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# Magus Fighters
##### A Variant Fighter subclass for all flavours of Eldritch Knights
\pagebreakNum # Fighter Edits ## Fighting Styles At 2nd level, you adopt a particular style of fighting. Choose one of the following options. You cannot choose the same fighting style twice, even if you get to choose again. **Akimbo Shooting. [1]** When you take the attack action with a light weapon, you can use a bonus action to make an attack with a light ranged weapon you are holding in your other hand. You do not add your ability score modifier to the damage of this attack, unless that modifier is negative. **Breacher. [1]** When you hit with a ranged attack roll, you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll, even if the number is a 1 or a 2. The weapon must have the scatter property in order to gain this benefit. **Defense.** While you are wearing armor, you gain a +1 bonus to AC. **Deadeye (Archery Edit) [1].** You get a +2 bonus to attack rolls you make with martial and simple ranged weapons, as well as longarms which do not have the bulky or scatter property. **Dueling Edit [1].** When wielding a one-handed weapon in one hand and no other weapons, you get a +2 bonus to your damage rolls with these weapons. This additional damage only applies for ranged attacks made at creatures within 30 feet of you. **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. **Protection.** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. **Sniper [1].** You gain a +2 bonus to damage rolls if you attack a creature further than 30 feet away from you with a ranged weapon or a firearm that does not have the scatter property. **Throwing [5].** You gain a +2 bonus to ranged attack rolls you make with a thrown weapon. Whenever you make a ranged attack with a thrown weapon, you can immediately draw another weapon as part of the attack. **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. \columnbreak **Unarmed [5].** Your unarmed strike uses a d4 for damage. (This benefit has no effect if another feature has already improved your unarmed strike's die.) When you use the Attack action with an unarmed strike on your turn you can make one additional unarmed strike as a bonus action. **Phalanx [1].** You can now wield a two-handed melee weapon, heavy crossbow, light crossbow, or a longarm with a shield, but you must use an action to brace the weapon against the shield in order to attack with it. The weapon stays braced in this way as long as you move no more than 10 feet during your turn. The weapon loses any benefits you gain from using it with two hands while braced. > ##### External References > * [1]: Arcane Artillery; The Gunslinger > > * [2]: Variant Fighter > > * [3]: Metabot's Manual of Magical Martial Maneuvers > > * [4]: Sterling Vermin's Magus > > * [5]: Rule of Law \pagebreakNum ## Magus PH Flavour Text. ### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Chapter 10 for the general rules of spellcasting, and your Eldritch Society will determine your spellcasting ability and what spells you may cast. ##### Magus Spellcasting Table | Magus Level | Cantrips Known | Spells Known | Spell Points | Max Spell Level | |:----:|:-:|:--:|:--:|:---:| | 3rd | 2 | 3 | 4 | 1st | | 4th | 2 | 4 | 6 | 1st | | 5th | 2 | 4 | 6 | 1st | | 6th | 2 | 4 | 6 | 1st | | 7th | 2 | 5 | 14 | 2nd | | 8th | 2 | 6 | 14 | 2nd | | 9th | 2 | 6 | 14 | 2nd | | 10th | 3 | 7 | 17 | 2nd | | 11th | 3 | 8 | 17 | 2nd | | 12th | 3 | 8 | 17 | 2nd | | 13th | 3 | 9 | 27 | 3rd | | 14th | 3 | 10 | 27 | 3rd | | 15th | 3 | 10 | 27 | 3rd | | 16th | 3 | 11 | 32 | 3rd | | 17th | 3 | 11 | 32 | 3rd | | 18th | 3 | 11 | 32 | 3rd | | 19th | 3 | 12 | 38 | 4th | | 20th | 3 | 13 | 38 | 4th | ##### Spell Point Cost Table | Spell Level | Spell Points | |:-----:|:----: | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | \columnbreak ### Eldritch Societies At 3rd level, you join an Eldritch society. Your Eldritch society decides what your Spellcasting Ability, Spellcasting List is and access to their Maneuvers. Gain one of the following choices: **The Arcane Order**; a brotherhod of Arcanists who preserve knowledge and enlighten those without it. **The Knights Stygian**; terrifying knights who blend necromancy and swordsmanship to become self-sufficient, one-man armies. **The Sylvan Circle**; the Druids who choose to take arms