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Magus v1.2
\pagebreak ## Magus In the heat of battle, a tired dwarf in full plate lifts up their warhammer. Slamming it into a nearby enemy orc, fire channels through the attack, burning their mark. Attempting to make an escape, a elven soldier gets attacked from behind by an elusive fae creature. She quickly lifts her hand and casts a spell as a dome of protective magic catches the blow, giving ample opportunity for her escape. At night in the war camp, a studious human man practices diligently, swinging sword and spells as he works to perfect his art. As he swings his blade's whirls and flourishes fuel his illusions as his confounds his sparing partners and the growing audience of spectators. True masters of battle and scholars of the arcane, a magus seemlessly weaves their magic and martial expertise together with deadly effect. ### Studied Warriors A magus is first and foremost a soldier, they have in depth martial training and are taught strict military discipline. It is with this discipline that they approach their arcane pursuits. In formal militaries, Magus are often considered elite specialists. Many magus Learn to blend spell and sword in typical military units and structures, however it is not uncommon for a magus to learn from a sword master, or a particularly studius Magus may develop their technique all on their own. \columnbreak ### Quickwitted Spellcasters A magus specializes in tangible and specific uses for it's magic. Much like wizards or artificers, their knowledge of arcanum comes from rigorous study. However, what sets them apart is their emphasis on quickly mastering the forms and incantations required. They memorize their spells by rote, ready to use at a moments notice, rather than cataloging them meticulously in a spellbook. To a Magus, their intellect and magic is just another muscle that must be trained, toned, and perfected for reflexive and deadly effect in battle. ### Creating a Magus A magus sits in delicate balance seeking mastery somewhere between the martial and the arcane. When creating a magus it is important to consider the source of both your martial expertise and your magical aptitude. Perhaps you learned them both training in an elite squad of a formal army or from a wizened master. Perhaps you were a scholar who was forced due to circumstance to take up the blade or a soldier who found and intriguing magical tome. Regardless, your thirst for knowledge and mastery has fueled both of these pursuits. ### Quick Build You can make a magus quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score. Chose Dexterity if you want to focus on ranged weapon attacks or finesse weapons. Chose strength if you want to focus on melee weapons or armor and shields. Make Intelligence your next-highest as this ability fuels your magic. Second, choose the soldier or sage background.
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##### Magus | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Arcane Sense, Bonded Weapons |-| - | - | — | — | — | — | | 2nd | +2 |Fighting Style, Spellcasting, Spell Recovery |2| 2 | 2| — | — | — | — | | 3rd | +2 | Magus Discipline, Studied Warrior |2 | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement |2 | 3 | 3 | — | — | — | — | | 5th | +3 | Extra Attack |2 | 4 | 4 | 2 | — | — | — | | 6th | +3 | Spell Surge (1)|2 | 5 | 4 | 2 | — | — | — | | 7th | +3 | Discipline Feature |2 | 5 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement |2 | 6 | 4 | 3 | — | — | — | | 9th | +4 |-- |2 | 7 | 5 | 3 | 2 | — | — | | 10th | +4 | Battle Ready|3 | 8 | 8 | 3 | 2 | — | — | | 11th | +4 | Discipline Feature |3 | 8 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement |3 | 9 | 4 | 3 | 3 | — | — | | 13th | +5 |-- |3 | 10 | 4 | 3 | 3 |1 | — | | 14th | +5 | Spell Surge (2) | 4 | 10 | 4 | 3 | 3 | 1 | — | | 15th | +5 |Disciplne Feature | 4 | 11 | 4 | 3 | 3 | 2 | — | | 16th | +5 |Ability Score Improvement | 4 |11 | 4 | 3 | 3 | 2 | — | | 17th | +6 |-- | 4 | 12 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Esoteric Arcanum (6th level) | 4 | 12 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 |Ability Score Improvement | 4 | 13 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Esoteric Arcanum (7th level) | 4 | 13 | 4 | 3 | 3 | 3 | 2 |
