Every magus is a warrior. Magi train with arms and armor
to protect what they hold dear, fight for what they believe
in, and get themselves into or out of trouble. For magi,
though violence may not be their preferred solution to a
given problem, it is always a valid backup plan.
Every magus is a magician. Magi use their hard-
earned spellcasting abilities to explore the multiverse,
empower their companions, and decimate their
enemies. For a magus, magic is a tool that expands their
horizons and their options.
hit dice:
d8
hit points at 1st level:
8+Con
hit points at higher levels:
1d8+Con
armor proficiencies:
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies:
Simple weapons, martial weapons, Simple Firearms
tools:
N/A
saving throws:
Constitution, And Your Spellcasting Ability
skills:
Choose one from Acrobatics, Arcana, Athletics,
History, Insight, Investigation, and Perception.
starting equipment:
spellcasting:
Spellcasting
Starting at 2nd level, you gain the ability to cast spells
of 1st level and higher. See chapter 10 of the Player’s
Handbook for the general rules of spellcasting.
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.
For example, if you know the 1st-level spell find
familiar and have a 1st-level and a 2nd-level spell slot
available, you can cast find familiar using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level magus spells of your choice
from your eldritch society’s spell list. You learn
additional spells chosen from your eldritch society’s
spell list as indicated in the Spells Known column of the
Magus table.
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 your eldritch society’s
spell list, which also must be of a level for which you
have spell slots.
Spellcasting Ability
Your spellcasting ability is determined by your eldritch
society. See the Initiate feature of your eldritch society for
your spellcasting ability.
Ritual Casting
You can cast a magus spell as a ritual if that spell has
the ritual tag and you know the spell.
Spellcasting Focus
Your spellcasting focus, if any, is determined by your
eldritch society. See the Initiate feature of your eldritch
society to see what, if any, spellcasting focus you may
use for your magus spells.
Subclasses
each Subclass has Slightly Different Spellcasting Rules See the below
Arcane Order Initiate
When you choose this eldritch society at 1st level, you
augment your martial prowess with the ability to cast
cantrips.
Cantrips. You learn two cantrips of your choice from
the Arcane Order’s spell list. You learn an additional
Arcane Order cantrip of your choice at 4th level and again
at 10th. These cantrips count as magus spells for you.
Spellcasting Focus. You can use an arcane focus
(found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells.
Spellcasting Ability. Intelligence is your spellcasting
ability for your Arcane Order spells, since you learn
your spells through rote 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
Knights Stygian Initiate
When you choose this eldritch society at 1st level, you
augment your martial prowess with the ability to cast
cantrips.
Cantrips. You learn two cantrips of your choice from the
Knights Stygian’s spell list. You learn an additional Knights
Stygian cantrip of your choice at 4th level and again at
10th. These cantrips count as magus spells for you.
Spellcasting Focus. You can use an arcane focus
(found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells.
Spellcasting Ability. Charisma is your spellcasting
ability for your Knights Stygian spells, since you learn
your spells through an intuitive connection with death.
You use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
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 Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Primordial Seal Initiate
When you choose this eldritch society at 1st level, you
augment your martial prowess with the ability to cast
cantrips.
Cantrips. You learn two cantrips of your choice from
the Primordial Seal’s spell list. You learn an additional
Primordial Seal cantrip of your choice at 4th level and
again at 10th. These cantrips count as magus spells
for you.
Spellcasting Ability. Charisma is your spellcasting
ability for your Primordial Seal spells, since you learn
your spells through a raw connection to the natural
elements. You use your Charisma whenever a spell
refers to your spellcasting ability. In addition, you use
your Charisma 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 Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Shadow Court Initiate
When you choose this eldritch society at 1st level, you
augment your martial prowess with the ability to cast
cantrips.
Cantrips. You learn two cantrips of your choice from
the Shadow Court’s spell list. You learn an additional
Shadow Court cantrip of your choice at 4th level and
again at 10th. These cantrips count as magus spells
for you.
Spellcasting Focus. You can use an arcane focus
(found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells.
Spellcasting Ability. Intelligence is your spellcasting
ability for your Shadow Court spells, since you learn
your spells through rote 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
Sidereal Cabal Initiate
When you choose this eldritch society at 1st level, you
augment your martial prowess with the ability to cast
cantrips.
