B1 04 A3 - The Magus

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The Magus

Class
Level
Class
Features
Spell Strike
Die
Spell Strike
Damages
Sigils
Known
Sigil
Diameter
Sigil
Damages
1st Magic Armory, Charged Weapon d4 1
2nd Spellcasting, Fighting Practice d4 1
3rd Sigilry, Magus Subclass d4 1 1 10 ft. 1
4th Ability Score Improvement, Major Feat d4 1 1 10 ft. 1
5th Arcanic Trait, Extra Attack d6 2 1 10 ft. 2
6th Subclass feature, Minor Feat d6 2 1 10 ft. 2
7th Fighting Technique d6 2 1 20 ft. 2
8th Ability Score Improvement, Major Feat d6 2 1 20 ft. 2
9th Arcanic Trait d8 3 1 20 ft. 3
10th Subclass feature, Minor Feat d8 3 1 20 ft. 3
11th Sigilry Improvements d8 3 2 20 ft. 3
12th Ability Score Improvement, Major Feat d8 3 2 20 ft. 3
13th Arcanic Trait d10 4 2 20 ft. 4
14th Subclass feature, Minor Feat d10 4 2 20 ft. 4
15th Redirect Magic d10 4 2 30 ft. 4
16th Ability Score Improvement, Major Feat d10 4 2 30 ft. 4
17th Arcanic Trait d12 5 2 30 ft. 5
18th Subclass feature, Minor Feat d12 5 2 30 ft. 5
19th Magus Capstone, Arcanic Capstone d12 5 2 30 ft. 5
20th Ability Score Capstone d12 5 2 30 ft. 5

Class Traits

As a Magus, you gain the following class traits.

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


  • Skills: Any one of your choice
  • Tools: Any two of your choice

  • Armor: Light, medium, and heavy armor
  • Weapons: Simple and martial weapons

  • Saving Throws: Will

Equipment


  • Armor: (a) partial light armor and 400 cr; (b) minimal medium armor and 250 cr; (c) minimal heavy armor; or (d) 500 cr
  • Shield: (a) light physical shield and 450 cr; (b) medium physical shield and 375 cr; (c) heavy physical shield and 250 cr; or (d) 500 cr
  • Weapon: (a) longsword and 150 cr; (b) longbow with 20 arrows and 255 cr; or (c) 500 cr
  • School: arcanic charm and 350 cr
UNBOUND REALMS | CLASSES | THE ARCANISTS | THE MAGUS

Class Features

As a Magus, you gain the following class features.

1st level: Magic Armory

You learn a ritual that creates a magical bond between yourself and an item, such as a set of tools, a weapon, a suit of armor, or a cloak. You perform the ritual over the course of 1 hour, which can be done during a short rest. The item must be within your reach throughout the ritual, at the conclusion of which you touch the item and forge the bond. Once you have bonded an item to yourself, it can’t be removed from your person unless you are incapacitated, you choose to allow it, or it is removed by enhanced means. You can have two items bound to you in this way. You can bond an additional item at 5th, 9th, 13th, and 17th level. If you attempt to bond with an item beyond your capacity, you must break one of your current bonds.

If a bonded item is on the same plane or planet, you can summon the item as a bonus action on your turn, causing it to teleport instantly to you. If the item is worn, you can choose to have it appear on your person as appropriate. If the item is instead wielded, and you have a free hand, you can choose to have the item appear in your hand. Otherwise, it appears at your feet. At 5th level, you can summon up to two of your bonded items in this way, and at 13th level, you can instead summon up to three of them.

At 9th level, you can use your bonus action to stow any number of your bonded items in your own personal extradimensional space, provided you can reach them. You can summon your bonded items from this space as if they were on the same plane or planet as you.

