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# The Magus, the Bamstacks Variant A human confronted by two orcs draws his rapier and, as he does, violet runes illuminate the air around the weapon. One of the orcs rushes towards the man, swinging its weapon wildly. As the man parries the orc’s reckless attacks, he delivers a riposte that causes the air around the orc to burst into green flames. Seeing its ally sent sprawling to the ground, the second orc becomes decidedly less enthusiastic about the fight. A dwarf looks down from the mountain peak she calls home and sees the rampant destruction of the woods she has sworn to protect. As she approaches the hunting encampment responsible for the fire, she calls her woodland allies to her side and her skin hardens to resemble bark. Looking over ancient hieroglyphs, a saurian frantically searches for details of a ritual that will fortify the mystic seal that protects his ancestral home. The impossibly heavy doors swing open behind him and he turns to face the temple’s guardians as his sword erupts with flames. Magi are mystical warriors who blend martial prowess with esoteric knowledge and spellcasting. Magi balance the pursuit of personal goals and relationships with their obligations to pursue the goals and ideals of the magi societies they belong to. Although their backgrounds may sometimes set them at odds against one another, magi are united by their commitment to a cause greater than themselves and a drive to master their magical abilities.
##### The Magus | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Magi Discipline, Esoteric Eye |2 |— | — | — | — | — | — | | 2nd | +2 | Mystic Mark, Spellcasting |2 |3 | 2 | — | — | — | — | | 3rd | +2 | Magi Armament, Magi Society feature |2 |3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement |3 |4 | 3 | — | — | — | — | | 5th | +3 | Extra Attack |3 |5 | 4 | 2 | — | — | — | | 6th | +3 | Mystic Meditation |3 |6 | 4 | 2 | — | — | — | | 7th | +3 | Magi Discipline feature, War Magic |3 |7 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement |3 |8 | 4 | 3 | — | — | — | | 9th | +4 | Aegis and Enspell improvements |3 |9 | 4 | 3 | 2 | — | — | | 10th | +4 | Spell Surge |4 |10 | 4 | 3 | 2 | — | — | | 11th | +4 | Improved War Magic |4 |11 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement |4 |11 | 4 | 3 | 3 | — | — | | 13th | +5 | Aegis and Enspell improvements |4 |12 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Magi Discipline feature |4 |12 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Spell Ward |4 |13 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement |4 |13 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — |4 |14 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Greater Spell Surge |4 |14 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement |4 |15 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Spell Surge and Greater Spell Surge improvements |4 |16 | 4 | 3 | 3 | 3 | 2 |
This variant is a modified version of Benjamin Huffman's Magus class found [here](https://www.dmsguild.com/product/200237/The-Magus-Class) \pagebreakNum ## 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 5) + your Constitution modifier per fighter level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose one skill from Acrobatics, Arcana, Athletics, History, Insight, Investigation, or Perception #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a simple weapon and a shield or *(b)* a martial weapon or *(c)* a longbow and 20 arrows - *(a)* leather armor or *(b)* scale mail - *(a)* an arcane focus or *(b)* a druidic focus or *(c)* a component pouch - an explorer’s pack Alternatively, you can roll 5d4 x 10 gp and buy your starting equipment. ### Magus Multiclassing Magi follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook. If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose magus as one of your classes. ***Ability Score Minimum.*** As a multiclass character, you must have at least a Constitution score of 13 and have a 13 in the spellcasting ability of the discipline you join to take a level in this class, or to take a level in another class if you are already a magus. ***Proficiencies Gained.*** If magus isn’t your initial class, here are the proficiencies you gain when you take your first level as a magus: Light armor, medium armor, shields, martial weapons, simple weapons ***Spell Slots.*** Add half your levels, rounded down, in the magus class to the appropriate levels from other classes to determine your available spell slots. ### Magi Discipline At 1st level, you choose an magi discipline that trained you in the ways of the magus, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, and 14th level. Your choice also determines your spell list. \columnbreak ### Esoteric Eye At 1st level, you can detect the arcane abilities of others. As an action, your eyes visibly flash with magic as your senses wake to the mystical energies of the multiverse. Until the end of your next turn, you know if each creature you can see within 60 feet of you has the Spellcasting or Innate Spellcasting feature or trait. Additionally, you learn each of those creatures’ spellcasting ability, if they have one. You can use this feature a number of times equal to 1 + your magus spellcasting modifier. You regain all expended uses when you finish a long rest. ### Mystic Mark Starting at 2nd level, you learn to place a mystic mark. You can use this mark to enspell a weapon or to grant a creature an aegis. You can use your mystic mark a number of times equal to your magus spellcasting ability modifier. You regain all expended uses when you finish a long rest. #### Aegis As a bonus action you can project your mystic mark onto a creature you can see within 30 feet of you. For the next minute the target is under the protection of your aegis and receives a bonus to its armor class. This bonus increases their AC by +1. If the target