Cantrips. You learn two cantrips of your choice from
the Sidereal Cabal’s spell list. You learn an additional
Sidereal Cabal cantrip of your choice at 4th level and
again at 10th. These cantrips count as magus spells
for you.
Spellcasting Focus. You can use an astrolabe
or arcane focus (found in chapter 5 of the Player’s
Handbook) as a spellcasting focus for your magus spells.
Spellcasting Ability. Intelligence is your spellcasting
ability for your Sidereal Cabal spells, since you learn
your spells through sacred geometry and detailed
observation of stellar movements. You use your
Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier
when setting DC the saving throw 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
Sylvan Circle Initiate
When you choose this eldritch society at 1st level, you
augment your martial prowess with the ability to cast
cantrips.
Cantrips. You learn two cantrips of your choice from
the Sylvan Circle’s spell list. You learn an additional
Sylvan Circle cantrip of your choice at 4th level and again
at 10th. These cantrips count as magus spells for you.
Spellcasting Focus. You can use a druidic focus
(found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells.
Spellcasting Ability. Wisdom is your spellcasting
ability for your Sylvan Circle spells, since you learn your
spells through an intuitive connection with the natural
world. You use your Wisdom whenever a spell refers
to your spellcasting ability. In addition, you use your
Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
class features:
Eldritch Society
At 1st level, you choose an eldritch society that trained
you in the ways of the magus: the Arcane Order, the
Knights Stygian, the Primordial Seal, the Shadow Court,
Sidereal Cabal, or the Sylvan Circle. Your choice grants
you features at 1st level and again at 3rd, 7th, and 14th
level. Your choice also determines your spell list.
Esoteric Eye
At 1st level, you can detect the arcane abilities of
others. As an action, your eyes visibly flash with magic
as your senses wake to the mystical energies of the
multiverse. Until the end of your next turn, you know
if each creature you can see within 60 feet of you has
the Spellcasting or Innate Spellcasting feature or
trait. Additionally, you learn each of those creatures’
spellcasting ability, if they have one.
You can use this feature a number of times equal to
1 + your magus spellcasting modifier. You regain all
expended uses when you finish a long rest.
Mystic Mark
Starting at 2nd level, you learn to place a mystic mark.
You can use this mark to enspell a weapon or to grant
a creature an aegis. You can use your mystic mark a
number of times equal to your magus spellcasting ability
modifier. You regain all expended uses when you finish
a long rest.
Aegis
As a bonus action you can project your mystic mark onto
a creature you can see within 30 feet of you. For the next
minute the target is under the protection of your aegis
and receives a bonus to its armor class. This bonus
increases their AC by +1. If the target is wearing armor
that grants a magical bonus to AC, use whichever bonus
is higher. The aegis ends if you or your target end a turn
more than 120 feet away from one another. A creature
can only benefit from one aegis at a time.
This bonus to AC increases to +2 when you reach 9th
level and increases to +3 when you reach 13th level.
Enspell
As a bonus action, you surround a weapon you’re
holding with your mystic mark. This weapon is
enspelled and counts as a spellcasting focus for you
for the next minute. While enspelled, the weapon is
considered magical and adds a +1 bonus to attack
rolls and damage rolls. If the weapon already grants
a magical bonus to attack and damage, use whichever
bonus is higher. The enspell ends if you lose possession
of the weapon. A weapon can only benefit from one
enspell at a time.
These bonuses to hit and damage increase to +2 when
you reach 9th level and +3 when you reach 13th.
Eldritch Armament
Starting at 3rd level, you learn to infuse your preferred
weapon or shield with magical power. Choose one of the
following options.
Eldritch Archer
When you hit a creature with a ranged weapon under
the effect of your Enspell feature you can cause the
ammunition to explode with mystical energy, dealing the
same damage type the attack would normally cause to
all creatures within 10 feet of the target. When you do
so, expend a spell slot and the creature and each other
creature within 10 feet must succeed on a Dexterity
saving throw or take 2d4 + 1d4 damage for each spell
level higher than 1st, to a maximum of 6d4. On a
success, they take half damage.
Mystic Marauder
When you hit a creature with a melee weapon attack
with a weapon you are wielding with two hands that is
under the effect of your Enspell feature, you can expend
a spell slot to deal additional damage to the target.
The extra damage is 2d6 for a 1st-level spell slot. The
damage increases by 1d6 for each slot level above 1st,
to a maximum of 6d6. The weapon must have the two-
handed or versatile property for you to use this feature.
