers the attack's normal effects, the next attack roll against this target has advantage and its speed is halved until the end of your next turn.
At 11th level, if the next attack roll hits the target it also deals an extra 2d8 necrotic damage. At 17th level, the extra damage increases by 2d8.
When a creature is hit within 15 feet you, as a Reaction you create a protective barrier around it. The creature gains 3d6 temporary hitpoints for 1 minute. If damage reduces these hitpoints to 0 the barrier explodes. Each enemy within 5 feet of the creature must succeed on Strength saving throw or take 3d6 magical force damage, and be pushed 5 feet away if they are Large or smaller.
At 17th level, both temporary hitpoints and damage dies increase by 2d6, and enemies are pushed an additional 5 feet.
Make a melee weapon attack against a target creature. On a hit, your attack produces a blast of magic force. The first creature in a 30 feet long and 5 feet wide line behind the target hit must succeed on a Dexterity saving throw or take 3d8 force damage.
At 17th level you can target the first two creatures behind the target, instead of one.
You can fly up to your speed and cast a cantrip that requires a ranged spell attack against a target creature within reach. Any opportunity attacks you provoke during this movement are made at disadvantage, and after the movement you can land safely in an unoccupied space of your choice within 5 feet of the location directly beneath you.
At 17th level you can fly up to twice your speed instead.
As a reaction, you can project a magical force around your hand that lasts until the end of your next turn. For the duration of the magic maneuver, ranged attacks against you are made at disadvantage. If any ranged attack misses you before the end of the next turn, this effect ends and you can deal the damage of the attack to a creature within 10 feet of you.
At 17th level the effect ends only after two missed ranged attacks instead of one.
You coalesce an aquamarine blade of distilled pain, having the unique property of phasing through armor and carapace. Make a melee weapon attack, and treat your target's AC as 10 + their Dexterity modifier. On a hit you deal 2d12 psychic damage.
At 17th level, the damage increases by 1d12.
You imbue your blade with the quality of the Elemental Plane of Air, and make vicious rising slash. Make a melee weapon attack against a target creature. On a successful hit, the target suffers the attack's normal effects, is suspended 5 feet into the air and becomes Restrained until the end of your next turn.
At 17th level, you can then cast a cantrip against the target after resolving all effects.
You flash forward with a blur of speed, advancing upon your foe with a series of lunges. You can move up to your speed in a straight line and cast a cantrip against up to 3 creatures within 5 feet of you during this movement. Any attacks of opportunity provoked by this movement are made at disadvantage.
Choose a target creature within reach of your ranged weapon. You can choose up to 4 other targets, as long as each target is within 30 feet of the previous one. Make a ranged weapon attack against each of those targets. Any of these attacks can be used with your Elemental Ammo feature.
Choose a target creature you can see within 120 feet of you. You teleport to an unoccupied space within 5 feet it, and then cast a cantrip that requires an attack against it. On a successful hit, the target suffers the catrip's normal effects and becomes frightened until the end of your next turn.
You call upon the wind to aid you. Each creature you choose within 20 feet must make a Strength saving throw. On a failed save, they are pulled up to 15 feet closer to you in a straight line and take 3d8 magic bludgeoning damage.
Light condenses on your hand, elongating into a lance of dazzling brightness, and then you throw it. Make a melee spell attack against a creature you can see within 30 feet. On a hit the creature takes 4d6 radiant damage, and must succeed on a Constitution saving throw or become blinded and emanate bright light in a 30 feet radius until the end of its next turn.
Make a melee weapon attack against a creature within reach. On a successfull hit, the target suffers the attack's normal effects and each creature other than you within 15 feet of it must make a Dexterity saving throw or take that attack's damage, be pushed 10 feet away and be knocked prone.
Magus Tradition
At 1st level, you choose a tradition that shapes the way you combine spells and weapons in combat, each detailed at the end of the class description. The tradition you choose grants you features at 1st level and again at 7th and 15th level.Spellstrike
Beginning at 1st level, a magus learns to cast spells and wield his weapons at the same time. To use this ability, you must have one free hand and be wielding a one-handed melee weapon that you're proficient with. Once per round when you cast a magus spell of 1st level or higher, as a bonus action you can make a melee weapon attack.You can also use this feature with any magus cantrip that requires a spell attack against a single target. If the cantrip requires a ranged spell attack, it becomes a melee spell attack instead and its range becomes touch.