1st level: Charged Weapon

Choose one of the following damage types: acid, aether, cold, entropic, fire, kinetic, lightning, mental, necrotic, poison, sonic, or spiritual. At 5th, 9th, 13th, and 17th, you can choose an additional damage type. At the end of a short rest, you can imbue one melee weapon within your reach with your magic. Once before the end of your next short rest, on your turn you can cause the weapon to magically erupt (no action required) in one of your chosen damage types. When you do so, for the next minute, your weapon deals an additional 1d4 damage of that type. This die changes as you gain Magus levels, as shown in the Spell Strike column of the Magus table.

Starting at 2nd level, when you cast a spell with a casting time of 1 action, you can channel it into your charged weapon, regardless of whether or not you’ve caused it to erupt. When you do so, the effects of the spell don’t occur immediately. Instead, the next time you hit with the weapon, the spell immediately takes effect. If the spell would affect an area, it does so as normal with the target you hit as its origin. If the spell would affect multiple creatures, the creature you hit is automatically affected, as if you had hit it with a spell attack or it had failed a saving throw to resist the spell’s effects. Any other creatures affected require attack rolls and saving throws, as appropriate. You do not suffer disadvantage due to being Threatened when making attack rolls in this way.

Your charged weapon can only hold one spell at a time, and it can only hold a spell for one hour, after which the spell dissipates without effect.

Beginning at 5th level, when you take the Attack action, you can forgo one of your attacks to cast a spell with a casting time of 1 action into your charged weapon.

2nd level: Spellcasting

You are a partial Arcanist. See chapter 10 for the full rules of spellcasting.

2nd level: Fighting Practice

You are practiced with a particular style of fighting. Choose one of the fighting practice options, detailed in Chapter 6.

3rd level: Sigilry

You have learned to conjure powerful magical sigils to aid your allies and hinder your enemies. As an action or bonus action, you can summon a sigil on a surface located within 30 feet of you that you can see. The sigil glows dimly to friendly creatures of your choice but is Invisible to everyone else. Your sigil lasts for 1 minute. If you summon a new sigil, the previous sigil disappears. If you lose consciousness, your sigil ends. If a sigil effect or enhancement calls for a saving throw, it is made against your spell save DC. Your sigil has a diameter of 10 feet, which increases as higher levels, as shown in the Sigil Diameter column of the Magus table.

Additionally, you gain one sigil enhancement of your choice, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Sigils Known column of the Magus table. When you summon your sigil, creatures within your sigil benefit—or suffer—from your sigil enhancement effects.

Lastly, you gain two sigil features—Consume Sigil and Sigilist’s Step—and you learn more at higher levels. In order to use your sigil features, you must be within 30 feet of your sigil.

Consume Sigil

Choose one of the following damage types: acid, aether, cold, entropic, fire, kinetic, lightning, mental, necrotic, poison, sonic, or spiritual. At 5th, 9th, 13th, and 17th, you can choose an additional damage type. While you have an active sigil, you can use your action or bonus action and expend a spell slot to consume your sigil in a burst of magic energy, provided your sigil is within range. Each creature standing in your sigil or within 5 feet of it must make a paired saving throw, taking damage of one of your chosen types on a failed save or half as much on a successful one. The damage is 2d6 + your spellcasting ability modifier for a 1st-degree spell slot, plus 1d6 for each spell degree higher than 1st, to a maximum of 6d6.

UNBOUND REALMS | CLASSES | THE ARCANISTS | THE MAGUS

Sigilist’s Step

As a bonus action, you can teleport yourself to your sigil, provided it is within range. Alternatively, as an action, you can teleport other creatures to your sigil. Choose one or more creatures within 5 feet of you, which can include yourself. Each creature must succeed on a Will saving throw or be teleported to the center of your sigil. If something occupies that space, a target moves to the nearest adjacent space still in your sigil. If there is no available space in your sigil, this ability fails.

You can teleport a creature in this way twice. You gain an additional use at 5th, 9th, 13th, and 17th level. All uses refresh after a short rest.

3rd level: Magus Subclass

You choose a Magus subclass, which is detailed at the end of the class description, after the Sigil Enhancements.

