Magus, 3rd Variant (5e Class)

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A master of magic and weapons, but not as proficient as your average Sorcerer or fighter. ( for people who want to take a more sorcerer approach to magus)

Creating a Magus[edit]

Quick Build

You can make a Magus quickly by following these suggestions. First, strength or dexterity should be your highest ability score, followed by Charisma. Second, choose the Sage background. Third, choose a rapier if you chose dexterity as your highest ability score, or longsword if you chose strength as your highest ability score.

Class Features

As a Magus you gain the following class features.

Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per class level after 1st


Armor: Light and shields
Weapons: Simple and martial
Tools: None
Saving Throws: Strength or dexterity and Charisma
Skills: Choose two from the following: Athletics, History, Insight, Persuasion, Perception, and Religion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a longsword
  • a component pouch
  • (a) a scholar's pack or (b) an explorer's pack
  • leather armor

Proficiency —Spell Slots per Spell Level—
Level Bonus Points Features Cantrips Known Spell known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 - Spellsword,Spellcasting, Sorcerer Origins 3 6 2
2nd +2 2 Spellstrike, Font of Magic 3 7 3
3rd +2 3 Magus Path, Metamagic 4 8 4 2
4th +2 4 Ability Score Increase 4 9 4 3
5th +3 5 Improved Spellsword 4 10 4 3 2
6th +3 6 Magus Path Feature, Origin feature 4 11 4 3 3
7th +3 7 Medium Armor Proficiency 4 12 4 3 3 1
8th +3 8 Ability Score Increase 4 13 4 3 3 2
9th +4 9 Magus Path Feature 5 14 4 3 3 3 1
10th +4 10 Extra Attack, Metamagic 5 15 4 3 3 3 2
11th +4 11 Greater Spellsword 5 16 4 3 3 3 2 1
12th +4 12 Ability Score Increase 5 17 4 3 3 3 2 1
13th +5 13 Heavy Armor Proficiency 5 18 4 3 3 3 2 1 1
14th +5 14 Magus Path Feature, Origin Feature 5 19 4 3 3 3 2 1 1
15th +5 15 Arcane Reflex 5 20 4 3 3 3 2 1 1
16th +5 16 Ability Score Increase 5 21 4 3 3 3 2 1 1
17th +6 17 Extra Attack (2) 6 22 4 3 3 3 2 1 1
18th +6 18 Spell learning, Origin Feature 6 23 4 3 3 3 3 1 1
19th +6 19 Ability Score Increase 6 24 4 3 3 3 3 2 1
20th +6 20 Spell Sunder 6 25 4 3 3 3 3 2 2

Sorcerous Origin[edit]

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Divine Soul, Draconic Bloodline, Giant Soul, Phoenix Sorcery, Pyromancer, Sea Sorcery, Shadow Magic, Stone Sorcery, Storm Sorcery, Wild Magic.


Starting at first level, a magus wields magic and one handed weapons in twine. Whenever he makes a melee attack with one hand, as long as his other hand is empty he may also cast a cantrip. Any attacks or spell attacks this turn, including the initial melee attack are -2 to hit. You may also cast a spell as an action and make a single one handed melee weapon attack with the same -2 to hit.


As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.


At 1st level, you know three cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels.

Preparing and Casting Spells

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.

Arcane Focus

You can use an martial weapon as your arcane focus

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through dedicated study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spells Known of 1st Level and Higher

You know 6 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.


Starting as 2nd level, a magus may use a one handed melee weapon to deliver a spell. You may prepare to deliver a spell ,which you then release on your next attack on the same turn. It becomes a single target touch spell that is delivered through the attack, if it hits it does normal weapon damage plus the spells damage. If the attack critically strikes, the spell does as well. If the attack misses, the spell is not expended.

Font of Magic[edit]

At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.

Sorcery Points You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Magus Path[edit]

There are 3 distinct paths a magus can take. A shield to pair with your sword, drop your sword for a bigger sword, or take up a bow.


At 3rd level, you gain two Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Improved Spellsword[edit]

Starting at 5th level, whenever you use the spellsword feature, you no longer take a -2 penalty to attacks

Ability Score Increase[edit]

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.