against those that would despoil the land. **The Shadow Court**; members of powerful, secretive groups who influence the politics of the land. \pagebreakNum ### Eldritch Flair At 3rd level, you combine and hone both magic and sword craft into a single fighting style. You learn a ritual to inscribe your mark onto a weapon, creating a 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 inscribe the mark. Once you have marked a weapon, 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. In addition, you gain the following benefits based on which fighting styles you have chosen. #### Akimbo Shooting [1] ##### PH Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Cantrip | | 5th | Jinx [1], 1st level spell| | 7th | Ether Vault [3], 2nd level spell | | 13th | 3rd level spell, 3rd level spell | | 19th | 4th level spell, 4th level spell | When you choose a spell to learn, you may choose from the *PH Spells* in addition to your Eldritch Society spells. Additionally, when you summon a marked Firearm weapon, you can create as many non-magical pieces of ammunition as your Spellcasting Modifier x 4. These pieces of ammunition disintegrate after dealing damage to a target. #### Breacher [1] ##### Breacher Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Arcing Arrow [4] | | 5th | Hail of Thorns, Ice Bayonet [1] | | 7th | Spiritual Firearm [1], Stun Seed [3] | | 13th | Searing Smoke [1], Elemental Bullets [1] | | 19th | Bubble Shield [1], Vortex [1] | When you choose a spell to learn, you may choose from the *Breacher Spells* in addition to your Eldritch Society spells. Additionally, Additionally, when you summon a marked Simple, Martial Ranged or Firearn weapon, you can create as many non-magical pieces of ammunition as your Spellcasting Modifier x 4. These pieces of ammunition disintegrate after dealing damage to a target. \columnbreak #### Defense ##### Defense Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Blade Ward | | 5th | Runic Armour [3], Shield| | 7th | Spellflux [3], Blood Barrier [3] | | 13th | Glyph of Warding, Protection from Energy | | 19th | Fire Shield, Otiluke's Resilient Sphere | When you choose a spell to learn, you may choose from the *PH Spells* in addition to your Eldritch Society spells. Additionally, you may apply your Mark to a set of armour, which can be summoned as part of the same action as summoning a Marked weapon.
\pagebreakNum #### Deadeye (Archery Edit) [1] ##### Deadeye Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Arcing Arrow [4] | | 5th | Hunter's Mark, Hail of Thorns | | 7th | Cordon of Arrows, Pass Without Trace | | 13th | Conjure Barrage, Lightning Arrow, Flame Arrow | | 19th | Locate Creature, Arcane Eye | When you choose a spell to learn, you may choose from the *Deadeye Spells* in addition to your Eldritch Society spells. Additionally, when you summon a marked Simple or Martial Ranged weapon, you can create as many non-magical pieces of ammunition as your Spellcasting Modifier x 4. These pieces of ammunition disintegrate after dealing damage to a target. #### Dueling [1] ##### PH Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Rimeshard [3] | | 5th | Psi-Blade [3], Illusory Feint [3]| | 7th | Ether Vault [3], Spellsword's Incantation [3] | | 13th | Projected Attack [3], Arcane Joust [3] | | 19th | Gleam [3], 4th level spell | When you choose a spell to learn, you may choose from the *PH Spells* in addition to your Eldritch Society spells. Additionally, PH additional marked weapon affect. #### Great Weapon Fighting ##### Great Weapon Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Caustic Blade [2] | | 5th | 1st level spell, 1st level spell| | 7th | Enhance Ability, Enlarge/Reduce | | 13th | 3rd level spell, 3rd level spell | | 19th | Acidwrought Glaive [3], 4th level spell | When you choose a spell to learn, you may choose from the *PH Spells* in addition to your Eldritch Society spells. Additionally, PH additional marked weapon affect. \columnbreak #### Protection ##### Protection Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Vexatious Blade [3] | | 5th | Compelled Duel, Lashing Bind [3] | | 7th | Hold Person, 2nd level spell | | 13th | Counterspell, 3rd level spell | | 19th | 4th level spell, 4th level spell | When you choose a spell to learn, you may choose from the *PH Spells* in addition to your Eldritch Society spells. Additionally, you may mark a