The Magus
An arcane half-caster, jury rigging their way to victory in the worlds greatest role-playing game
![](https://www.gmbinder.com/images/xmXZKcY.png)
Magus
A half crazed Elven woman finishes binding together a half dozen craps of parchment. As she touches her fingers to a rune, blue fire streaks out and destroys her prison A burly Goliath slams his warhammer against his shield, the sparks flying off and becoming bolts of flame. Behind that shield are dozens of wands and potions Hands in pockets, a tall human man in a raggedy cloak walks into the unholy temple. As the cultists commands the demons to attack, the man holds up a contract, and the demons turn on their summoners.
These are Magi, the outcasts of arcane study. While wizards are the studied professors of magic and artificers the practical tradesman, magic are a different breed. Working from a half made list filled with their own improvisations, a magus is as mad as she is brilliant
Improvise, Adapt, Overcome
The art of the Magi is much different than one would assume. Although learned and studied like their wizardly cousins, Magi do not take the time to meticulously document each portion of a spell. To a magus, magic is complex, and often derived from several sources. All magic done by magi is a cobbled improvisation rigged together from multiple incantations and artifacts. Despite the image this presents (and the grumbling from more scholarly magic users) this offers magi unparalleled flexibility and opportunity, allowing them to easily re work a particular spell to another effect.
Prepared Survivor
To a Magi, there is never enough preparation. Most magic spend their lives collecting scraps of magical power “just in case”. A magi has no tower, instead fortifying bunkers in defense of doomsday scenarios. Hoarding food and power, magi networks communicate through arcane means, sharing tips and strategy on how to prepare for what magi call “The Big One”
Making a Magus
When making a magus, the most important question to think on is what purpose you see for magic to your character. Is it a hobby they are skilled at, another tool in their toolbox, or a lifelong passion that they pursue differently than a wizard does. Along with that, think on how your views on magic affect your place in the world. In some settings, an everyman magic user will be welcome in small town but shunned by the magical guilds in more civilized lands.
Finally, although it is not gained until later, think ahead on your choice of Thesis. Magi thesis’s have very disparate visual styles, goals, and methods. Your magi may have their sights set on one already, or you may wish to organically grow your character into that path
d4 | Induction to The Magi |
---|---|
1 | Through study and care, you found your way into a wizard school. You promptly left, irritated at their stuffy behavior |
2 | Although your church mostly fought against the arcane, they admitted the need for one. When you showed talent, they lept at the chance to train you. |
3 | Dark tomes and secret libraries were your passion. One night, after falling asleep at the library, you woke up to a note inviting you to learn the real secrets |
4 | You were always a tinkerer, a builder. Your village was grateful for the aid. You didn’t know that you had magical talent until a wandering Magus found you |
d4 | Colleague Relationship |
---|---|
1 | You keep a constant stream of notes, arguments, and discourse flowing between several other researchers. |
2 | You’ve never met your fellow magi, but you have seen the results a quick plea can get you- for a price |
3 | Colleague is a strong word. You constantly keep tabs on your rivals to ensure they don’t steal your secrets |
4 | Other magi are the family you never had, and you know that your brothers in arms are there for you |
d4 | Bad Habits |
---|---|
1 | You often use legalistic language and excessive explanations when dealing with people, due to being more accustomed to dealing with summoned creatures |
2 | Oaths are of vital importance to you. Common folk, however, are confused about how you speak in terms of valor and pacts |
3 | You have a bad tendency to look down on wizards for being stuffy and reclusive. This has earned you a few lightning bolts for your trouble |
4 | You’re more comfortable with arcane devices than people, and are confused as to why people are offended that you would rather send a construct to do business |
Quick Build
To quickly make a Magus, make either dexterity or strength your highest score, followed by intelligence. Then, choose the sage background
The Magus
Level | Proficiency Bonus | Features | Improvisations | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Magus Style | - | — | — | — | — | — |
2nd | +2 | Spellcasting, Arcane Improvisation | 2 | 2 | — | — | — | — |
3rd | +2 | Magus Thesis, Spell Cache | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Increase | 3 | 3 | — | — | — | — |
