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) 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:
- 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.
Level | Proficiency Bonus | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 3 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 4 | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |