The Magus Class: Expanded
The Magus is a master of spell and sword in equal balance. Mechanically, they are an Intelligence-based half-caster that serves as the arcane counterpart to the Paladin and Ranger classes. Provided here are additional options for the Magus:
Additional Fighting Styles. The Fighting Styles here are more exotic or specific than those in the Magus class.
Spellsword Feats. The Feats included here allow player characters share in the abilities of the Magus class.
Additional Esoteric Orders. Included here are six more Esoteric Orders for a Magus to choose from at 3rd level.
Fighting Styles
The additional Fighting Styles listed here are available to the Magus class, along with those included in the base class.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Arcane Warrior
Prerequisite: proficiency in Arcana
You learn two Cantrips of your choice from the Wizard spell list. These do not count against your total number of Cantrips Known, Intelligence is their spellcasting ability, and when you gain Spellcasting, they count as Magus spells for you.
Brawling
Prerequisite: proficiency in Athletics
On hit, your unarmed strikes deal damage equal to 1d6 + your Strength modifier. When you have both hands free, you can make a single unarmed strike, Shove, or Grapple as a bonus action on each of your turns.
Featherweight Fighting
Prerequisite: Dexterity of 13, proficiency in Acrobatics
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage
rolls with light melee weapons and unarmed strikes.
Great Weapon Fighting
Prerequisite: Strength of 13 or higher
Whenever you deal damage with a heavy melee weapon
attack, you can treat any of your weapon's damage dice as the average roll for that die if you rolled lower, as shown here: Die (average roll): d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).
Heavyweight Fighting
Prerequisite: Strength of 13 or higher
You gain a +1 bonus to your damage rolls with heavy melee weapons. When you hit a target with a heavy melee weapon attack, you can use your bonus action on that turn to make a Shove attack against the same target with advantage.
Mounted Warrior
Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command your mount to take one action from its stat block or another action.
Polearm Fighting
Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you are wielding only that weapon and no shield. When doing so, creatures provoke an opportunity attack from you when they enter or move within your reach with that weapon.
Shield Warrior
Prerequisite: Strength of 13 or higher
You gain proficiency with shields as martial melee weapons. For you, shields deal 2d4 bludgeoning damage on hit. While you are wielding a shield and no other weapons, you gain a +1 bonus to your Armor Class and to shield attack rolls.






Spellsword Feats
The Feats presented here allow characters to share
in the abilities of the Magus class. If your table uses
the optional Feat rule, the Feats below can be chosen
in place of an Ability Score Improvement:
Alternate Mage Slayer
Updated version of the Mage Slayer Feat
You have trained extensively to counter hostile mages
and spellcasters, learning to foil their arcane abilities.
You gain the following benefits:
Disrupt Spell. When a creature you can see within
your reach casts a spell, you can use a reaction to make
an attack of opportunity against it. On hit, the creature
must make a Constitution saving throw, as to maintain
concentration. On a failure, its spell fails to take effect
and any spell slot or feature expended is wasted.
Disrupt Concentration. When you deal damage to
a creature that is concentrating on a spell, it makes its
saving throw to maintain concentration on that spell
with disadvantage.
Spellguard. When a creature you can see within 5
feet of you forces you to make a saving throw to resist
the effects of a spell, you have advantage on your roll.
Alternate War Caster
Updated version of the War Caster Feat
Prerequisite: the ability to cast at least one spell
You have trained to make use of your spells amidst
the chaos of battle. You gain the following benefits:
Opportune Magic. Whenever you would make an
opportunity attack, you can cast a spell instead. It must
have a casting time of one action and must only target
the creature that provoked this reaction.
Resolute Focus. Whenever you are forced to make
a saving throw to maintain concentration on a spell,
you make your saving throw using your Spellcasting
Ability instead of Constitution.
Warrior Mage. You can use a weapon or shield to
perform the Somatic components of your spells. You
must be proficient with the weapon or shield to do so.
Spellsword Adept
Prerequisite: proficiency with a martial weapon
You have trained to channel minor magic through your
close-range weapons. You gain the benefits below:
Bonus Cantrips. You learn two additional Cantrips
from your class spell list or the Magus spell list. Both
must deal damage, but they do not count against your
total number of Cantrips Known.
If you learn a new Magus Cantrip through this Feat,
choose either Intelligence, Wisdom, or Charisma as
the Spellcasting Ability for these Cantrips.
Spellstrike. Once on your turn, when you make an
attack with a melee weapon, you can imbue the magic
of one Cantrip you know into your strike. The Cantrip
you imbue must deal damage.
On hit, the damage dealt by your weapon changes to
match the damage type of the Cantrip, then any of that
Cantrip's additional effects, other than its damage, are
applied to the target of your weapon attack.






Additional Orders
At 3rd level, a Magus gains the Esoteric Order feature. The following additional Esoteric Orders are available to Magi, along with those presented with the base Magus Class:
Armorers
Shades
Conduits
Spellblades
Hexblades
Travelers
Order of Armorers
The Magi of the Order of Armorers claim to be disciples of
of the original Magus, the creator of the enchantment that
became the Arcane Armory. They unlock the true potential
of their Armory, conjuring the weapons within to levitate around them and strike out at their foes.
Armorer Spells
3rd-level Order of Armorers feature
You learn certain spells at the Magus levels below.
They 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, hail of thorns ll
5th
cloud of daggers, heat metal
9th
conjure volley ll, haste
13th
fabricate XGE, freedom of movement
17th
steel wind strike ll, vorpal blade ll
Awakened Armory
3rd-level Order of Armorers feature
You can unleash the full power of your Arcane Armory. As a bonus action, you can summon any number of one-handed melee weapons from within your Arcane Armory to levitate around you in your space. While your Armory is awakened, you gain the following benefits:
- The weapons gain the Thrown (20/60) property, and you use your Intelligence for their attack and damage rolls.
- Levitating weapons do not benefit from your Fighting Styles, but they can be used to make Spellstrikes.
- As an action, you can make a number of Thrown weapon attacks, up to your Intelligence modifier. When you do so, you can only attack with each levitating weapon once.
- As a bonus action, you can recall any Armory weapons that were thrown. They return to levitate in your space.
You must concentrate on this effect, as if concentrating on a spell to maintain it. If this effect ends, any Armory weapons levitating in your space return to your Arcane Armory.
Mythic Swordsmith
3rd-level Order of Armorers feature
Your mythic founder was known for crafting their own blades for use in battle, and their knowledge has been passed to you. You gain proficiency in Arcana and with smith's tools.
Whenever you make a smith's tools check you can add your Intelligence modifier (minimum of +1) to your roll. Finally, the
time it would take for you to craft any weapon is halved.
Improved Focus
7th-level Order of Armorers feature
You are able to concentrate on one Magus spell while you are concentrating on your Awakened Armory. However, when you are forced to make a saving throw to maintain concentration, you make a single saving throw for both effects.
Also, while your Awakened Armory is active, the normal and long range of your Thrown weapons becomes (40/120).
Dancing Parry
15th-level Order of Armorers feature
When you are hit by an attack while your Awakened Armory is active, you can use your reaction to deflect the strike. You gain a bonus to your Armor Class against that attack equal to the number of weapons levitating in your space (a maximum of your Intelligence modifier), possibly causing it to miss.
Mythic Strike
20th-level Order of Armorers feature
You can unleash the ambient magic of your Arcane Armory against your foes. Once per turn when you hit a creature with an Arcane Armory weapon, you can end your Arcane Armory enchantment on that weapon, causing it to erupt outward in an explosion of arcane power.
Creatures of your choice within 20 feet of your target must make a Dexterity saving throw, taking 8d6 force damage on a failed save, and half as much damage on a success.






Order of Conduits
Strange and secretive, even for Magi the Order of Conduits is a sect of warriors who combine their arcane techniques with martial arts. By mastering their physical form, they can infuse themselves with arcane power, channeling the magicks of the Magi through their body. Where other Magi must rely on their Arcane Armory, Conduits rely only on inner arcane power.
Conduit Spells
3rd-level Order of Conduits 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
expeditious retreat, thunderous smite ll
5th
blur, branding smite ll
9th
blinding smite ll, haste
13th
dimension door, staggering smite ll
17th
banishing smite ll, skill empowerment
Arcane Conduit
3rd-level Order of Conduits feature
You have forgone the typical martial techniques of the Magi to hone your physical form. When not wearing armor, wielding a shield, or wielding a weapon, you gain the benefits below:
Martial Arts. You gain the Brawling Fighting Style. If you already know it, you gain the Featherweight Fighting Style instead. Moreover, you can use your Dexterity,
in place of Strength, for attack and damage
rolls of your unarmed strikes.
Arcane Fists. Your unarmed strikes
are magical, they can be used for your
Spellstrike attacks, and they fulfill the
material component requirements
for your Conduit Spells.
Unarmored Defense. Your Armor
Class equals 10 + your Dexterity
and Intelligence modifiers.
Ascetic Resilience
3rd-level Order of Conduits feature
You can forgo the traditional power of your Arcane Armory to infuse yourself with arcane fortitude. When you roll initiative, you gain temporary hit points equal to the number of unused slots in your Arcane Armory.
As a bonus action, you can expend a spell slot of 1st-level or higher to gain these temporary hit points again.
Ethereal Arts
7th-level Order of Conduits feature
You incorporate ethereal magics into your signature style of martial arts. When you hit a creature with an unarmed strike, you can knock your target back 5 feet in a line (so long as it is your size or smaller), or instantly teleport to an unoccupied space you can see within 5 feet of your target.
Also, your unarmed strikes now deal 1d8 damage on hit.
Enchanted Physique
15th-level Order of Conduits feature
Arcane magic suffuses your body. When you have temporary hit points from Ascetic Resilience, you gain resistance to all bludgeoning, piercing, and slashing damage, and you have advantage on saving throws to maintain concentration.
Ascended Conduit
20th-level Order of Conduits feature
As a bonus action, you can overcharge your body with arcane power, unlocking the true power of your Order. When you do so, you gain the benefits listed below for the next minute:
- When you take the attack action and make only unarmed strikes, you can make two additional unarmed strikes as part of that attack action (for a total of four attacks).
- You gain a flying speed equal to your walking speed.
- Whenever you teleport with a Magus feature or spell, you can touch a creature equal to you in size (or smaller) and teleport it with you. This includes Grappled creatures.
You can use this feature once per long rest at no cost, after
that, you must expend a 5th-level spell slot to use it again.