is wearing armor that grants a magical bonus to AC, use whichever bonus is higher. The aegis ends if you or your target end a turn more than 120 feet away from one another. A creature can only benefit from one aegis at a time. This bonus to AC increases to +2 when you reach 9th level and increases to +3 when you reach 13th level. #### Enspell As a bonus action, you surround a weapon you’re holding with your mystic mark. This weapon is enspelled and counts as a spellcasting focus for you for the next minute. While enspelled, the weapon is considered magical and adds a +1 bonus to attack rolls and damage rolls. If the weapon already grants a magical bonus to attack and damage, use whichever bonus is higher. The enspell ends if you lose possession of the weapon. A weapon can only benefit from one enspell at a time. These bonuses to hit and damage increase to +2 when you reach 9th level and +3 when you reach 13th. \pagebreakNum ### Spellcasting Starting at 2nd level, you gain the ability to cast spells of 1st level and higher. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. #### 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 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 *find familiar* and have a 1st-level and a 2nd-level spell slot available, you can cast *find familiar* using either slot. #### Spells Known of 1st-Level and Higher You know three 1st-level magus spells of your choice from your magi society’s spell list. You learn additional spells chosen from your magi society’s spell list as indicated in the Spells Known column of the Magus table. 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 your magi society’s spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Your spellcasting ability is determined by your magi society. See the Initiate feature of your magi society for your spellcasting ability. #### Ritual Casting You can cast a magus spell as a ritual if that spell has the ritual tag and you know the spell. #### Spellcasting Focus Your spellcasting focus, if any, is determined by your magi society. See the Initiate feature of your magi society to see what, if any, spellcasting focus you may use for your magus spells. ### Magi Armament Starting at 3rd level, you learn to infuse your preferred weapon or shield with magical power. Choose one of the following options. Whenever you gain a level in this class, you may switch which option you have selected. #### Burst Archer When you hit a creature with a ranged weapon under the effect of your Enspell feature you can cause the ammunition to explode with mystical energy, dealing the same damage type the attack would normally cause to all creatures within 10 feet of the target. When you do so, expend a spell slot and the creature and each other creature within 10 feet must succeed on a Dexterity saving throw or take 2d4 + 1d4 damage for each spell level higher than 1st, to a maximum of 6d4. On a success, they take half damage. \columnbreak #### Mystic Marauder When you hit a creature with a melee weapon attack with a weapon you are wielding with two hands that is under the effect of your Enspell feature, you can expend a spell slot to deal additional damage to the target. The extra damage is 2d6 for a 1st-level spell slot. The damage increases by 1d6 for each slot level above 1st, to a maximum of 6d6. The weapon must have the two-handed or versatile property for you to use this feature. #### Sorcerous Sentinel While you are wielding a shield, when a creature under the effect of your Aegis feature is attacked you can use your reaction to expend a spell slot and strengthen the target’s defenses. The target gains a bonus to AC equivalent to the spell slot expended. This bonus is only applied against the triggering attack. Additionally, the target gains temporary hit points equal to your spellcasting modifier + twice the level of the spell slot expended. #### Spell Sword When you hit a creature with a one-handed melee weapon under the effect of your Enspell feature you may expend a spell slot to deal additional damage and render the creature vulnerable to magical attacks. The extra damage is 1d4 for a 1st-level spell slot. The damage increases by 1d4 for each slot level above 1st, to a maximum of 5d4. Additionally, the creature has disadvantage on saving throws against spells you cast until the end of your next turn. ### Ability Score Improvement 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, instead of once, whenever you take the Attack action on your turn. ### Mystic Meditation Starting at 6th level, when you take a short rest you can choose to recover all expended uses of your Mystic Mark. You must complete a long rest before you can use this feature again. ### War Magic Starting at 7th level, when you take the Attack action on your turn, you can cast one of your magus cantrips with a casting time of 1 action in place of one of your attacks. ### Spell Surge Starting at 10th level, you can cast any magus spell you know without expending a spell slot. The spell is cast as if you had used a spell slot equal to the highest spell slot you have. Once you use this feature, you must finish a long rest before you can use it again. You can use this feature twice between long rests starting at 20th level. \pagebreakNum ### Improved War Magic Starting at 11th level, when you take the Attack action on your turn, you can cast a magus spell in place of one of your attacks. ### Spell Ward Starting at 15th level, the magical attacks of your enemies unravel around you. You and friendly creatures within 15 feet of you have advantage on saving throws against spells. ### Greater Spell Surge At 18th level, choose one 6th-level spell from your magi society’s spell list. You can cast this spell once without expending a spell slot. Once you use this feature, you must finish a long rest before you can use it again. You can use this feature twice between long rests starting at 20th level.
