The
Magus
As the swordsman made his way
through the busy marketplace, his
eyes flashed green for a brief moment.
He could see the unmistakable aura of
arcane magic surrounding the humble
dwarf shopping for wares. He had found
his target. As the warrior drew his blade,
what had appeared to be a mere dwarf
peasant seconds before reverted to its
true form. As the demon lunged forward,
the swordsman met claw with his blade.
The assassin watched as the Duke walked
the streets with a single guard at his side. As
the would-be assassin's blade darted toward
the Duke's exposed neck, glee turned to fear as
the armored guard appeared where the Duke had
been moments before. Before the killer could react,
a blade of emerald flame had pierced his chest.
The halfling knelt before the three hooded figures that stood before her. She had spent nearly two years of her life searching for a member of this secret order, and now she had found three. Consumed by sorrow after her father's death
at the hands of a wicked sorcerer, the young halfling swore she would do whatever it took to gain the power to exact her revenge. Now that the moment was at hand, she swore fealty to the secretive order, offering up her life in return for power.
All three of the warriors described above are Magi, users of sword and spell, weaving both together in a deadly dance.
Sword & Spell
Known by many names throughout the multiverse, those who are able to wield both sword and spell are collectively known as Magi. Rather than dedicate their lives to studying arcane magic or mastering martial techniques, Magi are dedicated
to a middle path. Though they may never command the earth-shattering magic of an archmage or go toe to toe with a true master of the blade, a Magus is able to master a unique form of arcane combat only used by the members of their Order.
Their signature style of magic allows them to channel spells through their weapon strikes, sense the presence of arcane magic in the world around them, and even strike the weaves of spells from the air before they can take effect.
Secret Orders
The magic of the Magi is not something everyone can learn. Over time, these arcane warriors have organized themselves into clandestine societies, content to operate in the shadows. Potential Magi are often identified from a young age and are inducted into an Order only after they have proven their skill and dedication. While some Orders are more secretive than others, nearly every Order of Magi is thought to be nothing more than a legend to the vast majority of common folk.
As Magi rise through the ranks of their secret society, they are expected to infiltrate and form relationships with those in positions of power. They often set themselves up as personal advisors, guards, and consorts to influential nobles, powerful archmages, and wealthy merchants. Though Magi may form
relationships, their primary loyalty is always to their Order.
Creating
Your Magus
Those who pursue life as a Magus often give up everything in order to be accepted and trained by a master. What motivates your Magus? Have you always had an unquenchable thirst for knowledge and skill? Was one of your loved ones slain by an evil mage, setting you on the path of revenge, no matter the personal cost? Or, do you simply desire to increase your skill with both sword and sorcery in tandem with one another?
Also, decide where you acquired your training as a Magi. Are you an initiate in a secret society of arcane warriors? Or, were you trained in secret by a renegade member of an order of powerful magi who work to control the world? Maybe you were raised from birth so as to perfectly develop your talent in the art of war alongside your arcane potential.
Multiclassing and the Magus
If your group uses the optional multiclassing rule, here is what you need to know when you choose to take your first level in the Magus class.
Ability Score Minimum. As a multiclass character, you must have at minimum a 13 in Intelligence and either Strength or Dexterity to take a Magus level or take a level in another class if you are a Magus.
Proficiencies Gained. If Magus is not your initial class, here are the proficiencies you gain when you take your first level as a Magus: light and medium armor, shields, and simple and martial weapons.
Spell Slots. Add half your levels (rounded down) in the Magus class to the appropriate levels from other classes to determine available spell slots.







The Magus
| Level | PB | Features | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Arcane Armory, Fighting Style | — | — | — | — | — | — | — |
| 2nd | +2 | Spellcasting, Spellstrike | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Arcane Regeneration, Esoteric Order | 2 | 2 | 3 | ─ | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | 3 | ─ | — | — | — |
| 5th | +3 | Extra Attack, Spellsight | 3 | 3 | 4 | 2 | — | — | — |
| 6th | +3 | Ethereal Step | 3 | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Esoteric Order Feature | 3 | 4 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | Spellsunder | 3 | 5 | 4 | 3 | 2 | — | — |
| 10th | +4 | Mystical Ward | 4 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Arcane Conservation, Prismatic Strikes | 4 | 6 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 4 | 7 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Superior Spellsunder | 4 | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Esoteric Order Feature | 4 | 8 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 4 | 9 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Improved Arcane Conservation | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Esoteric Order Feature | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
Hit Points
- Hit Dice: 1d10 per Magus level
- Hit Points at 1st Level: 10 + your Constitution modifier.
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Magus level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, Intelligence
- Skills: Choose two of the following: Acrobatics, Arcana, Athletics, History, Investigation, Nature, or Performance.