shield in addition to your weapons. You may summon this shield as part of the action taken to summon a marked weapon. You may hold this shield in the same hand as your Arcane Focus. #### Sniper [1] ##### Sniper Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Blood-Lightning Bullet [1] | | 5th | Hunter's Mark, Fade Assault [3]| | 7th | 2nd level spell, 2nd level spell | | 13th | 3rd level spell, 3rd level spell | | 19th | Ghost Bullets [1], 4th level spell | When you choose a spell to learn, you may choose from the *Sniper Spells* in addition to your Eldritch Society spells. Additionally, when you summon a marked Firearm weapon, you can create as many non-magical pieces of ammunition as your Spellcasting Modifier x 4. These pieces of ammunition disintegrate after dealing damage to a target. \pagebreakNum #### Throwing [5] ##### Throwing Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Sending Blade [3] | | 5th | Grasp of the Spectre [3], 1st level spell, | | 7th | Spiritual Weapon, Dark Javelin [3] | | 13th | Transfixing Daggers [3], 3rd level spell | | 19th | 4th level spell, 4th level spell | When you choose a spell to learn, you may choose from the *Throwing Spells* in addition to your Eldritch Society spells. Additionally, #### Two-Weapon Fighting ##### PH Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Cantrip | | 5th | Brisk Blades [3], 1st level spell| | 7th | 2nd level spell, 2nd level spell | | 13th | 3rd level spell, 3rd level spell | | 19th | Fangs of the Storm Serpent [3], 4th level spell | When you choose a spell to learn, you may choose from the *PH Spells* in addition to your Eldritch Society spells. Additionally, when you summon a Marked weapon, you can summon an additional weapon as part of the action. #### Unarmed [5] ##### Unarmed Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Thunderclap | | 5th | Catapult, Veins of Vigor [3]| | 7th | Enlarge/Reduce, Alter Self | | 13th | Projected Attack [3], Thunderwreathed Fists [3] | | 19th | 4th level spell, 4th level spell | When you choose a spell to learn, you may choose from the *Unarmed Spells* in addition to your Eldritch Society spells. Additionally, you can mark your fists in the same way you would mark your fists. At 5th level, you can apply the enchantments of a weapon you have marked and are attuned to when you attack with your marked fists. \columnbreak #### Phalanx [1] ##### PH Spells | Magus Level | Spells | |:---:|:-----------:| | 3rd | Cantrip | | 5th | 1st level spell, 1st level spell| | 7th | 2nd level spell, 2nd level spell | | 13th | 3rd level spell, 3rd level spell | | 19th | 4th level spell, 4th level spell | When you choose a spell to learn, you may choose from the *Brawler Spells* in addition to your Eldritch Society spells. Additionally, at 5th level, you can mark your fists as a weapon. When they are, the damage deal counts as magical for the purpose of overcoming damage resistance and immunities. ### War Magic Beginning at 7th level, When you cast a spell with a casting time of an action, you can as a bonus action take the attack action but with one less attack than normal (to a minimum of one attack). ### 10th Level Feature At 10th level, you advance the teachings of your Eldritch Society. ### 15th Level Feature At 15th level, you exmplify the teachings of your Eldritch Society ### 18th Level Feature At 18th level, you embody all aspects of your Eldritch Society. \pagebreakNum # The Arcane Order No knowledge should ever be forgotten nor with held without just reason. As an Arcane Guardian, you strive to collect all information and knowledge that can be used for good and destroy that which should never be known. ### Spellcasting. **Cantrips.** You learn 2 cantrips of your choice from the Arcane Guardian’s spell list. You learn an additional cantrip of your choice from the Arcane Guardian's spell list at 10th. These cantrips count as magus spells for you. **Spellcasting Focus.** You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magus spells. **Spell Points.** The Magus Spellcasting table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend points of the spell’s level or higher (as seen in the *Spell Point Cost Table*). You regain all expended spell points when you finish a long rest. **Spells Known of 1st-Level and Higher.