# Magi Disciplines
Magi Discplines are the unique ways that Magi connect to their magical potential and interweave them with their martial capabilities. Most are associated with a society of like-minded Magi organized into societies that have their own ideals, interests, and goals, but some Magi learn their magic and styles on their own in unorthodox ways.
Arcanist
Primordial
Shadow
Sidereal
Stygian
Sylvan
\pagebreakNum
The Arcanist Discipline
The Arcanist Discipline is fundamentally based around learning from others, which is why most Arcanist Magi become initiates in the Arcane Order. The Arcane Order is a magi society built on mentor-student relationships. While the Order is unified in name, each member tends to operate alone or with only their mentor or apprentice—though in times of extreme circumstance, members will come together to face grave, large scale threats. Each magus of the Arcane Order takes a unique philosophical approach to their teachings, often adopting or adapting the ideals of their mentor. All scholars of the Arcane Order, however, emphasize exceptional technique and approach magic as an art to be mastered. It would be rare, but not impossible, for someone to master these techniques on their own.
#### Arcanist Initiate *1st-level Arcanist feature*
You augment your martial prowess with the ability to cast cantrips. ***Cantrips.*** You learn two cantrips of your choice from the Arcanist's spell list. You learn an additional Arcanist cantrip of your choice at 4th level and again at 10th. These cantrips count as magus spells for you. ***Spellcasting Focus.*** You can use an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your magus spells. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your Arcanist Discipline spells, since you learn your spells through rote 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
#### Bonus Proficiencies *1st-level Arcanist feature*
You gain proficiency with the Arcana skill and one set of artisan’s tools of your choice.
#### Amethyst Mark *3rd-level Arcanist feature*
The effects of your mystic marks are enhanced by your greater understanding of arcane and esoteric knowledge. When you place your mystic mark on an object or creature, a faint purple, crystalline aura surrounds it. ***Arcane Enspell.*** When you deal damage with your enspelled weapon, you can choose to deal force damage instead of its normal damage type. When you deal damage to a creature with your enspelled weapon, you can choose to remove your enspell from the weapon to unleash a wave of magical energy. When you do so, the target must succeed on a Strength saving throw against your spell save DC or be pushed up to 15 feet away and knocked prone. \columnbreak
***Arcane Aegis.*** When a target protected by your aegis takes damage from a creature you can use your reaction to remove the aegis from that ally. When you do, you may teleport up to 30 feet and make a weapon attack against the attacking creature.
#### Occult Savant *7th-level Arcanist feature*
Through diplomacy, espionage, or occult experimentation you have gleaned how to use spells normally used by other magi societies. Alternatively, you’ve spent time further deciphering the obscure teachings of the Arcane Order. You learn two spells of your choice from any magi society’s spell list. These spells must be of a level you can cast, as shown on the Magus table, or cantrips. The chosen spells count as Arcane Order magus spells for you and do not count towards the Spells Known column of the Magus table. #### Arcane Recovery *14th-level Arcanist feature*
You have learned to regain some of your magical energy by reflecting on esoteric truths and formulae. Once per day when you finish a short rest, you can choose to recover some of your expended spell slots. The spell slots can have a combined level that is equal to or less than half your magus level (rounded up), and none of the slots can be 6th level or higher. \pagebreakNum ## Arcanist Spell List
##### Cantrips (0 Level) - Arcing Arrow^HB^ - Blade Ward - Dancing Lights - Green-Flame Blade - Mage Hand - Message - Minor Illusion - Prestidigitation - Spell-Shattering Strike^HB^ - Sword Burst - True Strike - Vortex Dart^HB^ ##### 1st Level - Alarm - Color Spray - Comprehend Languages - Detect Magic - False Life - Feather Fall - Find Familiar - Grease - Identify - Magic Missile - Majozi^HB^ - Shield - Sleep - Tenser's Floating Disc ##### 2nd Level - Blur - Cloud of Daggers - Crown of Madness - Darkness - Darkvision - Enlarge/Reduce - Hold Person - Invisibility - Levitate - Misty Step - Nystul's Magic Aura - Phantasmal Force - Rope Trick - See Invisibility \columnbreak ##### 3rd Level - Blink - Clairvoyance - Counterspell - Dispel Magic - Fireball - Fly - Haste - Hypnotic Pattern - Leomund's Tiny Hut - Mage Barrier^HB^ - Magic Circle - Slow - Tiny Servant - Tongues ##### 4th Level - Arcane Eye - Banishment - Confusion - Dimension Door - Evard's Black Tentacles - Fabricate - Hallucinatory Terrain - Leomund's Secret Chest - Locate Creature ##### 5th Level - Animate Objects - Bigby's Hand - Contact Other Plane - Creation - Far Step - Hold Monster - Passwall - Scrying - Teleportation Circle ##### 6th Level - Arcane Gate - Contingency - Create Homunculus - Disintegrate - Drawmij's Instant Summons - Magic Jar - Scatter - True Seeing
## Primordial Spell List
##### Cantrips (0 Level) - Acid Splash - Arcing Arrow^HB^ - Booming Blade - Create Bonfire - Control Flames - Green-Flame Blade - Gust - Mold Earth - Rime Strike^HB^ - Shape Water ##### 1st Level - Absorb Elements - Alarm - Burning Hands - Catapult - Chromatic Orb - Detect Magic - Earth Tremor - Feather Fall - Ice Knife - Storm Step^HB^ - Thunder Punch^HB^ - Thunderwave - Witch Bolt ##### 2nd Level - Aganazzar's Scorcher - Arcane Lock - Creeping Frost^HB^ - Dust Devil - Earthbind - Flaming Sphere - Geyser^HB^ - Gust of Wind - Hurricane Slash^HB^ - Knock - Maximilian's Earthen Grasp - Melf's Acid Arrow - Pyrotechnics - Scorching Ray - Shatter - Snilloc's Snowball Swarm - Warding Wind ##### 3rd Level - Call Lightning - Erupting Earth - Fireball - Flame Arrows - Gaseous Form - Lightning Bolt - Meld into Stone - Sleet Storm - Through the Fire and Flames^HB^ - Tidal Wave - Vortex Blast^HB^ - Wall of Sand - Wall of Water - Water Walk - Wind Wall ##### 4th Level - Aero Barrage^HB^ - Conjure Minor Elementals - Control Water - Elemental Bane - Fire Shield - Ice Storm - Oceanic Slam^HB^ - Snap Freeze^HB^ - Stone Shape - Storm Sphere - Watery Sphere - Wall of Fire ##### 5th Level - Arcane Redirection^HB^ - Cone of Cold - Conjure Elemental - Control Winds - Fissure^HB^ - Immolation - Tornado^HB^ - Transmute Rock - Wall of Stone ##### 6th Level - Chain Lightning - Flesh to Stone - Investiture of Flames - Investiture of Ice - Investiture of Stone - Investiture of Wind - Move Earth - Otiluke's Freezing Sphere - Primordial Ward - Wall of Ice - Wind Walk
\pagebreakNum
The Primordial Discipline
As a follower of the Primordial Discipline, you are primarily concerned with the ongoing safety of the material realms. Most initiates in this discipline choose to be a part of the Primordial Seal, an ancient order ensuring that old magics hold up to protect the Material Plane from the elemental realms. Or maybe you witnessed the planes colliding and devoted your time to studying these occurences and preventing them. Either way, your magic is filled with the elements you study, and you aim to use that knowledge to gather power for that dreaded day when the seal between the realms fails.
#### Primordial Discipline Initiate *1st-level Primordial feature*
You augment your martial prowess with the ability to cast cantrips. ***Cantrips.*** You learn two cantrips of your choice from the Primordial’s spell list. You learn an additional Primordial cantrip of your choice at 4th level and again at 10th. These cantrips count as magus spells for you. ***Spellcasting Ability.*** Charisma is your spellcasting ability for your Primordial spells, since you learn your spells through a raw connection to the natural elements. 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.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
\columnbreak #### Bonus Proficiency & Language *1st-level Primordial feature*
You gain proficiency in the Survival skill. Additionally, you can speak, read, and write Primordial. #### Tourmaline Mark *3rd-level Primordial feature*
The effects of your mystic marks are enhanced by your connection to elemental power. When you place your mystic mark on an object or creature, an intense aura of vacillating colors surrounds it. ***Primordial Enspell.*** When you enspell your weapon it roars with primordial strength and you may choose one of the following damage types: acid, cold, fire, lightning, or thunder. While your weapon remains enspelled it deals that damage type instead of its normal damage type. When you hit with an attack with this weapon you can choose to remove the enspell from the weapon, unleashing a surge of elemental energy. When you do, the target must succeed on a Constitution saving throw against your spell save DC or it loses any resistance or immunity it had to the damage type you had chosen. This effect persists until the end of your next turn. ***Primordial Aegis.*** When a creature protected by your aegis takes damage you can use your reaction to remove the aegis, fortifying the creature’s body with primeval power. When you do, choose acid, cold, fire, lightning, or thunder. That ally has resistance to that damage type for the next minute. #### Elemental Alignment *7th-level Primordial feature*
Your intimate knowledge of elemental magic has imbued you with abilities related to your element of choice. You gain your choice of one of the following features: ***Air.*** Your base movement speed increases by 10 ft. and you have advantage on initiative rolls. ***Earth.*** You gain 2 additional hit points per magus level. Each time you gain a level in this class you gain an additional 2 hit points. ***Fire.*** You gain darkvision out to a distance of 120 feet and proficiency in Dexterity saving throws. ***Water.*** You gain the ability to breathe underwater and have a swim speed equivalent to your walking speed. Additionally, you have advantage on saving throws against being restrained or grappled and ability checks made to resist or escape a grapple. #### Elemental Attunement *14th-level Primordial feature*