Starting Equipment
As a Magus, you start with the following equipment, along with the equipment granted to you by your background:
- (a) martial weapon and shield or (b) two martial weapons
- (a) scale mail or (b) leather armor
- (a) a light crossbow and 20 bolts or (b) five javelins
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Quick Build
You can make a Magus quickly by using these suggestions. First, depending on the weapons you wish to use, make your Strength or Dexterity your highest ability score, followed by
your Intelligence. Second, choose the Sage background.
Arcane Armory
At 1st level, you learn the signature enchantment of the Magi, the creation of your Arcane Armory. It is an extradimensional space accessible only by you, which uses the rules below:
Enchanting Objects
To add an object to your Arcane Armory, you must perform a 1-hour ritual on a single weapon, shield, set of armor, or Tiny Object. You must hold it for the duration, and when complete, it disappears into your Arcane Armory until you summon it.
Your Armory can hold a maximum number of objects equal to 1 + your Magus level. One must always be a melee weapon.
If you add an object to your Arcane Armory while it is at its maximum, you must choose one object to remove from your Armory, and it appears on the ground at your feet.
Accessing your Armory
As a bonus action, you can access your Armory, summoning any number of objects from it, instantly equipping or donning objects of your choice. As part of the same bonus action, you can also shunt any number of these Armory objects, instantly doffing and storing them within your Arcane Armory.
Armory Benefits
If they were not already, Armory weapons, shields, and sets of armor are magical so long as they remain part of your Arcane Armory. Finally, when you calculate your Armor Class in light or medium armor that is part of your Arcane Armory, you can use your Intelligence in place of your Dexterity.
Fighting Style
Also at 1st level, you learn one Fighting Style from the list at the end of this class. You can't learn the same Fighting Style more than once, even if a feature allows you to learn another. To learn a Fighting Style, you must meet its prerequisites.
When you gain a level, you can replace this Fighting Style with another Fighting Style available to the Magus class.
Spellcasting
At 2nd level, you learn to cast arcane spells, which you use to enhance your abilities both on and off the field of battle:
Cantrips
You learn two Cantrips from the Magus Spell List. You learn another Magus Cantrip of your choice at 4th and 10th levels, as shown in the Cantrips Known column of the Magus table.
Spellcasting Focus
You can use any weapon, shield, or arcane focus within your Arcane Armory as a Spellcasting Focus for the Magus spells you know. Armory weapons and shields can also be used to perform the somatic components of your Magus spells.
Spell Slots
The Magus table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast a Magus spell, you must expend a spell slot of that spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
At 2nd level, know two 1st-level spells from the Magus spell list at the end of this class. The Spells Known column of the Magus table shows when you learn more Magus spells, all of which must be of a level for which you have spell slots.
When you gain a Magus level, you can replace one Magus spell you know with another Magus spell of your choice for
which you have spell slots.
Spellcasting Ability
As your spells are committed to memory, Intelligence is your spellcasting ability for all Magus spells. You use Intelligence when a spell refers to your spellcasting ability, when you set
a saving throw DC, or when you make a spell attack roll:
Spell save DC = 8 + your Proficiency Bonus
+ your Intelligence modifier
Spell attack modifier = your Proficiency Bonus
+ your Intelligence modifier
Spellstrike
Also at 2nd level, you learn the signature technique of a Magi: Spellstrike. Once on your turn, when you attack with a melee Arcane Armory weapon you can simultaneously cast a Magus spell, expending a spell slot as normal. The spell is channeled through your weapon instead of taking effect normally.
The spell must have a casting time of one action, and either require one spell attack roll or force at least one saving throw.
On a miss, the spell fails and has no effect. On hit, the spell takes effect instantly after your attack, using the rules below:
Area of Effect. If the spell targets an area greater than a 5-foot cube, you choose if the spell only affects your target, or if it takes effect as a 15-foot cone originating from you, which must include the target of your attack within its area.
Saving Throws. The target of your attack makes its initial saving throw against the spell with disadvantage. If you score a critical hit, it automatically fails its initial saving throw.
Spell Attacks. If the spell requires a spell attack roll, your weapon attack roll replaces it, and it takes effect on hit.
Concentration. If the spell requires your concentration, you begin concentrating on it after it takes effect, on hit.
Cantrips. If you cast a Cantrip, your attack does not deal bonus damage from the Cantrip. Instead, your weapon attack deals the damage type of the Cantrip, and the Cantrip's non-damaging effects are applied to your target on hit.




Arcane Regeneration
Starting at 3rd level, you can focus on your knowledge of
the arcane to regenerate magic potential. During a short
rest, you can recover expended spell slots of a combined
level equal to your Intelligence modifier (minimum of a
single 1st-level spell slot).
Once you recover spell slots this way, you must finish
a long rest before you can use this feature again.
Esoteric Order
Upon reaching 3rd level, you know enough of the
secret techniques of the Magi to formally join one
of their Esoteric Orders, choosing of the following:
| Arcanists | Dragon Knights |
| Arcane Archers | Spellbreakers |
| Blades | Warders |
Your Esoteric Order grants you features at 3rd level,
and again when you reach 7th, 15th, and 20th level.