Magic Sense
At 2nd level, as an action, you can open yourself to the Weave, allowing you to feel the magical power around you. For 1 minute, you can see a faint aura around any visible creature or object up to 60 feet that bears magic. You can sense the presence of a magic item hidden on a person, such as in a pocket or tucked into a boot. You can also sense a spell after or just before it is being cast. You know the spell's school of magic and in which direction it is, but you don't know who cast it. Your sense is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this feature a number of times equal to 1 + your Intelligence modifier. You regain all expended uses when you finish a long rest.Elemental Weapon
Starting at 2nd level, you learn to harness the elemental power of spells and imbue it in your weapon. Whenever you cast a magus spell of 1st level or higher that deals acid, cold, fire, lightning, or thunder damage, you can use a bonus action to imbue your weapon with the same type of damage. For 1 minute, whenever you hit with a melee spell attack or melee weapon attack, it deals an extra 1d4 damage of that type. If a spell has more than one attack, you apply this extra damage only to the first attack hit. You can end this effect early using a bonus action and you can't use this feature while it is already in effect.The extra damage die changes based on the level of the spell slot used to cast the spell. The die becomes a d6 for a slot of 2nd level, d8 for a 3rd level, d10 for a 4th level and d12 for a 5th level spell slot.
Magic Maneuvers
Beginning at 3rd level, you learn how to use Magic Maneuvers, each detailed at the end of the class description. Each magic maneuver requires an Action to be used, unless otherwise indicated. The number of magic maneuvers you know are indicated in the Magic Maneuvers column of the class table.You can only use each magic maneuver once, and regain all expended magic maneuvers whenever you finish a short or a long rest. Additionally, when you gain a level in this class, you can choose one of the magic maneuvers you know and replace it with another magic maneuver as long as you meet its prerequisites.
Some of your magic maneuvers require your target to make a saving throw to resist the magic maneuver's effects. The saving throw DC is calculated as follows: Magic Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.Spell Access
By 10th level, you have expanded your magical knowledge with the secrets of other traditions. You can choose one spell of 3rd level or lower from the wizard spell list, and add it to your list of spells prepared.The chosen spells count as magus spells for you and can be used with any of your other magus abilities, but they don't count against the number of magus spells you have prepared. You can add one additional spell of 4th level or lower from the wizard spell list at 14th level and one additional spell of 5th level or lower at 18th level.
Spell Deflect
At 11th level, whenever a creature you can see within 120 feet of you casts a damaging spell against you, you can use your reaction to make a spell attack roll against the caster's spell save DC. On a success, the spell against you fails and has no effect. Any effects on other targets of the spell are resolved normally.If the spell has more than one attack targeting you, you can deflect further spell attacks from the same spell on the same turn without spending further uses of this feature, but you must make a separate spell attack for each attack deflected this way.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Arch Magus
At 20th level, you perfect your magus techniques. Whenever combat starts, you can regain up to 3 expended Magic Maneuvers.Additionally, you can use your Elemental Weapon feature as a free action instead of a bonus action.
Magic Maneuvers
Dark Pounce
Prerequisite: 3rd levelYou can move 10 feet and do a jump, immediately teleporting to the landing location. You can cover a number of feet up to your Intelligence score with this jump. If this jump would take you into another creature's space, instead you appear in an unoccupied space within 5 feet of it. If you end this movement next to a creature, you can cast a cantrip against it.
At 11th level, the distance covered by the jump increases to two times your Intelligence score. At 17th level, if this jump would take you into another creature's space, it must attempt a Strength saving throw or be knocked prone.
Fade Strike
Prerequisite: 3rd levelCast a cantrip that requires an attack against a target creature within range. On a successful hit, the target suffers the cantrip's normal effects. Regardless if you hit or miss, your image becomes blurred until the end of your next turn. For the duration, creatures that rely on sight have disadvantage when attacking you.