Sorcerous Sentinel
While you are wielding a shield, when a creature under the
effect of your Aegis feature is attacked you can use your
reaction to expend a spell slot and strengthen the target’s
defenses. The target gains a bonus to AC equivalent to the
spell slot expended. This bonus is only applied against the
triggering attack. Additionally, the target gains temporary
hit points equal to your spellcasting modifier + twice the
level of the spell slot expended.
Spell Sword
When you hit a creature with a one-handed melee
weapon under the effect of your Enspell feature you
may expend a spell slot to deal additional damage
and render the creature vulnerable to magical attacks.
The extra damage is 1d4 for a 1st-level spell slot. The
damage increases by 1d4 for each slot level above 1st,
to a maximum of 5d4. Additionally, the creature has
disadvantage on saving throws against spells you cast
until the end of your next turn.
Mystic Meditation
Starting at 6th level, when you take a short rest you
can choose to recover all expended uses of your Mystic
Mark. You must complete a long rest before you can use
this feature again.
War Magic
Beginning at 7th level, when you use your action to
cast a cantrip, you can make one weapon attack as a
bonus action.
Spell Surge
Starting at 10th level, you can cast any magus spell you
know without expending a spell slot. The spell is cast as
if you had used a spell slot equal to the highest spell slot
you have.
Once you use this feature, you must finish a long rest
before you can use it again. You can use this feature
twice between long rests starting at 20th level.
Improved War Magic
Starting at 11th level, when you use your action to cast a
spell, you can make one weapon attack as a bonus action.
Spell Ward
Starting at 15th level, the magical attacks of your
enemies unravel around you. You and friendly creatures
within 15 feet of you have advantage on saving throws
against spells.
Greater Spell Surge
At 18th level, choose one 6th-level spell from your
eldritch society’s spell list. You can cast this spell once
without expending a spell slot.
Once you use this feature, you must finish a long rest
before you can use it again. You can use this feature
twice between long rests starting at 20th level.
subclass options:
The Arcane Order
The Arcane Order is an eldritch society built on mentor-
student relationships. While the Order is unified in
name, each member tends to operate alone or with
only their mentor or apprentice—though in times of
extreme circumstance, members will come together
to face grave, large scale threats. Each magus of the
Arcane Order takes a unique philosophical approach to
their teachings, often adopting or adapting the ideals of
their mentor. All scholars of the Arcane Order, however,
emphasize exceptional technique and approach magic
as an art to be mastered.
Spellscasting
Seeabove
Bonus Proficiencies
At 1st level, you gain proficiency with the Arcana skill
and one set of artisan’s tools of your choice.
Amethyst Mark
Starting at 3rd level, the effects of your mystic marks
are enhanced by your greater understanding of the
Arcane Order’s esoteric knowledge. When you place
your mystic mark on an object or creature, a faint purple,
crystalline aura surrounds it.
Arcane Enspell. When you deal damage with your
enspelled weapon, you can choose to deal force damage
instead of its normal damage type.
When you deal damage to a creature with your
enspelled weapon, you can choose to remove your
enspell from the weapon to unleash a wave of magical
energy. When you do so, the target must succeed on a
Strength saving throw against your spell save DC or be
pushed up to 15 feet away and knocked prone.
Arcane Aegis. When a target protected by your aegis
takes damage from a creature you can use your reaction
to remove the aegis from that ally. When you do, you
may teleport up to 30 feet and make a weapon attack
against the attacking creature.
Occult Savant
By 7th level, through diplomacy, espionage, or occult
experimentation you have gleaned how to use spells
normally used by other eldritch societies. Alternatively,
you’ve spent time further deciphering the obscure
teachings of the Arcane Order. You learn two spells of
your choice from any eldritch society’s spell list. These
spells must be of a level you can cast, as shown on the
Magus table, or cantrips. The chosen spells count as
Arcane Order magus spells for you and do not count
towards the Spells Known column of the Magus table.
Arcane Recovery
Starting at 14th level, you have learned to regain some
of your magical energy by reflecting on esoteric truths
and formulae. Once per day when you finish a short rest,
you can choose to recover some of your expended spell
slots. The spell slots can have a combined level that is
equal to or less than half your magus level (rounded up),
and none of the slots can be 6th level or higher.
