Magus Class
Magus Table
| Level | Proficiency Bonus | Arcane Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | — | Spellcasting, Spellstrike | 4 | 2 | 2 | — | — | — | — |
| 2nd | +2 | 1 | Arcane Pool | 4 | 3 | 2 | — | — | — | — |
| 3rd | +2 | 1 | Magus Arcana | 4 | 4 | 3 | — | — | — | — |
| 4th | +2 | 2 | Ability Score Increase | 5 | 5 | 3 | — | — | — | — |
| 5th | +3 | 2 | Extra Attack | 5 | 6 | 4 | 2 | — | — | — |
| 6th | +3 | 3 | - | 5 | 7 | 4 | 2 | — | — | — |
| 7th | +3 | 3 | Magus Arcana Feature | 5 | 8 | 4 | 3 | — | — | — |
| 8th | +3 | 4 | Ability Score Increase | 5 | 9 | 4 | 3 | — | — | — |
| 9th | +4 | 4 | Spell Recall | 5 | 10 | 4 | 3 | 2 | — | — |
| 10th | +4 | 5 | Magus Arcana Feature | 6 | 11 | 4 | 3 | 2 | — | — |
| 11th | +4 | 5 | - | 6 | 12 | 4 | 3 | 3 | — | — |
| 12th | +4 | 6 | Ability Score Increase | 6 | 12 | 4 | 3 | 3 | — | — |
| 13th | +5 | 6 | - | 6 | 13 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | 7 | - | 6 | 13 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | 7 | Magus Arcana Feature | 6 | 14 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | 8 | Ability Score Increase | 6 | 14 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | 8 | - | 6 | 15 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | 9 | Magus Arcana Feature | 6 | 15 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | 9 | Ability Score Increase | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | 10 | True Magus | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Magus, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Magus level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Magus level after 1st.
Proficiencies
- Armor: light armor
- Weapons: simple melee weapons, martial melee weapons,
- Tools: none
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from the following skills: Arcana, Acrobatics, Athletics, Insight, Investigation, Nature.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor
- (a) a scimitar or (b) a dagger
- (a) an Explorer's pack or (b) a Scholar's pack
Spellcasting
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power. This Spellbook is used to study and keep track of your spells, but otherwise offers no mechanical effects. It is purely flavor.
Cantrips
At 1st Level, you know four Cantrips of your choice from the Magus spell list. You learn an additional Magus cantrip of your choice at 4th Level and another at 10th level.
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 Sorcerer 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 Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the Magus spell list.
You learn an additional Magus spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.
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 Spell Slots.
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
Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Magus Spells. You may also use your weapon as your arcane focus.
Spellstrike
At 1st level, the Magus learns how to wield magic and weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this, the Magus must keep one hand free (even if the spell does not have somatic components) while wielding a light or one-handed weapon in the other hand. As an action, the Magus may take all of their weapon attacks, as well as cast a spell with a casting time of 1 action or less. The Magus can cast any spell this way, as long as the spell has a spell attack roll. The Magus must decide which attack is the spell and which is the weapon attack before the attack rolls are made.
Arcane Pool
Beginning at 2nd level, the Magus gains a reservoir of mystical arcane energy that they can draw upon to fuel their powers and enhance their weapon.
You have 2 arcane points, and you gain one additional point every other time you level up, to a maximum of 10 at level 20. You can never have more arcane points than shown on the table for your level. You regain all spent arcane points when you finish a Long Rest.
Weapon Enhancement
At 2nd level, as a bonus action you can spend an arcane point to turn imbue a non-magical weapon with magic properties. The weapon gains a +1 bonus to attack and damage rolls for 1 minute. If the weapon is already magical, you can spend a number of arcane points equal to twice the weapons current magic bonus to add an additional +1 bonus to attack and damage rolls for a minute (e.g. for a +1 shortsword, you would spend 2 magic points to use the weapon as a +2 shortsword for the next minute). You can only enhance one weapon this way at any point in time. If you enhance another weapon while the effect is still ongoing, the initial weapon loses its enhancement.
You learn other ways to spend your arcane points as you increase in Magus level.
Magus Arcana
At 3rd level you unlock the powers of your Magus Arcana. This grants you features at 3rd, 7th, 10th, 15th, and 18th level.
Ability Score Increase
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 with your weapon, instead of once, whenever you take the Attack action on Your Turn. You cannot attack twice with your Spellstrike ability.
Spell Recall
At 9th level, You can use your arcane points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional arcane points.
Creating Spell Slots. You can transform unexpended arcane points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Spell Slot - Arcane Point Conversion table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Spell Slot - Arcane Point Conversion
| Spell Slot level | Arcane Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
Converting a Spell Slot to Arcane Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of arcane points equal to the cost of to create that level of spell slot, per the Spell Slot - Arcane Point Conversion table.
True Magus
Beginning at 20th level, the Magus' martial and arcane prowess is almost unstoppable in each their own right. When you roll for initiative and have no arcane points remaining, you gain 4 arcane points.