At 11th level, instead of becoming blurred, you are considered under the effects of the Invisibility spell until the end of your next turn. At 17th level, you are considered under the effects of the Greater Invisibility spell until the end of your next turn.
Far Reach
Prerequisite: 3rd levelNumerous octarine tentacles spring from your hand towards a target within 15 feet. Upon impact, they attempt to close the distance between you and your target.
Make a melee spell attack against the target. If the attack hits and the target is a Large or smaller creature, you pull the creature 10 feet closer to you. If the attack hits and the target creature is Huge or larger, you can pull yourself 10 feet closer to it. After that, you can cast a cantrip against the target. At 11th level, the range of the attack, the distance you can pull other creatures (or yourself) all increases by 5 feet. At 17th level they increase by an additional 5 feet.
Illusory Feint
Prerequisite: 3rd level Blade SaintAs a bonus action, you may choose a creature within 10 feet as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, you may add your Intelligence modifier to its damage.
At 11th level, if that attack hits you can make an additional melee weapon attack against it. At 17th level, you may cast a cantrip instead of making a making an additional melee weapon attack against it.
Jaunt
Prerequisite: 3rd level Armored BattlemageAs part of the action to use this magic maneuver, you can move up to 30 feet in a straight line with opportunity attacks provoked by this movement made at disadvantage. After moving, you can make a melee spell attack at a target creature within 5 feet. On a hit, the creature takes lightning damage equal to 2d8 and if it's a Large or smaller creature you can push it away up to 15 feet.
At 11th level, the damage increases by 1d8. At 17th level, it increases by an additional 1d8.
Lashing Bind
Prerequisite: 3rd levelMake a melee spell attack at a creature within 15 feet. On a hit, you deal 2d8 slashing damage and the target must succeed on a Dexterity saving throw or become Restrained until the end of its next turn.
At 11th level, the damage increases by 1d8. At 17th level, it increases by an additional 1d8.
Wrought Wound
Prerequisite: 3rd level Eldritch ShooterMake a ranged weapon attack against a target creature within range. On a successful hit, the target suffers the attack's normal effects, the next attack roll against this target has advantage and its speed is halved until the end of your next turn.
At 11th level, if the next attack roll hits the target it also deals an extra 2d8 necrotic damage. At 17th level, the extra damage increases by 2d8.
Arcane Barrier
Prerequisite: 11th level Armored BattlemageWhen a creature is hit within 15 feet you, as a Reaction you create a protective barrier around it. The creature gains 3d6 temporary hitpoints for 1 minute. If damage reduces these hitpoints to 0 the barrier explodes. Each enemy within 5 feet of the creature must succeed on Strength saving throw or take 3d6 magical force damage, and be pushed 5 feet away if they are Large or smaller.
At 17th level, both temporary hitpoints and damage dies increase by 2d6, and enemies are pushed an additional 5 feet.
Dissociative Strike
Prerequisite: 11th levelMake a melee weapon attack against a target creature. On a hit, your attack produces a blast of magic force. The first creature in a 30 feet long and 5 feet wide line behind the target hit must succeed on a Dexterity saving throw or take 3d8 force damage.
At 17th level you can target the first two creatures behind the target, instead of one.
Ether Vault
Prerequisite: 11th level Eldritch ShooterYou can fly up to your speed and cast a cantrip that requires a ranged spell attack against a target creature within reach. Any opportunity attacks you provoke during this movement are made at disadvantage, and after the movement you can land safely in an unoccupied space of your choice within 5 feet of the location directly beneath you.
At 17th level you can fly up to twice your speed instead.
Spell Flux
Prerequisite: 11th levelAs a reaction, you can project a magical force around your hand that lasts until the end of your next turn. For the duration of the magic maneuver, ranged attacks against you are made at disadvantage. If any ranged attack misses you before the end of the next turn, this effect ends and you can deal the damage of the attack to a creature within 10 feet of you.
At 17th level the effect ends only after two missed ranged attacks instead of one.