4th level: Ability Score Improvement

Increase an ability score of your choice by 1.

4th level: Major Feat

You gain a major feat of your choice.

5th level: Arcanic Trait

You gain an arcanic trait. You can choose your trait or role on the table below to determine it randomly.

d8 Trait
1 Arcanist
2 Carrying Caster
3 Jumping Caster
4 Resourceful Spellcaster
d8 Trait
5 Skillful Caster
6 Throwing Caster
7 Variable Spellcaster
8 Vaulting Caster

5th level: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

6th level: Subclass Feature

You gain a feature from your subclass.

6th level: Minor Feat

You gain a minor feat of your choice.

7th level: Fighting Technique

You're skilled in the techniques of a particular style of fighting. Choose one of the fighting technique options, detailed in Chapter 6.

8th level: Ability Score Improvement

Increase an ability score of your choice by 1.

8th level: Major Feat

You gain a major feat of your choice.

9th level: Arcanic Trait

You gain an additional arcanic trait.

10th level: Subclass Feature

You gain a feature from your subclass.

10th level: Minor Feat

You gain a minor feat of your choice.

11th level: Sigilry Improvements

Your use of sigilry pushes new bounds, granting the following benefits:

  • You must now be within 60 feet of your sigil in order to use your sigil features.
  • When you cast a spell you can cast it as though you were at your sigil's location.
  • Your sigil now illuminates visible creatures and objects within its confines that bear magic with a faint aura.

Additionally, you gain a new sigil feature: Sigilist’s Sight.

Sigilist’s Sight

As an action, you can see and hear through your sigil, using your normal senses, until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

12th level: Ability Score Improvement

Increase an ability score of your choice by 1.

12th level: Major Feat

You gain a major feat of your choice.

13th level: Arcanic Trait

You gain an additional arcanic trait.

14th level: Subclass Feature

You gain a feature from your subclass.

14th level: Minor Feat

You gain a minor feat of your choice.

15th level: Redirect Magic

You have advantage on saving throws against spells.

Additionally, you have learned to turn your enemies’ spells back at them. When you are targeted by a spell that requires a Dexterity saving throw or attack roll, you may redirect that spell to another target within 30 feet if the spell would affect only you. If the spell required an attack roll, make an appropriate attack roll against the new target. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your spell save DC. This feature refreshes after a short rest.

16th level: Ability Score Improvement

Increase an ability score of your choice by 1.

16th level: Major Feat

You gain a major feat of your choice.

17th level: Arcanic Trait

You gain an additional arcanic trait.

UNBOUND REALMS | CLASSES | THE ARCANISTS | THE MAGUS

18th level: Subclass Feature

You gain a feature from your subclass.

18th level: Minor Feat

You gain a minor feat of your choice.

19th level: Magus Capstone

You master the capabilities of sigilry, gaining the following benefits:

  • You must now be within 120 feet of your sigil in order to activate your sigil features.
  • While standing in your sigil, friendly creatures have advantage on saving throws against spells.
  • You can now maintain up to two sigils at a time. If you summon a sigil beyond your capacity, your oldest sigil immediately dissipates.

19th level: Arcanic Capstone

When you roll initiative, you can choose to recover expended spell slots of combined level no higher than 4th. This feature refreshes after a short rest.

20th level: Ability Score Capstone

Increase an ability score of your choice by 2. Your maximum for this score increases by 2. Then, do so a second time.

Sigil Enhancements

The enhancements are presented in alphabetical order. If a creature is within multiple sigils that grant the same enhancement, affected creatures can only benefit from the enhancement once.

Covering Sigil

While in cover, friendly creatures treat partial cover as one step higher (from lightly to moderately or moderately to heavily). While in cover, friendly creatures’ attacks reduce partial cover by one step (from heavily to moderately, moderately to lightly, or lightly to none).

Defensive Sigil

Once per round, friendly creatures can add half your spellcasting ability modifier to one saving throw they make.

