Magus
Striding into combat with an arrogant mien, a long haired tiefling clad in studded leather traces an arcane sigil with the tip of their sword. The blade bursts into flames as it slices through two oncoming hobgoblins, leaving their immolated bodies strewn on the ground.
A broad-shouldered human stands before the light of a swirling portal. His steel armor is wreathed in glowing arcane sigils and caked in dried blood. As the next group of bestial outsiders charge through the portal, he digs in his heels and brings his halberd to bear.
A bald gnome silently wanders the halls of a ruined acropolis. She parts a curtain of hanging moss with her quarterstaff and inspects the ancient glyphs carved into the stone walls. Tendrils of darkness emerge from the glyphs and reach towards the interloper, but with an unconcerned wave of her staff the gnome dismisses the curse and continues reading.
Though their methods vary, magi are arcane warriors who study both martial techniques and magical theory. In combat they weave these two disciplines together in elegant and deadly harmony. It is a rare individual who possesses both the mental acuity and physical discipline to follow the path of the magus, but the years of rigorous training are rewarded with both resilience and power.
Swords and Sorcery
The magus straddles the line between the world of the warrior and the world of the wizard. It is not possible to completely master both at once, so the magus will train in a specific hybrid study, blending their combat style with their spellcasting for maximum effect. Generally these styles will focus on specific fighting styles and schools of magic that combine to be greater than the sum of their parts: weaving spells into weapon strikes and supplementing mundane defenses with magical ones.
A magus will train for years in order to master their chosen hybrid study. This education combines martial exercises and physical conditioning with academic lectures and magical research. The final result is a versatile and knowledgeable warrior schooled in the mysteries of the weave, one who is well equipped to handle any threat that they may face.
Putting Theory into Practice
Magi are trained for many purposes. Some are specialists in their nation's army, called upon to fight on the frontlines. Others may be members of secretive sects dedicated to combatting otherworldly menaces. Some are self-taught prodigies, who make their own way with boldness and curiosity. In many cultures the divides between arcane pursuits and martial callings are rarely bridged, but in cultures where magic is more commonplace hybrid studies can also flourish.
A magus may take up adventuring for many reasons, and their skills make them very suited to such a life. They may wander the world in search of knowledge, seek glory and wealth by the edge of their blade, or be part of a larger organization with a mission that draws them forth into danger.
Multiclassing
If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), 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 an Intelligence score of 13 and a Strength or Dexterity score of 13 to take a level in this class.
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 and simple weapons.
Extra Attack. If you have 5 or more levels in the barbarian, fighter, magus, monk, paladin, or ranger classes combined, you gain the Extra Attack feature as you would at level 5 in those classes.
For example, if you are a monk 3/magus 2 or a magus 4/fighter 1, you gain the Extra Attack feature.
Spell Slots. Add half your levels (rounded up) in the magus class to the appropriate levels from other classes to determine your available spell slots.
Creating a Magus
When you are creating your magus, you must carefully consider which spells you will choose and which hybrid study you will pursue. You will start gaining class features from your hybrid study at 3rd level, but it is wise to read ahead and see which one aligns best with your character concept. Are you a quick and skillful duelist who weaves spells into your attacks, or a strong knight who bolsters their armor with magic?
Think about how your character learned their unique skills. Are you part of a cultural tradition that treats your hybrid study as an art form? Perhaps you are a member of a loosely affiliated secret society and you were apprenticed by a senior member? You may have been trained in seclusion by a religious organization to guard a site of powerful magic, or you may be entirely self taught: driven to hone your craft through experimentation and real world experience.
Your knowledge and your skills allow you to act with great independence, and to succeed as a magi you must be both clever and driven. Think about how your character might approach situations: do they have an open mind and an endless curiosity, or are they driven and focused? They might be supremely confident in their abilities, or reserved and brooding as they dwell on threats that few others are equipped to confront. Also consider how the normal folk of the world may react to your character: they may find them mysterious, impressive or even threatening.
Quick Build
You can make a magus quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the sage background.
—Spell Slots per Spell Level—
The Magus
| Level | Proficiency Bonus |
Features | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Hybrid Study, Spellcasting | 3 | 2 | 2 | — | — | — | — |
| 2nd | +2 | Arcane Cascade | 3 | 3 | 2 | — | — | — | — |
| 3rd | +2 | Hybrid Study feature | 3 | 4 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 5 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 6 | 4 | 2 | — | — | — |
| 6th | +3 | War Magic | 4 | 7 | 4 | 2 | — | — | — |
| 7th | +3 | Hybrid Study feature | 4 | 8 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 9 | 4 | 3 | — | — | — |
| 9th | +4 | — | 4 | 10 | 4 | 3 | 2 | — | — |
| 10th | +4 | Arcane Resilience | 5 | 11 | 4 | 3 | 2 | — | — |
| 11th | +4 | Mage Duelist | 5 | 12 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 5 | 13 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Improved War Magic | 5 | 13 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Hybrid Study feature | 5 | 14 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 5 | 14 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 5 | 15 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Effortless Cascade | 5 | 15 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Hybrid Study feature | 5 | 15 | 4 | 3 | 3 | 3 | 2 |
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 magus level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Perception and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) any martial weapon (if proficient)
- (a) two daggers or (b) any simple weapon
- (a) a scholar's pack or (b) an explorer's pack
- (a) scale mail or (b) leather armor
Spellcasting
You have studied arcane lore and can cast spells much like a wizard.
Cantrips
At 1st level, you know three cantrips of your choice from the magus spell list. You learn additional magus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table.
Spell Slots
The Magus table shows how many spell slots you have to cast your magus 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 magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the magus spell list. The Spells Known column of the Magus table shows when you learn more magus spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
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 the magus spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated 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
Spell attack modifier = your proficiency bonus +
Ritual Casting
You can cast any magus spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use either an arcane focus or a simple or martial weapon with which you are proficient as a spellcasting focus for your magus spells.
Hybrid Study
You have dedicated yourself to the mastery of a particular form of arcane martial art, known to the initiated as a hybrid study. Choose one of the studies detailed at the end of the class description, your choice grants you features at 1st, 3rd, 7th, 15th and 20th level. Your chosen study also grants you study spells.
Study Spells
Each hybrid study has a list of associated spells. You learn these spells at the levels specified in the study description. If you gain a study spell that doesn't appear on the magus spell list, the spell is nonetheless a magus spell for you.
Arcane Cascade
Starting at 2nd level, you can charge your body with latent arcane energy to power magical effects. You can enter arcane cascade by using an action on your turn, or immediately after casting a magus spell using a spell slot.
While you are in arcane cascade you gain the following benefits for one minute or until you are incapacitated:
- Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You have the ability to use arcane cascade features. You start with one such feature: Spellstrike. You will gain additional arcane cascade features from your Hybrid Study as you gain levels in this class.
You can also choose to end your arcane cascade on your turn as a bonus action.
Arcane Cascade: Spellstrike
You have learned to channel the latent magic from your arcane cascade into a weapon strike. As a bonus action on your turn, you can choose a simple or martial melee weapon that you are holding and imbue it with the effects of a magus cantrip:
- The cantrip must have a casting time of 1 action and target a creature or object.
- The cantrip must either include a spell attack against the target as part of the casting or force the target to make a saving throw.
Your arcane cascade immediately ends. The next time you make a strike using the weapon before the end of your turn, the cantrip is cast on the struck target: if the cantrip has a spell attack, it hits, and if the cantrip forces the target to make a saving throw, they automatically fail. If the strike is a critical hit, roll extra dice for the cantrip's damage.
Once the cantrip has been cast, the magic fades from the weapon and it is no longer imbued.
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.
War Magic
Starting at 6th level, when you use your action to cast a cantrip or enter arcane cascade you can make one weapon attack as a bonus action.
Arcane Resilience
At 10th level, through intense training and experience you have learned to resist magical dangers. You can add your proficiency bonus to any saving throw you make against a spell or magical effect that doesn't already include your proficiency bonus.
Mage Duelist
By 11th level, you have learned to act decisively and end battles before they begin. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
In addition, when you roll initiative you can immediately enter arcane cascade.
Improved War Magic
Starting at 14th level, when you use your action to cast a spell you can make one weapon attack as a bonus action.
Effortless Cascade
At 18th level, you gain the ability to slip into arcane cascade almost without thought. You can use a bonus action on your turn to enter arcane cascade.
Hybrid Studies
Each magus practices a hybrid study that combines martial techniques and arcane spellcasting to devastating effect. Most of these hybrid studies are associated with organizations and cultures that train magi in their ancient arts, but some talented magi develop a study on their own.
Spellblade
A magus turns their weapon not only into an extension of their body, but an extension of their magic. The spellblade pursues this principle to the point of artistic endeavor, seeking to be powerful and deadly, but also expressive and precise.
