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The Magus
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# Magus There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against. ## Class Features As a magus, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per magus level\columnbreak - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per magus level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, longswords, rapiers, shortswords. - **Tools:** None ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, and Perception #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a longsword, *(b)* rapier or *(c)* a simple weapon - *(a)* a dungeoneer’s pack or *(b)* an explorer’s pack - Studded leather armor - a scholar’s pack \columnbreak
Homebrew Class | Magus
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##### The Magus | Level | Proficiency Bonus | Features | Arcane Pool | Cantrips Known | Spell Knowns | Spell Slots | Slot Level | Magus Arcana | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Blade Magick, Martial Tradition, Magus Weapon Focus | — | 2 | 2 | 1 | 1st | — | 2nd | +2 | Fighting Style, Spellstrike | — | 2 | 2 | 2 | 1st | — | 3rd | +2 | Arcane Pool, Magus Arcana | 2 | 2 | 3 | 2 | 1st | 2 | 4th | +2 | Ability Score Improvement| 3 | 3 | 3 | 2 | 1st | 2 | 5th | +3 | Elemental Weapon | 3 | 3 | 4 | 2 | 2nd | 3 | 6th | +3 | Extra Attack, Martial Tradition feature | 4 | 3 | 4 | 2 | 2nd | 3 | 7th | +3 | Spell Combat | 5 | 3 | 5 | 2 | 2nd | 4 | 8th | +3 | Ability Score Improvement| 6 | 3 | 5 | 2 | 2nd | 4 | 9th | +4 | — | 6 | 3 | 6 | 2 | 3rd | 5 | 10th | +4 | Spell Recall, Spell Access, Elemental Weapon Improvement |7 | 4 | 6 | 2 | 3rd | 5 | 11th | +4 | Martial Tradition feature | 8 | 4 | 7 | 3 | 3rd | 5 | 12th | +4 | Ability Score Improvement| 9 | 4 | 7 | 3 | 3rd | 6 | 13th | +5 | — | 9 | 4 | 8 | 3 | 4th | 6 | 14th | +5 | Spell Access | 10 | 4 | 8 | 3 | 4th | 6 | 15th | +5 | Elemental Weapon Improvement | 11 | 4 | 9 | 3 | 4th | 7 | 16th | +5 | Ability Score Improvement, Martial Tradition feature | 12 | 4 | 9 | 3 | 4th | 7 | 17th | +6 | Counterstrike| 12 | 4 | 10 | 4 | 5th | 7 | 18th | +6 | Spell Access | 13 | 4 | 10 | 4 | 5th | 8 | 19th | +6 | Ability Score Improvement| 14 | 4 | 11 | 4 | 5th | 8 | 20th | +6 | Master Magus | 15 | 4 | 11 | 4 | 5th | 8
### Blade Magick Your ability to draw out and amplify your essence has given you the faculty for casting spells. See Spells Rules for the general rules of spellcasting and the end of the class listing for the magus spell list. #### Cantrips At 1st level, you know two 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. #### Spell Slots The Magus table shows how many spell slots you have to cast your magus spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your magus spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. \columnbreak #### Spells Known Of 1st level and higher At 1st level, 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 of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new magus spell, which can be 1st, 2nd, or 3rd 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.
Homebrew Class | Magus
\pagebreakNum #### 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 If you're proficient with a simple or martial weapon, you can use it as a spellcasting focus for your magus spells. ### Martial Tradition At 1st level, you choose a tradition that shapes the way you combine spells and weapons in combat, each detailed at the end of the class description. The tradition you choose grants you features at certain levels. ### Spellstrike Beggining at 2nd level, once per round whenever you cast a magus spell that requires a melee spell attack (eg. Shocking Grasp, Vampiric Touch) , as a bonus action you can make a melee weapon attack and use your weapon's ability instead of your spellcasting ability for both attack rolls. This feature cannot be used with spells that already requires a *weapon* melee attack roll (eg. Green-Flame Blade). ### Arcane Pool You have 2 points in your arcane pool at 3rd level, and you gain more as you reach higher levels, as shown in the Magus table. You can never have more points in your arcane pool than shown on the table for your level. You regain all arcane pool points when you complete a long rest. \columnbreak ### Magus Arcana At 3rd level, you gain two magus arcana of your choice. Your magus arcana options are detailed at the end of the class description. When you gain certain magus levels, you gain additional magus arcana of your choice, as shown in the Magus Arcana column of the Magus table. Additionally, when you gain a level in this class, you can choose one of the magus arcana that you know and replace it with another magus arcana that you could learn at that level. ### Elemental Weapon Beggining at 5th level, you learn the ability to infuse your weapon with primal elemental power. Using a bonus action you may spend Arcana Points to cast the Elemental Weapon spell without spending spell slots, according to the following table:
|Level | Elemental Weapon Level | Arcane Pool Point Cost | |:----:|:---:| :---: | | 5th | 3rd | 1 | | 10th | 5th | 3 | | 15th | 7th | 6 |
The duration for the spell changes to 1 minute, no concentration. The spell ends if the Weapon leaves your hand for at least 6 seconds. ### Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can choose only one of those attacks to be either a Spellstrike or a Spell Combat.