Order of Hexblades
Magi known as Hexblades augment their skill in combat with sinister curses. Wielding the dark powers of the Shadowfell, these warriors siphon life-essence from foes and monsters to create their own sentient weapon. A true Hexblade will stop at nothing to face another skilled warrior on the battlefield.
Hexblade Spells
3rd-level Order of Hexblades 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
hex, wrathful smite ll
5th
blindness/deafness, blur
9th
bestow curse, enemies abound
13th
accursed touch ll, phantasmal killer
17th
enervation XGE, spiritual sundering ll
Hex Warrior
3rd-level Order of Hexblades feature
You can use the sinister magicks of your Order to awaken a nascent Hexblade. During a long rest, you can perform a dark 1-hour ritual, transforming one melee Arcane Armory weapon into your Hexblade. It remains your Hexblade until you use this ritual again, and gains the following benefits:
Enchanted Armament. You can use Intelligence, in place of Strength or Dexterity for its attack and damage rolls, and on hit, you can choose for it to deal necrotic damage.
Life Drain. When you deal necrotic damage to a Hostile creature that is not Construct or Undead, you can siphon its life, gaining temporary hit points equal to half that damage.
Malevolent Curse. When you attack a creature under the effects of a Hexblade Spell with your Hexblade, you score a critical hit on a roll of 19 or 20 on the d20.
Accursed Armory
7th-level Order of Hexblades feature
You store the life you drain from your foes and use
it to fuel your sinister magic. When you use your
Hexblade's Life Drain, you can forgo gaining
temporary hit points and instead store it as
life essence in your Arcane Armory. Each
empty slot in your Arcane Armory can
hold 10 life essence. It remains until
you expend it on these abilities:
Sinister Spells. Whe you cast
a Hexblade Spell, you can expend
life essence instead of expending
a spell slot, 10 per slot level. You
can't use Life Drain with spells
cast with life essence.
Vile Resilience. If a creature
under the effects of one of your
Hexblade Spells forces you to
make a saving throw, you can
expend 10 life essence to
gain advantage on your
saving throw roll.
Sinister Sentience
15th-level Order of Hexblades feature
Your dark magick has awakened a sinister sentience within your Hexblade, granting it the vile benefits listed below:
Sentience. Your Hexblade gains an Intelligence, Wisdom, and Charisma score of 10, a personality which begins as a dark mirror of your own, and its own alignment.
Telepathy. Your Hexblade understands any languages you speak, and can hear out to a 60-foot radius. It can also speak Telepathically with any creature in that same range.
Mental Bond. While wielding your Hexblade, it lends you its mental abilities. You can concentrate on two spells at one time, but one must be a Hexblade Spell. However, when you are forced to make a saving throw to maintain concentration, you make one saving throw for both spells at disadvantage.
Awakened Hexblade
20th-level Order of Hexblades feature
You have reached the apex of your Order and mastered the dark magick to awaken the true potential of your Hexblade. The Hexblade's Intelligence, Wisdom, and Charisma scores become 16, and the range of its hearing and Telepathy also increases to 120 feet. Fully realized, it is highly resistant to moving between weapons, and will only do so willingly if a more powerful host weapon becomes available.
Finally, your Hexblade gains the benefits below against creatures under the effects of your Hexblade Spells:
- You can choose for Spellstrike damage to be necrotic.
- Its attacks ignore resistance to necrotic damage, and
treat immunity to necrotic damage as resistance.



Order of Shades
The secretive Order of infiltrators, assassins, and spies, these Magi use their clandestine magic to end conflicts before they begin. Known as Shades, these warriors specialize in illusion magic and thrive under the cover of shadow. Shade Magi will only strike when they know their success is assured.
Shade Spells
3rd-level Order of Shades 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
disguise self, sleep
5th
blindness/deafness, pass without trace ll
9th
hypnotic pattern ll, nondetection
13th
divination, greater invisibility
17th
mislead, modify memory
Shroud of Darkness
3rd-level Order of Shades feature
As an action, you can envelop yourself in a Shroud of illusion magic, which lasts for 1 hour. While this Shroud is active, you can use a bonus action to turn invisible if you are in an area of dim light or darkness. This invisibility lasts for the duration of your Shroud, but it ends early if you attack, touch, or force a creature to make an ability check or saving throw.
You can use your Shroud of Darkness once between each short or long rest at no cost, after which, you must expend a spell slot to use this feature again.
Umbral Sight
3rd-level Order of Shades feature
You have trained to fight in the dark. You gain Darkvision to a range of 60 feet. If you have Darkvision from another source, the range of your Darkvision increases by 30 feet.
From the Shadows
7th-level Order of Shades feature
You are adept at bringing down foes when they are unaware. When you hit a creature that is Surprised with a Spellstrike, it automatically fails its saving throw against your spell.
In addition, if you use Ethereal Step while you are in dim light or darkness, the distance you can teleport is doubled.
Improved Shroud
7th-level Order of Shades feature
Your magic conceals you from creatures of shadow. If your Shroud of Darkness is active while you are in darkness, you are invisible to anything that relies on Darkvision to see you.
Cloud the Mind
15th-level Order of Shades feature
You can penetrate the minds of your foes with your potent illusion magic. As an action, you can force one creature you can see within 30 feet to make an Intelligence saving throw. On a failed save, it cannot see, hear, smell, or sense you in any way for 1 minute. On a success, it is immune to this effect for 24 hours. This effect immediately ends if you attack, touch, or force the creature to make an ability check or saving throw.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can expend a spell slot to use this feature again.
One with the Darkness
20th-level Order of Shades feature
You have ascended to the apex of your Order and can become one with the darkness itself. You can conjure your Shroud of
Darkness at will, and at the start of each turn that your
Shroud is active you gain the benefits of invisibility
and pass without trace, without concentration.
Finally, you can use a bonus action on
each of your turns to teleport up to 60
feet to a space you can see that is in
an area of dim light or darkness.