#### Hit Points ___ - **Hit Dice:** 1d10 per level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per level after 1st #### Proficiencies ___ - **Armor:** All Armor, Shields - **Weapons:** Simple Weapons, Martial Weapons - **Tools:** None ___ - **Saving Throws:** Dexterity, Intelligence - **Skills:** Choose two from Arcana, Acrobatics, Athletics, History, Insight, Investigation, Nature, Perception, Stealth #### Equipment - *(a)* chain mail or *(b)* scale mail or *(c)* Leather armor - *(a)* a martial or simple weapon and a shield or *(b)* two martial or simple weapons - *(a)* a light crossbow and 20 bolts or *(b)* longbow, and 20 arrows - *(a)* a dungeoneer’s pack or *(b)* an explorer’s pack \columnbreak ### Arcane Sense Your study of the arcane has imbued with special magical sense. You can cast *detect magic* as a ritual, without expending a spell slot. ### Bonded Weapons At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bound a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. As a bonus action you can summon up to two one-handed bonded weapons or one two-handed bonded weapon as long as you and the weapons are on the same plane of existance. You can have a number of bonded weapons equal to your Intelligence modifier. If you attempt to bond a number of weapons greater than your Intelligence modifier, you must break the bond with one of your other weapons. \pagebreak ### Fighting Style 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. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. #### Defense While you are wearing armor, you gain a +1 bonus to AC.
#### 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. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. #### 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. #### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Spellcasting When you reach 2nd level, you augment your martial prowess with the ability to cast spells. #### Cantrips You learn two cantrips of your choice from the Magus spell list. You learn an additional Magus cantrips of your choice at 10th and 14th level. #### Spell Slots The Magus Spellcasting 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. #### Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) or one of your Bonded Weapons as a spellcasting focus for your Magus spells. #### Spells Known of 1st Level and Higher You know two 1st-level Magus spells of your choice. The Spells Known column of the Magus Spellcasting table shows when you learn more Magus spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Magus spells you know with another spell of your choice from the Magus spell list. The new spell 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 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 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
### Spell Recovery You learn to recharge your arcane power alongside your body as you rest. As part of a short rest, you can mediate and recover some of your expended magic. You regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). \pagebreak ### Magus Discipline At 3rd level you chose your Magus discipline, which reflects the unique methods you have trained in to blend your Arcane and Martial expertise. You gain additional discipline features at 3rd, 7th, 11th, and 15th level. Those features include An Arcane Assault feature. #### Arcane Assault At 3rd level, you learn to directly channel your spellcasting into your fighting. You learn an Arcane Assault techninque from your Magus Dsicpline. ### Studied Warrior Beginning at 3rd level, When you make a Strength or Dexterity skill check in a skill that you are proficient in, you may add your intelligence modifier. ### Extra Attack Beginning at 5th level, You can attack twice, instead of once, whenever you take the Attack action on your turn. ### Magic Attacks At 5th level, attacks with your bonded weapons are magical. ### Spell Surge At 6th level you learn to quickly cast spells in the heat of battle. You can cast a spell with a casting time of 1 action as a bonus action. You can use this feature once at 6th level and twice at 14th level. You regain all uses when you complete a short rest. When you have no uses available you can spend an additional spell slot of 1st level or higher to use this feature again.