Homebrew Class | Magus
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### Spell Combat At 7th level, you learn how to cast spells and wield your weapon at the same time. To use this ability, you must have one free hand and be wielding a one-handed melee weapon that you're proficient with. Once per round, when you take the Attack action, you can cast any non-cantrip magus spell you have prepared as a bonus action, either before or after the Attack. ### Spell Recall At 10th level, you learn to transform the occult power of your arcane pool into fuel for your spellcasting. As a bonus action on your turn you can create a spell slot by spending 1 arcane pool point per slot level. You can create spell slots no higher in level than 5th using spell recall and these spell slots only last until you complete a long rest. You can only create spell slots of a level equal to that you can cast. ### Spell Access By 10th level, you have expanded your magical knowledge with the secrets of other traditions. You can choose up to two spells of 3rd level or lower from the wizard spell list, and replace two spells you know of the same level. The chosen spells count as magus spells for you and can be used with any of your other magus abilities. You can replace two additional spells of 4th level or lower from the wizard spell list at 14th level and two additional spells of 5th level or lower at 18th level. ### Counterstrike At 17th level as a bonus action you can place a Magic Mark on a creature you can see within 60 feet of you for 10 minutes. You can mark creatures this way an unlimited number of times per day, but can only have up to 5 marked creatures simultaneously. You can also end a mark on any number of creatures as a free action. Whenever a marked creature you can see within 60 feet of you begins casting any spell, as a reaction you can deal 6d8 magic force damage to it. The affected target also has disadvantage on concentration checks made until the end of its next turn. You can use this feature twice, and regain all expended uses when you finish a short or long rest. ### True Magus At 20th level, you perfect your magus techniques, gaining the ability to use spell combat and/or spellstrike on both of your attacks, each round without spending a bonus action on both features. You can choose to use spell combat or spellstrike twice, or use each ability once.
Homebrew Class | Magus
\pagebreakNum ## Martial Traditions
### Eldritch Scion Unlike typical magi, eldritch scions do not study tomes of magic or spend time learning to combine martial and magical skills. Rather, they find that their spells and abilities come to them instinctively. #### Saving Throws Instead of gaining saving throw proficiency in Constution and Intelligence, you gain the follow saving throw proficiencies:
___ - **Saving Throws:** Constitution, Charisma
#### Spellcasting Ability Instead of Intelligence, Charisma is your spellcasting ability for your magus spells, since the power of your magic relies on your ability to project your wil l into the world. 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. #### Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power. Anytime your sorcery origin requires you to spend sorcery points, you can spend points from your arcana pool instead.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level #### Spell Access Unlike other Magi, you must use the Sorcerer spell list when replacing spells. #### Metamagics Magus Arcana You have access to metamagics Magus Arcana (eg. Empowered Spells). You can use metamagics Magus Arcana twice per dat. You regain all expended uses when you finish a long rest.
Homebrew Class | Magus
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\columnbreak ### Armored Battlemage Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the tried-and-true protection of steel. These armored battlemages learn to move and cast spells in even the most restrictive armors. #### Arcane Knight You gain proficiency with all melee martial weapons, all armor and shields. #### Fighting Style Beggining at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. ***Defense***. While you are wearing armor, you gain a +1 bonus to AC. ***Protection***. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### War Caster At 6th level you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Additionaly, you can perform the somatic components of spells and use Spell Combat even when you have weapons or a shield in one or both hands. #### Arcane Resistance At 11th level, when using your Elemental Weapon feature, you can choose one of the following damage types: bludgeoning, piercing or slashing. For the duration of the feature, you have resistance to that type of damage. At 16th level, you may choose two of those damage types instead of one. #### Elemental Resistance At 16th level, when using your Elemental Weapon feature, you gain resistance to the same elemental damage type you chose.