Magus Arcana
At 3rd level, Magi devote themselves to an Arcanum of Magi. Each Arcanum focuses on one of the three schools of Magi thought: Magic, Swordplay, and Defense.
Arcanum Arcana
The followers of the mysterious secret believe that intelligent life has only barely touched the surface of knowledge. Of all the Magi in all the Arcanums, the Magi of the Arcana Arcanum know the greatest magical secrets of all.
Bonus Proficiencies
At 3rd level you gain proficiency in the Arcana, History, Nature, and Religion skills if you don't already have proficiency.
Familiar
At 3rd level, members of the Arcanum Arcana gain the use of the familiar. You can the find familiar spell as a bonus spell, and can cast it as a ritual. This spell does not count as your spells known.
Spell Reflection
Beginning at 7th level, when a spell is cast upon you, you can spend a number of arcane points equal to the spell level as a Reaction to negate the effects of the spell upon you and reflect the spell back upon the caster. If you cannot spend enough arcane points, you gain those a bonus to any saving throw made equal to that of the number of points spent or add the number of points spent to your armor class if the spell requires a spell attack.
Broad Study
At 10th level, you begin to study multiple schools of thought. You can now learn spells from the Cleric and Wizard spell lists. Additionally, the cost to convert arcane points to spell slots is halved.
Concentration
At 15th level, you gain proficiency in Constitution saving throws. Additionally, you can also spend arcane points to gain a bonus to concentration checks. The bonus is equal to the number of arcane points spent.
Deep Pool
At 18th level, during a Short Rest you can spend hit dice to regain arcane points. You regain 1 arcane point per hit dice spent.
Arcanum Gladius
The followers of the mysterious sword believe in the strength of a single swift and well-timed strike will end any fight; and they carry this torch into all aspects of life. The Magi of the Arcanum Gladius are the fiercest warriors and devote much of their time to the study of the blade.
Bonus Proficiencies
At 3rd level you gain proficiency in medium armor.
Critical Strike
At 3rd level, Magi of the Arcanum Gladius can, as a free action, spend 1 arcane point when they score a critical hit with their weapon to immediately cast a cantrip. This cantrip requires a spell attack roll to be able to cast, and does not count as the spell cast from Spellstrike.
Elemental Enhancement
Beginning at 7th level, you gain the ability to infuse more magic and power into your weapon. As a Bonus Action you can spend 1 arcane point to add a 2d6 of damage to your weapon for 1 minute. You can choose the type of damage from the following options: acid, cold, fire, force, lightning, or thunder damage. These properties can only be added if the weapon is already magical or has at least a +1 weapon enhancement. For each additional arcane point spent, the damage increases by 1d6 of the selected type. You cannot have multiple elemental enhancements on a single weapon.
Aggressive Tactics
Starting at 10th level, as a Bonus Action you can spend an arcane point to cast haste upon yourself for a number of rounds equal to your Intelligence modifier.
Improved Weapon Enhancement
At 15th level you have become better at enhancing your weapons. Starting at 15th level, when you spend an arcane point to enhance a non-magical weapon, you add a +2 bonus to attack and damage. For each additional arcane point spent you can add an additional +1 bonus to attack and damage. To enhance magical weapons, you must spend a number of arcane points equal to half the magic bonus granted by the item (round up) to increase the bonus by +1. For each additional arcane point spent you can add an additional +1 bonus to attack and damage. You cannot exceed an enhancement bonus of +4 to any weapon, magical or non-magical.
Improved Critical Strike
At 18th level, as a Bonus Action you can spend an arcane point to gain the ability to score a critical hit on a roll of 19 - 20.
Arcanum Scutum
The followers of the mysterious shield, Magi of the Arcanum Scutum believe in the saying that the strongest offense is a strong defense.
Bonus Proficiencies
At 3rd level you gain proficiency in heavy armor.
Spell Shield
Starting at 3rd level, when you or an ally within 5 feet of you is hit with an attack, as a reaction, you can spend an arcane point impose disadvantage on the attack roll.
Dispelling Strike
At 7th level, you gain the ability to disrupt magic with your blade. As a Bonus Action, you can expend an arcane point to imbue your weapon with power. For the next minute, any creature or object hit by your weapon suffers the effects of the dispel magic spell. For every additional arcane point spent, you can increase the level of the spell.
Arcane Resistance
Starting at 10th level, as a Bonus Action, you can spend an arcane point to give you or another creature resistance to one of the following types of damage: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder. For each additional point spent, you can gain resistance to an additional type of damage. This resistance lasts for 1 minute.
Magic Riposte
Beginning at 15th level, when a creature misses you with a melee attack, you can spend your reaction to make an attack of opportunity against the creature. On this attack of opportunity, you can spend an arcane point to cast a spell of equal level to the number of arcane points spent. The spell must have an casting time equal to 1 action or less.
Globe of Invulnerability
Beginning at 18th level, you can spend 7 arcane points to cast the spell globe of invulnerability. For each 2 additional arcane points, you can increase the level of the spell by 1 level.