** You know three 1st-level spells of your choice form the Arcane Order Spell list. The Spells Known column of the Magus Spellcasting table shows when you learn more Magus spells of 1st level or higher. Each of these spells must be of a level which you are able to cast. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Magus spells you know with another spell of your choice from the Arcane Order spell list. The new spell must be of a level of which you can cast. **Spellcasting Ability.** Intelligence is your spellcasting ability for your Arcane Guardian 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 an Arcane Guardian 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 \columnbreak ## Arcane Order Maneuvers #### Abjuration Field *Prerequisite:* Arcane Order *Eldritch Society* When you are attacked by a creature you can see, you may use your reaction to reduce the damage taken by an amount equal to your intelligence modifier. **Superiority.** The amount is reduced by half instead. #### Amethyst Mark *Prerequisite:* Arcane Order *Eldritch Society*, Wielding a Marked Weapon After casting a spell of 1st-level or higher that deals damage, your next weapon attack made with your bonded weapon before the end of your next turn that hits deals an additional 1d6 force damage. **Superiority.** When making an attack that has been infused by this maneuver, you deal the additional damage to all creatures of your choice within 10 feet of the target of your attack. #### Ethereal Strike *Prerequisite:* Arcane Order *Eldritch Society*, Wielding a Marked Weapon When you make an attack with your bonded weapon on your turn, you convert the edge of the weapon into eldritch energy. This attack deals force damage instead of its regular type. **Superiority.** You can teleport up to 10 feet to an unoccupied space you can see.
\pagebreakNum # Arcane Order Spell list
##### Cantrips (0 Level) - Dancing Lights - Mage Hand - Message - Minor llusion - Prestidigitation - Spell-Shattering Strike [4] - Sword Burst [] - True Strike - Vortex Dart [4] ##### 1st Level - Alarm - Comprehend Languages - Detect Magic - False Life - Feather Fall - Find Familiar - Grease - Identify - Illusionary Feint [3] - Jaunt [3] - Magic Missile - Sleep - Tenser's Floating Disk ##### 2nd Level - Blur - Cloud of Daggers - Crown of Madness - Darkness - Darkvision - Dissociative Strike [3] - Enlarge/Reduce - Hold Person - Invisibility - Misty Step - Nystul's Magic Aura - Phantasmal Force - Rope Trick - See Invisiblity - Windward Blade [3] \columnbreak ##### 3rd Level - Arcane Joust [3] - Blink - Clairvoyance - Counterspell - Dispel Magic - Fireball - Fly - Haste - Nystal's Crystal Dagger [3] - Leomund's Tiny Hut - Magic Circle - Slow - Tongues ##### 4th Level - Arcane Eye - Acidwrought Glaive [3] - Banishment - Confusion - Dimension Door - Evard's Black Tentacles - Fabricate - Fangs of the Storm Serpent [3] - Hallucinatory Terrain - Leomund's Secrey Chest - Locate Creature
\pagebreakNum # The Knights Stygian The Knights Stygian hail from the Venbidden Dominion where tampering with death is normal and the dead are raised out of respect and desperation. ### Spellcasting **Cantrips.** You learn 2 cantrips of your choice from the Knights Stygian’ spell list. You learn an additional cantrip of your choice from the Knights Stygian’ spell list at 10th. These cantrips count as magus spells for you. **Spellcasting Focus.** You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magus spells. **Spell Points.** The Magus Spellcasting table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend points of the spell’s level or higher (as seen in the *Spell Point Cost Table*). You regain all expended spell points when you finish a long rest. **Spells Known of 1st-Level and Higher.** You know three 1st-level spells of your choice form the Knights Stygian' Spell list. The Spells Known column of the Magus Spellcasting table shows when you learn more Magus spells of 1st level or higher. Each of these spells must be of a level which you are able to cast. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Magus spells you know with another spell of your choice from the Knights Stygian spell list. The new spell must be of a level of which you can cast. **Spellcasting Ability.** Charisma is your spellcasting ability for your Knights Stygian spells, since you learn your spells through an innate connection with death. 