Medium Armor Proficiency[edit]

Starting at 7th level you gain medium armor proficiency, if you already have medium armor proficiency you may select a feat to gain instead.

Extra Attack[edit]

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn. The number of attacks increases to three when you reach 17th level.

Greater Spellsword[edit]

Starting at 11th level, whenever you use the spellsword feature, you are now +2 to hit with spells and attacks and your spell dc increases by 2.

Heavy Armor Proficiency[edit]

Starting at 13th level, you gain heavy armor proficiency, if you already have heavy armor proficiency you may select a feat to gain instead.

Arcane Reflex[edit]

Your studies of the arcane have helped you hone your senses and skills. Starting at 15th level you gain proficiency on a saving throw of choice. If you were already proficient in it you add your proficiency twice.

Spell Learning[edit]

Starting at 18th, level you may add one spell from each spell list to your spells known, they can be of any level you know. The spells you learn, cannot be any healing, restoration or resurrection spells. The spell lists include bard, cleric, druid, paladin, ranger, wizard, and warlock. You already have access to Sorcerer spells, so you do not gain any spells from that list.

Spell Sunder[edit]

Starting at 20th level whenever an enemy casts a spell, they provoke an attack of opportunity from you. If it is an attack spell, you both roll to hit, if only one of you succeeds, it hits the other, otherwise it is wasted and nothing happens. If it is a saving throw spell, you both roll a saving throw, if one fails, they are effected, otherwise it fails and nothing happens.

Aegis Magus[edit]

You pick up a shield to protect yourself, without unlearning the original way of the spellsword.

Spell Aegis

Starting at 3rd level, a shield magus may wield a one handed weapon and a shield and still use the spell strike and spellsword abilities.

Spell retalliation

Starting at 6th level, whenever you are attacked, but not hit you may cast an appropriate spell at the attacker using your reaction. If it requires an attack roll, it automatically hits but they may save for half damage.


Starting at 9th level whenever you make an attack using the attack action, you may follow it up with a spellbash, dealing no damage, but if you hit you may cast a non-damaging spell on that person.

Spell defense

Starting at 14th level, you gain resistance to damage from spells that you know, and advantage on saving throws against spells you know.

Archer Magus[edit]

Throwing your rapier aside, you pick up a bow to fling spells as well as arrows.

Spell Archery

Starting at 3rd level, an archer magus takes up ranged weaponry to fling spells. Instead of using a one handed melee weapon to deliver spells, you may now deliver spells through ranged weaponry be it, thrown weapons or shot projectiles.


Starting at 6th level, you may make any spell you deliver through a projectile a single target touch spell, or may be its original type. If you wish to target an unmoving square within your weapons range it is a dc 10 attack, if you wish to target a more difficult area like shooting through a forest to hit a specific square it is a dc 15, more difficult tasks may be up to dc 20.

Magical Munitions

Starting at 9th level, all arrows you shoot are +1 magical arrows, giving you +1 to hit and damage. This increases to +2 at 13th level and increases again to +3 at 17th level.

Army of One

Starting at 14th level you may create of kaleidoscope of duplicates that each fire one arrow at a number of targets up to half your total character level. Roll one attack, if it hits one of them, it hits them all. Each enemy may only be targeted by one arrow. You may not use a spell on any of these arrows. You have one use of this ability, and it refreshes after a long rest.


Dropping your longsword, and picking up a greatsword, you will slice with steel and arcane power.


Starting at 3rd level, a cleaving magus may wield a two handed weapon and still use the spell strike and spellsword abilities.


Starting at 6th level, whenever you use a two handed melee weapon to deliver a spell, you may make another weapon attack at an enemy in range without moving to deal no damage, but hit them with the spell as well.

Greater Spellcleave

Starting at 9th level, whenever you attack, you may take a -3 penalty to attack for a +6 damage bonus, additonally any saving throws your target makes against your spell cleave are -3.

Great Weapon Mastery

Starting at 14th, level whenever you roll a natural 19 you critically strike, and all critical strikes deal x3 damage instead of x2


Prerequisites. To qualify for multiclassing into the Magus class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Charisma

Proficiencies. When you multiclass into the Magus class, you gain the following proficiencies: Light armor, simple and martial weapons.

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