You learn to harmonize with the element you chose when you took the Elemental Alignment feature. You can cast a spell associated with your chosen element, listed below, without expending a spell slot. You cannot lose concentration on the spell by taking damage. You must complete a long rest before you can use this feature again. ***Air.*** *Investiture of Wind* ***Earth.*** *Investiture of Stone* ***Fire.*** *Investiture of Flame* ***Water.*** *Investiture of Ice* \pagebreakNum
The Shadow Discipline
Magi adherents to the Shadow Discipline have taken interest in local and regional politics, and aim to influence and manipulate with a blend of stealth, fighting prowess, and magical ability. Maybe you have joined the Shadow Court, understood from the outside to be a singular group, but in reality being composed of multiple clans that often wage clandestine wars on one another to obtain secrets and objects of power. Regardless, Magi of the Shadow Discipline are secretive by nature, and if they're a part of a clan, they are forbidden from revealing their clan’s goals and activities to all but their most trusted companions. #### Shadow Discipline Initiate *1st-level Shadow feature*
You augment your martial prowess with the ability to cast cantrips. ***Cantrips.*** You learn two cantrips of your choice from the Shadow’s spell list. You learn an additional Shadow cantrip of your choice at 4th level and again at 10th. These cantrips count as magus spells for you. ***Spellcasting Focus.*** You can use an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your magus spells. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your Shadow Court spells, since you learn your spells through rote 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. \columnbreak
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
#### Bonus Proficiencies *1st-level Shadow feature*
You gain proficiency in the Deception and Stealth skills. #### Jade Seal *3rd-level Shadow feature*
The effects of your mystic marks are enhanced by your deadly techniques, learned via the Shadow Court or otherwise. When you place your mystic mark on an object or creature, it is engulfed in an aura of faint smoke. ***Shadow Enspell.*** In addition to weapons, you can also empower your unarmed strikes with your enspell. While your unarmed strikes are enspelled, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll 1d6 instead of the normal damage of your unarmed strike. When you hit with an attack with an enspelled weapon or unarmed strike you can choose to remove the enspell, unleashing an intense flash of light. When you do, the target must succeed on a Constitution saving throw against your spell save DC or be blinded until the start of their next turn. ***Shadow Aegis.*** When a creature protected by your aegis takes damage from an attack, you can use your reaction to remove the aegis from that creature, engulfing it in illusory magics. When you do, the target becomes invisible until the end of its next turn or when it casts a spell or makes an attack, whichever happens first. #### Broken Mirror Jutsu *7th-level Shadow feature*
You can take a special action on your turn to summon duplicates of yourself. When you do, you expend a spell slot and choose a number of unoccupied spaces within 60 feet equal to the level of the spell slot expended. A duplicate of yourself appears in each chosen space. You and each duplicate then make a melee spell attack against a creature within 5 feet, dealing 1d10 + your Intelligence modifier in force damage on a hit. If you and all your duplicates attack the same creature, and at least one of you deals damage to the creature, it must succeed on a Constitution saving throw or be stunned until the end of your next turn. #### False Body Jutsu *14th-level Shadow feature*
You gain the ability to replace yourself with an unlikely body double in the instant before you take a blow. When you are hit by an attack, you can use your reaction to reduce the damage from that attack to 1. When you do, you become invisible for 1 minute and teleport to an unoccupied space of your choice within 300 feet. You leave a block of wood or another harmless, mundane object in the space you teleported away from. You must complete a long rest before you can use this feature again. \pagebreakNum ## Shadow Spell List