Study Spells
You gain study spells at the magus levels listed.
Spellblade Spells
| Magus Level | Spells |
|---|---|
| 1st | zephyr strike |
| 5th | flame blade |
| 9th | elemental weapon |
| 13th | freedom of movement |
| 17th | steel wind strike |
Bonus Proficiencies
When you choose this study at 1st level, you gain proficiency with martial weapons and shields.
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Eldritch Skirmisher
Starting at 3rd level, whenever you use your Spellstrike feature you gain the benefits of the Disengage action.
Spell Parry
Beginning at 7th level, when you are hit with a ranged spell attack you can use your reaction to deflect the spell with a simple or martial weapon that you are wielding. You add your proficiency bonus to your AC for that attack, potentially causing the attack to miss.
If you cause the spell attack to miss, you can choose to redirect it: repeat the same attack against a creature you can see within 30 feet of you.
Cleaving Spellstrike
At 15th level, you learn to cleave through multiple enemies with your spellstrike. Once per turn when you reduce a hostile creature to 0 hit points with a melee weapon attack benefiting from your Spellstrike feature, you can attempt to damage another creature with the same attack.
Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it also takes the damage from your attack.
Arcane Cascade: Blade Dance
At 20th level, your arcane cascade enhances your natural reflexes and grace with magical energy, granting you the following benefits:
- Your movement speed increases by 20 feet and you ignore difficult terrain.
- Opportunity attacks against you have disadvantage.
- When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
- When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Mage Warden
The mage warden seeks to defend themselves not only with steel but with magic, combining abjuration and heavy armor to become nigh-untouchable. Highly prized as bodyguards and vanguards alike, the mage warden is a force to be reckoned with on any battlefield.
Study Spells
You gain study spells at the magus levels listed.
Mage Warden Spells
| Magus Level | Spells |
|---|---|
| 1st | shield |
| 5th | warding wind |
| 9th | protection from energy |
| 13th | fire shield |
| 17th | destructive wave |
Bonus Proficiencies
When you choose this study at 1st level, you gain proficiency with martial weapons, shields and heavy armor.
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Arcane Bulwark
At 3rd level, you learn the blade ward cantrip, which does not count against your cantrips known. When you use your action to cast blade ward you can immediately enter arcane cascade.
Arcane Cascade: Repel Attack
Beginning at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to repel the attack with magical energy. Your arcane cascade immediately ends, and you gain resistance to the damage of the triggering attack.
Warding Cascade
Starting at 15th level, when you enter arcane cascade you gain temporary hit points equal to half your magus level rounded down.
Spell Armor
At 20th level, while you are wearing heavy armor you have advantage on saving throws against spells, and resistance against the damage of spells.
Keeper
When an ancient and perilous ruin needs to be unearthed, or a portal to another plane must be explored, a keeper will be there. Keepers spend more time on their magical studies than other magi, but they are still formidable warriors: they fight with magic staves and use a broad range of arcane spells in and out of combat. With the knowledge of a wizard and the grit of a fighter, a keeper can handle nearly any situation.
Study Spells
You gain study spells at the magus levels listed.
Keeper Spells
| Magus Level | Spells |
|---|---|
| 1st | mage armor |
| 5th | misty step |
| 9th | dispel magic |
| 13th | polymorph |
| 17th | bigby's hand |
Arcane Education
When you choose this study at 1st level, you gain proficiency in the Arcana skill and learn two magus cantrips of your choice, which do not count against your cantrips known.
Student of the Staff
Starting at 1st level, you master the art of fighting with staves. When you attack with a quarterstaff you can use your Dexterity modifier instead of Strength for the attack and damage rolls, and while you are wielding a quarterstaff two-handed you gain a +1 bonus to your Armor Class.
Restorative Meditation
Starting at 3rd level, you learn to regain magical energy by engaging in meditative exercises. During a short rest, you choose expended spell slots to recover. 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. You can't use this feature again until you finish a long rest.
Mage Sense
Starting at 7th level, your intuitive attunement to magical forces strengthens. You can cast detect magic at will without verbal components.
Arcane Cascade: Unbreakable Focus
Beginning at 15th level, whenever you are in arcane cascade and you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to succeed instead, ending your arcane cascade.
