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Magus


Hit Points

Hit Dice: d8 per Magus level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Magus level after 1st

Proficiences

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Shortswords
Tools:
Saving Throws: Dexterity, Wisdom
Skills: Choose 2 from Acrobatics, Arcana, Animal Handling, Athletics, History, Insight, Intimidation, Investigation

Overview & Creation

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.


Class Features

Arcane Arsenal


Weapon Casting
Any weapon you have proficiency with can be used as an Arcane Focus to cast spells with material components. You must have a weapon to use your Magus class features.  
Weapon Binding
Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.  
Weapon Shaping
Through transmutation magic, you can shape non-magical items into weapons you are proficient with by splitting or merging them. Shaping a mundane item takes a bonus action, and is a magical effect.   If a dispel magic or similar effect is cast on the blade it returns to its original form. If the item was merged, it shapes back into the original items. If it was split, it reforms to broken parts of the original item.   The Magus may only use their transmutation to shape mundane and common materials such as sinew, hide, bone, wool, hemp, silk, wood, stone, cloth, leather, iron, steel, silver, gold, platinum, etc.


Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) scale mail or (b) leather armor
  • (a) a spear and a shield or (b) two shortswords
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • An explorer's pack, two daggers, and a spellbook
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.


LevelProficiency BonusFeaturesSorcery PointsChannelings KnownChanneling DiceInvocations Known
1+2Arcane Arsenal, Spell Channeling (1/rest)21d10
2+2Arcane Archetype, Combat Magic221d10
3+2Scholarly Invocations321d102
4+2Ability Score Improvement431d102
5+3Extra Attack532d103
6+3Arcane Archetype feature632d103
7+3Ward of the Magi732d104
8+3Ability Score Improvement832d104
9+4932d105
10+4Arcane Archetype feature1042d105
11+41143d105
12+4Ability Score Improvement1243d106
13+51343d106
14+5Arcane Archetype feature1443d106
15+51543d107
16+5Ability Score Improvement1643d107
17+61744d107
18+61844d108
19+6Ability Score Improvement1944d108
20+62044d108

Created by

Jandro.

Statblock Type

Class Features

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