Level |
Proficiency Bonus |
Features |
Spells Known |
1st |
2nd |
3rd |
4th |
5th |
Arcane Armory |
1 |
+2 |
Arcane Armory, Magic Sense |
- |
- |
- |
- |
- |
|
1 |
2 |
+2 |
Fighting Style, Spellcasting |
2 |
2 |
- |
- |
- |
- |
1 |
3 |
+2 |
Magus Tradition, Arcane Strike |
3 |
3 |
- |
- |
- |
- |
2 |
4 |
+2 |
Ability Score Improvement |
3 |
3 |
- |
- |
- |
- |
2 |
5 |
+3 |
Extra Attack |
4 |
4 |
2 |
- |
- |
- |
3 |
6 |
+3 |
- |
4 |
4 |
2 |
- |
- |
- |
3 |
7 |
+3 |
Magus Tradition Feature |
5 |
4 |
3 |
- |
- |
- |
3 |
8 |
+3 |
Ability Score Improvement |
5 |
4 |
3 |
- |
- |
- |
3 |
9 |
+4 |
- |
6 |
4 |
3 |
2 |
- |
- |
3 |
10 |
+4 |
Arcane Might |
6 |
4 |
3 |
2 |
- |
- |
4 |
11 |
+4 |
- |
7 |
4 |
3 |
3 |
- |
- |
4 |
12 |
+4 |
Ability Score Improvement |
7 |
4 |
3 |
3 |
- |
- |
4 |
13 |
+5 |
- |
8 |
4 |
3 |
3 |
- |
- |
4 |
14 |
+5 |
Null Strike |
8 |
4 |
3 |
3 |
1 |
- |
4 |
15 |
+5 |
Magus Tradition Feature |
9 |
4 |
3 |
3 |
1 |
- |
4 |
16 |
+5 |
Ability Score Improvement |
9 |
4 |
3 |
3 |
2 |
- |
4 |
17 |
+6 |
- |
10 |
4 |
3 |
3 |
2 |
1 |
5 |
18 |
+6 |
Spell and Sword |
10 |
4 |
3 |
3 |
3 |
1 |
5 |
19 |
+6 |
Ability Score Improvement |
11 |
4 |
3 |
3 |
3 |
2 |
5 |
20 |
+6 |
Magus Tradition Feature |
11 |
4 |
3 |
3 |
3 |
2 |
5 |
hit dice:
1d10 per Magus level
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per Magus level after 1st
armor proficiencies:
Light armor, Medium armor
weapon proficiencies:
Simple weapons, Martial weapons
tools:
saving throws:
Dexterity, Intelligence
skills:
Choose two of the following: Acrobatics, Arcana, Athletics, History, Investigation, Nature, Religion
starting equipment:
As a Magus, you start with the following equipment, in addition to the equipment granted by your background:
(a) martial weapon or (b) two simple weapons
(a) scale mail or (b) studded leather armor
(a) a dungeoneer’s pack or (b) an explorer’s pack
Multiclass:
As a multiclass character, you must have at least a Strength or Dexterity of 13 and an Intelligence of 13, or to take a level in another class if you are already a Magus. When you first multiclass into a Magus you gain only proficiency in simple weapons, martial weapons, light armor, and medium armor.
spellcasting:
Starting at 2nd level, you have learned to use your magical ability to cast spells by weaving the aether around you. See chapter 10 of the Player’s Handbook for the general rules of spell casting and below for the Magus spell list.
Spell Slots
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.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Magus spell list. The Spells Known column of the Magus table shows when you learn more Magus spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the Magus spells you know and replace it with another spell from the Magus spell list, which also must be of a level for which you have a spell slot.
Spellcasting Focus
You use your bonded weapon in your Arcane Armory as a spellcasting focus for your Magus spells.
Spellcasting Ability
Intelligence is your spellcasting ability for your Magus spells, since their magic reflects their arcane studies. 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
class features:
Arcane Armory
At 1st level, you have learned how to forge a magical bond with weapons and armor. Over the course of 1 hour, which can be during a short or long rest, you can perform an enchantment ritual on a weapon, or set of armor you can touch, adding that object to your Arcane Armory.
Objects in your Arcane Armory gain the following benefits:
- Weapons count as magical for the purpose of overcoming resistances and immunities to non-magical damage.
- You can use your Intelligence, in place of your Dexterity, or strength modifier for attack and damage rolls.
- As a bonus action, you can summon any objects in your Armory, instantly equipping or donning them, so long as you and the objects are on the same plane of existence.
To add another object, you must end the enchantment on one object of your choice. As you gain levels in this class, the total number of objects that can be enchanted as part of your Arcane Armory grows, as shown in the Arcane Armory column of the Magus table.
Arcane Armory enchantments can be dispelled by spells like dispel magic, antimagic field, and other similar effects.