The Knights Stygian
The Knights Stygian take it upon themselves to seek out
and cleanse the world of its corruption. These magi seek to
protect the innocent, defend the weak, and ensure justice
is done. They do this by wielding necromantic magic that
simultaneously terrifies their living foes and turns their
defeated foes into foot soldiers in the magi’s service.
Spellcasting
see above
Bonus Proficiencies
At 1st level, you gain proficiency with the Intimidation
skill and embalmer’s tools.
Obsidian Seal
Starting at 3rd level, the effects of your mystic marks
are enhanced by the fell magic of the Knights Stygian.
When you place your mystic mark on an object or
creature, it is surrounded by an aura that emits drifting
motes of black ash and the acrid smell of decay.
Stygian Enspell. When you deal damage with your
enspelled weapon you can choose to deal necrotic
damage instead of its normal damage type.
When you hit with an attack with an enspelled weapon
you can choose to remove the enspell, unleashing an
unholy wave of pure terror. When you do, the target
must succeed on a Wisdom saving throw against your
spell save DC or be frightened by you until the end of
their next turn.
Stygian Aegis. When a creature protected by your aegis
takes damage from an attack you can use your reaction
to remove the aegis from that creature, releasing necrotic
energy upon the attacker. When you do, the attacker must
succeed on a Constitution saving throw against your spell
save DC or take necrotic damage equal to the damage
dealt by the triggering attack.
Face of Fear
Starting at 7th level, you have advantage on saving
throws against being frightened. When a creature
within 30 feet of you makes a saving throw against being
frightened, you can use your reaction to give that roll
disadvantage.
Necromantic Surge
At 14th level, you can cast the spell animate dead
without expending a spell slot as if you had used a spell
slot equal to the highest spell slot available to you. Once
you cast animate dead in this way, you can’t do so again
until you finish a long rest.
Whenever you create an undead creature using a
necromancy spell, it has additional benefits:
• The creature’s hit points maximum is increased by an
amount equal to your magus level.
• The creature adds your proficiency bonus to its
weapon damage rolls.
The Primordial Seal
The Primordial Seal claims to be an ancient order
responsible for the ongoing safety of the material
realms. According to their own lore, the material
realms were–in ancient times–constantly besieged by
the elemental realms until a seal was placed, forever
separating them from one another. Today the magi of
the Primordial Seal travel the land to ensure the old
magics hold up and to gather power for the dreaded day
the seal fails.
Spellcasting
see above
Bonus Proficiency & Language
At 1st level, you gain proficiency in the Survival skill.
Additionally, you can speak, read, and write Primordial.
Tourmaline Mark
Starting at 3rd level, the effects of your mystic marks
are enhanced by the Primordial Seal’s elemental
power. When you place your mystic mark on an object
or creature, an intense aura of vacillating colors
surrounds it.
Primordial Enspell. When you enspell your weapon it
roars with primordial strength and you may choose one
of the following damage types: acid, cold, fire, lightning,
or thunder. While your weapon remains enspelled it deals
that damage type instead of its normal damage type.
When you hit with an attack with this weapon you
can choose to remove the enspell from the weapon,
unleashing a surge of elemental energy. When you do,
the target must succeed on a Constitution saving throw
against your spell save DC or it loses any resistance
or immunity it had to the damage type you had chosen.
This effect persists until the end of your next turn.
Primordial Aegis. When a creature protected by your
aegis takes damage you can use your reaction to remove
the aegis, fortifying the creature’s body with primeval
power. When you do, choose acid, cold, fire, lightning, or
thunder. That ally has resistance to that damage type for
the next minute.
Elemental Alignment
At 7th level, your intimate knowledge of elemental magic
has imbued you with abilities related to your element
of choice. You gain your choice of one of the following
features:
Air. Your base movement speed increases by 10 ft. and
you have advantage on initiative rolls.
Earth. You gain 2 additional hit points per magus
level. Each time you gain a level in this class you gain an
additional 2 hit points.
Fire. You gain darkvision out to a distance of 120 feet
and proficiency in Dexterity saving throws.
Water. You gain the ability to breathe underwater and
have a swim speed equivalent to your walking speed.
Additionally, you have advantage on saving throws
against being restrained or grappled and ability checks
made to resist or escape a grapple.
Elemental Attunement
At 14th level, you learn to harmonize with the element
you chose when you took the Elemental Alignment
feature. You can cast a spell associated with your chosen
element, listed below, without expending a spell slot.
You cannot lose concentration on the spell by taking
damage. You must complete a long rest before you can
use this feature again.
Air. Investiture of Wind
Earth. Investiture of Stone
Fire. Investiture of Flame
Water. Investiture of Ice
The Shadow Court
Magi of the Shadow Court conspire to shape local
and regional politics with a blend of stealth, fighting
prowess, and magical ability. Although those outside
this eldritch society understand it to be a singular group,
the Shadow Court is in fact composed of multiple clans
that often wage clandestine wars on one another to
obtain secrets and objects of power. Magi of the Shadow
Court are secretive by nature and are forbidden from
revealing their clan’s goals and activities to all but their
most trusted companions.
Spellcasting
see above
Bonus Proficiencies
At 1st level, you gain proficiency in the Deception and
Stealth skills.
Jade Seal
Starting at 3rd level, the effects of your mystic marks
are enhanced by the Shadow Court’s deadly techniques.
When you place your mystic mark on an object or
creature, it is engulfed in an aura of faint smoke.
Shadow Enspell. In addition to weapons, you can
also empower your unarmed strikes with your enspell.
While your unarmed strikes are enspelled, you can use
Dexterity instead of Strength for the attack and damage
rolls of your unarmed strikes, and you can roll 1d6
instead of the normal damage of your unarmed strike.
When you hit with an attack with an enspelled
weapon or unarmed strike you can choose to remove
the enspell, unleashing an intense flash of light. When
you do, the target must succeed on a Constitution saving
throw against your spell save DC or be blinded until the
start of their next turn.
Shadow Aegis. When a creature protected by your
aegis takes damage from an attack, you can use your
reaction to remove the aegis from that creature, engulfing
it in illusory magics. When you do, the target becomes
invisible until the end of its next turn or when it casts a
spell or makes an attack, whichever happens first.
Broken Mirror Jutsu
Starting at 7th level, you can take a special action on
your turn to summon duplicates of yourself. When you
do, you expend a spell slot and choose a number of
unoccupied spaces within 60 feet equal to the level of
the spell slot expended. A duplicate of yourself appears
in each chosen space. You and each duplicate then
make a melee spell attack against a creature within 5
feet, dealing 1d10 + your Intelligence modifier in force
damage on a hit. If you and all your duplicates attack the
same creature, and at least one of you deals damage to
the creature, it must succeed on a Constitution saving
throw or be stunned until the end of your next turn.
False Body Jutsu
At 14th level, you gain the ability to replace yourself
with an unlikely body double in the instant before you
take a blow. When you are hit by an attack, you can use
your reaction to reduce the damage from that attack to
1. When you do, you become invisible for 1 minute and
teleport to an unoccupied space of your choice within
300 feet. You leave a block of wood or another harmless,
mundane object in the space you teleported away from.
You must complete a long rest before you can use this
feature again.
The Sidereal Cabal
Magi in the Sidereal Cabal consult the stars to foresee
the future and intercede at moments of particular
import. Once, long ago, the cabal followed a philosophy
of balance, believing that destiny and free will should be
given equal weight. Today the cabal is largely split into
two camps, kismetists and volitionists. Kismetists prefer
indirect or discrete methods when possible, believing
that active and obvious interference in the world’s
affairs might cause a disruption in the natural order
of fate. They work to ensure that fate isn’t thwarted
by powers outside its reach. Volitionists find pivotal
moments where the road of destiny forks and interject
themselves to force the outcome they prefer.
Spellcasting
see above
Bonus Proficiencies
At 1st level, you gain proficiency with the Perception
skill, navigator’s tools, and water vehicles.
Selenite Seal
Starting at 3rd level, the effects of your mystic marks
are enhanced by the Sidereal Cabal’s celestial radiance.
When you place your mystic mark on an object or
creature, it gives off a soft, indistinct light and hums
with unseen energy.
Sidereal Enspell. When you deal damage with your
enspelled weapon you can choose to deal force damage
instead of its normal damage type.
When you miss with an attack with this weapon you
can choose to remove the enspell from the weapon,
twisting fate in your favor. When you do, you can reroll
the attack with advantage.
Sidereal Aegis. When an attack hits a creature
protected by aegis you can use your reaction to remove
the aegis, turning fortune against your foe. When you do,
the attacker must reroll the attack with disadvantage.
Celestial Clockwork Control
At 7th level, your extensive study of the stars has taught
you to twist the heavenly mechanics of fate in your favor.
