My Documents
Become a Patron!
v3
# The Magus ## (Eldritch Knight Revised) The archetypal Magus combines the martial mastery common to all fighters with a careful study of magic. Magi use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant a Magus additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These Magi learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. ### SPELLCASTING When you reach 3rd level, you augment your martial prowess with the ability to cast spells. ***Cantrips.*** You learn three cantrips: *Booming Blade* or *Green-Flame Blade*, as well as two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th 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.
> ##### Art Credit > [State of Shock](https://www.artstation.com/artwork/58kzn1) by Nathan Royall \columnbreak
***Spells Known of 1st Level and Higher.*** You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Magus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your wizard 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 a wizard 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 \pagebreak
v3
##### Magus Spellcasting | Fighter
Level | Cantrips
Known | Spells
Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 3rd | 3 | 3 | 2 | - | - | - | | 4th | 3 | 4 | 3 | - | - | - | | 5th | 3 | 4 | 3 | - | - | - | | 6th | 3 | 4 | 3 | - | - | - | | 7th | 3 | 5 | 4 | 2 | - | - | | 8th | 3 | 6 | 4 | 2 | - | - | | 9th | 3 | 6 | 4 | 2 | - | - | | 10th | 4 |7 | 4 | 3 | - | - | | 11th | 4 | 8 | 4 | 3 | - | - | | 12th | 4 | 8 | 4 | 3 | - | - | | 13th | 4 | 9 | 4 | 3 | 2 | - | | 14th | 4 | 10 | 4 | 3 | 2 | - | | 15th | 4 | 10 | 4 | 3 | 2 | - | | 16th | 4 | 11 | 4 | 3 | 3 | - | | 17th | 4 | 11 | 4 | 3 | 3 | - | | 18th | 4 | 11 | 4 | 3 | 3 | - | | 19th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 13 | 4 | 3 | 3 | 1 | ### WEAPON BOND At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. A shield is also a valid option, and is treated as a weapon for the sake of this feature. 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 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. Additionally, the bonded weapon can be used as a spellcasting focus for your wizard spells, and you can perform somatic components of spells while wielding it. You can have up to two bonded weapons, and can summon one or both at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. \columnbreak ### SPELLSTRIKE Also at 3rd level, you learn to channel your magic through your bonded weapon. When you cast *Booming Blade* or *Green-Flame Blade* with your bonded weapon as a material component, the cantrip gains the following benefits for you: * Its range is equal to your bonded weapon’s reach. * You can temporarily change the cantrip’s damage type with a type that appears in another cantrip you know, which magically alters the cantrip's formula for this casting only. ### SPELL COMBAT At 7th level, you learn to intertwine your wizard spells with your weapon attacks. Whenever you take the Attack action on your turn, you can replace one of those attacks with a wizard cantrip you know, as though you were a 5th level caster. As you gain levels in this class, you can replace additional attacks to increase a cantrip’s strength. At 11th level you can replace 2 attacks to cast a cantrip as an 11th level caster, and at 20th level you can replace 3 attacks to cast as a 17th level caster. ### ARCANE ACCURACY Beginning at 10th level, you learn to capture a sliver of magic energy whenever you cast a spell, and use it to guide your attacks. Whenever you cast a wizard spell of 1st level or higher, you gain a bonus to the first weapon attack roll on your next turn equal to the slot level expended. ### ARCANE CHARGE Starting at 15th level, you learn to magically propel yourself whenever you access the weave. Whenever you cast a wizard spell of 1st level or higher on your turn, you can teleport up to 20 feet to an unoccupied space you can see, plus an additional 10 feet for each slot level above 1st. You can teleport before or after you cast the spell. ### IMPROVED SPELL COMBAT At 18th level, you learn to incorporate your more complex wizard spells into your fighting style. Whenever you take the Attack action on your turn, you can cast a wizard spell of 1st level or higher instead of a number of your attacks. For each slot level, you must forgo a single attack (1 attack for 1st level, 2 attacks for 2nd level, etc.). You can only cast one spell per turn in this way.
> ##### Changelog for v3 > * Reformatted spell table & *Spellstrike* wording to match PHB subclasses > * Reworked *Spell Combat* to bring damage much closer to other archetypes. For an in-depth damage breakdown, click [here.](https://docs.google.com/spreadsheets/d/1xZofa1nRU8f04ZdykggFBL-09NgtZT67gWj9TXXX3AQ/edit?usp=sharing)