Magus Spell List
Spells noted with * are found at the end of the Magus description.
Cantrips
- Blade Ward
- Chill Touch
- Dancing Lights
- Fire Bolt
- Frostbite
- Infestation
- Mage Hand
- Message
- Minor illusion
- Prestidigitation
- Ray of Frost
- Shocking Grasp
- True Strike
1st level spells
- Burning Hands
- Color Spray
- Corrosive Touch*
- Expeditious Retreat
- Faerie Fire
- Feather Fall
- Fire Slap*
- Flare*
- Fog Cloud
- Grease
- Jump
- Magic Missile
- Shield
- Silent Image
- Spark*
- Tenser's Floating Disk
- Vanish*
2nd level spells
- Alter Self
- Blur
- Darkness
- Defensive Shock*
- Enfeeble*
- Enhance Ability
- Enlarge/Reduce
- Frigid Touch*
- Invisibility
- Levitate
- Melf's Acid Arrow
- Mind Spike
- Mirror Image
- Scorching Ray
- Shatter
- Spider Climb
- Warding Wind
3rd level spells
- Blink
- Daylight
- Dispel Magic
- Elemental Aura*
- Fireball
- Flame Arrow
- Fly
- Force Hook Charge* details
- Force Punch* details
- Gaseous Form
- Haste
- Lightning Bolt
- Major Image
- Slow
- Thunderstep
- Vampiric Touch
- Wind Wall
4th level spells
- Arcana Theft*
- Detonate*
- Dimension Door
- Evard's Black Tentacles
- Exhaust*
- Greater Invisibility
- Fire Shield
- Ice Storm
- Phantasmal Killer
- Polymorph
- Stoneskin
- Wall of Fire
- Wall of Ice
5th level spells
- Cloudkill
- Cone of Cold
- Corrosive Consumption*
- Immolation
- Telekinesis
- Wall of Force
- Wall of Stone
New Spell Descriptions
Arcana Theft
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You make a melee spell attack against a single target. On a hit the spell successfully dispels one spell affecting the target and the spell is transferred to you, treating you as the original target. You do not receive a new saving throw against this spell and must accept its affects, even if they are not beneficial. This attack does not altar the spells duration; for example, if the spell only has 4 rounds duration remaining when it was stolen, it only affects you for 4 rounds. If the spell or effect has a duration of permanent, its duration continues at 1 hour per level the spell was originally cast at, after which it ends. The stolen spell does not revert to the original target.
If multiple spells have been cast upon the target of the attack, the caster can make a DC 15 intelligence check to choose which spell they would like to steal. On a failure, the spell is stolen at random from the spells affecting the target.
Corrosive Consumption
5th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 5 rounds (concentration)
You leave a small, rapidly growing patch of corrosive acid on the target. Make a melee spell attack. On a hit, you deal 5d10 acid damage to your target. The acid remains on the target for the duration of the spell or until the target removes the acid. At the end of the target's turn, they can make a Dexterity saving throw to scrape off the acid. Each round that the acid remains on the target, they take an additional 5d10 acid damage at the beginning of your turn.
Corrosive Touch
1st-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d6 acid damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Defensive Shock
2nd-level evocation
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: 1 hour
Electrical energy floods your body. The next creature to hit you with a melee attack takes 2d6 lightning damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d6 per spell slot above 2nd.
Detonate
4th-level evocation
- Casting Time: 1 action
- Range: self (15-foot radius)
- Components: V, S
- Duration: 1 round, then instantaneous
You flood yourself with a potent surge of energy. On the beginning of your next turn, the spell explodes from your body. When you explode, each creature within a 15 ft. radius centered on you must make a Constitution saving throw. On a fail, they take 7d6 force damage, or half as much on a successful one.
Elemental Aura
3rd-level evocation
- Casting Time: 1 action
- Range: self (15-foot radius)
- Components: V, S
- Duration: Up to 10 minutes (concentration)
You generate an aura of elemental power around you up to 15 feet for the duration. When you cast this spell, you can designate a number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 damage of your choice: acid, cold, fire, or lightning. ON a successful save, the creature takes half damage.
Enfeeble
2nd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
A black ichor covers your hand. Make a melee spell attack against a creature you can reach. On a failed save, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns it can make a Constitution saving throw against the spell. On a success, the spell ends.
Exhaust
4th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
A black ichor covers your hand. Make a melee spell attack against a creature you can reach. On a failed save, the target gains 1 level of exhaustion until the spell ends. At the end of each of the target's turns it can make a Constitution saving throw against the spell. On a success, the spell ends.
At higher levels: When you cast this spell using a 5th level spell slot or higher, you can impose an additional level of exhaustion.
Fire Slap
1st-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Flare
1st-level evocation
- Casting Time: 1 action
- Range: 10 ft.
- Components: V, S
- Duration: Instantaneous
A creature within range must make a Constitution saving throw or gain the stunned condition for 1 round.
Frigid Touch
2nd-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Spark
1st-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d6 lightning damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.