When a creature you can see within 60 feet makes an
ability check, attack roll, or saving throw you can use
your reaction and expend a spell slot to modify the
result of the roll. When you do, you can choose to either
increase or decrease the result of the roll by the level of
the spell slot expended. This change modifies the die
result directly, not the total of the roll, which means it
can turn a roll into a natural 1 or 20.
Seal Fate
At 14th level, when a creature that you can see within 60
feet makes a roll with advantage or disadvantage, you
can use your reaction to seal their fate. The creature rolls
three d20s, rather than two, using the highest result if it
had advantage or the lowest result if it had disadvantage.
The Sylvan Circle
Magi of the Sylvan Circle are drawn together by their
reverence for the natural world. Members of this eldritch
society become magi to protect sacred lands and
creatures. Although this society is more informal than
others, magi of the Sylvan Circle meet with one another
regularly in small groups they call covens to discuss
matters of local or regional concern and share information.
Spellcasting
see above
Bonus Proficiencies
At 1st level, you gain proficiency with the Nature
skill and your choice of either herbalism kits or
poisoner’s kits.
Emerald Mark
Starting at 3rd level, the effects of your
mystic marks are enhanced by the Sylvan
Circle’s esoteric practices. When you place
your mystic mark on an object or creature, a
verdant green aura surrounds it.
Sylvan Enspell. When you deal damage
with your enspelled weapon you can choose
to deal poison damage instead of its normal
damage type.
When you deal damage to a creature using
a weapon you’ve enspelled you can choose
to remove your enspell from that weapon,
causing the earth to join your assault. When
you do, roots spring from the ground and
attempt to tether the target to the earth.
The target must succeed on a
Strength saving throw against your
spell save DC or it is restrained
until the end of its next turn.
Sylvan Aegis. When a creature protected by your aegis
fails a saving throw you can use your reaction to remove
your aegis from that creature. When you do the aegis
transmutes into vital energy and washes over the target.
The target may reroll its saving throw with advantage.
Nature’s Mask
At 7th level, you can cast the spell polymorph on yourself
without expending a spell slot. You must complete a
long rest before you can use this feature again.
Font of Life
Starting at 14th level, you can use a bonus action to
expend a spell slot and create a font of life. When you do,
you regain your magus level + 1d12 hit points per level
of the expended spell slot and creatures of your choice
within 30 feet of you regain half that amount. Once you
use this feature, you must finish a short or long rest
before you can use it again.
Level | Prof Bonus | Features | Cantrips Known | Spells Known | 1 | 2 | 3 | 4 | 5 |
---|
1 | +2 | Eldritch Society, Esoteric Eye | 2 | --- | --- | --- | --- | --- | --- | --- |
2 | +2 | Mystic Mark, Spellcasting | 2 | 3 | 2 | --- | --- | --- | --- |
3 | +2 | Eldritch Armament, Society Feature | 2 | 3 | 3 | --- | --- | --- | --- |
4 | +2 | Ability Score Improvement | 3 | 4 | 3 | --- | --- | --- | --- |
5 | +3 | --- | 3 | 5 | 4 | 2 | --- | --- | --- |
6 | +3 | Mystic Meditation | 3 | 5 | 4 | 2 | --- | --- | --- |
7 | +3 | Society Feature, War Magic | 3 | 6 | 4 | 3 | --- | --- | --- |
8 | +3 | Ability Score Improvement | | 3 | 7 | 4 | 3 | --- | --- | --- |
9 | +4 | Aegis and Enspell Improvement | 3 | 8 | 4 | 3 | 2 | --- | --- |
10 | +4 | Spell Surge | 4 | 8 | 4 | 3 | 2 | --- | --- |
11 | +4 | Improved War Magic | 4 | 9 | 4 | 3 | 3 | --- | --- |
12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | --- | --- |
13 | +5 | Aegis and Enspell Improvement | 4 | 11 | 4 | 3 | 3 | 1 | --- |
14 | +5 | Society Feature | 4 | 11 | 4 | 3 | 3 | 1 | --- |
15 | +5 | Spell Ward | 4 | 12 | 4 | 3 | 3 | 2 | --- |
16 | +5 | Ability Score Improvement | 4 | 13 | 4 | 3 | 3 | 2 | --- |
17 | +6 | --- | 4 | 13 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Greater Spell Surge | 4 | 13 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Spell Surge and Greater Spell Surge Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 |