If an Esoteric Order feature requires a target to make a saving throw, it uses your Spell save DC.
Order Spells
Most Esoteric Orders include a list of Order Spells that
you learn at the Magus levels listed in their description.
They count as Magus spells for you, but they don't count against your total Spells Known. You cannot replace your Order Spells when you gain a Magus level.
Ability Score Improvement
When you reach 4th level, you increase one of your ability scores by 2, or two of your ability scores by 1. You cannot
use this feature to increase your ability scores above 20.
You gain this feature at 8th, 12th, 16th, and 19th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Cast a Spell, you can make a single weapon attack as a bonus action on that same turn.
Spellsight
Also at 5th level, you can use an action to awaken your senses to magic within 30 feet as if you had cast a detect magic spell. This lasts for 10 minutes and requires your concentration.
You can end this sense early to gain knowledge of a single object you touch as if you cast the identify spell on it.
You can use this feature once per short or long rest at no cost, after which, you must spend a spell slot to use it again.
Ethereal Step
Beginning at 6th level, you can harness the residual power of your spells to slip through the Ethereal Plane. Once per turn, after you Cast a Spell or use Spellstrike, you can immediately teleport to an unoccupied space you can see in range.
The range of the teleport is determined by the spell slot you spent. The distance is 10 feet for a Cantrip, plus an additional
10 feet for each level of the spell slot you spent.
Spellsunder
You can use your magic to cut down hostile spells. Starting at 9th level, when you see a spell being cast that will affect you, you can use your reaction to expend one spell slot and attack the spell with an Arcane Armory weapon.
If the spell was cast at a level equal to the level of your spell slot or lower, it fails and has no effect. If it was cast at a level higher than your spell slot, you must make an attack roll with your Armory weapon. If your roll exceeds 12 + twice the level of the hostile spell, the spell fails and has no effect.
Mystical Ward
You can cast your spells in battle and avoid their most potent effects. Beginning at 10th level, you are immune to the effects of any Magus spell you cast, unless you wish to be affected.






Arcane Conservation
Beginning at 11th level, when you miss with a Spellstrike, you can regain a single spell slot at least one level lower than the spell slot you expended. However, if you do so, you cannot use Ethereal Step after this Spellstrike.
At 18th level, you regain the same spell slot you expended.
Prismatic Strikes
Starting at 11th level, your every strike flashes with prismatic power. You can Spellstrike a Cantrip whenever you make an attack with a melee Arcane Armory weapon. When you do so, your attack deals a bonus 1d8 damage of the Cantrip's type.
Superior Spellsunder
Beginning at 14th level, if a creature within 30 feet is targeted by a spell you can see being cast, you can use your reaction to teleport to an unoccupied space within 5 feet of the target of the spell, then use Spellsunder against the hostile spell.
Fighting Styles
Below is the list of Fighting Styles available to a Magus. To learn a Fighting Style, you must meet all of its prerequisites.
When you gain a Magus level, you can replace your current Fighting Style with another you meet the prerequisites for.
Archery
Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons, and your attacks with ranged weapons ignore half-cover and treat three-quarters cover as half-cover.
Balanced Fighting
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to weapon damage rolls. You
can use a shield and still gain this benefit.
Classical Swordplay
Prerequisite: Dexterity of 13 or higher
While wielding a single finesse weapon, no shield, and not wearing heavy armor, you gain a +2 bonus to attack rolls with that weapon and a +1 bonus to your Armor Class.
Defensive Fighting
When you are wearing medium armor, heavy armor, or a shield, you gain a +1 bonus to your Armor Class.
Dual Wielding
Prerequisite: Strength or Dexterity of 13 or higher
While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an attack with your bonus action that turn.
Hurler
Prerequisite: Strength or Dexterity of 11
You can draw one thrown weapon as part of a ranged attack you make with it, and the range of your thrown weapon attacks is doubled.
If you are wielding only thrown weapons, you can make a single ranged attack with a thrown weapon as a bonus action.
Protection
When a creature you can see hits you, or a target within 5 feet with a melee attack, you can use a reaction to add your Proficiency Bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Versatile Fighting
Prerequisite: Strength or Dexterity of 11 or higher
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action to make a grapple or shove attack, or to take the Use an Object action.



Magus Spell List
Below is the list of spells available to a Magus. They are organized by spell level, not character level. The spells
listed below can be found in the Player's Handbook,
in Xanathar's Guide to Everything *, and in Tasha's
Cauldron of Everything **.
Spells marked ll can be found in laserllama's Compendium of Spells, which includes original
spells and alternate versions of official spells.