Order of Spellswords
Exceptionally rare, even amongst Magi, Spellswords master swordplay alongside their arcane magic. They dedicate their life to the pursuit of excellence in combat and little else. With the secret magic of their Order and martial techniques, there are few who can match the blade of a Spellsword in combat.
Martial Exploits
3rd-level Order of Spellswords feature
You have studied various martial exploits to augment your Order's magical abilities. You gain the following features:
Exploit Dice. The Spellsword Exploits table shows how many Exploit Dice you have to use your Exploits. To use an Exploit you know, you expend an Exploit Die, and you regain your Exploit Dice when you finish a short or long rest. When you use an Exploit, you always roll the Exploit Die.
High Degree. Your Magus level limits the technicality of the Exploits you can learn, as shown in the High Degree
column of the Spellsword Exploits table.
Exploits. You learn two Martial Exploits of your
choice from the Alternate Fighter. You can only use a
single Exploit per ability check, attack, or saving throw, and you can't use an Exploit and Spellstrike at the same time.
When you gain a Magus level, you can replace one Exploit you know with another Martial Exploit of your choice.
Saving Throws. If a Martial Exploit requires a creature
to make a saving throw, it uses your Magus Spell save DC.
Swift Armory
3rd-level Order of Spellswords feature
You wield your Arcane Armory with the same skill that you wield your weapons. You can Access your Armory, conjuring and shunting objects as part of each attack you make.
Mystic Precision
7th-level Order of Spellswords feature
You mix magic and martial skill. When you hit a creature with a weapon attack, then make a Spellstrike attack against it on the same turn, you gain a bonus to your Spellstrike attack roll equal to the level of the spell slot spent (+0 for Cantrips).
Ethereal Warrior
15th-level Order of Spellswords feature
Rather than develop new magics, Spellswords are masters of the fundamentals. Whenever you Access your Arcane Armory, you can use Ethereal Step to teleport up to 10 feet.
Arcane Blademaster
20th-level Order of Spellswords feature
You are a mythic master of both spell and sword. Once on each of your turns, you can use a Martial Exploit you know without expending an Exploit Die or Spellstrike a 1st-level Magus spell you know without expending a spell slot.
Multiclassing & Exploits
Your martial skill depends partly on your combined levels in classes with Exploits, and partly on levels in each class. If you learn Exploits from more than one class, reference Alternate Martial Multiclassing.
Spellsword Exploits
Magus
Level
Exploits
Known
Exploit
Die
Exploit
Dice
High
Degree
3rd
2
d4
2
1st
4th
2
d4
2
1st
5th
3
d4
2
1st
6th
3
d4
2
1st
7th
4
d6
3
2nd
8th
4
d6
3
2nd
9th
4
d6
3
2nd
10th
4
d6
3
2nd
11th
5
d6
3
2nd
12th
5
d6
3
2nd
13th
5
d6
3
2nd
14th
5
d6
3
2nd
15th
6
d8
4
3rd
16th
6
d8
4
3rd
17th
6
d8
4
3rd
18th
6
d8
4
3rd
19th
7
d8
4
3rd
20th
7
d8
4
3rd






Order of Travelers
Practitioners of what many consider a forbidden ninth magic school, Travelers augment their skill with Chronomancy, time magic. As they grow in their understanding of this secret art, Travelers become increasingly detached from their place in time, becoming wanderers who safeguard the flow of time.
Traveler Spells
3rd-level Order of Travelers 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
2nd
expeditious retreat, featherfall
5th
blur, hold person
9th
haste, slow
13th
banishment, dimension door
17th
hold monster, modify memory
Temporal Shift
3rd-level Order of Travelers feature
You can briefly shift time to undo small mistakes or misteps. When you miss with an attack roll, or fail an ability check or saving throw, you can use your reaction to reroll your d20. If you do so, you must use the new result of your roll.
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can expend a spell slot to use this reaction again.
Visions of the Past
3rd-level Order of Travelers feature
You have learned to see echoes of past events in the present. You gain proficiency in either History or Investigation.
Moreover, if you make a History or Investigation check in the location where the subject of your check took place, you are considered proficient if you were not already. If you are proficient, you instead add double your Proficiency Bonus to
the result of your ability check.
Adrift in Time
7th-level Order of Travelers feature
You have become detached from the passage
of time. Your age can't be changed by spells or magic, and for every 10 years that pass, your physical body only ages 1 year.
Greater Shift
7th-level Order of Travelers feature
Your mastery of Chronomancy allows you to manipulate time for those near you. You can use your Temporal Shift reaction when a creature you can see within 30 feet misses an attack roll, or fails an ability check or saving throw.
Conjure Self
15th-level Order of Travelers feature
As an action, you can spend a spell slot of 3rd-level or higher to conjure a version of yourself from the future to aid you. It uses the following rules while it remains with you:
Statistics. Your Future Self has the same statistics as you, including ability scores and features from your class, race, or other sources. However, they share your pool of spell slots.
Combat. In Combat, your Future Self shares your initiative and acts during your turn. However, they act independently of you, and will aid you to the best of their abilities.
Knowledge. You can ask your Future Self a single question concerning the future. They will answer using the guidelines in the commune spell. However, their knowledge is limited to things you may know in the future, determined by the DM.
Duration. After 1 hour, or when they are reduced to 0 hit points, your Future Self returns to their own time.
There can only ever be one version of your Future Self in your current time at once. Conjuring a second Future Self causes any others to instantly return to their time.
Untethered Traveler
20th-level Order of Travelers feature
You have mastered the combat applications of Chronomancy magic. Once in between every long rest, you can cast the time stop spell without expending a spell slot. If your Future Self is within range, they can act during the spell with you.
When you have no uses of this feature left, you can expend a 5th-level spell slot to cast time stop in this way again.