### Battle Ready Your mental reflexes have refined your battlefield prowess. Beginning at 10th level, you have advantage on initiative rolls and you can add your Intelligence Modifier to your initiative rolls. ### Esoteric Arcanum At 18th level, your study and devotion to magic has unlocked the secrets to a potent arcane power. Choose one 6th level spell from the Magus spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At 20th level, you choose a 7th level spell of your choice that you can cast in this way. ## Magus Disciplines ### Aegis Discipline Aegis are unrivaled in their defensive capability. Through there study of protective magic, they are able to shield themselves, and their allies, from the most dangerous of foes in battle. \columnbreak #### Bonded Armor At 3rd level when you use your Bonded Weapon feature, you can create a bond with a piece of body armor, or a shield in addition to weapons. You may summon a bonded shield into youur hand as a bonus action along with a one-handed bonded weapon, and you may summon a bonded piece of body armor onto your body as an action. While you are wearing a piece of body armor or a shield bonded to you in this way, you gain an additional +1 AC. Beginning at 11th level, you also gain a bonus to all saving throws equal your intelligence modifer (minimum +1). #### Aegis Magic You learn an additional spell when you reach certain levels in this class, as shown in the Aegis Spells table. Each spell counts as a magus spell for you, but it doesn’t count against the number of magus spells you know. ##### Aegis Spells | Magus Level| spell | |:----:|:-------------| | 3rd| Armor of Agathys | | 5th |warding bond| | 9th | Counterspell | | 13th | Stoneskin | | 17th | Wall of Force | \pagebreak #### Arcane Assault: Arcane Shield Beginning at 3rd level, you gain the ability to magically protect your allies. As a reaction when an ally you can see is hit by an attack, you may expend a spell slot to give an ally within 30 feet of you an additional +3 AC for that attack, potentially causing the attack to miss. In addition, The attacker takes 1d6 force damage per level of the expanded spell slot, up to 5d6. #### Magical Defense Beginning at 7th level, you gain resistance to force damage and you have advantage on saving throws against spells and magical effects. #### Stalwart Defender At 11th level, the first time you use your Arcane Assault: Arcane Shield in a round, it does not expend your reaction. #### Improved Arcane Shield Beginning at 15th level, your Arcane Shield has a range of 60 feet. Additionally, when you use you Aegis Shield ability, you may choose to teleport to within 5 feet of your target instead of having it deal damage to the attacker. When you do so, you may make a weapon attack against the creature that attacked your target. This attack deals additional damage equal to 1d6 per level of the spell slot spent, up to 5d6. ### Blackblade Discipline Blackblades are one of the most dreaded of the magus disciplines. Pulling magic from the fabric of the shadowfell, they channel negative energy and weakening magic into their combat, debilitating their enemies into submission. #### Shadow Touched Beginning at 3rd level, Your study of the veil between life and death has permanently altered your physiology. You gain the following features. - You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. #### Blackblade Magic You learn an additional spell when you reach certain levels in this class, as shown in the Blackblade Spells table. Each spell counts as a magus spell for you, but it doesn’t count against the number of magus spells you know. ##### Blackblade Spells | Magus Level| spell | |:----:|:-------------| | 3rd | Bane| | 5th | Crown of Madness | | 9th | Slow | | 13th | Shadow of Moil| | 17th | Negative Energy Flood | \columnbreak #### Arcane Assault: Cursed Strike Beginning at 3rd level, you learn to imbue curses into your attacks. When you hit a creature with a weapon attack with your bonded weapon, you can expend a spell slot of 1st level or higher impose one of the following curses on the target. ##### Curse of Weakness The target has disadvantage on attack rolls until the beginning of your next turn. When you expend a spell slot of 2nd level or higher the attack deals an additional 1d6 necrotic damage per additional level of the spell slot (up to 4d6). ##### Curse of Fragility The target has disadvantage on the next saving throw it makes before the beginning of your next turn. When you expend a spell slot of 2nd level or higher the attack deals an additional 1d6 