Arcane Cascade: Spontaneous Magic
When you reach 20th level, you learn to channel your arcane cascade to cast simple spells. Choose a 1st-level magus spell and a 2nd-level magus spell that you know. While you are in arcane cascade, you can cast either spell at its lowest level without expending a spell slot, ending your arcane cascade.
At the end of a long rest, you can exchange one or both of the spells you chose for different spells of the same levels.
Arcane Archer
Combining the precision of archery with the power of magic, the arcane archer is a deadly opponent. By imbuing their ammunition with magical effects, the arcane archer can strike decisively against their enemies from afar. With clever tactics and sharp aim, they are devastating on the field of battle.
Study Spells
You gain study spells at the magus levels listed.
Arcane Archer Spells
| Magus Level | Spells |
|---|---|
| 1st | ensnaring strike |
| 5th | cordon of arrows |
| 9th | conjure barrage |
| 13th | pass without trace |
| 17th | conjure volley |
Bonus Proficiencies
When you choose this study at 1st level, you gain proficiency with martial weapons and the Survival skill.
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Close Quarters Shooter. You gain a +1 bonus to attack rolls you make with ranged weapons. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Finally, your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.
Ranged Spellstrike
At 3rd level, you learn the true strike cantrip, which does not count against your cantrips known. When you use your action to cast true strike, it has a range of 300 feet and you can immediately enter arcane cascade.
In addition, when you use your Spellstrike feature, you can choose a piece of ammunition to imbue with a cantrip instead of a simple or martial melee weapon. If you make a ranged attack with the imbued ammunition, the cantrip is cast on whatever the ammunition strikes and the magic fades.
Heightened Awareness
Starting at 7th level, whenever you make a Wisdom (Perception) or Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
Arcane Cascade: Ethereal Evasion
Beginning at 15th level, you can blend agility and magic to dodge attacks. When a creature you can see makes an attack against you or you are forced to make a Dexterity saving throw, you can use your reaction to end your arcane cascade and immediately gain the benefits of the Dodge action. You must use this feature before you know the outcome of the attack roll or saving throw.
Curving Shot
When you reach 20th level, you gain the ability to magically guide your ranged attacks in flight. When you make a ranged spellstrike, you gain the following benefits:
- You can add your Intelligence bonus to your attack roll.
- You can attack targets that have total cover, as long as the target is within the weapon’s range and there is a path large enough for the projectile to travel to the target.
- If your spellstrike misses, you can reroll the attack roll against a different target within 60 feet of the original target. You can only do this once per turn.
Witch Hunter
In the darkest corners of the world, hideous and otherworldly threats fester and plot. The witch hunter prepares their mind and body to confront these eldritch horrors and best them in their lairs. Combining martial skill with occult magic and lore, there is no beast, demon or practitioner of dark magic that a witch hunter cannot face.
Study Spells
You gain study spells at the magus levels listed.
Witch Hunter Spells
| Magus Level | Spells |
|---|---|
| 1st | bless |
| 5th | lesser restoration |
| 9th | crusader's mantle |
| 13th | death ward |
| 17th | dispel evil and good |
Bonus Proficiencies
When you choose this study at 1st level, you gain proficiency with morningstars, flails, shortswords, whips, hand crossbows and shields.
In addition, you gain proficiency in the Investigation and Religion skills. Your proficiency bonus is doubled for any ability check you make that uses either proficiency.
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Warding Signs
At 3rd level, you learn the resistance and guidance cantrips. They are magus cantrips for you and don't count against your cantrips known. When you cast either cantrip, it has a range of 15 feet and you can immediately enter arcane cascade.
Arcane Cascade: Turn Outsider
Starting at 7th level, you can channel your magic to repel otherworldly creatures, ending your arcane cascade. As an action, choose one abberation, fey, fiend or undead that can see or hear you within 30 feet of you. The chosen creature must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Iron Will
At 15th level, you gain proficiency in Wisdom saving throws.
Occult Master
When you reach 20th level, your mastery of occult powers grants you the following benefits:
- While you are conscious, you gain a bonus to all saving throws equal to your Intelligence modifier (with a minimum bonus of +1).
- You can see invisible creatures and objects and see into the Ethereal Plane out to a range of 60 feet.
Dread Knight
Standing unbowed before the gates of death, the dread knight is a master of necromancy and a terrifying reaper of the living. Clad in heavy mail and wielding cold steel, the dread knights are fearsome warriors who use their dark powers to cut down their enemies and raise the dead to fight by their side.
Study Spells
You gain study spells at the magus levels listed.
