Magus (Halfcaster) (5e Class)

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Magus[edit]

magus_comm_by_yamao-d5ooj32.jpg
The Magus Infusing their weapon ready for battle.

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.

Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

Creating a Magus[edit]

Quick Build

You can make a magus quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Magus you gain the following class features.

Hit Points

Hit Dice: 1d8 per Magus level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magus level after 1st

Proficiencies

Armor: light armor and shields
Weapons: Simple and martial
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two from the following: Athletics, Acrobatics, Arcana, History, Investigation, Religion, Perception, Insight, and Intimidation

Equipment

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

Table: The Magus

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2 Spellcasting, Spell Combat
2nd +2 3 Fighting Style, Magus Arcana 2
3rd +2 4 Magus Study, Arcane Recovery 3
4th +2 4 Ability Score Improvement 3
5th +3 4 Extra Attack 4 2
6th +3 4 Magus Focus, Medium Armor Proficiency 4 2
7th +3 4 Magus Study Feature, War Magic 4 3
8th +3 4 Ability Score Improvement 4 3
9th +4 4 4 3 2
10th +4 4 Magus Arcana Improvement, Arcane Secrets 4 3 2
11th +4 4 Magus Study Feature 4 3 3
12th +4 4 Ability Score Improvement 4 3 3
13th +5 4 4 3 3 1
14th +5 4 Arcane Secrets Improvement, Heavy Armor Proficiency 4 3 3 1
15th +5 4 Magus Study Feature 4 3 3 2
16th +5 4 Ability Score Improvement 4 3 3 2
17th +6 4 4 3 3 3 1
18th +6 4 Arcane Secrets Improvement, Magus Arcana Improvement 4 3 3 3 1
19th +6 4 Ability Score Improvement 4 3 3 3 2
20th +6 4 Magus Resistance 4 3 3 3 2

Spellcasting[edit]

At 1st level, as a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Your spellbook contains 6 Magus spells at 1st level, and it follows the same guidelines as a Wizard's Spellbook. Every time you gain a Magus Level, you may add 2 spells to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Magus table.

You can prepare a number of spells equal to you Intelligence Modifier + your magus level (minimum of one spell). You can change your list of prepared spells when you finish a long rest. Preparing a new list of Magus spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability: Intelligence is your spellcasting ability for your Magus spells. 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 Magus 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[edit]

At 1st level, you can add your Dexterity or Strength modifier to the damage of spells that use melee attack rolls. You do not have disadvantage on ranged attack rolls of spells cast against targets due to them being within 5 feet. In addition, when you cast a spell that targets a single creature (other than yourself) you may choose to do so through a melee weapon attack. On a hit, the target suffers the weapon damage as well as the spell's effects. If the spell requires a saving throw, the target makes its initial save at disadvantage.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Magus Arcana[edit]

At 2nd level, you learn to weave martial prowess with arcane mastery, with hybrid abilities called "Magus Arcana." You know two such abilities. When you reach levels 10 and 18, you learn two more Arcana.

Arcana Points[edit]

Magus Arcana cost Arcana Points (AP) to use. You have a number of Arcana Points equal to your Magus level. Expended AP are replenished after you complete a short or long rest.

Magus Study[edit]

At level 3, you focus your research and practice to a refined Study. You may choose the Study of the Myrmidarch, Study of the Hexcrafter, or Study of the Magister. You gain features dependent on this choice at levels 3, 7 , 11 and 15.

Arcane Recovery[edit]

Starting at level 3, once per day when you finish a short rest, you may choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half of your Magus level (rounded down). You may not recover any spells slots of 6th level or higher

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Magus Focus[edit]

At 6th Level, you gain advantage on Constitution saves to maintain concentration on spells.

Medium Armor Proficiency[edit]

At 6th level, you gain proficiency in medium armor.

War Magic[edit]

At 7th Level, when you cast a cantrip as an action, you may make a weapon attack as a bonus action.

Arcane Secrets[edit]

At level 10, you may add 2 spells from any class list to your spellbook. These are always prepared, do not count against your limit of prepared spells and are Magus spells for you. The spells must be of a level for which you have spell slots. You add one more such spell at levels 14 and 18.

Heavy Armor Proficiency[edit]

At level 14, you gain proficiency in heavy armor.

Magus Resistance[edit]

At level 20, you gain advantage on saving throws against spells. You also take half damage from spells.

Magus Arcana[edit]

  • Critical Arcana. When you critically hit with a weapon attack, you may use your reaction and spend 1 AP per spell slot level (1 AP for cantrips) to cast a spell that has a range of "touch" as part of the weapon attack without using a spell slot. The weapon deals critical damage, but the spell does not.
  • Hastened Arcana. When you cast a spell with a casting time of one action, you may spend AP to cast it as a bonus action instead, consuming a number of AP equal to 1 + the spell slot level.
  • Arcane Rebuke. As a reaction to taking damage from an attacker that you can see, you can spend 2 AP to cast a cantrip against your attacker.
  • Elementalist Arcana. As a bonus action, you can spend 1 AP to add your Intelligence Modifier to your weapon damage (as cold, fire, or lightning) until the end of your turn.
  • Arcane Vigor. As a bonus action, spend 2 AP to gain temporary HP equal to your Magus Level + your Intelligence modifier.
  • Arcane Zeal. You can spend 1 AP to add your Intelligence modifier to the result of an initiative roll you make.
  • Arcane Flow. When casting a spell that requires you to make an attack roll, you may spend AP equal to 1 + the level of the spell cast to target an additional creature either within 5 feet of you or the initial target.