Psi Blade
Prerequisite: 11th level Blade SaintYou coalesce an aquamarine blade of distilled pain, having the unique property of phasing through armor and carapace. Make a melee weapon attack, and treat your target's AC as 10 + their Dexterity modifier. On a hit you deal 2d12 psychic damage.
At 17th level, the damage increases by 1d12.
Windward Blade
Prerequisite: 11th levelYou imbue your blade with the quality of the Elemental Plane of Air, and make vicious rising slash. Make a melee weapon attack against a target creature. On a successful hit, the target suffers the attack's normal effects, is suspended 5 feet into the air and becomes Restrained until the end of your next turn.
At 17th level, you can then cast a cantrip against the target after resolving all effects.
Arcane Advance
Prerequisite: 17th levelYou flash forward with a blur of speed, advancing upon your foe with a series of lunges. You can move up to your speed in a straight line and cast a cantrip against up to 3 creatures within 5 feet of you during this movement. Any attacks of opportunity provoked by this movement are made at disadvantage.
Chain Shot
Prerequisite: 17th level Eldritch ShooterChoose a target creature within reach of your ranged weapon. You can choose up to 4 other targets, as long as each target is within 30 feet of the previous one. Make a ranged weapon attack against each of those targets. Any of these attacks can be used with your Elemental Ammo feature.
Ghostly Dirk
Prerequisite: 17th level Blade SaintChoose a target creature you can see within 120 feet of you. You teleport to an unoccupied space within 5 feet it, and then cast a cantrip that requires an attack against it. On a successful hit, the target suffers the catrip's normal effects and becomes frightened until the end of your next turn.
Grasp of the Wind
Prerequisite: 17th level Armored BattlemageYou call upon the wind to aid you. Each creature you choose within 20 feet must make a Strength saving throw. On a failed save, they are pulled up to 15 feet closer to you in a straight line and take 3d8 magic bludgeoning damage.
Lance of Light
Prerequisite: 17th levelLight condenses on your hand, elongating into a lance of dazzling brightness, and then you throw it. Make a melee spell attack against a creature you can see within 30 feet. On a hit the creature takes 4d6 radiant damage, and must succeed on a Constitution saving throw or become blinded and emanate bright light in a 30 feet radius until the end of its next turn.
Projected Attack
Prerequisite: 17th levelMake a melee weapon attack against a creature within reach. On a successfull hit, the target suffers the attack's normal effects and each creature other than you within 15 feet of it must make a Dexterity saving throw or take that attack's damage, be pushed 10 feet away and be knocked prone.
Magus Spells
Cantrips (0 Level)
Acid Splash
Blade Ward
Booming Blade
Dancing Lights
Fire Bolt
Green-Flame Blade
Light
Lightning Lure
Mage Hand
Magic Stone
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
Sword Burst
Thaumaturgy
Thunderclap
True Strike
1nd Level
Alarm
Burning Hands
Chaos bolt
Color Spray
Comprehend Languages
Earth Tremor
Acid Splash
Blade Ward
Booming Blade
Dancing Lights
Fire Bolt
Green-Flame Blade
Light
Lightning Lure
Mage Hand
Magic Stone
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
Sword Burst
Thaumaturgy
Thunderclap
True Strike
1nd Level
Alarm
Burning Hands
Chaos bolt
Color Spray
Comprehend Languages
Earth Tremor
Expeditious Retreat
Feather Fall
Find Familiar
Fog Cloud
Frost Fingers
Grease
Ice Knife
Identify
Jump
Longstrider
Mage Armor
Magic Missile
Shield
Tasha's Caustic Brew
Tenser’s Floating Disk
Thunderwave
Unseen Servant
Witch Bolt
2nd Level
Aganazzar’s Scorcher
Cloud of Daggers
Darkness
Darkvision
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Gust of Wind
Invisibility
Feather Fall
Find Familiar
Fog Cloud
Frost Fingers
Grease
Ice Knife
Identify
Jump
Longstrider
Mage Armor
Magic Missile
Shield