##### Cantrips (0 Level) - Corrupted Ki Kata^HB^ - Dancing Lights - Death Shroud^HB^ - Mage Hand - Message - Minor Illusion - Nerve Pinching Kata^HB^ - Ten Thousand Masks^HB^ ##### 1st Level - Alarm - Disguise Self - Expeditious Retreat - Feather Fall - Fog Cloud - Grease - Illusory Script - Jump - Longstrider - Silent Image - Sleep - Snare - Unseen Servant ##### 2nd Level - Blur - Darkness - Darkvision - Find Traps - Hold Person - Invisibility - Knock - Locate Object - Mirror Image - Misty Step - Pass Without Trace - Protection from Poison - Rope Trick - See Invisibility - Silence \columnbreak ##### 3rd Level - Blink - Clairvoyance - Dispel Magic - Enemies Abound - Fear - Feign Death - Gaseous Form - Major Image - Nondetection - Sending - Vampiric Touch - Water Breathing ##### 4th Level - Confusion - Dimension Door - Freedom of Movement - Greater Invisibility - Hallucinatory Terrain - Leomund's Secret Chest - Locate Creature - Misty Walk^HB^ - Phantasmal Killer - Polymorph ##### 5th Level - Dominate Person - Dream - Hold Monster - Mental Prison - Mislead - Modify Memory - Passwall - Scrying - Seeming ##### 6th Level - Eyebite - Find the Path - Guards and Wards - Programmed Illusion - True Seeing - Wind Walk
## Sidereal Spell List
##### Cantrips (0 Level) - Blade Ward - Dancing Lights - Guidance - Mage Hand - Message - Minor Illusion - Misfortune's Mark^HB^ - Shillelagh - True Strike - Vortex Dart^HB^ ##### 1st Level - Bane - Bless - Charm Person - Command - Comprehend Languages - Detect Evil and Good - Detect Magic - Faerie Fire - Feather Fall - Guiding Bolt - Identify - Illusory Script - Jump - Longstrider - Magic Missile - Protection from Evil and Good - Sanctuary - Silent Image - Sleep ##### 2nd Level - Augury - Blur - Calm Emotions - Darkness - Darkvision - Detect Thoughts - Find Traps - Hold Person - Levitate - Lesser Restoration - Locate Object - Mind Spike - Misty Step - Moonbeam - See Invisibility \columnbreak ##### 3rd Level - Banner of Stars^HB^ - Bestow Curse - Blinding Smite - Catnap - Clairvoyance - Counterspell - Daylight - Enemies Abound - Find Vessel^HB^ - Fly - Haste - Melf's Minute Meteors - Nondetection - Remove Curse - Slow ##### 4th Level - Arcane Eye - Banishment - Dimension Door - Divination - Locate Creature - Otiluke's Resilient Sphere \columnbreak ##### 5th Level - Dawn - Dispel Evil and Good - Dream - Far Step - Geas - Greater Restoration - Hold Monster - Legend Lore - Scrying - Skill Empowerment - Synaptic Static - Telekinesis - Twist This Fate^HB^ - Wall of Light ##### 6th Level - Arcane Gate - Find the Path - Forbiddance - Scatter - Sunbeam - True Seeing
\pagebreakNum
The Sidereal Discipline
Magi of the Sidereal discipline consult the stars to foresee the future and intercede at moments of particular import. Most members of this discipline join the Sidereal Cabal, seeing fellowship and common ideals with the Cabal's philosophy of balance. Most followers of this discipline believe that destiny and free will should be given equal weight. Today, most practitioners are largely split into two camps, kismetists and volitionists. Kismetists prefer indirect or discrete methods when possible, believing that active and obvious interference in the world’s affairs might cause a disruption in the natural order of fate. They work to ensure that fate isn’t thwarted by powers outside its reach. Volitionists find pivotal moments where the road of destiny forks and interject themselves to force the outcome they prefer. #### Sidereal Discipline Initiate *1st-level Sidereal feature*
You augment your martial prowess with the ability to cast cantrips. ***Cantrips.*** You learn two cantrips of your choice from the Sidereal's spell list. You learn an additional Sidereal cantrip of your choice at 4th level and again at 10th. These cantrips count as magus spells for you. ***Spellcasting Focus.*** You can use an astrolabe or arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your magus spells. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your Sidereal spells, since you learn your spells through sacred geometry and detailed observation of stellar movements. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting DC the saving throw 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
> ##### Astrolabe > An astrolabe is an inclinometer used to measure a celestial body’s distance above the horizon. It costs 10 gold pieces and weighs 1 pound. #### Bonus Proficiencies *1st-level Sidereal feature*
You gain proficiency with the Perception skill, navigator’s tools, and water vehicles. \columnbreak
#### Selenite Seal *3rd-level Sidereal feature*
The effects of your mystic marks are enhanced by the Sidereal discipline's celestial radiance. When you place your mystic mark on an object or creature, it gives off a soft, indistinct light and hums with unseen energy. ***Sidereal Enspell.*** When you deal damage with your enspelled weapon you can choose to deal force damage instead of its normal damage type. When you miss with an attack with this weapon you can choose to remove the enspell from the weapon, twisting fate in your favor. When you do, you can reroll the attack with advantage. ***Sidereal Aegis.*** When an attack hits a creature protected by aegis you can use your reaction to remove the aegis, turning fortune against your foe. When you do, the attacker must reroll the attack with disadvantage. #### Celestial Clockwork Control *7th-level Sidereal feature*
Your extensive study of the stars has taught you to twist the heavenly mechanics of fate in your favor. When a creature you can see within 60 feet makes an ability check, attack roll, or saving throw you can use your reaction and expend a spell slot to modify the result of the roll. When you do, you can choose to either increase or decrease the result of the roll by the level of the spell slot expended. This change modifies the die result directly, not the total of the roll, which means it can turn a roll into a natural 1 or 20. #### Seal Fate *14th-level Sidereal feature*