necrotic damage per additional level of the spell slot (up to 4d6). ##### Curse of Lethargy The target's movement speed is reduced by 10 feet until the beginning of your next turn and it takes an additional 1d6 necrotic damage. When you expend a spell slot of 2nd level or higher the attack deals an additional 1d6 necrotic damage per additional level of the spell slot (up to 5d6). #### Preternatural Fortitude At 7th level, you gain resistance to necrotic damage and you can add your intelligence modifier to your constitution saving throws. #### Blighted Weapon Beginning at 11th level, attacks you make with your bonded weapons deal an additional 1d6 necrotic damage. #### Enervating Strike Beginning at 15th level, When you hit a creature with your Cursed Strike, you regain hit points equal to 1d6 + your proficiency bonus. ### Mesmer Discipline Mesmers are the masters of deception and illusion both on and off the battlefield. Their quick reflexes and confounding illusions create a deadly striker able to seamlessly weave in and out of combat. #### Mesmeric Muddling Beginning at 3rd level, your study of battlefield illusions and deception has empowered your attacks. As a bonus action, you can temporarily shroud yourself with an illusionary duplicate, giving you advantage on your next attack. #### Mesmer Magic You learn an additional spell when you reach certain levels in this class, as shown in the Mesmer Spells table. Each spell counts as a magus spell for you, but it doesn’t count against the number of magus spells you know. \pagebreak ##### Mesmer Spells | Magus Level| spell | |:----:|:-------------| | 3rd | Charm Person| | 5th | Pass Without Trace | | 9th | Blink | | 13th | Confusion| | 17th | Seeming | #### Arcane Assault: Phatasmal Flurry Starting at 3rd level, when you take the attack action on your turn, you may expend a spell slot of 1st level or higher to unleash a series of illusionary attacks with your bonded weapon. You can make a number of additional attacks with your bonded weapon equal to the level of the spell slot expended, up to 5 additional attacks. These attacks deal 2d6 psychic damage instead of your attack's normal damage. #### Subtle Combatant Beginning at 7th level, attacks you make that have advantage deal an additional 1d6 damage. Additionally You can take the disengage action as a bonus action. #### Phantom Weapon Beginning at 11th level, attacks you make with your bonded weapons deal an additional 1d6 psychic damage damage. #### Mirage Dancer Beginning at 15th level, Your movement speed increases by 10 feet. Additionally, when you use your Phantasmal Flurry, attacks have disadvantage against you until the beginning of your next turn.
\columnbreak ### Primordial Discipline Primordials learn to channel the fierce natural elements into their fighting. They are said to fight with similar ferocity, truly becoming forces of nature unto themselves. #### Elemental Attunement Beginning at 3rd level, you may perform a ritual attuning yourself to a specific element, Air, Earth, Fire or Water as part of a long rest. You gain the following benefits based upon the element you are attuned to. ##### Air While you are attuned to the element Air, your movement speed increases by 10 feet and are attuned to thunder damage ##### Earth While you are attuned to Earth, you have advantage on strength checks and saving throws and are attuned to bludgeoning damage. ##### Fire While you are attuned to fire, You gain darkvision to a distance of 60 feet, and have advantage on perception checks. You are attuned to fire damage. ##### Water While you are attuned to water, you gain temporary hit points equal to your magus level when you complete a short or long rest. Additionally, you are attuned to cold damge. #### Primordial Magic You learn an additional spell when you reach certain levels in this class, as shown in the Primordial Spells table. Each spell counts as a magus spell for you, but it doesn’t count against the number of magus spells you know. ##### Primordial Spells | Magus Level| spell | |:----:|:-------------| | 3rd | Create or Destroy Water| | 5th |Gust of Wind | | 9th | Erupting Earth | | 13th | Wall of Fire | | 17th | Conjure Elemental| #### Arcane Assault: Primeval Smite Starting at 3rd Level, when you hit a creature with an Attack with your bonded weapon, you can expend one spell slot to deal damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 6d6. The damage increases by 1d6 if the target is an Elemental or Fey. This attack deals damage of the type associated with your elemental attunment. \pagebreak
