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Magus


Hit Points

Hit Dice: d6 per Magus level
Hit Points at first Level: 6+your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per magus level after 1st

Proficiences

Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaves, Short-bows, Derringers
Tools: None
Saving Throws: Intelligence & Wisdom
Skills: choose two from Arcana, History, Insight, Investigation, Mechanics, Medicine, and Religion

Overview & Creation

The use of magic is a long standing tradition, though now it’s become less common with fewer practitioners than ever. Along with this, magic that isn’t derived from divinity is seen as unholy and an affront the divine, making many ostracize Magi and their like. Magus is one of the distinct arcane practices to survive through the progression of society. Magi combine natural talent, along with study and a keen mind in order to perform the arcane arts they have dedicated themselves to. They commit themselves to a particular style of casting and elevate spells of that style. Long live the Magi. Magi scholars fall into four distinct practices denoted by their title: the Beguiler, the Preserver, the Revoker, and the Summoner.


Class Features

Rigoric

Starting at 1st level, Rigoric is the language of Magi that they use not only to communicate with each other but also helps them channel Arcane energies. Rigoric is largely a runic language but takes from multiple languages from around the world from those that have gone extinct too those still around today as they will take anything that better helps them channel their magic. Rigoric is a secret language of Magi but the basics of it are often known to those are proficient in knowledge of Arcana as the teachers often overlap. You and others who know this language automatically spot hidden messages in Rigoric. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. You can also attempt to determine the nature or gist of messages in Rigoric with a successful DC 15 Intelligence (Arcana) check, you may miss out on certain information in the message or the nuances of the message (the DM determines this) by trying to understand the message in this manner.   Arcane Research At 2nd level, the way that most Magi develop their natural talent is through research and intense practice that come through the 4 major house’s of magic: The Beguilers, The Preservers, The Revokers, and the Summoners all 4 are detailed at the end of the class description. Your choice grants you features when you choose it at 2nd level and again at 6th, 10th, 14th, and 18th level.  

Font of Magic

Starting at 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by magi points, which allow you to create a variety of magical effects.

Magi Points

You have 2 magi points, and you gain more as you reach higher levels. as shown in the magi points column of the Magus table. You can never have more magi points than shown on the table for your leveI. You regain all spent magi points when you finish a long rest.

Flexible Casting

You can use your magi points to gain additional spell slots, or sacrifice spell slots to gain additional magi points. You learn other ways to use your magi points as you reach higher levels

Creating Spell Slots

You can transform unexpended magi points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.   Creating Spell Slots Spell Slot Level| Magi Point Cost 1st |2 2nd |3 3rd |5 4th |6 5th |7   Converting a Spell Slots to Magi Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's leveI.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options depending on your arcane research. You gain another metamagic option at 9th and 15th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.  

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 magi point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 magi point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 magi point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer. you can spend 1 magi point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 magi points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 magi points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 magi point to cast it without any somatic ar verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of magi points equal to the spell's level to target a second creature in range with the same spell (1 magi point if the spell is a cantrip).

Ability Score Improvements

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, ar you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Metamagic Mastery

At level 17, your research on metamagic has come to a point. Instead of only being able to use your class specific metamagic option you received at 10th level on your specific areas of spell specialization you may instead use them on any Magus spells you know.

Font Overwhelming

By 20th level, you have found a way to overcharge yourself with arcane energy for a short time so that you can twists spells to your whim without expending your magi points. When you use this ability for the next minute you may use metamagic without expending magi points, you regain use of this feature after a short or long rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a derringer and 20 pistol ammo
  • a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack a spellbook


Spellcasting

As a student of arcane magic,you have started to show your abilities in using the arcane arts through natural talent and study and your spellbook containing your spells show the first glimmerings of your true power. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the Magus spell list. (For your list of spells refer to the Wizard list from the PHB and also including the following spells: 1st level: armor of agathys 2nd level: enthrall 4th level: compulsion)  

Cantrips

At 1st level, you know three 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.

Spellbook

At 1st level, you have a spellbook containing six 1st-level magus spells of your choice.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil Magus' chest, for example, or in a dusty tome in an ancient library.   Copying a Spell into the Book. When you find a Magus spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the Magus who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many Magi keep backup spellbooks in a safe place.   The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.   Preparing and Casting Spells The Magus table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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. To do so, choose a number of Magus spells from your spellbook equal to your Intelligence modifier + your Magus level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level Magus, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook.   If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Magi spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: 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  

Ritual Casting

You can cast a Magus spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Magus spells.  