Cantrips (0-Level)
acid splash ll
blade ward ll
booming blade ll
dancing lights
firebolt
frostbite *
glitterbeam ll
green-flame blade ll
light
lightning lure ll
mage hand
minor illusion
poison spray ll
prestidigitation
resistance ll
ray of frost
shocking grasp
sword burst ll
tempestuous blade ll
true strike ll
1st-Level
alarm
absorb elements *
armor of agathys
burning hands
caustic brew **
chromatic orb *
color spray
detect magic
earth tremor *
expeditious retreat
faerie fire
feather fall
floating disk
fog cloud
grease
ice knife *
identify
jump ll
mage armor
magic missile
ray of sickness
shield ll
sleep
thunderwave
torrent ll
unseen servant
witch bolt ll
zephyr strike *
2nd-Level
acid arrow
aura of frost ll
blind/deafness
blur
cloud of daggers
darkness
darkvision
earthen grasp *
elemental blade ll
enhance ability
enlarge/reduce
gust of wind *
hold person
invisibility
levitate
locate creature ll
lock/unlock
magic aura
magic weapon ll
mirror image
misty step
ray of enfeeblement
scorching ray
shatter
snowball swarm *
spider climb
3rd-Level
counterspell ll
dispel magic
elemental weapon
erupting earth *
fireball
flame arrows ll
fly
haste
lightning bolt
magic circle
minute meteors *
protection from energy
protection from poison
sleet storm
slow
sonic wave ll
tidal wave *
tiny hut ll
thunder step *
wall of sand *
wall of water *
wind wall
4th-Level
accursed touch ll
arcane eye
banishment
dimension door
divination
elemental bane *
fire shield
freedom of movement
greater invisibility
ice storm
polymorph ll
resilient sphere
sickening radiance *
stoneskin
vitriolic sphere *
wall of fire
watery sphere *
5th-Level
cone of cold
contact other plane
contagion
dispel evil & good
far step *
hold monster
immolation *
passwall
scrying
skill empowerment *
steel wind strike ll
telepathic bond
teleportation circle
vorpal blade ll
wall of force ll
wall of light *
wall of stone






Esoteric Orders
Choose the Esoteric Order from the options below that best represents your Magus's arcane abilities and combat style:
| Arcanists | Dragon Knights |
| Arcane Archers | Spellbreakers |
| Blades | Warders |
Order of Arcanists
Magi who join the Order of Arcanists often find themselves in the service of Wizards and practitioners of the arcane. While most Magi only study magic for use in battle, those who join this Order explore its broader uses. They keep a Spellbook and learn rituals that will aid in their quest for knowledge.
Arcane Spellbook
3rd-level Order of Arcanists feature
Unlike other Magi who only memorize spells for use in battle,
you maintain a Spellbook from which you can prepare spells:
Spellbook. You have crafted a Spellbook for yourself. You decide what it looks like, but it must be a Tiny object capable of storing written information. It contains knowledge of your Magus Spells Known, along with three extra 1st-level spells of your choice from the Magus or Wizard spell lists.
This Spellbook and the spells within replace your Spells Known. You now ignore that column of the Magus table.
Preparing Spells. Over the course of a long rest, you can spend 1 hour studying your Spellbook to prepare your spells. Choose a number of spells from this Spellbook equal to your Intelligence modifier + half your Magus level, rounded down. While prepared, they count as Magus spells for you.
Ritual Casting. You can cast the Ritual version of any spell in your Spellbook, so long as it has the Ritual tag, even if you do not have the spell prepared.
Adding New Spells. Each time you gain a Magus level,
you add a single Magus or Wizard spell of your choice to
your Spellbook. It must be of a level for which you have
spell slots, as per your Magus level.
Arcane Library
3rd-level Order of Arcanists feature
Any knowledge stored within your Arcane Armory is always at your fingertips. Whenever you make an Intelligence ability check to recall knowledge from a book, tome, or scroll stored within your Arcane Armory, you treat any d20 roll lower than your Magus level as equal to your Magus level.
Also, if you add a Spell Scroll to your Arcane Armory that contains a Magus or Wizard spell of a level you have slots for, you can destroy it to add the spell to your Spellbook. You can do the same for a Spellbook, adding one spell from that book to your Spellbook each time you perform your Armory ritual.
Esoteric Sight
7th-level Order of Arcanists feature
Your Spellsight has been enhanced by esoteric secrets you have gathered. When you use Spellsight, it gains a benefit of your choice from the options below within its 30-foot range:
- You gain Darkvision and can see in magical darkness.
- You can read and understand any written language.
- You can see invisible creatures and objects.
Stored Spells
15th-level Order of Arcanists feature
During a long rest, you can perform a 1-hour ritual where you fill vacant slots in your Arcane Armory with spells from your Spellbook. Each spell takes a number of Armory slots equal to twice its level, and the total level of all the spells you store cannot exceed your Intelligence modifier (minimum of 1).