Dread Knight Spells
| Magus Level | Spells |
|---|---|
| 1st | cause fear |
| 5th | ray of enfeeblement |
| 9th | animate dead |
| 13th | blight |
| 17th | danse macabre |
Bonus Proficiencies
When you choose this study 1st level, you gain proficiency with martial weapons and heavy armor.
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a weapon damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Reaper
At 3rd level, you learn to draw magical energy from those you slay. When you reduce a hostile creature to 0 hit points with a melee attack, you can immediately enter arcane cascade.
Improved Critical
Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Arcane Cascade: Dread Marauder
Starting at 15th level, you can inspire mortal fear in nearby foes. As a bonus action, you can end your arcane cascade and choose a number of creatures up to your Intelligence modifier (minimum 1) that you can see within 30 feet of you. Targeted creatures must succeed on a Wisdom save or be frightened until the end of your next turn. You have advantage on attacks against creatures frightened by this effect.
Deathless
Beginning at 20th level, you have lost your mortal frailty, gaining the following benefits:
- You can't be frightened or poisoned.
- You gain resistance to necrotic and poison damage.
- Whenever you would be forced to make a death saving throw, you automatically gain one hit point instead.
- You don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it
Magus Spells
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Chill Touch
- Create Bonfire
- Control Flames
- Dancing Lights
- Fire Bolt
- Friends
- Frostbite
- Gust
- Infestation
- Light
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Mold Earth
- Poison Spray
- Prestidigitation
- Ray of Frost
- Shape Water
- Shocking Grasp
- Sword Burst
- Thunderclap
- True Strike
- Toll the Dead
1st level
- Absorb Elements
- Alarm
- Burning Hands
- Catapult
- Cause Fear
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Magic
- Earth Tremor
- Expeditious Retreat
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Grease
- Ice Knife
- Identify
- Illusory Script
- Jump
- Longstrider
- Magic Missile
- Protection from Evil and Good
- Pyrotechnics
- Ray of Sickness
- Silent Image
- Sleep
- Snare
- Sudden Awakening
- Thunderwave
- Unseen Servant
2nd level
- Aganazzar's Scorcher
- Alter Self
- Arcane Lock
- Blindness/Deafness
- Blur
- Cloud of Daggers
- Continual Flame
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Dust Devil
- Earthbind
- Enlarge/Reduce
- Flaming Sphere
- Gust of Wind
- Hold Person
- Invisibility
- Knock
- Levitate
- Locate Object
- Magic Weapon
- Maximilian's Earthen Grasp
- Melf's Acid Arrow
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- Ray of Enfeeblement
- Rope Trick
- Scorching Ray
- See Invisibility
- Shatter
- Snilloc's Snowball Storm
- Spider Climb
- Suggestion
- Warding Wind
- Web
3rd level
- Animate Dead
- Bestow Curse
- Blink
- Catnap
- Clairvoyance
- Counterspell
- Dispel Magic
- Enemies Abound
- Erupting Earth
- Fear
- Feign Death
- Fireball
- Flame Arrows
- Fly
- Gaseous Form
- Haste
- Life Transference
- Lightning Bolt
- Magic Circle
- Major Image
- Nondetection
- Protection from Energy
- Remove Curse
- Sending
- Sleet Storm
- Slow
- Stinking Cloud
- Thunder Step
- Tidal Wave
- Tongues
- Vampiric Touch
- Wall of Sand
- Wall of Water
- Water Breathing
4th level
- Arcane Eye
- Banishment
- Blight
- Charm Monster
- Confusion
- Control Water
- Dimension Door
- Elemental Bane
- Fabricate
- Fire Shield
- Greater Invisibility
- Ice Storm
- Locate Creature
- Phantasmal Killer
- Sickening Radiance
- Stoneskin
- Stone Shape
- Storm Sphere
- Vitriolic Sphere
- Wall of Fire
- Watery Sphere
5th level
- Cloudkill
- Cone of Cold
- Contact Other Plane
- Control Winds
- Creation
- Dawn
- Dominate Person
- Dream
- Enervation
- Far Step
- Geas
- Hold Monster
- Immolation
- Legend Lore
- Mislead
- Modify Memory
- Negative Energy Flood
- Passwall
- Planar Binding
- Rary's Telepathic Bond
- Scrying
- Seeming
- Skill Empowerment
- Steel Wind Strike
- Synaptic Static
- Telekinesis
- Transmute Rock
- Wall of Force
- Wall of Light
- Wall of Stone