Study of the Myrmidarch[edit]

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These Magi strive to hone their martial aptitude.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Warmage's Strike

At the 3rd level, you can augment the damage of your weapon attacks with raw arcana. You can spend AP when you hit a creature with a weapon attack and deal an additional 1d8 + 1d8 Force Damage per Arcane Point spent when you do so. You may spend a number of Arcane Points equal to half your Magus Level (rounded down) to use this feature.

Improved Critical

At level 7, your weapon attacks score a critical hit on a roll of 19 or 20.

Eldritch Strike

At 11th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Of Mind and Body

At 15th level, you may add your Intelligence Modifer as a bonus on Strength, Dexterity, and Constitution ability Checks.

Study of the Hexcrafter[edit]

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Hexcrafters perfect the art of cursing their foes in the midst of battle.

Expanded Hexcrafter Spell List

The Hexcrafter gains access to the following spells, and may add them to their spellbooks after they have reached the appropriate Magus level. They are Magus Spells for you.

Magus Level Spells
3rd hex, bane
5th enthrall, blindness/deafness
9th remove curse, bestow curse
13th blight, compulsion
17th geas, circle of power
Ritual Casting

At level 3, you can cast magus spells as a ritual if it is in your spellbook, if they have the ritual tag. You do not need to have them prepared, but your spellbook must be on your person.

Improved Arcane Pool

At 7th level, your Arcana Point Maximum is increased by your Intelligence Modifier (min. 1).

Hexstrike

At level 11, your weapon attacks deal an additional 1d8 necrotic damage.

Accursed Strike

At level 15, you can cast hex, bestow curse, or blindness/deafness as part of your weapon attacks. You also have these spells prepared always, and they do not count against your spells prepared.

When you strike a target, you may spend a spell slot as usual, as well as 3 AP, and the spell is cast on them, and any save they make against it is made with disadvantage.

Study of the Magister[edit]

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A Magister develops their spellcasting beyond that of the other Magi Studies.

Font of Mana

At level 3, you gain an additional Level 1 Spell Slot. At level 8, you gain an additional Level 2 Spell Slot. At level 12, you gain an additional Level 3 Spell Slot. These replenish with your other spell slots.

Arcana Flux

At level 3, you can use your arcane points to gain additional spell slots, or sacrifice spell slots to gain additional arcane points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended arcane points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Arcana Point Cost Spell Slot Level
2 1st
3 2nd
5 3rd
6 4th
7 5th

Converting a Spell Slot to Arcane Points. As a bonus action on your turn, you can expend one spell slot and gain a number of arcane points equal to the slot’s level.

Bonus Arcane Secrets

At level 7, you can add two spells from any class list to your spellbook. You always have them prepared, and they do not count against your spells prepared. They are Magus Spells for you.

Empowered Cantrips

At level 11, you add your Intelligence modifier to the damage of Magus Cantrips you cast (min. +1)

Arcane Restoration

At level 15, when you roll initiative and have no Arcane Points remaining, you regain an amount of AP equal to your Intelligence Modifier.

Magus Spell List[edit]

Cantrips

fire bolt, green-flame blade, lightning lure, sword burst, booming blade, acid splash, dancing lights, true strike, chill touch, prestidigitation, ray of frost, mage hand, produce flame, light, shocking grasp, frostbite, mending, blade ward, resistance, gust, mold earth, control flames, shape water, Elemental Strike, Static Shock, Voidbolt

1st Level

detect magic, burning hands, grease, jump, expeditious retreat, feather fall, compelled duel, find familiar, mage armor, magic missile, shield, silent image, thunderwave, unseen servant, absorb elements , ice knife, earth tremor, comprehend languages, identify, Void Burst, Shockwave, Arc Strike, Mage's Feint, Blazing Mote, Frost Fan

2nd Level

ray of enfeeblement, alter self, blur, enhance ability, darkness, levitate, invisibility, hold person, pyrotechnics, scorching ray, darkvision, enlarge/reduce, melf's acid arrow, mirror image, see invisibility, silence, web, aganazzer's scorcher, earthbind, maximilian's earthen grasp, snilloc's snowball swarm, magic weapon, Aqua Jet, Void Rupture, Frigid Rebuttal

3rd Level

fly, fireball, wind walk, water walk, lightning bolt, blink, counterspell, dispel magic, elemental weapon, fear, haste, gaseous form, slow, flame arrows, erupting earth, tidal wave, vampiric touch, sleet storm, daylight, water breathing, melf's minute meteors, Void Bombard, Void Blink

4th Level

arcane eye, fire shield, stoneskin, greater invisibility, dimension door, freedom of movement, ice storm, phantasmal killer, elemental bane, storm sphere, vitriolic sphere, watery sphere, banishment, Aetherstorm, Sonicstep, Aetheric Ballista

5th Level

immolation, transmute rock, control winds, telekinesis, bigby's hand, hold monster, planar binding, flame strike, mislead, cloudkill, cone of cold, Aetheric Aura, Arcane Mark.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Magus class, you gain the following proficiencies: Simple Weapons, Martial Weapons


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