When a creature that you can see within 60 feet makes a roll with advantage or disadvantage, you can use your reaction to seal their fate. The creature rolls three d20s, rather than two, using the highest result if it had advantage or the lowest result if it had disadvantage. \pagebreakNum
The Stygian Discipline
The Stygian Discipline is fundamentally about justice through cleansing the world of its corruption. Adherents often seek to protect the innocent, defend the weak, and ensure justice is done. They do this by wielding necromantic magic that simultaneously terrifies their living foes and turns their defeated foes into foot soldiers in the magi’s service. Some Stygian Magi join the Knights Stygian to improve their techniques and learn more from the masters of their craft. #### Knights Stygian Initiate *1st-level Stygian feature*
You augment your martial prowess with the ability to cast cantrips. ***Cantrips.*** You learn two cantrips of your choice from the Stygian’s spell list. You learn an additional Stygian cantrip of your choice at 4th level and again at 10th. These cantrips count as magus spells for you. ***Spellcasting Focus.*** You can use an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your magus spells. ***Spellcasting Ability.*** Intelligence or Charisma can be your spellcasting ability for your Stygian spells. Your magic comes from either an intuitive connection with death or deep research and study. You use this ability whenever a spell refers to your spellcasting ability. In addition, you use either your Intelligence or Charisma 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/Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence/Charisma modifier
#### Bonus Proficiencies *1st-level Stygian feature*
You gain proficiency with the Intimidation skill and embalmer’s tools. #### Obsidian Seal *3rd-level Stygian feature*
Starting at 3rd level, the effects of your mystic marks are enhanced by fell, Stygian magic. When you place your mystic mark on an object or creature, it is surrounded by an aura that emits drifting motes of black ash and the acrid smell of decay. ***Stygian Enspell.*** When you deal damage with your enspelled weapon you can choose to deal necrotic damage instead of its normal damage type. When you hit with an attack with an enspelled weapon you can choose to remove the enspell, unleashing an unholy wave of pure terror. When you do, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened by you until the end of their next turn. ***Stygian Aegis.*** When a creature protected by your aegis takes damage from an attack you can use your reaction to remove the aegis from that creature, releasing necrotic energy upon the attacker. When you do, the attacker must succeed on a Constitution saving throw against your spell save DC or take necrotic damage equal to the damage dealt by the triggering attack. #### Face of Fear *7th-level Stygian feature*
You have advantage on saving throws against being frightened. When a creature within 30 feet of you makes a saving throw against being frightened, you can use your reaction to give that roll disadvantage. #### Necromantic Surge *14th-level Stygian feature*
You can cast the spell *animate dead* without expending a spell slot as if you had used a spell slot equal to the highest spell slot available to you. Once you cast *animate dead* in this way, you can’t do so again until you finish a long rest. Whenever you create an undead creature using a necromancy spell, it has additional benefits: * The creature’s hit points maximum is increased by an amount equal to your magus level. * The creature adds your proficiency bonus to its weapon damage rolls. \pagebreakNum ## Stygian Spell List
##### Cantrips (0 Level) - Blade Ward - Bloodletting Bite^HB^ - Death Shroud^HB^ - Mending - Resistance - Spare the Dying - Spectral Hand - Thaumaturgy - True Strike ##### 1st Level - Arms of Hadar - Aspir^HB^ - Bane - Blood Spear^HB^ - Cause Fear - Corpse Mask^HB^ - Detect Poison and Disease - Dissonant Whispers - Drain^HB^ - Evil Eye^HB^ - False Life - Hex - Inflict Wounds - Ray of Sickness - Sleep - Tasha's Hideous Laughter ##### 2nd Level - Blindness/Deafness - Corpse Lance^HB^ - Darkness - Darkvision - Crown of Madness - Gentle Repose - Phantasmal Force - Ray of Enfeeblement - See Invisibility - Shatter - Silence - Spider Climb - Web \columnbreak ##### 3rd Level - Animate Dead - Bestow Curse - Dispel Magic - Fear - Feign Death - Gaseous Form - Hunger of Hadar - Phantom Steed - Revivify - Slow - Speak with Dead - Vampiric Touch ##### 4th Level - Banishment - Blight - Death Ward - Dominate Beast - Evard's Black Tentacles - Phantasmal Killer ##### 5th Level - Cloudkill - Contagion - Danse Macabre - Enervation - Hallow - Insect Plague - Negative Energy Flood - Passwall - Raise Dead ##### 6th Level - Blood Doll^HB^ - Circle of Death - Create Undead - Disintegrate - Eyebite - Harm - Magic Jar - Soul Cage
## Sylvan Spell List
##### Cantrips (0 Level) - Booming Blade - Druidcraft - Fungal Bloom^HB^ - Give Life^HB^ - Light - Magic