Tasha's Caustic Brew
Tenser’s Floating Disk
Thunderwave
Unseen Servant
Witch Bolt
2nd Level
Aganazzar’s Scorcher
Cloud of Daggers
Darkness
Darkvision
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Gust of Wind
Invisibility
Levitate
Magic Mouth
Mirror Image
Melf’s Acid Arrow
Misty Step
Scorching Ray
Silence
Skywrite
Shatter
Spider Climb
Web
3rd Level
Blink
Catnap
Dispel Magic
Feign Death
Flame Arrows
Fly
Gaseous Form
Hypnotic Pattern
Lightning Bolt
Nondetection
Phantom Steed
Sending
Sleet Storm
Slow
Stinking Cloud
Tidal Wave
Magic Mouth
Mirror Image
Melf’s Acid Arrow
Misty Step
Scorching Ray
Silence
Skywrite
Shatter
Spider Climb
Web
3rd Level
Blink
Catnap
Dispel Magic
Feign Death
Flame Arrows
Fly
Gaseous Form
Hypnotic Pattern
Lightning Bolt
Nondetection
Phantom Steed
Sending
Sleet Storm
Slow
Stinking Cloud
Tidal Wave
Vampiric Touch
Water Walk
Water Breathing
4th Level
Arcane Eye
Dimension Door
Elemental Bane
Evard’s Black Tentacles
Greater Invisibility
Ice Storm
Phantasmal Killer
Polymorph
Stoneskin
Storm Sphere
Vitriolic Sphere
Wall of Fire
5th Level
Bigby’s Hand
Cloudkill
Cone of Cold
Immolation
Mislead
Rary's Telepathic Bond
Scrying
Steel Wind Strike
Telekinesis
Wall of Stone
Water Walk
Water Breathing
4th Level
Arcane Eye
Dimension Door
Elemental Bane
Evard’s Black Tentacles
Greater Invisibility
Ice Storm
Phantasmal Killer
Polymorph
Stoneskin
Storm Sphere
Vitriolic Sphere
Wall of Fire
5th Level
Bigby’s Hand
Cloudkill
Cone of Cold
Immolation
Mislead
Rary's Telepathic Bond
Scrying
Steel Wind Strike
Telekinesis
Wall of Stone
subclass options:
You can perform the somatic components of spells and use Spellstrike even when you have weapons or a shield in one or both hands.
When using your Elemental Weapon feature, add force damage to the list of possible damage types.
Additionally, while under the effects of your Elemental Weapon feature, whenever you hit a creature with a melee weapon attack it has disadvantage on attack rolls against targets other than you until the start of your next turn.
Additionally, whenever a creature you can see within 10 feet of you takes damage, you can use your reaction to prevent all damage, and you take the damage instead. This damage to you can't be reduced or prevented in any way.
You can bond with one weapon of that kind which can be neither an artifact nor Sentient. You perform a special ritual over the course of 24 hours, which do not need to be consecutive and can be done during short rests. Once you have bonded a weapon to yourself, you can't bond yourself to another weapon and you can't be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand, even if it isn't on the same plane of existence. After you perform this ritual, you can't perform it again for 1 week.
While the weapon is bonded to you, it becomes Sentient and you must choose a name for it. (See the Dungeon Master's Guide, page 214 on how to create a Sentient item). Whenever you perform the ritual again, you always transfer the same consciousness to another weapon.
You can only use your Elemental Weapon feature when wielding your Chosen Weapon, and you must not be wielding another weapon or shield, but while under the effects of Elemental Weapon your weapon becomes magical for the purpose of overcoming resistance and immunity and you get a bonus to your attack rolls equal to half your proficiency bonus rounded down.
Additionally, you have advantage on Persuasion (Charisma) checks when making cordial requests or exhibiting proper etiquette.
You may use this feature a number of times equal to 1 + your Intelligence modifier bonus. You regain all expended uses after you finish a long rest.
Whenever a Magus feature requires you to use a melee weapon, you must instead use a two-handed ranged weapon that you are proficient with.
Whenever a Magic Maneuver requires you to make a melee weapon attack, you must make a ranged weapon attack instead. If it requires you to make a melee spell attack, you must make a ranged spell attack instead.