Magic Sense
As an action, you can open yourself to the Aether, allowing you to feel the magical power of those around you. Beginning at 1st level, you can use an action to open your senses, as if you had cast detect magic. Unlike detect magic, your Magic sense only lasts for 1 minute.
You can focus your magic sense on a creature to learn its spellcasting ability, or on an object to learn it’s rarity. If the creature or item is hidden from divination magic, it appears as non-magical.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Magus Tradition
At 3rd level, choose the Magus Tradition that best represents the skill of your Magus: Spellsword, Sentinel, Arcane Sniper. Your Magus Tradition grants you features at 3rd level, and again when you reach 7th, 15th, and 20th level in this class.
Arcane Strike
Starting at 3rd level, you learn to harness the residual power of spells and imbue it in your weapon. Whenever you cast a magus spell of 1st level or higher, you can use a bonus action to imbue your weapon with arcane energy. For 1 minute, whenever you hit with a weapon spell attack or weapon attack, it deals an extra 1d4 force damage. If a spell has more than one attack, you apply this extra damage only to the first attack hit. You can end this effect early with no actions required.
The extra damage die changes based on the level of the spell slot used to cast the spell. The die becomes a d6 for a slot of 2nd level, d8 for a 3rd level, d10 for a 4th level and d12 for a 5th level spell slot.
Ability Score Improvement
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, or 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Might
At 10th level, you’ve honed your ability to maintain your spells, even amidst the direst of situations. When you fail a Constitution saving throw that you make to maintain your concentration on a magus spell, you can use your reaction to reroll the save. If you do so, you must use the new roll.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.
Null Strike
Starting at 14th level, when you hit a creature or object that is under the effects of a spell or attack a spell directly, such as tiny hut, with one of your Arcane Armory weapons, you can attempt to dispel the spell as if you'd cast dispel magic at a level equal to your highest level spell slot.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Spell and Sword
Beginning at 18th level, when you use your action to cast a spell, you can make one weapon attack with your bonded weapon as a bonus action.
subclass options:
Spellsword
A Spellsword spends their life focusing their training on finding new ways to utilize their bonded weapon. Utilizing the principles within the school of conjuration, they have attained the ability to wield multiple armaments to perform devastating attacks.
Arcane Arsenal
Starting at 3rd level, you can use a bonus action to choose a number of weapons in your Arcane Armory, up to your intelligence modifier. You conjure spectral, floating duplicates of the original weapons in spaces you can see within 10 feet of you.
Duplicates last for 1 minute, until you dismiss them as a bonus action or until you're incapacitated. An attack you make with a duplicate is a melee spell attack that must target a creature, or object within the original weapon's reach or range and uses your magus spell attack modifier. On a hit, a duplicate deals force damage equal to the original weapon's damage dice + your Intelligence modifier.
On your turn, you can mentally command any number of duplicates to move up to 10 feet in any direction (no action required). If a duplicate is ever more than 30 feet from you at the end of your turn, it is dismissed.
When you take the Attack action on your turn, you can replace any number of your attacks to utilize duplicates in their place. You make your choice for each attack, but you can only attack once with a specific duplicate during each turn.
When a creature that you can see within 5 feet of one of your duplicates moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature with that duplicate.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.
Versatile Blades
At 7th level, your control over your duplicates is more finely tuned, allowing you to use them in more ways. While you have at least one duplicate created from your Arcane arsenal feature, you can create one of the following effects:
Pinning Strike. You can use a bonus action to hurl a duplicate weapon towards a target you can see within 30 feet of you. If the target is a creature, they must succeed on a Dexterity saving throw against your Magus spell save DC. On a failure, the target has it's movement speed reduced to 0 feet until the beginning of your next turn.
Whirlwind Strike. You can use an action to hurl as many duplicate weapons you have towards a target you can see within 30 feet of you. When you send a duplicate towards a creature, make a ranged spell attack against it, on a hit the target takes piercing damage equal to the original weapon's damage dice + your Intelligence modifier. Afterwards, all duplicates utilized are dismissed.
Sword Dash
At 15th level, you have learned to cross distances in an instant to catch your enemies. After you attack with a duplicate weapon, you can magically swap places with it. You may do so as long as there are no obstacles between you and your destination. Using Sword Dash prevents opportunity attacks from hostile creatures.
Master of Blades
Starting at 20th level, you have been granted the title Master of Blades, signifying your mastery over your bonded weapon. As an action, you can make an attack with any number of duplicate weapons. On a hit, a target suffers the attack's normal effects and takes an additional 2d6 force damage from the attack.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a 5th-level spell slot to use it again.
Sentinel
Sentinels spend their life learning how to embody the very principles of abjuration magic. They are constantly finding new ways to enhance their physical, and mental abilities to protect those around them.