Homebrew Class | Magus
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### Sword Saint A sword saint spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors. #### Chosen Weapon At 1st level you choose one kind of melee weapon (Shortswords, Longswords, Handaxes, etc). You become proficient with that kind of weapon. You can bond with only one weapon of the chosen kind by performing a special ritual while you hold the weapons. You perform the ritual over the course of 1 hour, which can be done during a short rest. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. #### Canny Defense Beginning at 1st level, while you are wielding your bonded weapon, wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. #### Fighting Style At 2nd level you adopt a particular style of fighting as your specialty. You gain the Dueling Fighting Style. You can't take a Fighting Style option more than once, even if you later get to choose again. ***Dueling***. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Arcane Critical Beggining at 6th level, when attacking with your bonded weapon, your weapon attacks score a critical hit on a roll of 19 or 20. #### Improved Critical At 11th level, when you score a critical hit with your chosen weapon, you can spend 2 points from your arcane pool to roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. #### Warp Strike At 16th level your Chosen Weapon gains the *thrown* property (30/120). If you make a ranged attack within *normal* reach of your Chosen Weapon, as a bonus action you can spend one use of this feature to make a Spellstrike as part of the ranged attack and teleport to an unoccupied space that you can see within 5 feet of the target. Additionaly, as a bonus action you may spend one use of this feature to throw your Chosen Weapon up to 30 feet to an unoccupied space you can see and immediately teleport to it, making it immediately return to your hand afterwards. You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest.
Homebrew Class | Magus
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\columnbreak ### Eldritch Archer The Eldritch Archer rains magical attacks down on her foes. #### Ranged Caster You gain proficiency with all ranged martial weapons. Whenever a Magus feature requires you to use a *melee* weapon, you must instead use a *two-handed ranged weapon* that you are proficient with. Your spells elligible for Spellstrike are spells that requires a *ranged attack roll against a single target*. You can use Spell Combat with no free hands if you are wielding a two-handed ranged weapon. #### Fighting Style Beggining at 2nd level, you adopt a particular style of fighting as your specialty. You gain the Archery Fighting Style. You can't take a Fighting Style option more than once, even if you later get to choose again. ***Archery***. You gain a +2 bonus to attack rolls you make with ranged weapons. #### Magic Arrow At 6th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. #### Multiattack At 11th level you gain the following feature: ***Volley.*** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. #### Improved Ranged Spellstrike At 16th level, you can use a ranged spellstrike to deliver a line- or sphere-shaped spell. Make the spell attack using your weapon or spell attack modifier, whichever is greater. If you hit, the spell deals its normal damage as well as the weapon damage together. At 17th level, unlike other Magi you do not gain the Counterstrike feature.