When using Spellstrike, you need no free hands as long as you're wielding a two-handed ranged weapon. Additionally, if you use Spellstrike with a cantrip that requires a ranged spell attack, it doesn't become a melee weapon attack and its range doesn't change.
Magus Traditions
Armored Battlemage
Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the triedand- true protection of steel. These armored battlemages learn to move and cast spells in even the most restrictive armors.Magus Tradition Spells
Your magus tradition grants you spells at the magus levels listed. At each indicated magus level, add the listed spells to your spells prepared. Armored Battlemage SpellsMagus Level
3rd
5th
7th
13th
17th
3rd
5th
7th
13th
17th
Spells
Absorb Elements, Magnify Gravity
Find Steed
Pulse Wave
Fire Shield
Wall of Force
Absorb Elements, Magnify Gravity
Find Steed
Pulse Wave
Fire Shield
Wall of Force
Armored Spellcasting
At 1st level, you gain proficiency with all melee martial weapons, all armor and shields.You can perform the somatic components of spells and use Spellstrike even when you have weapons or a shield in one or both hands.
When using your Elemental Weapon feature, add force damage to the list of possible damage types.
Arcane Presence
At 7th level, you gain proficiency in the Persuasion skill. Additionally, you have advantage on Intimidation(Charisma) or Persuasion(Charisma) checks made to draw attention to yourself.Arcane Knight
At 7th level, when using your Elemental Weapon feature, you can choose one of the following damage types: bludgeoning, piercing or slashing. For the duration of the feature, you have resistance to that type of damage.Additionally, while under the effects of your Elemental Weapon feature, whenever you hit a creature with a melee weapon attack it has disadvantage on attack rolls against targets other than you until the start of your next turn.
Eldritch Protector
At 15th level, whenever you use a Magic Maneuver, you gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have from this feature.Additionally, whenever a creature you can see within 10 feet of you takes damage, you can use your reaction to prevent all damage, and you take the damage instead. This damage to you can't be reduced or prevented in any way.
Blade Saint
A blade saint spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.Magus Tradition Spells
Your magus tradition grants you spells at the magus levels listed. At each indicated magus level, add the listed spells to your spells prepared. Blade Saint SpellsMagus Level
3rd
5th
7th
13th
17th
3rd
5th
7th
13th
17th
Spells
Command
Shadow Blade
Thunder Step
Freedom of Movement
Steel Wind Strike
Command
Shadow Blade
Thunder Step
Freedom of Movement
Steel Wind Strike
Chosen Weapon
At 1st level choose one kind of one-handed melee weapon (Shortswords, Longswords, Handaxes, etc). You become proficient with that kind of weapon.You can bond with one weapon of that kind which can be neither an artifact nor Sentient. You perform a special ritual over the course of 24 hours, which do not need to be consecutive and can be done during short rests. Once you have bonded a weapon to yourself, you can't bond yourself to another weapon and you can't be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand, even if it isn't on the same plane of existence. After you perform this ritual, you can't perform it again for 1 week.
While the weapon is bonded to you, it becomes Sentient and you must choose a name for it. (See the Dungeon Master's Guide, page 214 on how to create a Sentient item). Whenever you perform the ritual again, you always transfer the same consciousness to another weapon.
You can only use your Elemental Weapon feature when wielding your Chosen Weapon, and you must not be wielding another weapon or shield, but while under the effects of Elemental Weapon your weapon becomes magical for the purpose of overcoming resistance and immunity and you get a bonus to your attack rolls equal to half your proficiency bonus rounded down.
Canny Defense
Beginning at 1st level, while you are wielding your bonded weapon, wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.Arcane Grace
At 7th level, you can add half your proficiency bonus (round up) to any Dexterity or Intelligence check you make that doesn't already use your proficiency bonus.Additionally, you have advantage on Persuasion (Charisma) checks when making cordial requests or exhibiting proper etiquette.