The Magus
Expanded
A multitude of additional options for the Magus class! Includes five Fighting Styles, three new and alternate Feats, and six Esoteric Orders!
Version 4.3.1 - Created by /u/laserllama
Last Updated: October 21st, 2025
Artist Credits:
Covers - Paul Scott Canavan - Royal Scions
Page 1 - Joshua Raphael - Inquisitive Prodigy
Page 2 - Billy Christian - Temur's Roar
Page 3 - Aurore Folny - Ayesha Tanaka, Armorer
Page 4 - Marie Magny - Enlightened Exile
Page 5 - Darren Tan - Mishra, Tamer of Mak Fawa
Page 6 - Daarken - Ihsan's Shade
Page 7 - Billy Christian - Arcane Blademaster
Page 8 - Brian Valeza - Sword of Hours
The Magus is a master of spell and sword in equal balance. Mechanically, they are an Intelligence-based half-caster that serves as the arcane counterpart to the Paladin and Ranger classes. Provided here are additional options for the Magus:
Additional Fighting Styles. The Fighting Styles here are more exotic or specific than those in the Magus class.
Spellsword Feats. The Feats included here allow player characters share in the abilities of the Magus class.
Additional Esoteric Orders. Included here are six more Esoteric Orders for a Magus to choose from at 3rd level.
Fighting Styles
The additional Fighting Styles listed here are available to the Magus class, along with those included in the base class.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Arcane Warrior
Prerequisite: proficiency in Arcana
You learn two Cantrips of your choice from the Wizard spell list. These do not count against your total number of Cantrips Known, Intelligence is their spellcasting ability, and when you gain Spellcasting, they count as Magus spells for you.
Brawling
Prerequisite: proficiency in Athletics
On hit, your unarmed strikes deal damage equal to 1d6 + your Strength modifier. When you have both hands free, you can make a single unarmed strike, Shove, or Grapple as a bonus action on each of your turns.
Featherweight Fighting
Prerequisite: Dexterity of 13, proficiency in Acrobatics
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage
rolls with light melee weapons and unarmed strikes.
Great Weapon Fighting
Prerequisite: Strength of 13 or higher
Whenever you deal damage with a heavy melee weapon
attack, you can treat any of your weapon's damage dice as the average roll for that die if you rolled lower, as shown here: Die (average roll): d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).
Heavyweight Fighting
Prerequisite: Strength of 13 or higher
You gain a +1 bonus to your damage rolls with heavy melee weapons. When you hit a target with a heavy melee weapon attack, you can use your bonus action on that turn to make a Shove attack against the same target with advantage.
Mounted Warrior
Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command your mount to take one action from its stat block or another action.
Polearm Fighting
Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you are wielding only that weapon and no shield. When doing so, creatures provoke an opportunity attack from you when they enter or move within your reach with that weapon.
Shield Warrior
Prerequisite: Strength of 13 or higher
You gain proficiency with shields as martial melee weapons. For you, shields deal 2d4 bludgeoning damage on hit. While you are wielding a shield and no other weapons, you gain a +1 bonus to your Armor Class and to shield attack rolls.






Spellsword Feats
The Feats presented here allow characters to share
in the abilities of the Magus class. If your table uses
the optional Feat rule, the Feats below can be chosen
in place of an Ability Score Improvement:
Alternate Mage Slayer
Updated version of the Mage Slayer Feat
You have trained extensively to counter hostile mages
and spellcasters, learning to foil their arcane abilities.
You gain the following benefits:
Disrupt Spell. When a creature you can see within
your reach casts a spell, you can use a reaction to make
an attack of opportunity against it. On hit, the creature
must make a Constitution saving throw, as to maintain
concentration. On a failure, its spell fails to take effect
and any spell slot or feature expended is wasted.
Disrupt Concentration. When you deal damage to
a creature that is concentrating on a spell, it makes its
saving throw to maintain concentration on that spell
with disadvantage.
Spellguard. When a creature you can see within 5
feet of you forces you to make a saving throw to resist
the effects of a spell, you have advantage on your roll.
Alternate War Caster
Updated version of the War Caster Feat
Prerequisite: the ability to cast at least one spell
You have trained to make use of your spells amidst
the chaos of battle. You gain the following benefits:
Opportune Magic. Whenever you would make an
opportunity attack, you can cast a spell instead. It must
have a casting time of one action and must only target
the creature that provoked this reaction.
Resolute Focus. Whenever you are forced to make
a saving throw to maintain concentration on a spell,
you make your saving throw using your Spellcasting
Ability instead of Constitution.
Warrior Mage. You can use a weapon or shield to
perform the Somatic components of your spells. You
must be proficient with the weapon or shield to do so.
Spellsword Adept
Prerequisite: proficiency with a martial weapon
You have trained to channel minor magic through your
close-range weapons. You gain the benefits below:
Bonus Cantrips. You learn two additional Cantrips
from your class spell list or the Magus spell list. Both
must deal damage, but they do not count against your
total number of Cantrips Known.
If you learn a new Magus Cantrip through this Feat,
choose either Intelligence, Wisdom, or Charisma as
the Spellcasting Ability for these Cantrips.
Spellstrike. Once on your turn, when you make an
attack with a melee weapon, you can imbue the magic
of one Cantrip you know into your strike. The Cantrip
you imbue must deal damage.
On hit, the damage dealt by your weapon changes to
match the damage type of the Cantrip, then any of that
Cantrip's additional effects, other than its damage, are
applied to the target of your weapon attack.