Learning Spells of 1st level and higher

Each time you gain a Magus level, you can add two Magus spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Magus table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook”).


Subclass Options

Arcane Research

Magi have many options when choosing their area of research. Fortunately enough for them, the choices are narrowed by the availability of instructors. The four majors disciplines which have the most students include the beguilers, the preservers, the revokers, and the summoners. Often times, there is at least one specific school of magic that the Magi inherently favors. The reasoning of Magi learning two schools is to broaden their horizons so that their research isn’t too narrow and to work with the magic that seems most compatible with their preferred school of magic. These areas of specialization also seek to enhance the magical abilities that they’re most comfortable with in interesting ways. It is meant to deepen their bonds with magic so that they gain magical skills unique to their research. Combining these schools can create things most useful for the kind of magic they seek to use. All schools of magic can work collaboratively and create unique abilities when learned and studied together. However, unique doesn't always mean useful. That is the reason why the schools are often learned and taught together the way they are.

Beguiler

Enchant and deceive

After Image

At 2nd level, you learn how to use your spells to bewilder your enemies and cause them to lose track of your exact location. After casting an illusion or enchantment spell the next attack roll against you is done so with disadvantage until the start of your next turn.

Classic Misdirection

At 6th level, you’ve learned how to make a duplicate of yourself to distract enemies and take your place in the fray. As an action, you create a perfect illusion of yourself with one fourth of your health that lasts for up to 5 minutes,The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. The duplicate disappears when its health drops to 0, the creature that caused its health to drop to 0 must make a wisdom saving throw against your spell save DC or be charmed by you for one minute. You regain use of this feature after a short or long rest.  

Additional Metamagic: Flexible Saving Throws

At 10th level, you gain the ability to change and shift the saving throw used to resist your spells from your specialized schools of magic to confuse and undermine those against you. When you cast a spell that is an Enchantment or Illusion that requires a creature to make a saving throw against it you may expend 3 magi points and change the type of saving throw the spell calls for in it’s description to another saving throw of your choice.

Mind Control

At 14th level, you gain the ability to take over the and control the mind of another creature. You choose a creature within 60 feet of you that you can see and this creature must make a Wisdom Saving Throw. The DC for the Saving Throw is equal to you Spell Save DC. If you are in combat with the creature, it has advantage on the saving throw. If the creature is unconscious, it has disadvantage on the saving throw. If the creature is immune to psychic damage, it is unaffected by this feature. On a failed save, you are now completely in control of that creatures body for 1 hour, you gain the creature's physical stats but maintain your mental stats. On a successful save, nothing happens. While in control of this creature's body, your body lies unconscious and you can not feel or perceive anything that happens to your body. If your body dies while using this feature you lose control of the creatures mind. After using this feature you must finish a long rest before you regain use of this feature.

Tangible Projections

By 18th level, you have learned the secret of weaving tangible magic into your illusions to give them a temporary reality. When you cast an Illusion spell of 1st level or higher, you can choose one inanimate, non-magical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of door on the wall of a jail cell and make it real long enough for you to step through. You can attempt to make an Illusory creature real but it must be of 5 CR or lower. If you choose illusory reality to create a creature, you may not use again this way until you finish a long rest.

Preserver

Perceive and protect

Arcane Shield

At 2nd level your studies have revealed to you how to to use your arcane energy to protect you and those around you. When you cast divination or abjuration spell you may imbue on ally with minor protective magic, choose one ally, or yourself, within 50 ft and they gain AC equal to half the level (rounded up) of divination or abjuration spell you casted until the start of your next turn. You may use this feature a number of times equal to your intelligence modifier and all uses of this feature are restored when you finish a long rest.

Intervention

By 6th level you can see glimpses into the future. These glimpses allow you to concentrate your magical energy to give some ability change the future. Whenever you or a creature within 100 feet of you makes an ability check, attack roll, or saving throw you can choose to store that roll and make them reroll that check. You can then use the stored roll to replace any ability check, attack roll or saving throw. If you do not use the stored roll before you finish a long rest you lose it. Once you use this feature you can not use it again until you finish a long rest.

Additional Metamagic: Enhanced Concentration

Starting at 10th level, you gain the ability to use your magic to enhance your concentration and make it so you can concentrate multiple spells of your specialized schools of magic at once. When you cast a spell on your turn and you are already concentrating on a spell you may expend 3 magi points to cast another spell that is either Abjuration or Divination that requires concentration. When making a concentration checks on these spells you make each concentration check separately.

Improved Intervention

By 14th level your glimpses into the future have grown strong enough that you can change events more frequently. You can use your intervention feature twice before finishing a long rest.

Spell Resistance

Starting at 18th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

Revoker

Change and manipulate

Success Revoked

At 2nd level, you gain the ability to cause an enemy to fail when they should succeed. When an enemy succeeds a saving throw against a transmutation or necromancy spell you used, you may instead use your reaction to make them reroll the saving throw (they must use the new roll), once you use this feature you may not use it again until you finish a long rest.

Phylactery

By 6th level your work has brought you to the creation of a phylactery an ancient form of magic that you believe will give you insight into the vast mysteries of life. You can spend 8 hours creating a phylactery that contains vast magic that you can only tap the surface of. You gain one of the following benefits that you can change at the end of every long rest:
  1. Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, necrotic, or thunder damage (your choice whenever you choose this benefit)
  • Undead minions you summon also gain health equal to your Magus level and gain damage on their attacks equal to your proficiency bonus.
 

Additional Metamagic: Chronoshift

At 10th level, you gain the ability to manipulate the time it would normally take to cast one of your spells from your specialized schools of magic. When you cast a Necromancy or Transmutation spell that has a casting time of 1 hour or less you can choose to expend 3 magi points to change its casting time to 1 action.

Flesh from Earth

At 14th level, you gain the ability to transmute human bodies. As an action you can transform at least 100 pounds to at most 300 pounds of wood, dirt, stone, iron, copper, or material into a human body or skeleton, and you can also do the reverse, You can turn a creature within 5ft of you into either wood, dirt, stone, iron, copper, or silver and when attempting this on a creature that is still alive that creature makes a constitution saving throw equal to your magi spell save dc. On a failure they take 7d8 of force damage, the creature takes half as much on a success. If the target is dropped to 0 hit points by this feature they turn into the material you choose when you used this feature. This feature has no effect on undead and constructs. You can use this a number of times equal to your intelligence modifier and you regain all uses of this feature when you finish a long rest.

Enhanced Phylactery

By 18th level, you have now studied your phylactery further and have uncovered more of it’s many mysterious properties. Your phylactery gives you resistance to necrotic damage (if you choose necrotic damage as your resistance as your benefit through the phylactery you instead gain immunity to necrotic damage.), poison damage, advantage on saving throws against being poisoned, and immunity to disease. Also when you cast animate dead or create undead you can target one additional corpse or pile of bones, creating another zombie, skeleton, or ghoul as appropriate.

Summoner

Conjure and destroy

Elemental Affinity

At 2nd level, you pick one damage type from acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to the damage of the chosen type (Including creatures summoned by the spells you cast).

Potent Cantrip

Starting at 6th level, your damaging cantrips become more effective at damaging foes. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip or if the cantrip is cast as a spell attack you may add your intelligence modifier to the damage roll.

Additional Metamagic: Energy Change

Starting at 10th level, you have gained the ability to change the type damage that a spell from your specialized school of magic does. When you cast a spell that is either Conjuration or Evocation that does damage you may expend 3 magi points to change that spell's damage type to acid, cold, fire, lightning, or thunder damage.

Elemental Aura

By 14th level, you’ve learned how to make creatures you summon along with yourself radiate your favored element. At the end of your turn you and any creatures you summon deal 5 damage, of the type you chose at 2nd level with elemental affinity, to any creature within 5ft of you or any creature you summon, an enemy can not take ay more than 20 damage per round from this feature.

Elemental Master

By 18th level, you have now mastered the element you chose at 2nd level as part of your elemental affinity. You now ignore immunity to the damage type you chose with elemental affinity and you are now resistant to that type.


LevelProficiency BonusCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2242
2nd+2253
3rd+22642
4th+23743
5th+338432
6th+339433
7th+33104331
8th+33114332
9th+431243331
10th+441343332
11th+4413433321
12th+4414433321
13th+54154333211
14th+54164333211
15th+541643332111
16th+541743332111
17th+6418433321111
18th+6418433331111
19th+6420433332111
20th+6420433332211

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Mancon815.

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