Arcane Waltz
At 7th level, during your turn while under the effects of your Elemental Weapon feature, if you make a weapon attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn . In addition, during your turn if you move at least half your speed, you gain a +2 AC bonus until the end of your next turn.Warp Strike
At 15th level your Chosen Weapon gains the thrown property (30/120) and cannot be destroyed. While your chosen weapon is within 30 feet of you, as a bonus action you may spend one use of this feature to teleport to it, making it immediately return to your hand afterwards. If you end this movement within 5 feet of a creature you may cast a cantrip against it as part of the same action.You may use this feature a number of times equal to 1 + your Intelligence modifier bonus. You regain all expended uses after you finish a long rest.
Eldritch Shooter
The Eldritch Shooter rains magical attacks down on her foes.Magus Tradition Spells
Your magus tradition grants you spells at the magus levels listed. At each indicated magus level, add the listed spells to your spells prepared. Eldritch Shooter SpellsMagus Level
3rd
5th
7th
13th
17th
3rd
5th
7th
13th
17th
Spells
Hellish Rebuke
See Invisibility
Conjure Barrage
Mordenkainen's Faithful Hound
Conjure Volley
Hellish Rebuke
See Invisibility
Conjure Barrage
Mordenkainen's Faithful Hound
Conjure Volley
Ranged Caster
At 1st level, you gain proficiency with all ranged martial weapons, including firearms.Whenever a Magus feature requires you to use a melee weapon, you must instead use a two-handed ranged weapon that you are proficient with.
Whenever a Magic Maneuver requires you to make a melee weapon attack, you must make a ranged weapon attack instead. If it requires you to make a melee spell attack, you must make a ranged spell attack instead.
When using Spellstrike, you need no free hands as long as you're wielding a two-handed ranged weapon. Additionally, if you use Spellstrike with a cantrip that requires a ranged spell attack, it doesn't become a melee weapon attack and its range doesn't change.
Elemental Affinity
At 7th level, you choose to gain proficiency with either the Woodcarver's or the Tinker's tool. Additionally, you learn two cantrips of your choice between Control Flames, Gust, Mold Earth and Shape Water.Elemental Ammo
At 7th level, you gain the ability to shoot ammunition made of elemental energy. While you're under the effects of your Elemental Weapon feature, whenever you make a ranged weapon attack, you can convert your weapon damage type to the same type you chose for Elemental Weapon, and it becomes magical for the purpose of overcoming resistance and immunity. If you do so, your attack doesn't use any ammunition.Ricochet Shot
At 15th level, whenever you make a ranged weapon attack using Elemental Ammo, your attack ignores half and threequarters cover, and if it hits you can make an attack roll against another target creature you can see within 30 feet of the first target if the direct path between them is not blocked.Level | Proficiency Bonus | Features | Magic Maneuvers | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Magus Tradition, Spellcasting, Spellstrike | - | 2 | 2 | - | - | - | - |
2nd | +2 | Elemental Weapons, Magic Senses | - | 2 | 2 | - | - | - | - |
3rd | +2 | Magic Maneuvers | 2 | 2 | 3 | - | - | - | - |
4th | +2 | Ability Score Increase | 2 | 2 | 3 | - | - | - | - |
5th | +3 | Extra Attack | 2 | 2 | 4 | 2 | - | - | - |
6th | +3 | - | 3 | 2 | 4 | 2 | - | - | - |
7th | +3 | Magus Tradition Feature | 3 | 2 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Increase | 4 | 2 | 4 | 3 | - | - | - |
9th | +4 | - | 4 | 3 | 4 | 3 | 2 | - | - |
10th | +4 | Spell Access (3rd) | 6 | 11 | 4 | 3 | 2 | - | - |
11th | +4 | Spell Deflect | 4 | 3 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Increase | 4 | 3 | 4 | 3 | 3 | - | - |
13th | +5 | - | 5 | 3 | 4 | 3 | 3 | 1 | - |
14th | +5 | Spell Access (4th) | 5 | 4 | 4 | 3 | 3 | 1 | - |
15th | +5 | Magus Tradition Feature | 5 | 4 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Increase | 6 | 4 | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Spell Access (5th) | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Increase | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
20th | +6 | Archmagus | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
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