Arcane Defense
At 3rd level, you’ve learned how to channel arcane energy to bolster you and your allies' defensive abilities. As a bonus action, you activate your Arcane Defense which lasts for 1-minute. While active you create a 10-foot radius sphere centered on you, and gain the following effects:
Warden's Might. As a bonus action, each creature (including you) in the sphere gains temporary hit points equal to your Intelligence modifier.
Abjurant Deflection. If another creature in the sphere would become the target of an attack, you can use your reaction to instantaneously switch places with the creature and become the target. You must be able to see the creature to use this reaction.
You can use this feature a number of times equal to your Intelligence bonus, and you regain all expended uses when you finish a long rest.
Aegis
Beginning at 7th level, you’ve learned to produce an Aegis, a protective shield of arcane power that protects you and your allies. As a reaction, when you or an ally within 30 feet of you, would take damage you reduce the incoming damage an amount equal to 1d8 + your Intelligence modifier. The damage dealt can’t be reduced further in any other way. You must be able to see the creature to use this reaction.
As part of this reaction, you can expend a use of your Arcane Defense feature to empower your Aegis, and further reduce the damage of the incoming attack by an additional 2d8.
Spell Resistance
At 15th level, you have advantage on saving throws against spells and resistance against the damage of spells.
Arcane Reflection
Starting at 20th level, you have been granted the title Master of Defense, signifying your mastery of defense. When a creature that you can see casts a spell that targets only you or an allied creature within 5 feet of you, you can use your reaction to make an ability check using your Spellcasting Ability.
The DC equals 10 + the spell’s level. On a success, the spell has no effect on you or your ally and instead targets the caster, using the slot level of the caster, but uses your magus spell save DC, spell attack bonus and spellcasting ability.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a 5th-level spell slot to use it again.
Arcane Sniper
While most magus thrive in close-quarters combat, Arcane Snipers strike at their foes from afar, raining arcane arrows down on their enemies. Utilizing the principles within the school of evocation, they have attained the ability to perform explosive attacks.
Arcane Accuracy
At 3rd level, you’ve learned how to improve your shots with magic. Once per turn, when you make a ranged attack but before you make the attack roll, you can apply one of the following effects to the attack:
- A creature hit by the attack must make a Constitution saving throw against your magus spell save DC or is stunned until the beginning of it's next turn.
- The attack ignores half and three-quarters cover.
- A creature hit by the attack must make a Strength saving throw against your magus spell save DC or is pushed back 10 feet and knocked prone.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.
Arcane Quiver
Starting at 7th level, you learn how to blend your spells with attacks made with a weapon from your Arcane Armory. As a bonus action while holding a ranged Arcane Armory weapon, you can expend a spell slot to imbue a Magus spell of 1st-level or higher into the weapon so long as the spell follows the restriction below:
- It must have a casting time of 1 action and cannot have a range of Self.
- It must require an attack roll, or force a target to make a saving throw.
The next time that you hit a creature with a ranged weapon imbued with a spell, the target of the attack becomes the target of the imbued spell along with the normal damage of the weapon.
Area of Effect. If you imbue a spell that targets an area, the creature hit by your weapon attack becomes the center of the area of the spell imbued within.
Saving Throws. If you imbue a spell that requires the target to make a saving throw to resist the effects of the spell, it makes the saving throw when hit by the attack.
Spell Attacks. If you imbue a spell that requires a spell attack roll, the spell takes effect when you hit a target with the weapon, disregarding the spell attack roll.
Concentration. If you imbue a spell that requires concentration, you do not need to concentrate on the spell until the spell hits the target.
Each ranged weapon from your Arcane Armory can bear only one spell. Imbuing another spell into a weapon instantly dispels any previous spell. Spells imbued within a weapon are expended on a hit or miss. Unused spells dispel at the end of your next long rest.
Arcing Shot
At 15th level, you have learned how to curve your shot to take out multiple targets. Once per turn, when you hit a creature with a ranged attack, as a bonus action you can make an additional attack against another target. This additional attack is made at disadvantage, and the creature must be within 10 feet of the first target. You must be able to see the creature, and the path between them cannot be blocked by obstacles.
Devastating Marksmanship
Starting at 20th level, you have been granted the title of Master of Arrows, signifying your prowess with ranged weapons. As a bonus action, you gather arcane energy around you to enter an enhanced state of focus. You gain the following benefits for 1 minute:
- When you make a ranged attack with an Arcane Armory weapon, you can cause the attack to deal force damage instead.
- As a reaction, when you miss a ranged attack with an Arcane Armory weapon, you can reroll the attack roll against the target.
- As an action, you can choose a point within the normal range of your weapon, and make a ranged weapon attack against each creature within 10 feet of that point.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a 5th-level spell slot to use it again.