5th | +3 | Enhanced Style | 3 | 4 | 2 | — | — | — |
6th | +3 | Thesis Feature | 3 | 4 | 3 | — | — | — |
7th | +3 | Arcane Armor | 4 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Increase | 4 | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 2 | — | — |
10th | +4 | Flexible Spell Cache, Shared Knowledge | 5 | 4 | 3 | 2 | — | — |
11th | +4 | Thesis Feature, Perfected Style | 5 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Increase | 5 | 4 | 3 | 3 | — | — |
13th | +5 | — | 6 | 4 | 3 | 3 | 1 | — |
14th | +5 | Improved Arcane Armor | 6 | 4 | 3 | 3 | 1 | — |
15th | +5 | Thesis Feature | 6 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Increase | 6 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 6 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Trump Card | 6 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Increase | 7 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Grand Magus | 7 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Magus, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Magus level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Magus level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple Weapons, Martial weapons
- Tools: none
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Acrobatics, Athletics Arcana, History, Investigation, Perception, Religion, Survival
.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longbow and a quiver with 20 arrows or (b) five javelins
- A Martial Melee weapon
- (a) a scholar's pack or (b) an explorer's pack
- (a) scale mail or (b) leather armor
- 3 trinkets from the trinket table
Magus Style
In their rush to prepare and plan for all outcomes, Magi tend to select styles that allow them to be efficient in the way they see fit. At 1st level, choose a Magus Style. This Style becomes more powerful at 5th and 11th level. Additionally, you choice of style grants you new options for Improvisations, which you gain at 2nd level.
Spellblade Style
Your style is combat focused and allows you to thrive in the heat of battle. Starting at at 1st level, you gain either the Archery, Defense, Dueling, or Great Weapon fighting style.
You also learn the Rite of Arcane Empowerment. This rite can be performed on a weapon over the course of a minute to change its damage type to fire, cold, acid, or lightning damage. This effect lasts until you apply the ritual to a new weapon.
Enhanced
When you take the attack action, you may attack twice instead of once.
In addition, your Rite of Arcane Empowerment now can change damage types to psychic, radiant, or necrotic.
Perfected
Whenever you hit an enemy with an attack, you may choose to mark them. You may only have one active mark. When a marked creature forces you to make a concentration check, you make it with advantage.
Additionally, your Rite of Arcane Empowerment can now change damage types to force
Arcanist Style
Your style is magic focused and allows you to easily keep pace with more focused spellcasters. Starting at 1st level, choose 2 wizard cantrips. They are now Magus spells for you.
You also learn the Art of Revelation. As an action, you may cause all magical objects, magical creatures, active spells, or creatures under the effect of a spell that are within 30 feet to glow or produce some other sensory effect you notice. The effect may vary based on the magical effect to reflect its nature. You may use this ability a number of times equal to your intelligence modifier, regaining all uses on a long rest
Enhanced
Once per turn you may add your Intelligence modifier to the damage of a Magus cantrip you cast.
In addition, you now regain all uses of your Art of Revelation on a short rest
Perfected
When you use an Improvisation, roll a d4. If you roll higher than the spell you utilized, it does not become unprepared. You must complete a short rest before doing so again.
Additionally, you may now use your Art of Revelation as a bonus action.
Nighthand Style
Your style is sly and focuses on subterfuge and deception. Starting at 1st level, once per turn when you hit a creature with a weapon attack and have advantage, or when that creature is within 5 feet of an ally who is not incapacitated and you do not have disadvantage, you deal an additional 2d4 damage with that weapon.
You also learn the Vision of the Hunter. As an action, you may target a creature within 30 feet and learn a single damage resistance, damage immunity, or condition immunity it has. You may do so a number of times equal to your Intelligence modifier, regaining all used on a long rest.
Enhanced
Your bonus damage increases to 2d8, and a creature you hit with this attack cannot make attacks of opportunity against you until the end of this turn
In addition, your Vision of the Hunter now tells you 3 pieces of information
Perfected
Your bonus increases to 2d12, and your target does not need to be near an ally if your target is under the effect of a spell you have cast.
