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.
Level | Proficiency Bonus | Features | Sorcery Points | Channelings Known | Channeling Dice | Invocations Known |
---|
1 | +2 | Arcane Arsenal, Spell Channeling (1/rest) | — | 2 | 1d10 | — |
2 | +2 | Arcane Archetype, Combat Magic | 2 | 2 | 1d10 | — |
3 | +2 | Scholarly Invocations | 3 | 2 | 1d10 | 2 |
4 | +2 | Ability Score Improvement | 4 | 3 | 1d10 | 2 |
5 | +3 | Extra Attack | 5 | 3 | 2d10 | 3 |
6 | +3 | Arcane Archetype feature | 6 | 3 | 2d10 | 3 |
7 | +3 | Ward of the Magi | 7 | 3 | 2d10 | 4 |
8 | +3 | Ability Score Improvement | 8 | 3 | 2d10 | 4 |
9 | +4 | — | 9 | 3 | 2d10 | 5 |
10 | +4 | Arcane Archetype feature | 10 | 4 | 2d10 | 5 |
11 | +4 | | 11 | 4 | 3d10 | 5 |
12 | +4 | Ability Score Improvement | 12 | 4 | 3d10 | 6 |
13 | +5 | | 13 | 4 | 3d10 | 6 |
14 | +5 | Arcane Archetype feature | 14 | 4 | 3d10 | 6 |
15 | +5 | | 15 | 4 | 3d10 | 7 |
16 | +5 | Ability Score Improvement | 16 | 4 | 3d10 | 7 |
17 | +6 | | 17 | 4 | 4d10 | 7 |
18 | +6 | | 18 | 4 | 4d10 | 8 |
19 | +6 | Ability Score Improvement | 19 | 4 | 4d10 | 8 |
20 | +6 | | 20 | 4 | 4d10 | 8 |