Magus (5e Feat)
From D&D Wiki
Prerequisites: The ability to cast at least one spell.
You have become accustomed to wielding both weapon and spell. To this end you've created a magical fighting style to seamlessly blend your martial and magical prowess. You gain the following benefits:
- You learn one cantrip. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
- You can perform a ritual over the course of 1 hour, to create a magical bond between yourself and one melee weapon without the heavy or the two-handed property. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Your bond weapon is considered magical for the purpose of overcoming resistance and immunities. You can use your spellcasting ability instead of Strength or Dexterity, for attacks and damage rolls using this weapon. As a bonus action, you can teleport the weapon to your hand, if it is on the same plane of existence. You can use this weapon as a spellcasting focus for your spells.
- You can use your bonus action to channel a spell through the weapon, releasing it as an action, with a melee spell attack against a creature within 5 feet. The spell must affect only one target. On a hit, you deal the damage of the spell plus the damage die of the bond weapon. You don't add any damage bonus or ability modifiers to that damage. If you are able to make more than one attack as part of your Attack action, you can add your spellcasting ability to the damage.