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 an Knights Stygian' 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 \columnbreak ## Knights Stygian Maneuvers #### Soul Strike *Prerequisite:* Knights Partisan *Eldritch Society* You can make an unarmed strike with a range of 15ft that deals d6 necrotic damage on a hit. **Superiority.** Instead, each creature in a 30ft line (originating from you) must make a Dexterity Saving Throw against your Martial Save DC or take d6 necrotic damage. #### Desecration *Prerequisite:* Knights Partisan *Eldritch Society* You may cast *Detect Thoughts* at will on a corpse that has been dead no longer than a week, reading their thoughts at their time of death. **Superiority.** As an action, you can choose to have the soul of the corpse to rise again, aiding you in battle. A spectral form rises from the body, using the stats of a *Skeleton* (unless your DM decides otherwise), and will aid you to the best of its ability. However it cannot move more than 30ft from its corpse. #### Obsidian Mark *Prerequisite:* Knights Stygian *Eldritch Society*, Wielding a Marked Weapon After casting a spell of 1st-level or higher that deals damage, your next weapon attack made with your bonded weapon before the end of your next turn that hits deals an additional 1d6 necrotic damage. **Superiority.** When making an attack that has been infused by this maneuver, you deal the additional damage to all creatures of your choice within 10 feet of the target of your attack. #### Stygian Cohort *Prerequisite:* Knights Stygian *Eldritch Society*, 7th level When you take the attack action, you can forego one attack to make an undead under your control make an attack. **Superiority.** You can cast the *Animate Dead* spell as a *Knight Stygian* spell. Commands given to undead raised in this way cannot cause the creature to attack. \pagebreakNum # Knights Stygian Spell list
##### Cantrips (0 Level) - Bloodletting Bite [4] - Chill Touch - Death Shroud [4] - Mending - Resistance - Spare the Dying - Siphoning Strike [3] - Toll the Dead - Thaumaturgy ##### 1st Level - Arms of Hadar - Aspir [4] - Bane - Cause Fear - Corpse Mask [4] - Detect Poison and Disease - Dissonant Whispers - Drain [4] - False Life - Hex - Inflict Wounds - Ray of Sickness - Sleep - Tasha’s Hideous Laughter ##### 2nd Level - Blindness/Deafness - Darkness - Darkvision - Crown of Madness - Gentle Repose - Phantasmal Force - Ray of Enfeeblement - See Invisibility - Shatter - Silence - Spider Climb - Web ##### 3rd Level - Bestow Curse - Dispel Magic - Fear - Feign Death - Gaseous Form - Hunger of Hadar - Phantom Steed - Revivify - Slow - Speak with Dead - Vampiric Touch ##### 4th Level - Banishment - Blight - Death Ward - Dominate Beast - Evard’s Black Tentacles - Phantasmal Killer
\pagebreakNum # The Slyvan Circle Magi in the Sylvan Circle are drawn together by their reverence for the natural world. Members of this Eldritch Society become a magus to protect sacred lands and creatures. Although this society is more informal compared to others, magi in the Sylvan Circle meet with one another regularly in small groups they call covens to discuss matters of local and regional concern as well as to share information. ### Spellcasting **Cantrips.** You learn 2 cantrips of your choice from the Slyvan Circle's spell list. You learn an additional cantrip of your choice from the Slyvan Circle's spell list at 10th. These cantrips count as magus spells for you. **Spellcasting Focus.** You can use a Druidic Focus (found in chapter 5) as a spellcasting focus for your magus spells. **Spell Points.** The Magus Spellcasting table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend points of the spell’s level or higher (as seen in the *Spell Point Cost Table*). You regain all expended spell points when you finish a long rest. **Spells Known of 1st-Level and Higher.** You know three 1st-level spells of your choice form the Slyvan Circle's Spell list. The Spells Known column of the Magus Spellcasting table shows when you learn more Magus spells of 1st level or higher. Each of these spells must be of a level which you are able to cast. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Magus spells you know with another spell of your choice from the Slyvan Circle spell list. The new spell must be of a level of which you can cast. **Spellcasting Ability.