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Magus of Shadow


Hit Points

Hit Dice: d6 per Magus of Shadow level
Hit Points at first Level: 6 + the magus' Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + the magus' Constitution modifier per level of magus after the 1st

Proficiences

Armor: None
Weapons: Light crossbows, quarterstaffs, darts, slings, daggers, small sword
Tools: Two artisan's tools of magus choice
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception and Performance

Overview & Creation

Change your appearance like a street performer, improving it without the artifices of makeup and in the blink of an eye; read someone’s thoughts as if it were written in familiar calligraphy; raise a flaming shield capable of deflecting any projectile; walk on water, even levitate: these are only a handful of the portents to which the magus has access. There are many branches of knowledge, yet nothing like magic attracts its acolytes thanks to its mystery, difficulty and infinite potential. Mastering the arcane art allows you to reign over many aspects of reality. The simple thought of this vast power can frighten, fascinate and confuse. The Magus dedicates their existence to the exploration of this arcane labyrinth, whose unfathomable breadth forces them to choose a specific area in which to specialize. For some, this at first may seem like a short leash, but over time they change their mind: the study of a single Secret is challenge enough, suitable only for the brightest.
— Magus, Historia Dark Fantasy Renaissance Setting for 5e
Enigmatic and ambivalent, the Secret of the Shadow is like the force it dominates: now protecting with its mantle, now casting doubt and fear on those who enter it without precautions.
— Secret of Shadow, Historia Dark Fantasy Renaissance Setting for 5e

 


Class Features

Work of Magna Ars


A magus is introduced to the mysteries of the Magna Ars through the creation of artefacts of various kinds through magic, to demonstrate that they have finally become worthy. It represents their soul and how it is intrinsic to the magical fabric of reality, revealing characteristics and peculiarities of the spirit and capabilities of the magus themselves. Completing the Work allows the magus to learn one cantrip and one 1st level spell of their choice that do not appear in the Secret spell list of. Whenever the magus enters a new secret of magic, their Work gains a trait connected to it. For example, if a magus learns the Secret of Light, the Work emits a soft brightness or a general diffused light; if instead they enter the Secret of the Mind, the Work is somewhat hypnotic for those observing it, and reflects colours related to the nature of the Magus’ thoughts. Refining the Work allows the magus to acquire new spells not present in the Secrets spell lists ; at 3rd level they learn a 2nd level spell of their choice, at 5th level one of 3rd level of their choice, at 7th level the magus learns a 4th level spell and at 9th level the magus learns a 5th level spell. If the Work is destroyed, the magus loses the spells learned through it and a trait of their personality is replaced by an instinct trait. Creating a new Work requires a whole day of labour and the magus can choose new spells from those provided by the Work.


Starting Equipment

You start with the following equipment, in addition to the equipment provided by your venture:

  • (a) a small sword, or (b) an iron staff
  • (a) a component pouch, or (b) an arcane focus
  • (a) a scholar’s pack, or (b) a diplomat’s pack
  • An artisan’s tool of choice

 


Spellcasting

Magus’ spell list includes Sorcerer and Wizard spell lists. The spell list may be modified with GMs and players in agreement.

Cantrips
At 1st level, you know one cantrip among those not present in the Secret cantrip lists and 2 cantrips given by the Secret you have chosen. You learn more cantrips when they learn a new Secret, as shown in the Magus table.
Enchantment Points
The Magus Table shows how many enchantment Points you have to cast spells of 1st level or higher. To cast one of these spells, you must spend a quantity of enchantment Points equivalent to twice the level of the chosen spell. For example, to cast a 2nd level spell, a magus will have to spend 4 enchantments Points, 10 for a 5th level spell, and so on. Enchantment Points are fully restored at the end of a long rest. In addition, once a day and at the end of a short rest, they are restored by 1 + half of your total Enchantment Points rounded down.
Known spells
At 1st level, you a 1st level spell chosen from those not present in the Secret spell lists, and two 1st level spells that belong to your chosen Secret. Your Work of Magna Ars allows you to learn new spells with each new level. Every two Magus levels, you gain in your first chosen Secret, you learn the spells corresponding to the next level indicated in the Secret on the Secret table in which you obtained the level. When you gain a second Secret, each time you gain a Magus level you also learn the corresponding level spells in the Secret table. The same applies to the third and fourth Secret.
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.
DC of the spell’s saving throw = 8 + your proficiency bonus + your Intelligence bonus
Spell attack modifier = your proficiency bonus + your Intelligence bonus
Celebrate rituals
You can cast a magus spell you know as a ritual if that spell has the ritual tag. A magus can use an arcane focus as a spellcasting focus for their magus spells. Your Work of Magna Ars counts as an arcane focus.


Subclass Options

Secrets


Secret of the Shadow


Known Spells
  • Cantrips: True Strike, Eldritch Blast
  • 1°level. Disguise Self, Unseen Servant
  • 2°level. Invisibility, Darkness

Mysteries


Founding Mystery of Shadow: Night view
When the magus gains access to this founding mystery, they gain dark vision within 60 feet; where already present it increases by an additional 60 feet, considering what they see in the range of dark vision as if it were in bright light. This mystery allows them to see even in magical darkness.

Metamagic


Intensified spell
When the magus casts a spell that forces a creature to make a saving throw to resist its effects, they can spend 3 Enchantment Points to put that target at a disadvantage on the first saving throw they make against it.
Concealed spell
When the magus casts a spell, they can spend 1 enchantment point to cast it without somatic or verbal components.


LevelProficiency BonusClass TraitsSecretsMaximum Spell LevelEP recovery for short restEnchantment Points
1+2Spellcasting, Work of Magna Ars, Secrets123
2+2Founding Mystery146
3+2Metamagic159

Created by

Dheran.

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Class Features

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