Homebrew Class | Magus
\pagebreakNum ### Magus Arcana If a magus arcana has prerequisites, you must meet them to learn it. You can learn the magus arcana at the same time that you meet its prerequisites. #### Arcane Accuracy You can expend 1 point from your arcane pool to gain advantage on your next attack roll. The effect only lasts for up to 6 seconds, and fades if you do not make an attack until then. #### Arcane Armor You can cast mage armor on yourself at will, without expending a spell slot or material components. #### Arcane Grace You gain proficiency in the Performance skill, and you have advantage on Persuasion checks. #### Arcane Strike Once per round when you hit a creature with a melee weapon attack, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You can expend 2 points from your arcane pool to deal 2d8 damage of the chosen type to the target, in addition to the weapon's damage. #### Close Range You can deliver ranged spells attacks (eg. fire bolt, ray of frost, ray of enfeeblement, and scorching ray) as magic melee spell attacks (making them eligible for your spellstrike magus ability). If the spell targets more than one creature, you make only one melee spell attack to deliver one of the attacks; additional attacks may target other creatures normally, but those attacks are made at disadvantage. #### Concentrate You may reroll a Constitution check made to maintain Concentration on a spell that you just failed. You must keep the result of your second roll. Once you use this ability, you cannot use it again until you complete a short rest or a long rest. #### Critical Strike *Prerequisite*: 12th level
When you score a critical strike with a melee weapon attack, you may cast a spell or cantrip with a range of 5 feet as part of that attack as a free action. Once you use this ability, you cannot use it again until you complete a short or long rest. #### Dispelling Strike *Prerequisite*: 9th level
When you hit a target with a melee weapon attack, you can spend 3 points from your arcane pool as a bonus action to imbue a melee weapon with disruptive arcane energies. The target is affected as if subjected to a *Dispel Magic* spell of level equal to your proficiency bonus + 1. #### Eldritch Tongue You can cast Comprehend Languages at will, without expending a spell slot or material components. \columnbreak #### Empowered Magic *Prerequsite*: Eldritch Scion
When you roll damage for a spell, you can expend 1 point from your arcane pool to reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. #### Familiar You learn the *Find Familiar* spell and can cast it as a ritual. #### Magic Aspect *Prerequisite*: 9th level
When you choose this arcana, you gain **one** of the following benefits. You may choose this magus arcana only once. ***Aspect of Agility***. Your speed increases by 10 feet. ***Aspect of Sight***. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Aspect of Swimming***. You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest. ***Aspect of Wings***. You may cast *Fly* as a 3rd level spell without spending spell slots or material components, with no concentration. Once you use this ability, you can't use it again until you finish a long rest. #### Hasted Assault *Prerequisite*: 6th level
As a bonus action, you can expend 2 points from your arcane pool to gain the effect of the *Haste* spell until the end of your next turn. #### Magic Senses You can cast Detect Magic at will, without expending a spell slot or material components. #### Maneuver Mastery You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class (eg. Player’s Handbook or Tasha's Cauldron). If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throws DC equals 8 + your proficiency bonus + your Strength or Dexterity modifiers (your choice). To use one of your maneavers, you expend 1 point from your arcane pool to gain 1 superiority dice, which is used to fuel that maneuver. This superiority dice is a d8. You may use superiority dice you gained from other classes to fuel these maneuvers, but you may not use the superiority dice generated from your arcane pool to fuel any other maneuvers. #### Quickened Magic *Prerequsite*: Eldritch Scion
When you cast a spell that has a casting time of 1 action, you can expend 2 points from your arcane pool to change the casting time to 1 bonus action for this casting.
Homebrew Class | Magus
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#### Ritual Casting You can cast any magus spell you know as a ritual if that spell has the ritual tag. #### Reflection *Prerequisite*: 15th level
As a reaction, you may expend points from your arcane pool to interrupt a creature in the process of casting a spell of 7th level or lower within 60 feet of you, as if you cast the counterspell spell. If the interrupted spell would have targeted someone other than the caster, you can choose to have it reflected back on the interrupted caster, as if she was the intended target. The amount of points you have to expend equals to Spell Level + 3. Eg. 6 points to reflect a 3rd level spell. #### Subtle Magic *Prerequsite*: Eldritch Scion
When you cast a spell, you can expend 1 point from your arcane pool to cast it without any somatic or verbal components. #### Spell Shield As a reaction, you can expend 1 point from your arcane pool to impose disadvantage on an attack roll that targets you. You can use this ability up to three times and must finish a short or long rest before using it again. #### Wand Mastery Whenever you use an enchanted wand to cast a spell, you calculate the DC for any saving throws against those spells as 8 + your proficiency bonus + your Intelligence bonus. #### Wand Wielder You can activate a wand or staff in place of casting a spell when using your spell combat and spellstrike magus abilities.