** Wisdom is your spellcasting ability for your Slyvan Circle spells, since you learn your spells through intuitive connection with the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Slyvan Circle spell you cast and when making an attack roll with one. **Spell save DC.** = 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier \columnbreak ## Slyvan Circle Maneuvers #### Spore Cloud *Prerequisite:* Slyvan Circle *Eldritch Society* When you use this maneuver, the target must make a Constitution saving throw against your Maneuver DC. On a failure, they lose resistance to Poison damage if they have it. **Superiority.** The attack also deals its normal damage. Additionally, if the target did not have resistance to poison damage and they fail the saving throw, they gain vulnerability to poison damage. #### Grappling Roots *Prerequisite:* Slyvan Circle *Eldritch Society* As part of this Maneuver, make a melee or ranged attack roll against a target. On a hit, they must succeed on a strength saving throw against your Maneuver Save DC or have their speed halved until the end of their turn. **Superiority.** Instead of having their speed reduced, the target becomes Grappled by the roots for one minute. They can repeat the save at the end of each of their turns to escape the roots. #### Emerald Mark *Prerequisite:* Slyvan Circle *Eldritch Society*, Wielding a Marked Weapon After casting a spell of 1st-level or higher that deals damage, your next weapon attack made with your bonded weapon before the end of your next turn that hits deals an additional 1d6 poison damage. **Superiority.** When making an attack that has been infused by this maneuver, you deal the additional damage to all creatures of your choice within 10 feet of the target of your attack. \pagebreakNum # Sylvan Circle list
##### Cantrips (0 Level) - Booming Blade - Druidcraft - Fungal Bloom [4] - Give Life [4] - Light - Magic Stone - Primal Savagery - Resistance - Rime Strike [4] - Spare the Dying - Thornwhip - Warden's Rebuke [4] ##### 1st Level - Animal Friendship - Create or Destroy Water - Cure Wounds - Detect Poison and Disease - Ensnaring Strike - Entangle - Fog Cloud - Goodberry - Hail of Thorns - Jump - Longstrider - Purify Food and Drink - Speak with Animals ##### 2nd Level - Alter Self - Animal Messenger - Barkskin - Beast Sense - Darkvision - Enhance Ability - Gust of Wind - Lesser Restoration - Locate Animals or Plants - Moonbeam - Pass without Trace - Protection from Poison - Skywrite - Spike Growth - Warding Wind \columnbreak ##### 3rd Level - Conjure Animals - Daylight - Dispel Magic - Meld into Stone - Plant Growth - Protection from Energy - Revivify - Speak with Plants - Stinking Cloud - Water Breathing - Water Walk ##### 4th Level - Blight - Conjure Woodland - Beings - Death Ward - Dominate Beast - Giant Insect - Grasping Vine - Locate Creature - Polymorph - Stone Shape
\pagebreakNum # The Crystalline Ascendancy The Crystalline Ascendancy represents order in this chaotic world, striving to bring society and structure to the lives of everyone from those living in the urban cities to the far reaches of wild lands. ### Spellcasting **Cantrips.** You learn 2 cantrips of your choice from the Crystalline Ascendancy’s spell list. You learn an additional cantrip of your choice from the Crystalline Ascendancy's spell list at 10th. These cantrips count as magus spells for you. **Spellcasting Focus.** You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magus spells. **Spell Points.** The Magus Spellcasting table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend points of the spell’s level or higher (as seen in the *Spell Point Cost Table*). You regain all expended spell points when you finish a long rest. **Spells Known of 1st-Level and Higher.** You know three 1st-level spells of your choice form the Crystalline Ascendancys Spell list. The Spells Known column of the Magus Spellcasting table shows when you learn more Magus spells of 1st level or higher. Each of these spells must be of a level which you are able to cast. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Magus spells you know with another spell of your choice from the Crystalline Ascendancy spell list. The new spell must be of a level of which you can cast. **Spellcasting Ability.** Intelligence is your spellcasting ability for your Crystalline Ascendancy spells, since you channel your spells from a pact with the Primal Lords of Fire. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Crystalline Ascendancy 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 \pagebreakNum # Knights Stygian Spell list