Stone - Resistance - Rime Strike^HB^ - Spare the Dying - Thornwhip - Warden's Rebuke^HB^ ##### 1st Level - Animal Friendship - Beast Bond - Create or Destroy Water - Cure Wounds - Detect Poison and Disease - Ensnaring Strike - Entangle - Fog Cloud - Goodberry - Hail of Thorns - Jump - Longstrider - Purify Food and Drink - Speak with Animals - Spore Cloud^HB^ ##### 2nd Level - Alter Self - Animal Messenger - Barkskin - Beast Sense - Creeping Frost^HB^ - Darkvision - Enhance Ability - Gust of Wind - Lesser Restoration - Locate Animals or Plants - Moonbeam - Pass Without Trace - Protection from Poison - Skywrite - Spike Growth - Warding Wind ##### 3rd Level - Banner of Stars^HB^ - Birdsight^HB^ - Conjure Animals - Daylight - Dispel Magic - Meld into Stone - Plant Growth - Protection from Energy - Revivify - Speak with Plants - Stinking Cloud - Water Breathing - Water Walk ##### 4th Level - Blight - Conjure Woodland Beings - Death Ward - Dominate Beast - Giant Insect - Grasping Vine - Guardian of Nature - Locate Creature - Polymorph - Stone Shape - Walk the Ground^HB^ \columnbreak ##### 5th Level - Awaken - Commne with Nature - Contagion - Greater Restoration - Insect Plague - Poison Puff^HB^ - Reincarnate - Stinging Swarm^HB^ - Tree Stride - Wrath of Nature ##### 6th Level - Druid Grove - Find the Path - Heal - Heroes' Feast - Sunbeam - Transport via Plants - Wall of Thorns
\pagebreakNum
The Sylvan Discipline
Magi of the Sylvan discipline are drawn together by their reverence for the natural world, most into membership in the Sylvan Circle. Members of this magi society become magi to protect sacred lands and creatures. Although this society is more informal than others, magi of the Sylvan Circle meet with one another regularly in small groups they call covens to discuss matters of local or regional concern and share information.
#### Sylvan Discipline Initiate *1st-level Sylvan feature*
You augment your martial prowess with the ability to cast cantrips. ***Cantrips.*** You learn two cantrips of your choice from the Sylvan's spell list. You learn an additional Sylvan cantrip of your choice at 4th level and again at 10th. These cantrips count as magus spells for you. ***Spellcasting Focus.*** You can use a druidic focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your magus spells. ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your Sylvan spells, since you learn your spells through an intuitive connection with the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
#### Bonus Proficiencies *1st-level Sylvan feature*
You gain proficiency with the Nature skill and your choice of either herbalism kits or poisoner’s kits. #### Emerald Mark *3rd-level Sylvan feature*
The effects of your mystic marks are enhanced by Sylvan esoteric practices. When you place your mystic mark on an object or creature, a verdant green aura surrounds it. ***Sylvan Enspell.*** When you deal damage with your enspelled weapon you can choose to deal poison damage instead of its normal damage type. When you deal damage to a creature using a weapon you’ve enspelled you can choose to remove your enspell from that weapon, causing the earth to join your assault. When you do, roots spring from the ground and attempt to tether the target to the earth. The target must succeed on a Strength saving throw against your spell save DC or it is restrained until the end of its next turn. ***Sylvan Aegis.*** When a creature protected by your aegis fails a saving throw you can use your reaction to remove your aegis from that creature. When you do the aegis transmutes into vital energy and washes over the target. The target may reroll its saving throw with advantage. #### Nature's Mark *7th-level Sylvan feature*
You can cast the spell *polymorph* on yourself without expending a spell slot. You must complete a long rest before you can use this feature again. #### Font of Life *14th-level Sylvan feature*
You can use a bonus action to expend a spell slot and create a font of life. When you do, you regain your magus level + 1d12 hit points per level of the expended spell slot and creatures of your choice within 30 feet of you regain half that amount. Once you use this feature, you must finish a short or long rest before you can use it again. \pagebreakNum > ##### Art Credits > Art (Page 5): **Kayla Kinsey: The Human Eldritch Knight and his sword 'Kalas'** [(Link)](https://www.reddit.com/r/DnD/comments/glirhw/oc_art_the_human_eldritch_knight_and_his_sword/)
> Art (Page 7): **unknown artist: Elemental Warrior** [(Link)](https://www.pinterest.com/pin/38421403041384320/)
> Art (Page 8): **Adrian-W: Stealth Mage** [(Link)](https://www.deviantart.com/adrian-w/art/Stealth-Mage-382822249)
> Art (Page 10): **sidereal bandit: CALAMITY** [(Link)](https://www.artstation.com/artwork/qAlDEP)
> Art (Page 11): **Konstantin Vavilov: Buried City | Necromancers District | Necromancer - warrior** [(Link)](https://www.artstation.com/artwork/N5KXrD)
> Art (Page 13): **kir-tat: warrior of nature** [(Link)](https://www.deviantart.com/kir-tat/art/warrior-of-nature-368824611)
> Page Stains: /u/flamableconcrete
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