#### Elemental Warding At 7th level, you gain the ability to protect yourself from elemental energies. As part of your elemental attunement ritual, you gain resistance to damage of the type associated with your elemental attunement. Additionally, you an change your elemental atunement over a short or long rest #### Primordial Weapon At 11th level, attacks you make with your bonded weapons deald an additional 1d6 damage of the type associated with your elemental attunement. #### Primeval Piercer Beginning at 15th level, your weapon attacks with your bonded weapon ignore damage resistances to your elemental atunement. Additionally, when you hit a creature with your primeval smite, you can trigger an additional effect. ##### Air A gale billows through your strike as target is pushed back 10 feet. ##### Earth The Earth shakes as the target is knocked prone. \columnbreak
##### Fire Flame envelopes the target and they take an additional 1d6 fire damage. ##### Water Ice forms around the target, their speed is reduced 0 until the beginning of your next turn. ### Spellwarden Discipline Using a combination of magic and grit spellwardens specialize in hunting down and incapacitating their targets. Spellwarden often serve as private investigators or lawmen. #### Investigator's Eye Beginning at 3rd level, you have learned to attune your magic to tracking and investigating. As a bonus action, choose one creature within 60 feet of you, they magically become the focus of your Investigator's Eye. While they are your focus, you have advantage on investigation and insight checks related to them, and you have advantage on survival checks to track them. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. \pagebreak #### Spellwarden Magic You learn an additional spell when you reach certain levels in this class, as shown in the Spellwarden Spells table. Each spell counts as a magus spell for you, but it doesn’t count against the number of magus spells you know. ##### Spellwarden Spells | Magus Level| spell | |:----:|:-------------| | 3rd | Hunter's Mark| | 5th | Zone of Truth | | 9th | Magic Circle | | 13th | Mordenkainen’s Faithful Hound | | 17th | Bigby's Hand | #### Arcane Assault: Detain Starting at 3rd level, when you hit a creature with an Attack with your bonded weapon, you can expend one spell slot to deal damage to the target and attempt to grapple the target in a cage of magical energy for 1 minute. Make an ability check using your Spell Attack Modifier contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). When a creature attempts to escape this grapple, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your ability check with your spell attack modifier. If you attempt to grapple an additional creature using this feature the grapple on the first creature ends. Additionally, the grapple ends on this creature if you move more than 30ft away from it. The extra damage is 1d6 force damage for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6.
#### True Grit You have mastered the tireless pursuit of your marks. Beginning at 7th level, you have advantage on saving throws against being charmed or frightened, and death saving throws. Additionally, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. #### Codemning Weapon When you take the attack action and all of your attacks are with your bonded weapon and are against the same target, you can make an additional attack with this weapon as part of that action. #### Superior Detention Beginning at 15th level, While you have a creature grappled by your Arcane Assault: Detain feature you can spend your action to enhance your magical hold on the target. The creature becomes restrained until the beginning of your next turn. This condition ends early if the target escapes it's grapple. \pagebreak # Additional Magus Spells Magus Spells #### Animate Weapons *3rd level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to one minute ___ Weapons come to life at your command. Choose up to 4 melee weapons within range that are not being worn or carried. These weapon animate and begins to levitate 5 feet above the ground, becoming creatures under your control until the spell ends or the creature drops to 0 hit points. See the stat block for their statistics. As a bonus action, you can mentally command the creatures if they are within 120 feet of you. They can only take the attack action. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. ___ > ## Animated Weapon >*Size of the weapon animated* > ___ > - **Armor Class** 13 + the level of the spell > - **Hit Points** 10 + 5 for each spell level above 3rd > - **Speed** flying 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|12 (+1)|2 (-4)| 10 (0) | 1 (-5)| > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 > - **Languages** - > - **Challenge** Proficiency Bonus, equals your bonus > ___ > ### Actions >***Attack*** *Melee weapon attack:* Your spell attack modifier to hit, reach 5ft. one target *Hit:* the weapons damage dice + 3 \columnbreak #### Echo Strike *Illusion cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a weapon worth at least 1 sp) - **Duration:** 1 round ___ You brandish the weapon used in the spell's casting and make a weapon attack with it against one creature within the weapons range. On a hit, the target suffers the weapon attack's normal effects, and your weapon performs an additional phantom attack on a of your choice creature within 5 feet of the initial target. The second creature takes psychic damage equal to your spellcasting ability modifier. ***At Higher Levels.*** At 5th level, the ranged attack deals an extra 1d6 psychic damage to the target on a hit, and the force psychic to the second creature increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6). #### Force Sweep *3rd-level Evocation* ___ - **Casting Time:** 1 bonus action - **Range:** self, 15 foot cone - **Components:** V, S, M (a melee weapon worth at least 1 sp) - **Duration:** Concentration, up to 1 minute ___ The next time you make a melee weapon attack during the spell’s duration, the weapon channels pure magical energy in it's strike. Make the attack roll as normal, On hit, the attack knocks the target prone and deals an additional 2d8 force damage. If the attack misses the target takes half as much force damage. Whether you hit or miss, each creature within a 15 foot cone behind the the target must make a Constitution saving throw. Each of these creatures takes 2d8 force damage and are knocked prone on a failed save, or half as much damage on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd. \pagebreak #### Ice Spear *2nd-level Transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a melee weapon worth at least 1 sp) - **Duration:** Concentration, up to 1 minute ___ Pulling all latent heat out of your weapon, You magically transform your weapon into an icy spear. This spear lasts until the spell ends, at which point it transforms back into the original weapon. It counts as a simple melee weapon with which you are proficient. It deals 2d8 cold damage on a hit and has the reach, light and thrown properties (range 20/60). It retains any of the original weapon's magical properties. In addition, once per turn when you hit a creature with the spear, their movement speed is reduced by 10 until the beginning of your next turn. If you drop the weapon or throw it while the spell persists, you can use a bonus action to cause the spear to reappear in your hand. ***At Higher Levels.*** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. #### Magus Armor *2rd-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (A thin Piece of Iron) - **Duration:** 8 hours ___ You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + Your spellcasting ability modifier. The spell ends if the target dons armor, or if you dismiss the spell as an action. #### Rapid Strike *1st-level Transmutation* ___ - **Casting Time:** 1 bonus Action - **Range:** self - **Components:** V,S, M (A weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You quickly imbue your weapon with arcane power, magically causing it to make to quick strike. You brandish the weapon used in the spell's casting and make a weapon attack with it against one creature within the weapons range. \columnbreak #### Reflect *2nd-level Abjuration* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You raise your arm, creating a magical mirror that reflects some of the damage you would take back onto the creature that damaged you. Roll 3d6, the total is amount of damage you would take is reduced by the amount rolled. Additionally, the creature that damaged you must make a Wisdom saving throw. On a failed save, they take force damage equal to the damage prevented by this spell. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the amounted rolled increases by 1d6 for each slot level above 2nd. #### Static Shot *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** self, special - **Components:** S, M (a ranged weapon worth at least 1 sp) - **Duration:** 1 round ___ You brandish the weapon used in the spell's casting and make a ranged attack with it against one creature within 30 feet of you. On a hit, the target suffers the weapon attack's normal effects; in addition, the target becomes enveloped in static energy until the end of it's next turn. If the target does not move at least 5 feet before the end of it's next turn, that creature takes an additional 1d6 lightning damage and the spell ends. ***At Higher Levels.