You can cast each spell once, with its normal casting time, without expending a spell slot. Once cast, they are lost.
Grand Arcanist
20th-level Order of Arcanists feature
You wield arcane magic that rivals an archmage. You add one 6th-level and one 7th-level Wizard spell of your choice to your
Spellbook. You can cast each of these spells once between
each long rest without expending a spell slot. These are
both considered Magus spells for you.




Order of
Arcane Archers
Originally founded by a sect of elvish mage hunters, the Magi known as Arcane Archers are masters of both bow and spell. While Magi thrive in close-quarters combat, Arcane Archers strike from afar with potent magic arrows. Most members of this Order are guardians, but some strike out as adventurers.
Arcane Archer Spells
3rd-level Order of Arcane Archers feature
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
| 3rd | ensnaring strike ll, hail of thorns ll |
| 5th | acid arrow, cordon of arrows ll |
| 9th | conjure volley ll, lightning arrow ll |
| 13th | arcane eye, elemental bane * |
| 17th | scrying, swift quiver ll |
Arcane Quiver
3rd-level Order of Arcane Archers feature
You have learned to use the signature enchantments of the Magi with ranged weapons. You gain the following benefits:
- You can add quivers, with ammunition, to your Armory.
- The weapon you must always have in your Armory can be a ranged weapon instead of a melee weapon.
- You can use Spellstrike with ranged weapons that are part of your Arcane Armory. However, any spells that have an area of effect are limited to only affect your target.
Eagle Eyed
3rd-level Order of Arcane Archers feature
Training has honed your sight to near-supernatural levels. You gain proficiency in Perception, and can use Intelligence
in place of Wisdom for any Perception check you make.
Enchanted Shot
7th-level Order of Arcane Archers feature
When you make an attack roll with a ranged Arcane Armory weapon and miss, you can use a reaction to magically curve your shot and re-roll that attack against a different target that you can see within 60 feet of your attack's original target.
Ranged Transposition
15th-level Order of Arcane Archers feature
As an action, you can imbue a ranged Arcane Armory weapon with conjuration magic, and fire one piece of ammunition at a point or creature you can see within its normal range. On hit, this ranged attack produces the corresponding effect below:
- If fired at a point, you instantly teleport to an unoccupied space within 5 feet of the ammunition when it hits.
- If fired at a creature, the target must make a Charisma saving throw or instantly switch places with you. If there
is no room for it to take your place, this feature fails.
You can use this feature once per short or long rest at no cost, after which, you must expend a spell slot to use it again.
Mystic Marksman
20th-level Order of Arcane Archers feature
As a bonus action, you can enter a heightened state of arcane focus which grants you the following supernatural benefits:
- For each ranged Armory attack you make, you can either use Enchanted Shot without using your reaction, or use Ethereal Step to teleport up to 10 feet.
- Whenever you hit with a ranged Arcane Armory attack, you can expend a spell slot to deal bonus force damage equal to 2d4 per level of the spell slot spent.
This heightened state lasts for 1 minute. It ends early if you are Incapacitated or use your bonus action to end it. You can use this feature once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.





Order of Blades
Magi of this Order dedicate their lives to the art of the
Blade Dance. This mystical trance allows the Magi to
empty their mind of any emotions or distractions and
become one with their blade. Masters of this trance
are deadly whirlwinds of magic and steel.
Traditionally, Magi of the
Blade only take on a single
apprentice in their lifetime,
teaching them the art of the Blade Dance.
Art of the Dance
3rd-level Order of Blades feature
Your Order's style of combat is an art. You gain
proficiency in Performance, and whenever you
make a Performance check, you can use either
Strength or Dexterity in place of Charisma.
Moreover, if you are not wearing any armor,
your Armor Class is equal to 10 + your Dexterity
modifier + your Intelligence modifier.
Blade Dance
3rd-level Order of Blades feature
You are able to enter the legendary combat trance of
your Order, the Blade Dance. So long as you are not
wearing heavy armor or using a heavy weapon, you
can use a bonus action to enter the Blade Dance.
It lasts 1 minute, and grants you these benefits:
- Your walking speed increases by 10 feet.
- You gain a +1 bonus to your Armor Class.
- You add your Intelligence modifier (minimum of +1)
to all Acrobatics, Athletics, and Performance checks. - Once per turn, when you deal damage with an Armory weapon, you can roll its damage dice twice (including Spellstrike dice), and use the higher result.
Your Blade Dance ends early if you are Incapacitated, or if you use a bonus action to end it. You can enter a Blade Dance once between each short or long rest at no cost, after which, you must expend a spell slot to Blade Dance again.
Blade Spells
3rd-level Order of Blades feature
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
| 3rd | compelled duel ll, zephyr strike * |
| 5th | blur, misty step |
| 9th | elemental weapon, haste |
| 13th | fire shield, freedom of movement |
| 17th | steel wind strike ll, vorpal blade ll |
Fluid Steps
7th-level Order of Blades feature
Your Order's emphasis on fluidity and martial skill has honed your reflexes. You gain proficiency in Dexterity saving throws, and you add your Proficiency Bonus to initiative rolls.