Additional Orders
At 3rd level, a Magus gains the Esoteric Order feature. The following additional Esoteric Orders are available to Magi, along with those presented with the base Magus Class:
| Armorers | Shades |
| Conduits | Spellblades |
| Hexblades | Travelers |
Order of Armorers
The Magi of the Order of Armorers claim to be disciples of
of the original Magus, the creator of the enchantment that
became the Arcane Armory. They unlock the true potential
of their Armory, conjuring the weapons within to levitate
Armorer Spells
3rd-level Order of Armorers feature
You learn certain spells at the Magus levels below.
They 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, hail of thorns ll |
| 5th | cloud of daggers, heat metal |
| 9th | conjure volley ll, haste |
| 13th | fabricate XGE, freedom of movement |
| 17th | steel wind strike ll, vorpal blade ll |
Awakened Armory
3rd-level Order of Armorers feature
You can unleash the full power of your Arcane Armory. As a bonus action, you can summon any number of one-handed melee weapons from within your Arcane Armory to levitate around you in your space. While your Armory is awakened, you gain the following benefits:
- The weapons gain the Thrown (20/60) property, and you use your Intelligence for their attack and damage rolls.
- Levitating weapons do not benefit from your Fighting Styles, but they can be used to make Spellstrikes.
- As an action, you can make a number of Thrown weapon attacks, up to your Intelligence modifier. When you do so, you can only attack with each levitating weapon once.
- As a bonus action, you can recall any Armory weapons that were thrown. They return to levitate in your space.
You must concentrate on this effect, as if concentrating on a spell to maintain it. If this effect ends, any Armory weapons levitating in your space return to your Arcane Armory.
Mythic Swordsmith
3rd-level Order of Armorers feature
Your mythic founder was known for crafting their own blades for use in battle, and their knowledge has been passed to you. You gain proficiency in Arcana and with smith's tools.
Whenever you make a smith's tools check you can add your Intelligence modifier (minimum of +1) to your roll. Finally, the
time it would take for you to craft any weapon is halved.
Improved Focus
7th-level Order of Armorers feature
You are able to concentrate on one Magus spell while you are concentrating on your Awakened Armory. However, when you are forced to make a saving throw to maintain concentration, you make a single saving throw for both effects.
Also, while your Awakened Armory is active, the normal and long range of your Thrown weapons becomes (40/120).
Dancing Parry
15th-level Order of Armorers feature
When you are hit by an attack while your Awakened Armory is active, you can use your reaction to deflect the strike. You gain a bonus to your Armor Class against that attack equal to the number of weapons levitating in your space (a maximum of your Intelligence modifier), possibly causing it to miss.
Mythic Strike
20th-level Order of Armorers feature
You can unleash the ambient magic of your Arcane Armory against your foes. Once per turn when you hit a creature with an Arcane Armory weapon, you can end your Arcane Armory enchantment on that weapon, causing it to erupt outward in an explosion of arcane power.
Creatures of your choice within 20 feet of your target must make a Dexterity saving throw, taking 8d6 force damage on a failed save, and half as much damage on a success.






Order of Conduits
Strange and secretive, even for Magi the Order of Conduits is a sect of warriors who combine their arcane techniques with martial arts. By mastering their physical form, they can infuse themselves with arcane power, channeling the magicks of the Magi through their body. Where other Magi must rely on their Arcane Armory, Conduits rely only on inner arcane power.
Conduit Spells
3rd-level Order of Conduits 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 | expeditious retreat, thunderous smite ll |
| 5th | blur, branding smite ll |
| 9th | blinding smite ll, haste |
| 13th | dimension door, staggering smite ll |
| 17th | banishing smite ll, skill empowerment |
Arcane Conduit
3rd-level Order of Conduits feature
You have forgone the typical martial techniques of the Magi to hone your physical form. When not wearing armor, wielding a shield, or wielding a weapon, you gain the benefits below:
Martial Arts. You gain the Brawling Fighting Style. If you already know it, you gain the Featherweight Fighting Style instead. Moreover, you can use your Dexterity,
in place of Strength, for attack and damage
rolls of your unarmed strikes.
Arcane Fists. Your unarmed strikes
are magical, they can be used for your
Spellstrike attacks, and they fulfill the
material component requirements
for your Conduit Spells.
Unarmored Defense. Your Armor
Class equals 10 + your Dexterity
and Intelligence modifiers.
Ascetic Resilience
3rd-level Order of Conduits feature
You can forgo the traditional power of your Arcane Armory to infuse yourself with arcane fortitude. When you roll initiative, you gain temporary hit points equal to the number of unused slots in your Arcane Armory.
As a bonus action, you can expend a spell slot of 1st-level or higher to gain these temporary hit points again.
Ethereal Arts
7th-level Order of Conduits feature
You incorporate ethereal magics into your signature style of martial arts. When you hit a creature with an unarmed strike, you can knock your target back 5 feet in a line (so long as it is your size or smaller), or instantly teleport to an unoccupied space you can see within 5 feet of your target.
Also, your unarmed strikes now deal 1d8 damage on hit.
Enchanted Physique
15th-level Order of Conduits feature
Arcane magic suffuses your body. When you have temporary hit points from Ascetic Resilience, you gain resistance to all bludgeoning, piercing, and slashing damage, and you have advantage on saving throws to maintain concentration.
Ascended Conduit
20th-level Order of Conduits feature
As a bonus action, you can overcharge your body with arcane power, unlocking the true power of your Order. When you do so, you gain the benefits listed below for the next minute:
- When you take the attack action and make only unarmed strikes, you can make two additional unarmed strikes as part of that attack action (for a total of four attacks).
- You gain a flying speed equal to your walking speed.
- Whenever you teleport with a Magus feature or spell, you can touch a creature equal to you in size (or smaller) and teleport it with you. This includes Grappled creatures.
You can use this feature once per long rest at no cost, after
that, you must expend a 5th-level spell slot to use it again.