Additionally, your Vision of the Hunter now tells you all of a creatures condition immunities, damage immunities, and damage resistances
Arcane Improvisation
Starting at 2nd level, your knowledge of arcane magic has allowed you a nuanced view of its application. The essence of an improvisation is taking a resource you do have but do not need and converting it into something you can use in the moment. Most Improvisations affect your Spells Prepared, but not all. Starting at 1st level, you know two Improvisations. You gain additional Improvisations as your Magus level increases. When you gain an Improvisation, you must be able to use it, meaning you cannot learn an improvisation whos cost is a spell you cannot prepare. If an Improvisation requires a 5th level spell, you cannot learn that Improvisation unless you can prepare 5th level spells
Using an Improvisation
Most improvisations will affect your spells that you have prepared. An improvisation May have the cost of “a spell that deals fire damage” or “an evocation spell”. If you choose a spell (for example, Burning Hands for both) that fulfills the requirement, then the Improvisation takes effect and that spell is no longer considered prepared for you. This has no effect on your normal spell preparation after a long rest. You may not use any spell you know, or any spell that is automatically prepared, for an Improvisation
Improvisation Saves and High Level Improvisations
When an improvisation calls for an attack or saving throw, you use your Magus spell attack bonus and magus spell save DC. Any time an Improvisation calls for a spells level, it refers to the level of the spell you choose to unprepare specifically for that improvisation. If a magus improvisation uses a 4th level spell, you cannot use a 4th level spell again for an Improvisation until you complete a short rest or expend a 4th level spell slot. If a magus improvisation uses a 5th level spell, you cannot use a 5th level spell again for an Improvisation until you complete a long rest or expend a 5th level spell slot.
Spellcasting
As a student of arcane magic, you have learned to art of magic through trial and error, and draw your magical skill from improvisation and the combination of other spell effects
Spell Slots
The Magus table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Magus 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 magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
Preparing and casting spells
The Magus table shows how many spell slots you have to cast your magus spells. To cast one of your magus spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of magus spells that are available for you to cast, choosing from the magus spell list. When you do so, choose a number of magus spells equal to your Intelligence modifier + half your magus level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level magus, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell identify, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of magus spells requires time spent cobbling together spell formulae: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your Magus Spells, since the power of your magic relies on your ability to correctly combine the scraps of magic you know. 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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Magus Spells.
Magus Thesis
Magus is a loose title for a large number of those who wish to learn the arts of arcane magic, but seek to more self-capable than wizards. Magi usually divide themselves by their Thesis, which is the term used for a Magus' combined academic interest, magical skill, and personal goals. When you reach 3rd level, choose either the Thesis of the Warbreakers, the Voidlighters, Occultists, Mentalists, or CHronoclasts. You gain additional features based on this choice at 6th, 11th, and 15th levels
Thesis Spells
Your choice of Thesis grants you certain spell choices. These are added to the Magus spell list for you, and you always have those spells prepared. You mayn not use a Thesis spell as fuel for an improvisation
Thesis Improvisations
Each Thesis grants you a new option for your Trump Card Feature at 18th level, as well as a list of new options to take for your Improvisations
Spell Cache
Starting at 3rd level, you have learned mental tricks that allow you to easily recall information. When you prepare your spells for the day, choose a single spell per spell level to enter your Spell Cache. When you complete a short rest and have fewer spells prepared than your maximum number, you may choose to prepare all the spells in your Spell Cache, emptying it. You then cannot use your Spell Cache again until you prepare your spells after a long res
Ability Score Increase
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
Arcane Armor
At 7th level, you learn to conduct a ritual to imbibe magic into a set of non-magical armor, or armor that is only magical due to its materials. You spend an hour performing this ritual, and must expend 100gp in gems and rare metals to enchant the armor. If you perform this ritual on a second set of armor, the first set loses its magic. The armor does not apply its benefits to anyone else As part of this ritual, choose one of the following benefits to apply to the armor
- Bulwark: the armor grants a +1 bonus to AC and all saving throws
- Arcanist Armor: you may use your Intelligence modifier, undead of Dexterity, to determine your AC with this armor. You must otherwise obey all other restrictions on the armor
- Indomitable Ward: the armor becomes able to intercept damage for you. When you take damage, you may cause the armor to intercept any portion of that damage (no action required). The armor has hit points equal to half your Magus level plus your intelligence modifier. The armor is fully healed when you complete a short or long rest.