Also, your Blade Dance Armor Class bonus becomes +2.
Deadly Dance
15th-level Order of Blades feature
You have become an expert of the Blade Dance, and while in this trance, you gain the following additional benefits:
Evasion. When you are forced to make a Dexterity saving throw to take half damage, you take no damage on a success, and only have damage on a failed save.
Greater Spellsunder. When you use Spellsunder, you add your Intelligence modifier (minimum of +1) to the attack roll.
Master of the Art. Your Armor Class bonus becomes +3.
Master of Blades
20th-level Order of Blades feature
You have reached the apex of your Order and been granted the title of Master of Blades. You are always considered to be under the effects of your Blade Dance so long as you are not wearing heavy armor or wielding a heavy weapon.
Also, when you take the Attack action while in your Blade Dance, you make one additional attack as part of that action.
Blade Song & Dance
The Order of Blades was designed to be a balanced take on the Bladesinger concept. The effects of the Magus' Blade Dance and Wizard's Bladesong don't stack, should you allow a multiclassed character.






Order of Dragon Knights
Magi of this legendary Esoteric Order have their souls bound to a Draconic Companion. Using an ancient ritual, they infuse this Companion with draconic might beyond its years. Should their bond grow strong enough, they can ride their Draconic Companion, becoming a Dragon Knight of legend.
Dragon Knight Spells
3rd-level Order of Dragon Knights feature
You learn certain spells at the Magus levels in the
table below. These spells do not count against your
Spells Known and can't be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
| 3rd | absorb elements *, command |
| 5th | dragon's breath *, warding bond |
| 9th | elemental weapon, fear |
| 13th | dominate beast, elemental bane * |
| 17th | awaken, conjure dragon ll |
Draconic Companion
3rd-level Order of Dragon Knights feature
Your soul has been bound to a powerful Draconic Companion through the rites of your Order. It uses the following rules:
Draconic Essence. Choose either acid, cold, fire, lightning, or poison to be the Essence of your Companion. Once chosen it cannot be changed short of an ancient dragon's magic. This Essence determines many of its features.
Statistics. The Draconic Companion is Friendly to you and your allies, and fervently loyal to you. It uses the stat block on this page, which uses your Magus Spell save DC, Spell Attack Modifier, and Proficiency Bonus (PB) in several places. It is too fragile to bear any creature as a rider, despite its size.
Combat. In combat, your Companion shares your initiative and acts during your turn. As a bonus action, you can order it to take an action from its stat block or another action. When you take the Attack action, you can forgo one attack to order it to attack. It can move and use its reaction on its own, but it will only take the Dodge action unless you give it an order.
If you are Incapacitated, your Companion acts on its own and will defend you and itself to the best of its abilities.
Arcane Stasis. Should you choose to, you can
enchant your Companion as you would an object
in your Arcane Armory, giving you the ability
to summon and shunt it to your Armory.
Death. If your Companion is reduced
to 0 hit points, it makes Death Saving
Throws like a player character would.
If your Companion dies, you can
perform a 1-hour ritual, which can
be during a short or long rest,
and restore it to life with 1
hit point. As part of this
ritual, you can spend its
Hit Dice, as if it were
a short rest, adding
these hit points to
the number of hit
points it regains.
Draconic Companion
Small Dragon, Lawful
-
AC 14 +PB (natural armor)
- HP 5 + five times your Magus level
- Speed 30 ft., fly 30 ft.
| MOD | SAVE | Str | 16 | +3 | +3 |
|---|---|---|---|
| Int | 8 | -1 | -1 |
| MOD | SAVE | Dex | 12 | +1 | +1 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 15 | +2 | +2 |
|---|---|---|---|
| Cha | 14 | +2 | +2 |
- Immunities Essence damage type
- Senses Darkvision 60 ft.
- Languages Draconic, understands the languages of
the Magus bound to it, but cannot speak them
Traits
Hit Dice. Your Companion has a total number of d8 Hit Dice equal to your Magus level. It also gains all the normal benefits of both short and long rests.
Soul Bound. When the Companion is forced to make an ability check or saving throw, it adds your PB to its roll.
Actions
Claw. Melee Weapon Attack: 3+PB to hit, reach 5 ft., one target. Hit: (1d4 +PB) slashing + 1d4 Essence damage.
Wyrmsoul
3rd-level Order of Dragon Knights feature
The esoteric bonding rite of your Order has infused your soul with a measure of draconic power. You learn to speak, read, and write Draconic, the language of dragons.
Also, when you cast a spell that
deals acid, cold, fire, lightning, or
poison damage, you can cause
it to deal the damage type of
your Companion's Essence
instead of its damage type.