Homebrew Class | Magus
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## Magus Spells
##### Cantrips (0 Level) - Acid Splash - Blade Ward - Booming Blade - Chill Touch - Dancing Lights - Fire Bolt - Frostbite - Green-Flame Blade - Light - Lightning Lure - Mage Hand - Minor Illusion - Poison Spray - Prestidigitation - Ray of Frost - Shocking Grasp - Sword Burst - Thunderclap - True Strike ##### 1nd Level - Alarm - Burning Hands - Chromatic Orb - Color Spray - Detect Magic - Earth Tremor - Expeditious Retreat - Feather Fall - Fog Cloud - Grease - Ice Knife - Identify - Jump - Longstrider - Mage Armor - Magic Missile - Ray of Sickness - Shield - Silent Image - Tenser’s Floating Disk - Thunderwave - Unseen Servant - Witchbolt ##### 2nd Level - Aganazzar’s Scorcher - Cloud of Daggers - Darkness - Enhance Ability - Enlarge/Reduce - Flaming Sphere - Gust of Wind - Invisibility - Levitate - Magic Mouth - Magic Weapon - Mirror Image - Melf’s Acid Arrow - Misty Step - Ray of Enfeeblement - Scorching Ray - Skywrite - Shatter - Snilloc’s Snowball Swarm - Spider Climb - Web ##### 3rd Level - Blink - Counterspell - Dispel Magic - Feign Death - Flame Arrows - Gaseous Form - Lightning Bolt - Major Image - Melf’s Minute Meteors - Phantom Steed - Sleet Storm - Slow - Stinking Cloud - Tidal Wave - Vampiric Touch - Water Walk - Wind Wall ##### 4th LEVEL - Arcane Eye - Dimension Door - Elemental Bane - Evard’s Black Tentacles - Fire Shield - Greater Invisibility - Ice Storm - Phantasmal Killer - Polymorph - Stoneskin - Storm Sphere - Vitriolic Sphere - Wall of Fire ##### 5th LEVEL - Bigby’s Hand - Cloudkill - Cone of Cold - Immolation - Mislead - Rary's Telepathic Bond - Telekinesis - Wall of Force - Wall of Stone
Homebrew Class | Magus
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Special Thanks
##### Rafael Franco For helping me with nice ideas for the class and subclasses features. ##### Raul Rosá For helping me with a lot of essential balancing and concept feedbacks. ##### Vinicius Linhares For helping me with everything, especially the design and images, and for always listening to me talk endlessly about the homebrew.
None of this would have been possible without your help.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### Art Credits * Front Cover: Paizo. * Magus page 2:
https://www.deviantart.com/yamao * Magic Sword page 3: https://www.reddit.com/user/Squeaky101/ * Page 4 background: https://www.deviantart.com/yuchenghong * Page 5 background: * Page 6 background: The Witcher (https://pin.it/3IWL0bl) * Page 7 background:
imgur.com/gallery/plN58 * Page 8 background:
imgur.com/y2SfMNj * Page 9 background: https://www.deviantart.com/alradeck * Page 11 background:
Fear we know not by Bernadett Oszoli (https://pin.it/2HaXYGk)
\pagebreak ## Changelog v2.1 - Magus Arcanas: - Nerfs to metamagics Magus Arcana - Access only to Eldritch Scion. - Metamagics can be used only twice per day. - Moved Arcane Pool and Magus Arcana from lv2 to lv3. - Reworked Reflect Magus Arcana to make it cost Spell Level + 3 arcana points, instead of fixed 10 points. - Removed Mystic Arcanum, which gave access to higher level spells once per day. - Nerfed amount of arcana points to 3/4. - Nerfed spell slot progression - Lv 1-4: Spell slot lv1 - Lv 5-8: Spell slot lv2 - Lv 9-12: Spell slot lv3 - Lv 13-16: Spell slot lv4 - Lv 17-20: Spell slot lv5 - Nerfed spells known progression - Starts with 2, gets 1 more every 2 levels. - Reworked Spell Recall: - You can spend 1 Arcana point per spell slot level to generate one more spell slot which must be spent before the next short or long rest, otherwise the spell slot dissipates. - Nerfed Spell Access: - Instead of granting 2 additional non-ritual Wizard spells at lv 10, 14 and 18, now: - Grants the choice of replacing 2 Magus spell you know for 2 Wizard spells at those same levels. - Eldritch Scion: - Removed access to Sorcerer spell list, moved to Spell Access. - Now gets Spell Access as well, but uses Sorcerer list instead. \columnbreak ## Author's Comments - The main goal of v2.1 is to nerf the 'Caster' side of the Magus, since it's more of a fighter that uses magics than a mage who fights. - The Magus Arcana (and arcane pool) are also complicated to balance, so I decided to make it something the Magus will use less frequently. - By nerfing the amount of arcana points to 3/4, the Magus will have to save most of his arcane pool just to buff his weapon every fight, risking running out of arcane point if there are 3 or more encounters on the same day.