Magus (5e Subclass)

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Magus[edit]

Fighter Archetype

This class is a loose adaptation of the Magus base class from pathfinder.

The magus is a warrior, who studies both the blade and magic, blending the martial and arcane arts together, in order to create an unique method of fighting. A magus can wield spells as weapons, and channel magic trough their blades, unleashing devastating magical strikes against their enemies. Although they lack the depth of arcane knowledge possessed by magicians, they make up for it with the mastery over specific spells, meant to enhance their skill and martial prowess, replacing the lessened arcane focus with devastating magical strikes.

Spellcasting
Magus Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Magus Spellcasting table shows how many spell slots you have to cast your wizard 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Magus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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 wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell Combat

Starting at 3rd level, you can wield spells like weapons in combat. Once per turn, when you take the Attack action, you can forgo one of your attacks if you have at least one hand free, and cast a spell that doesn't require material components.

In addition, when you use this attack to make a spell attack, you are considered to be engaged in two-weapon fighting if you are wielding a one handed melee weapon in your other hand, gaining all the appropriated benefits. You gain this benefit even if the weapon lack the light property.

Spellstrike

At 7th level, whenever you cast a spell with the range of touch from your Magus spell list, you can deliver the spell through a weapon you are wielding as part of the attack.

Instead of making a melee spell attack, you can make a melee weapon attack as part of the action used to cast that spell. On a hit, you cause the normal effects of your attack in addition to the effects of the spell.

Magus Arcana

Starting at 10th level, you learn arcane secrets, tailored to your specific way of blending martial puissance and magical skill. You learn the true strike and blade ward cantrips, which you can cast as a bonus action.

In addition, you can choose two spells from the following list, if you have a spell slot of the appropriate level: false life, expeditious retreat, jump, longstrider, zephyr strike, magic weapon, flame sword, shadow blade, misty step, mirror image. You add to your list of spells. At 15th level you can replace one or both spells for the ones on the following list: blink, fly, haste, elemental weapon.

Finally, you can spend one use of your Indomitable feature to cast a Magus Arcana spell without using spell slots, at its minimum level.

Spell Recall

At 15th level, you can use your arcane reserves to recall spells you have already cast. When you use your Action Surge, you can recall a spell you have cast since your last turn, and cast it again, at its lowest level, without spending spell slots, until the end of this turn.

Legendary Blade

At 18th level, you can turn your weapon into a thing of terror and wonder. As a bonus action, you can spend a spell slot of any level and touch a non-magical weapon of choice. That weapon gain a bonus of +1 per level of the spell slot spent (up to a maximum of +4, spending a 4th-level spell slot), that lasts for 8 hours, until you choose to end that bonus or until you use this feature again.

In addition, the weapon is now considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.

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