Greater Companion
7th-level Order of Dragon Knights feature
As your power grows, so too does the power of your
Companion grow through your bond. Your Draconic
Companion becomes Medium in size. It can also bear you as a rider so long as you are Medium or smaller. Though while another creature is riding it, its flying speed is halved.
Finally, your Draconic Companion's Claw attacks become magical, and they use d6s in place of d4s for their damage.
Elemental Breath
15th-level Order of Dragon Knights feature
Your Companion can channel its Essence into a blast of pure elemental power. As an action, it can exhale a 30-foot cone of elemental breath, forcing all creatures in that area to make a Dexterity saving throw. They take 10d6 Essence damage on a failure, and half as much on a success.
Your Companion can use Elemental Breath a number of times equal to your Intelligence modifier (minimum of once), and it regains all expended uses when it finishes a long rest.
If it has no uses left, it can expend one of your spell slots of 3rd-level or higher to use its Elemental Breath again.
Mythic Companion
15th-level Order of Dragon Knights feature
The power of your draconic bond unlocks your Companion's potential. As an action, your Draconic Companion can change its size, choosing to be Small, Medium, or Large.
When it is Large in size, its speed is no longer halved while it bears you, and only you, as a rider.
Finally, once per turn, when you order your Companion to attack, it can make two Claw attacks instead of one.
Grand Dragon Knight
20th-level Order of Dragon Knights feature
Your legendary power flows through your bond, awakening the true power of your Draconic Companion. Your Draconic
Companion uses the Exalted Companion stat block:
Exalted Companion
Large Dragon, Lawful
-
AC 20 (natural armor)
- HP 125
- Speed 40 ft., climb 40 ft., fly 60 ft.
| MOD | SAVE | Str | 20 | +5 | +5 |
|---|---|---|---|
| Int | 14 | +2 | +2 |
| MOD | SAVE | Dex | 12 | +1 | +1 |
|---|---|---|---|
| Wis | 10 | +0 | +0 |
| MOD | SAVE | Con | 18 | +4 | +4 |
|---|---|---|---|
| Cha | 18 | +4 | +4 |
- Immunities Essence damage type
- Senses Blindsight 30 ft., Darkvision 60 ft.
- Languages Draconic, understands the languages of
the Magus bound to it, but cannot speak them
Traits
Hit Dice. Your Companion has a total number of d10
Hit Dice equal to your Magus level. It also gains all the normal benefits of both short and long rests.
Soul Bound. When the Companion is forced to make an ability check or saving throw, it adds your PB to its roll.
Actions
Multiattack. Your Companion makes two Claw attacks.
Change Size. Your Companion changes size, becoming Small, Medium, or Large until it uses this feature again.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6 +5 slashing +1d6 Essence damage.
Essence Breath (recharge 5-6). Your Companion exhales elemental energy in a 30-foot cone, forcing creatures in the area to make a Dexterity saving throw. Creatures take 12d6 Essence damage on a failure, and half on a success.
This feature replaces your Elemental Breath feature.




Order of Spellbreakers
Magi who join the Order of Spellbreakers
are known for their ruthless dedication to
achieving their goals. This fraternity of arcane
warriors and mage hunters use their Order's
abilities to slay any who abuse magic power.
While most Spellbreakers are discerning as
they deliver judgment, some swear an oath
to destroy any who utilize the arcane arts.
Baleful Mark
3rd-level Order of Spellbreakers feature
As a bonus action on your turn, you can
place a Baleful Mark on a creature you
can see. It remains until you Mark another
creature, the target dies, or it is removed by
dispel magic, remove curse, or a similar spell.
This Mark is only visible to you, and while it
is active, you gain the benefits listed below:
- You know the exact direction of your Mark, so long
as you both remain on the same plane of existence. - You learn its spellcasting ability and the level
of the highest level spell it can cast, if any. - If your Mark attempts to cast a spell
while it is within your reach, you
can use your reaction to make
an opportunity attack against it. - Whenever you damage your Mark, it has disadvantage
on its subsequent saving throw to maintain concentration.
Spellbreaker Spells
3rd-level Order of Spellbreakers feature
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
| 3rd | bane, detect evil & good |
| 5th | blindness/deafness, silence |
| 9th | counterspell ll, magic circle |
| 13th | banishment, resilient sphere |
| 17th | dispel evil & good, planar binding |
Mantle of Defense
7th-level Order of Spellbreakers feature
You can steel yourself to better resist the magic of your hated foes. Whenever your Mark forces you to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).
Spellbreakers & other Mages
While most Spellbreakers harbor a deep distrust for mages of all kinds, some are known to work beside other spellcasters to hunt down dangerous foes.
If you are playing a Spellbreaker Magus and have a spellcaster in your party, make sure to come to an arrangement that allows you to work as a team.
