Artificer:
Magus
Magi are war mages who infuse their weapons with arcane energy. Magus are never truly without weapons, as their animated creations fly across the battlefield striking down their enemies.
Magus Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Magus Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Magus spells
| Artificer level | Spells |
|---|---|
| 3rd | shield, wrathful smite |
| 5th | enlarge/reduce, misty step |
| 9th | conjure barrage, crusader's mantle |
| 13th | arcane eye, dimension door |
| 17th | conjure volley, steel wind strike |
Battlemage
When you reach 3rd level, you gain proficiency in athletics, arcana and martial weapons.
In addition, you can use a weapon as your spellcasting focus.
Animated Weapon
At 3rd level, you have learned to create an animated weapon, which obeys your commands. As an action, you can animate a weapon you are holding by expending a spell slot. See its game statistics in the Animated weapon stat block.
In combat, the weapon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. If you are incapacitated, the weapon can take any action of its choice, not just Dodge.
The animated weapon returns to being an inanimate object when it drops to 0 hit points, or when you animate another.
Empowered weapon
Starting at 5th level, your animated weapon can attack twice, rather than once, whenever it takes the Rend action.
War Magister
Starting at 9th level, you learn to fight in synergy with your creations. While holding your animated weapon, you gain a flying speed equal to the weapon's and you can use your action to make two rend attacks.
Legend slayer
Starting at 15th level, your animated weapons become more powerful and gains the following features:
- Its size increases upto large (chosen when you create it).
- When it hits a creature on its turn, it deals an additional 1d10 damage (of a type chosen by you when you gain this feature).
Animated Weapon
Small construct
- Armor Class 14 + PB
- Hit Points 5 + 5 times your artificer level (the weapon has a number of Hit Dice [d8s] equal to your artificer level)
- Speed fly 30ft
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Saving throw Proficiencies Dex, Con
- Senses Blindsight 30ft
- Skill Proficiencies Athletics, Acrobatic, Perception, Stealth
- Damage Immunities Poison, Psychic
- Condition immunities Charmed, Exhaustion, Frightened, Poisoned
- Languages Understands telepathic commands from you
- Proficiency bonus (PB) equals your bonus
Actions
Rend Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Impale (1/day) Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage. The target is grappled (escape DC equal to your spell save DC)
Reactions
Parry attack The weapon imposes disadvantage on an attack roll within 5ft of it.
New Spells:
Weapon strike
conjuration cantrip
- Casting Time: 1 action
- Range: 120 ft
- Components: V, S
- Duration: Instantaneous
You summon a weapon and launch it towards a creature you see within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 blugeoning, piercing, or slashing damage (appropriate to the weapon). The weapon vanishes after 1 minute.
The spell creates more than one weapon when you reach higher levels: two weapons at 5th Level, three weapons at 11th level, and four weapons at 17th level. You can direct the weapons at the same target or at different ones. Make a separate Attack roll for each weapon.
Spell Lists. Artificer, Sorcerer, Warlock, Wizard
Magus by Lucifer | Art by flying beetle