##### Cantrips (0 Level) - Booming Blade - Druidcraft - Fungal Bloom - Give Life - Light - Magic Stone - Resistance - Rime Strike - Spare the Dying - Thornwhip - Warden's Rebuke ##### 1st Level - Animal Friendship - Create or Destroy Water - Cure Wounds - Detect Poison and Disease - Ensnaring Strike - Entangle - Fog Cloud - Goodberry - Hail of Thorns - Jump - Longstrider - Purify Food and Drink - Speak with Animals ##### 2nd Level - \columnbreak ##### 3rd Level - ##### 4th Level -
\pagebreakNum # The Insurrectionists The Insurrectionists are a faceless organization that permeate the world, sowing seeds of chaos and destruction to break down societies to its lowest level. Why they do it can vary from member to member, but all do it with the favor of Nybdite, Daprasil or Lalmos. # The Ignea Core The Ignea core maintain the ties of the world to the fire plains. With the chaotic waking-throws of Jadar, the Ignea Core control the magma currents of the world from their volcanic temples to keep the world safe. # The Terra Confederation # The Strato Council # The Serpents of the Deep # The Brass Cabal \pagebreakNum # The Shadow Court Magi in the Shadow Court belong to clans of conspirators who have seek to shape local and regional politics as well as wage a clandestine war amongst one another for secrets and objects of power. Although those outside the Eldritch Society know it as a singular group, the Shadow Court is in fact composed of multiple clans that blend stealth, fighting prowess, and magical ability. Magi in the Shadow Court are secretive by nature and are forbidden from revealing their clan’s goals and activities to all but their most trusted companions. ### Spellcasting When you choose this Eldritch Society at 3rd level, you augment your martial prowess with the ability to cast cantrips. This initiation will later influence your magus spellcasting feature. **Cantrips.** You learn 2 cantrips of your choice from the Shadow Court’s spell list. You learn an additional cantrip of your choice from the Shadow Court’s spell list at 10th. These cantrips count as magus spells for you. **Spellcasting Focus.** You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magus spells. **Spell Points.** The Magus Spellcasting table shows how many spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend points of the spell’s level or higher (as seen in the *Spell Point Cost Table*). You regain all expended spell points when you finish a long rest. **Spells Known of 1st-Level and Higher.** You know three 1st-level spells of your choice form the Shadow Court's Spell list. The Spells Known column of the Magus Spellcasting table shows when you learn more Magus spells of 1st level or higher. Each of these spells must be of a level which you are able to cast. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Magus spells you know with another spell of your choice from the Shadow Court's spell list. The new spell must be of a level of which you can cast. **Spellcasting Ability.** Intelligence is your spellcasting ability for your Shadow Court spells, since you learn your spells through rote 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 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 \columnbreak ### Shadow Court Maneuvers #### Belt of Tricks *Prerequisite:* Shadow Court *Eldritch Society* **Superiority.** #### Smoke and Mirrors *Prerequisite:* Shadow Court *Eldritch Society* You learn the *Flashpalm* cantrip if you didn't already know it and gain another cantrip from the Shadow Court spellcasting list if you already did. You can cast this Cantrip as a bonus action. If you do so, it does no damage but the 5ft cube were you are standing also fills with smoke, lightly obscuring you. **Superiority.** #### Jade Mark *Prerequisite:* Shadow Court *Eldritch Society*, Wielding a Marked Weapon After casting a spell of 1st-level or higher that deals damage, your next weapon attack made with your bonded weapon before the end of your next turn that hits deals an additional 1d6 poison damage. **Superiority.** When making an attack that has been infused by this maneuver, you deal the additional damage to all creatures of your choice within 10 feet of the target of your attack.