Crippling Mark
7th-level Order of Spellbreakers feature
If you see your Mark make an ability check or saving throw while it is within 30 feet of you, you can use your reaction to end your Baleful Mark and impose disadvantage on its roll.
However, when you end your Baleful Mark in this way, you cannot Mark that creature again until you finish a long rest.
Reflective Spellsunder
15th-level Order of Spellbreakers feature
You can use the magic of your Order to reflect your enemy's magic back upon themselves. When you use Spellsunder and cause the spell to fail, you can force the creature that cast the spell to become the new target of their own spell.
The spell uses the caster's spell attack roll and Spell save DC. If it requires concentration, you must concentrate on it.
Master Spellbreaker
20th-level Order of Spellbreakers feature
You have risen through the ranks of your Order to become an unparalleled hunter of mages. You gain the benefits below:
- When you roll initiative, so long as you are not surprised, you can mark a creature you can see with Baleful Mark.
- You have advantage on any weapon attack rolls you make as part of Spellstrike and Spellsunder against your Mark.
- When you hit your Mark with a Spellstrike attack, you can end your Baleful Mark to cause your attack, including the spell, to deal maximum damage. After you do so, you can't Mark that creature again until you finish a long rest.






Order of Warders
Magi who join the Order of Warders almost always do so for noble reasons. Combining talent in the arcane arts with their signature style of defensive combat to serve as guardians for mages, nobles, and other important figures. While ultimately loyal to their Order, Warders make for fierce friends and will stand side by side with their allies against any foe.
Warder Spells
3rd-level Order of Warders feature
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
| 3rd | compelled duel ll, sanctuary |
| 5th | aid, warding bond |
| 9th | beacon of hope, life transference * |
| 13th | faithful hound, death ward ll |
| 17th | antilife shell, circle of power |
Warder's Bond
3rd-level Order of Warders feature
You are taught the signature protective abilities of your Order. You gain proficiency in heavy armor. Also, at the end of a long rest, you can touch a willing creature, forging a mystical bond that designates it as your Ward until your next long rest.
When your Ward is targeted by an attack or forced to make a saving throw and you are within 10 feet of it, you can use a reaction to instantly switch places and become the target of the triggering attack or effect. You must be able to see your Ward to use this reaction.
At certain Magus levels, the
range of this reaction increases:
at 7th level (30 feet), at 15th level
(60 feet), and finally at 20th level
the range is limited only by
your line of sight.
Arcane Aegis
7th-level Order of Warders feature
You can temporarily infuse your Warder's Bond with arcane power to absorb damage. When you use your Warder's Bond reaction and you take damage, you can expend a spell slot as part of the same reaction to reduce that damage by 2d8 per level of the spell slot you expended.
Moreover, whenever you start your turn within 10 feet of your Ward, you can grant yourself or your Ward temporary hit points equal to your Intelligence modifier (a minimum of 1).
Bond Perfected
15th-level Order of Warders feature
The magic of your Bond has reached its apex. When you use your Warder's Bond reaction, you are considered resistant to any damage you take from the triggering attack or effect.
In addition, while you are within 10 feet of your Ward, you are both immune to the Charmed and Frightened conditions. If either of you is Charmed or Frightened and is within 10 feet of the other, the effects of the condition are temporarily suppressed, so long as you remain within 10 feet.
High Warder
20th-level Order of Warders feature
You have risen to the highest rank in the Order of Warders and stand as a stalwart arcane shield for any who are under your protection. At the end of each long rest, you can bond up to five willing creatures as Wards with Warder's Bond. All other rules for your Warder's Bond still apply for you.
Also, when you use your Warder's Bond reaction because your Ward was targeted by a spell, you can use Spellsunder
as part of the same reaction. When you do so, you have
advantage on your Spellsunder attack roll.
If your Spellsunder fails, you can still use
Arcane Aegis to reduce the damage.




The Magus
Master Spell and Sword with a new Intelligence-based, Half-Caster for 5e! Combine arcane spells and martial skill with six Esoteric Orders.
Version 4.3.1 - Created by /u/laserllama
Last Updated: October 21st, 2025
Artist Credits:
Covers - Aleksi Briclot - The Harbinger
Page 1 - Tommy Arnold - Pondering Mage
Page 3 - Justyna Dura - Spark of Ice and Fire
Page 4 - Manuel Castañón - Jared Carthalion
Page 5 - Lie Setiawan - Hero of Ashvale
Page 6 - Svetin Velinove - Willbender
Page 7 - Paul Canavan - Show of Confidence
Page 8 - Clint Cearley - Catti-Brie
Page 9 - M. Villeneuve - Shanna, Sisay's Legacy
Page 10 - Adam Cohen - Alchemy Red dragons
Page 11 - Greg Rutkowski - Chaos Dragon
Page 12 - Caio Monteiro - Vorpal Sword
Page 13 - M. Castañón - Dauntless Bodyguard
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