Hunter’s Sigil

Friendly creatures’ tier of vision increases by one step (to dimvision, from dimvision to darkvision, or from darkvision to nightvision) out to a range of 120 feet.

Initiative Sigil

Friendly creatures’ tier of proficiency in initiative checks increases by one step (to trained, from trained to proficient, or from proficient to expertise). If you’ve already rolled initiative, this impacts your current initiative as well.

Freedom’s Sigil

Friendly creatures treat terrain as one step better (from extreme to difficult or difficult to normal), and when they would use their action to break free of an effect that is grappling or restraining them, they can instead use their bonus action.

Offensive Sigil

Once per turn, friendly creatures can add half your spellcasting ability modifier to one attack roll and one damage roll.

Renewing Sigil

When you roll initiative, friendly creatures gain 1 Renewed level, which lasts for 1 minute or until you roll initiative again, whichever happens first. This increases to 2 levels at 9th level and 3 levels at 17th level.

Resistive Sigil

Friendly creatures have resistance to damage from spells.

Vexing Sigil

The affected area gains the following benefits:

  • It becomes difficult terrain for hostile creatures.
  • Hostile creatures must succeed on a Fortitude saving throw to enter or exit the area.
  • Ranged attack rolls that pass through the area are made with disadvantage.
UNBOUND REALMS | CLASSES | THE ARCANISTS | THE MAGUS

Kinetic Magus

Kinetic Magi command the very earth beneath their feet, shaping rock and soil with a force as unyielding as the mountains themselves.

3rd level: Subclass Traits

As a Kinetic Magus, you gain the following subclass traits.


  • Dexterously Shielded: The dexterity number for shields with which you are proficient is reduced by one step (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, 13 to 11, or 11 to none).
  • Skill Proficient: You are proficient in Endurance.
  • Strongly Armored: The strength number for armor with which you are proficient is reduced by one step (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, 13 to 11, or 11 to none).

3rd level: Toughness

Your hit point maximum increases by 4, and it increases by 1 every time you gain a level in this class.

3rd level: Kinetic Damage

You gain kinetic damage as an option for your Charged Weapon and Consume Sigil features. Additionally, when you deal kinetic damage to a creature, you can use your bonus action to apply one level of the damage's paired condition to one damaged creature, which lasts until the end of your next turn.

6th level: Implacable

You gain the following ways to utilize your movement: Immoveable Object and Unstoppable Force

Immovable Object

When a creature would force you to move, you can use your reaction expend half your next turn's movement to gain advantage on ability tests to avoid forced movement until the start of your next turn.

Unstoppable Force

On your turn, you can expend half your movement to gain advantage on ability tests made to forcefully move another creature until the start of your next turn.

10th level: Formidable

When you are subjected to an effect that allows you to make a Fortitude saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

14th level: Kinetic Sigil

Creatures of your choice within your sigil have resistance to kinetic damage.

Your sigil also shreds resistance to kinetic damage against creatures of your choice within it. If a creature lacks resistance or immunity, instead the critical hit range and critical failure range of effects you control that deal kinetic damage increase by 1 against such creatures within your sigil.

18th level: Kinetic Stance

As a bonus action, you can enter an immovable stance stance for one minute. For the duration, you gain the following benefits:

  • You have advantage on saving throws to avoid forced movement. If you use your Immovable Object feature, you instead automatically succeed on ability tests made to avoid forced movement.
  • You have advantage on ability tests made to forcefully move another creature. If you use your Unstoppable Force feature, you instead automatically succeed on ability tests made to forcefully move another creature.

This feature refreshes after a short rest.

Lightning Magus

Lightning Magi manipulate the raw fury of storms, conjuring crackling bolts and arcing chains of electricity that incinerate their enemies with blinding speed.

3rd level: Subclass Traits

As a Lightning Magus, you gain the following subclass traits.


  • Skill Proficient: You are proficient in Athletics.
  • Swift: Your walking speed increases by 5 feet.