Order of Hexblades
Magi known as Hexblades augment their skill in combat with sinister curses. Wielding the dark powers of the Shadowfell, these warriors siphon life-essence from foes and monsters to create their own sentient weapon. A true Hexblade will stop at nothing to face another skilled warrior on the battlefield.
Hexblade Spells
3rd-level Order of Hexblades 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 | hex, wrathful smite ll |
| 5th | blindness/deafness, blur |
| 9th | bestow curse, enemies abound |
| 13th | accursed touch ll, phantasmal killer |
| 17th | enervation XGE, spiritual sundering ll |
Hex Warrior
3rd-level Order of Hexblades feature
You can use the sinister magicks of your Order to awaken a nascent Hexblade. During a long rest, you can perform a dark 1-hour ritual, transforming one melee Arcane Armory weapon into your Hexblade. It remains your Hexblade until you use this ritual again, and gains the following benefits:
Enchanted Armament. You can use Intelligence, in place of Strength or Dexterity for its attack and damage rolls, and on hit, you can choose for it to deal necrotic damage.
Life Drain. When you deal necrotic damage to a Hostile creature that is not Construct or Undead, you can siphon its life, gaining temporary hit points equal to half that damage.
Malevolent Curse. When you attack a creature under the effects of a Hexblade Spell with your Hexblade, you score a critical hit on a roll of 19 or 20 on the d20.
Accursed Armory
7th-level Order of Hexblades feature
You store the life you drain from your foes and use
it to fuel your sinister magic. When you use your
Hexblade's Life Drain, you can forgo gaining
temporary hit points and instead store it as
life essence in your Arcane Armory. Each
empty slot in your Arcane Armory can
hold 10 life essence. It remains until
you expend it on these abilities:
Sinister Spells. Whe you cast
a Hexblade Spell, you can expend
life essence instead of expending
a spell slot, 10 per slot level. You
can't use Life Drain with spells
cast with life essence.
Vile Resilience. If a creature
under the effects of one of your
Hexblade Spells forces you to
make a saving throw, you can
expend 10 life essence to
gain advantage on your
saving throw roll.
Sinister Sentience
15th-level Order of Hexblades feature
Your dark magick has awakened a sinister sentience within your Hexblade, granting it the vile benefits listed below:
Sentience. Your Hexblade gains an Intelligence, Wisdom, and Charisma score of 10, a personality which begins as a dark mirror of your own, and its own alignment.
Telepathy. Your Hexblade understands any languages you speak, and can hear out to a 60-foot radius. It can also speak Telepathically with any creature in that same range.
Mental Bond. While wielding your Hexblade, it lends you its mental abilities. You can concentrate on two spells at one time, but one must be a Hexblade Spell. However, when you are forced to make a saving throw to maintain concentration, you make one saving throw for both spells at disadvantage.
Awakened Hexblade
20th-level Order of Hexblades feature
You have reached the apex of your Order and mastered the dark magick to awaken the true potential of your Hexblade. The Hexblade's Intelligence, Wisdom, and Charisma scores become 16, and the range of its hearing and Telepathy also increases to 120 feet. Fully realized, it is highly resistant to moving between weapons, and will only do so willingly if a more powerful host weapon becomes available.
Finally, your Hexblade gains the benefits below against creatures under the effects of your Hexblade Spells:
- You can choose for Spellstrike damage to be necrotic.
- Its attacks ignore resistance to necrotic damage, and
treat immunity to necrotic damage as resistance.



Order of Shades
The secretive Order of infiltrators, assassins, and spies, these Magi use their clandestine magic to end conflicts before they begin. Known as Shades, these warriors specialize in illusion magic and thrive under the cover of shadow. Shade Magi will only strike when they know their success is assured.
Shade Spells
3rd-level Order of Shades 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 | disguise self, sleep |
| 5th | blindness/deafness, pass without trace ll |
| 9th | hypnotic pattern ll, nondetection |
| 13th | divination, greater invisibility |
| 17th | mislead, modify memory |
Shroud of Darkness
3rd-level Order of Shades feature
As an action, you can envelop yourself in a Shroud of illusion magic, which lasts for 1 hour. While this Shroud is active, you can use a bonus action to turn invisible if you are in an area of dim light or darkness. This invisibility lasts for the duration of your Shroud, but it ends early if you attack, touch, or force a creature to make an ability check or saving throw.
You can use your Shroud of Darkness once between each short or long rest at no cost, after which, you must expend a spell slot to use this feature again.
Umbral Sight
3rd-level Order of Shades feature
You have trained to fight in the dark. You gain Darkvision to a range of 60 feet. If you have Darkvision from another source, the range of your Darkvision increases by 30 feet.
From the Shadows
7th-level Order of Shades feature
You are adept at bringing down foes when they are unaware. When you hit a creature that is Surprised with a Spellstrike, it automatically fails its saving throw against your spell.
In addition, if you use Ethereal Step while you are in dim light or darkness, the distance you can teleport is doubled.
Improved Shroud
7th-level Order of Shades feature
Your magic conceals you from creatures of shadow. If your Shroud of Darkness is active while you are in darkness, you are invisible to anything that relies on Darkvision to see you.
Cloud the Mind
15th-level Order of Shades feature
You can penetrate the minds of your foes with your potent illusion magic. As an action, you can force one creature you can see within 30 feet to make an Intelligence saving throw. On a failed save, it cannot see, hear, smell, or sense you in any way for 1 minute. On a success, it is immune to this effect for 24 hours. This effect immediately ends if you attack, touch, or force the creature to make an ability check or saving throw.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can expend a spell slot to use this feature again.
One with the Darkness
20th-level Order of Shades feature
You have ascended to the apex of your Order and can become one with the darkness itself. You can conjure your Shroud of
Darkness at will, and at the start of each turn that your
Shroud is active you gain the benefits of invisibility
and pass without trace, without concentration.
Finally, you can use a bonus action on
each of your turns to teleport up to 60
feet to a space you can see that is in
an area of dim light or darkness.