*** At 5th level, the ranged attack deals an extra 1d6 lightning damage to the target on a hit, and the lightning damage it takes if it does not move increases by 1d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and 17th level (3d6 and 4d6). #### Storm's Rebuke *2nd-level Evocation* ___ - **Casting Time:** 1 reaction, which you take in response to an ally being damaged by an enemy within 60 feet of you - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You point your finger, and a bolt of lightning shoots out at the creature that damaged your ally. The creature must make a Dexterity saving throw. It takes 3d12 lightning damage on a failed save, or half as much damage on a successful one. ***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. \pagebreak # Magus Spell List
##### Cantrips (0 Level) - Blade Ward - Control Flames - Create Bonfire - Booming Blade - Dancing Lights - Echo Strike* - Green-Flame Blade - Light - Lightning Lure - Mage Hand - Mending - Message - Minor Illusion - Mold Earth - Prestidigitation - Shape Water - Static Shot* - Sword Burst - True Strike ##### 1st Level - Absorb Elements - Alarm - Burning Hands - Catapult - Chromatic Orb - Command - Compelled Dual - Comprehend Languages - Color Spray - Disguise Self - Expeditious Retreat - Faerie Fire - False Life - Feather Fall - Fog Cloud - Grease - Hellish Rebuke - Heroism - Identify - Jump - Longstrider - Mage Armor - Magic Missle - Searing Smite - Rapid Strike - Shield - Sleep - Silent Image - Snare - Tasha's Caustic Brew - Tenser's Floating Disk - Thunderous Smite - Unseen Servant - Witch Bolt - Zephyr Strike ##### 2nd Level - Aganazzar's Scorcher - Alter Self - Arcane Lock - Blindness/Deafness - Blur - Cloud of Daggers - Continual Flame - Cordon of Arrows - Darkness - Darkvision - Enhance Ability - Enlarge/Reduce - Find Steed - Find Traps - Flaming Sphere - Heat Metal - Hold Person - Ice Spear - Invisibility - Knock - Levitate - Locate Object - Magic Weapon - Magus Armor - Melf's Acid Arrow - Mirror Image - Misty Step - Nystul’s Magic Aura - Phantasmal Force - Reflect* - Rope Trick - Scorching Ray - See Invisibility - Shadow Blade - Shatter - Storm's Rebuke - Spider Climb - Warding Bond - Web \columnbreak ##### 3rd Level - Animate Weapons - Blink - Counterspell - Conjure Barrage - Dispel Magic - Elemental Weapon - Fear - Fireball - Flame Arrows - Fly - Force Sweep* - Gaseous Form - Glyph of Warding - Haste - Hypnotic Pattern - Lightning Arrow - Lightning Bolt - Magic Circle - Nondetection - Phantom Steed - Sending - Slow - Thunder Step - Tongues ##### 4th Level - Arcane Eye - Banishment - Dimension Door - Find Greater Steed - Fire Shield - Freedom of Movement - Greater Invisibility - Locate Creature - Otiluke's Resilient Sphere - Phantasmal Killer - Polymorph - Stoneskin ##### 5th Level - Banishing Smite - Cone of Cold - Conjure Volley - Contagion - Far Step - Hold Monster - Legend Lore - Passwall - Skill Empowerment - Steel Wind Strike - Swift Quiver \columnbreak ##### 6th Level - Blade Barrier - Chain Lightning - Contingency - Globe of Invulnerability - Guards and Wards - Investiture of Flame - Investiture of Ice - Investiture of Stone - Investiture of Wind - Primordial Ward - Tasha's Otherworldly Guise - Tenser's Transformation ##### 7th Level - Crown of Stars - Delayed Blast Fireball - Etherealness - Prismatic Spray - Project Image - Sequester - Symbol
\pagebreak ## Credits - Takeda11 [https://pre00.deviantart.net/15d3/th/pre/f/2017/317/f/5/daily_309_by_takeda11-dbtnexa.jpg](https://pre00.deviantart.net/15d3/th/pre/f/2017/317/f/5/daily_309_by_takeda11-dbtnexa.jpg) - Alden Reynolds [https://www.artstation.com/artwork/Pk84o](https://www.artstation.com/artwork/Pk84o) - Tomasz Chistowski [https://chistowski.tumblr.com/image/164929962059 ](https://chistowski.tumblr.com/image/164929962059 ) - ArenaNet [https://wiki.guildwars2.com/images/4/4a/Mesmer_04_concept_art.png](https://wiki.guildwars2.com/images/4/4a/Mesmer_04_concept_art.png) - Sanha Kim [https://www.artstation.com/artwork/nvBo6](https://www.artstation.com/artwork/nvBo6) - Sam Kim [https://www.reddit.com/r/DnD/comments/g2z0wa/ocart_elven_spellsword_commission/](https://www.reddit.com/r/DnD/comments/g2z0wa/ocart_elven_spellsword_commission/)