3rd level: Lighting Damage

You gain lightning damage as an option for your Charged Weapon and Consume Sigil features. Additionally, when you deal lightning damage to a creature, you can use your bonus action to apply one level of the damage's paired condition to one damaged creature, which lasts until the end of your next turn.

3rd level: Lightning Warp

As an action, you can teleport to an unoccupied space you can see within 30 feet. When you do so, you electrify the ground between the space you started and ended, which lasts until the end of your next turn. Each creature who enters an affected space for the first time on its turn or starts its turn there must make a Reflex saving throw against your spell save DC. A creature takes damage equal to your Spell Strike die + your spellcasting ability modifier on a failed save or half as much on a successful one.

You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. All uses refresh after a short rest.

UNBOUND REALMS | CLASSES | THE ARCANISTS | THE MAGUS

6th level: Charged Barrage

You can apply your Charged Weapon features to ranged weapon attacks.

10th level: Quickened Warp

You can use your Lightning Warp as a bonus action, instead of an action. Additionally, when you use this feature and have more than one use remaining, you can expend additional uses. For each use you expend in this way, you can dash an additional 10 feet, and a creature takes an additional roll of your Spell Strike die as damage which it fails its save.

14th level: Lightning Sigil

Creatures of your choice within your sigil have resistance to lightning damage.

Your sigil also shreds resistance to lightning damage against creatures of your choice within it. If a creature lacks resistance or immunity, instead the critical hit range and critical failure range of effects you control that deal lightning damage increase by 1 against such creatures within your sigil.

18th level: Lightning Stance

As a bonus action, you can enter an electrifying stance stance for one minute. For the duration, you gain the following benefits:

  • You gain a flying speed equal to your walking speed.
  • Creatures have disadvantage on opportunity attacks against you.

This feature refreshes after a short rest.

Superior Magus

Superior Magi weave complex spells into a tactical web, outsmarting their foes not just with arcane might but with a mind as sharp and calculating as any grandmaster of strategy.

3rd level: Subclass Traits

As a Superior Magus, you gain the following subclass traits.


  • Linguist: You learn one language of your choice.
  • Skill Proficient: You are proficient in Savvy.
  • Tool Proficient: You are proficient in writer's implements.

3rd level: Superiority

You are a minimal Superior. See chapter 10 for the full rules of superiority.

3rd level: Common Damage

You gain bludgeoning, piercing, slashing, and energy as damage types for your Charged Weapon and Consume Sigil features. Additionally, when you deal one of these damages to a creature, you can use your bonus action to apply one level of the damage's paired condition to one damaged creature.

6th level: Superior Arcana

When you hit a creature with a spell attack or a creature fails a saving throw against a spell you control that deals damage, you can apply a tactic as if you had hit it with a weapon attack. If multiple creatures fail the saving throw, your tactic only applies to one of them.

When you reach 11th level, the tactic applies to all creatures that fail their saving throw, rather than only one of them.

10th level: Superior Trait

You gain a superior trait. You can choose your trait or role on the table below to determine it randomly.

d4 Trait
1 Resourceful Superiority
2 Skillful Superiority
3 Superiority
4 Variable Superiority

14th level: Common Sigil

When you deploy your sigil, and at the start of each of your turns, choose one from bludgeoning, piercing, slashing, or energy. Creatures of your choice within your sigil have resistance to the chosen damage type.

Your sigil also shreds resistance to the chosen damage type against creatures of your choice within it. If a creature lacks resistance or immunity, instead the critical hit range and critical failure range of effects you control that deal the chosen damage type increase by 1 against such creatures within your sigil.

18th level: Superior Stance

As a bonus action, you can enter a superior stance stance for one minute. For the duration, you gain the following benefits:

  • Once per turn, when you use a tactic, you can roll a d4 instead of expending a superiority die.
  • Once per turn, when you would roll a superiority die, you can take the maximum.

This feature refreshes after a short rest.

UNBOUND REALMS | CLASSES | THE ARCANISTS | THE MAGUS