Order of Spellswords
Exceptionally rare, even amongst Magi, Spellswords master swordplay alongside their arcane magic. They dedicate their life to the pursuit of excellence in combat and little else. With the secret magic of their Order and martial techniques, there are few who can match the blade of a Spellsword in combat.
Martial Exploits
3rd-level Order of Spellswords feature
You have studied various martial exploits to augment your Order's magical abilities. You gain the following features:
Exploit Dice. The Spellsword Exploits table shows how many Exploit Dice you have to use your Exploits. To use an Exploit you know, you expend an Exploit Die, and you regain your Exploit Dice when you finish a short or long rest. When you use an Exploit, you always roll the Exploit Die.
High Degree. Your Magus level limits the technicality of the Exploits you can learn, as shown in the High Degree
column of the Spellsword Exploits table.
Exploits. You learn two Martial Exploits of your
choice from the Alternate Fighter. You can only use a
single Exploit per ability check, attack, or saving throw, and you can't use an Exploit and Spellstrike at the same time.
When you gain a Magus level, you can replace one Exploit you know with another Martial Exploit of your choice.
Saving Throws. If a Martial Exploit requires a creature
to make a saving throw, it uses your Magus Spell save DC.
Swift Armory
3rd-level Order of Spellswords feature
You wield your Arcane Armory with the same skill that you wield your weapons. You can Access your Armory, conjuring and shunting objects as part of each attack you make.
Mystic Precision
7th-level Order of Spellswords feature
You mix magic and martial skill. When you hit a creature with a weapon attack, then make a Spellstrike attack against it on the same turn, you gain a bonus to your Spellstrike attack roll equal to the level of the spell slot spent (+0 for Cantrips).
Ethereal Warrior
15th-level Order of Spellswords feature
Rather than develop new magics, Spellswords are masters of the fundamentals. Whenever you Access your Arcane Armory, you can use Ethereal Step to teleport up to 10 feet.
Arcane Blademaster
20th-level Order of Spellswords feature
You are a mythic master of both spell and sword. Once on each of your turns, you can use a Martial Exploit you know without expending an Exploit Die or Spellstrike a 1st-level Magus spell you know without expending a spell slot.
Multiclassing & Exploits
Your martial skill depends partly on your combined levels in classes with Exploits, and partly on levels in each class. If you learn Exploits from more than one class, reference Alternate Martial Multiclassing.
Spellsword Exploits
| Magus Level |
Exploits Known |
Exploit Die |
Exploit Dice |
High Degree |
|---|---|---|---|---|
| 3rd | 2 | d4 | 2 | 1st |
| 4th | 2 | d4 | 2 | 1st |
| 5th | 3 | d4 | 2 | 1st |
| 6th | 3 | d4 | 2 | 1st |
| 7th | 4 | d6 | 3 | 2nd |
| 8th | 4 | d6 | 3 | 2nd |
| 9th | 4 | d6 | 3 | 2nd |
| 10th | 4 | d6 | 3 | 2nd |
| 11th | 5 | d6 | 3 | 2nd |
| 12th | 5 | d6 | 3 | 2nd |
| 13th | 5 | d6 | 3 | 2nd |
| 14th | 5 | d6 | 3 | 2nd |
| 15th | 6 | d8 | 4 | 3rd |
| 16th | 6 | d8 | 4 | 3rd |
| 17th | 6 | d8 | 4 | 3rd |
| 18th | 6 | d8 | 4 | 3rd |
| 19th | 7 | d8 | 4 | 3rd |
| 20th | 7 | d8 | 4 | 3rd |






Order of Travelers
Practitioners of what many consider a forbidden ninth magic school, Travelers augment their skill with Chronomancy, time magic. As they grow in their understanding of this secret art, Travelers become increasingly detached from their place in time, becoming wanderers who safeguard the flow of time.
Traveler Spells
3rd-level Order of Travelers 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 |
|---|---|
| 2nd | expeditious retreat, featherfall |
| 5th | blur, hold person |
| 9th | haste, slow |
| 13th | banishment, dimension door |
| 17th | hold monster, modify memory |
Temporal Shift
3rd-level Order of Travelers feature
You can briefly shift time to undo small mistakes or misteps. When you miss with an attack roll, or fail an ability check or saving throw, you can use your reaction to reroll your d20. If you do so, you must use the new result of your roll.
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can expend a spell slot to use this reaction again.
Visions of the Past
3rd-level Order of Travelers feature
You have learned to see echoes of past events in the present. You gain proficiency in either History or Investigation.
Moreover, if you make a History or Investigation check in the location where the subject of your check took place, you are considered proficient if you were not already. If you are proficient, you instead add double your Proficiency Bonus to
the result of your ability check.
Adrift in Time
7th-level Order of Travelers feature
You have become detached from the passage
of time. Your age can't be changed by spells or magic, and for every 10 years that pass, your physical body only ages 1 year.
Greater Shift
7th-level Order of Travelers feature
Your mastery of Chronomancy allows you to manipulate time for those near you. You can use your Temporal Shift reaction when a creature you can see within 30 feet misses an attack roll, or fails an ability check or saving throw.
Conjure Self
15th-level Order of Travelers feature
As an action, you can spend a spell slot of 3rd-level or higher to conjure a version of yourself from the future to aid you. It uses the following rules while it remains with you:
Statistics. Your Future Self has the same statistics as you, including ability scores and features from your class, race, or other sources. However, they share your pool of spell slots.
Combat. In Combat, your Future Self shares your initiative and acts during your turn. However, they act independently of you, and will aid you to the best of their abilities.
Knowledge. You can ask your Future Self a single question concerning the future. They will answer using the guidelines in the commune spell. However, their knowledge is limited to things you may know in the future, determined by the DM.
Duration. After 1 hour, or when they are reduced to 0 hit points, your Future Self returns to their own time.
There can only ever be one version of your Future Self in your current time at once. Conjuring a second Future Self causes any others to instantly return to their time.
Untethered Traveler
20th-level Order of Travelers feature
You have mastered the combat applications of Chronomancy magic. Once in between every long rest, you can cast the time stop spell without expending a spell slot. If your Future Self is within range, they can act during the spell with you.
When you have no uses of this feature left, you can expend a 5th-level spell slot to cast time stop in this way again.





The Magus
Expanded
A multitude of additional options for the Magus class! Includes five Fighting Styles, three new and alternate Feats, and six Esoteric Orders!
Version 4.3.1 - Created by /u/laserllama
Last Updated: October 21st, 2025
Artist Credits:
Covers - Paul Scott Canavan - Royal Scions
Page 1 - Joshua Raphael - Inquisitive Prodigy
Page 2 - Billy Christian - Temur's Roar
Page 3 - Aurore Folny - Ayesha Tanaka, Armorer
Page 4 - Marie Magny - Enlightened Exile
Page 5 - Darren Tan - Mishra, Tamer of Mak Fawa
Page 6 - Daarken - Ihsan's Shade
Page 7 - Billy Christian - Arcane Blademaster
Page 8 - Brian Valeza - Sword of Hours