Flexible Spell Cache
At 10th level, you have expanded your mental tricks to be more varied. When you prepare your Spell Cache, you may choose a single level of spells. You prepare no spells of that level, and instead prepare two additional spells of any lower level. For example, if you choose not to prepare a third level spell, you may choose to either prepare two additional second or first level spells.
Improved Arcane Armor
At 14th level, your ability to enchant your defenses improves. You may now grant a single piece of armor two benefits from the Arcane Armor Feature, or a single benefit from the following:
- Bulwark Triumphant: you gain a +2 bonus to AC and all saving throws
- Archmage Armor: you may use your Intelligence, instead of Dexterity to determine your AC with the armor. In addition, you may use a reaction when damaged by a spell to halve the damage against you
- Rebuking Ward: the armor becomes able to intercept damage for you. When you take damage, you may cause the armor to intercept any portion of that damage (no action required). The armor can take a maximum amount of damage equal to your Magus level plus your intelligence modifier. All damage is removed from the armor when you complete a short or long rest. When a creature reduced your armors HP to 0, you may use a reaction to immediately deal force damage to that creature equal to your Magus level plus your intelligence modifier
Trump Card
At 18th level, your research and hunt for magical excellence has led to your opus: A Trump Card. Choose one of the options below as your Trump Card. This choice cannot be changed later. A Trump Card can be used once, and you regain the use when you complete a long rest
- Touch of Primordial Flames: once per day, you can cast the spell investiture of fire, using your Spellcasting Ability modifier. You suffer a level of exhaustion when the spell ends
- Breath of Primordial Air: once per day, you can cast the spell investiture of wind, using your Spellcasting Ability modifier. You suffer a level of exhaustion when the spell ends
- Stance of Primordial Earth: once per day, you can cast the spell investiture of stone, using your Spellcasting Ability modifier. You suffer a level of exhaustion when the spell ends
- Heart of Primordial Ice: once per day, you can cast the spell investiture of ice, using your Spellcasting Ability modifier. You suffer a level of exhaustion when the spell ends
- Ancient Solar Might: once per day, you can cast the spell sunbeam, using your Spellcasting ability modifier. You gain a level of exhaustion immediately after
- Reserve Strength: the first time you are reduced to 0 HP each day, you immediately gain hit points equal to your Magus level times four and stand up
Grand Magus
You have masters the art of magic in your own way. Whenever you roll initiative, if you have fewer than your maximum number of spells prepared, you may immediatley prepare up to 3 spells
Magus Thesis
For a Magus, an Thesis is more than just an area of study. A thesis is life, hobby, and innate talent. A magus users their Thesis to define themselves in the world. When a Magus joins a thesis, they typically make contact weth others who follow that Thesis, and as such tend to have both similar ideas and similar senses of style
Warbreakers
The Warbreakers are so named due to their tendency to end conflicts soon after entering them. Magi who devote themselves to this Thesis are also called swordmages or battlemages, and dedicate themselves to learning the art of combat magic. Warbreakers delve into ancient tomes to learn tactics and strategy, and are well versed in the magical advancements that warfare can drive.
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Warbreaker Spells
Spell level | Spells |
---|---|
1st | Heroism, shield |
2nd | alarm, warding Bond |
3rd | Elemental weapon, haste |
4th | Death ward, Otiluke's Resilient Sphere |
5th | creation, steel wind strike |
Combat Mage
Starting at 3rd level when you gain this thesis, you and any creature of your choice within 30 feet may add your Intelligence modifier to Initiative rolls. When a creature benefitting from this bonus rolls initiative, it may choose to use its reaction to move up to half its speed. You also gain proficiency in shields.
Spell Combat
Also at 3rd level, you’ve learned to blend magecraft and magic into a singular fighting form. You gain one of the following Spell Combat options, which cannot be changed later. You gain an additional option at 10th level. As a bonus action on your turn, you may expend a spell slot and choose a creature within 30 feet. For the next minute, the creature can use your Spell Combat option as if it had spent the spell slot itself. The effect ends as normal, and you may only have a single Spell Combat option active at a single time.
- Aegis: you may expend a spell slot and choose another creature within 30 feet to construct an arcane ward around that creature. For the next minute, every time that creature takes damage, the damage is reduced by three times the expended slots level. Whenever you take damage while this ability is active, roll a d20. If you roll lower than twice the expended slots level, the Aegis ends. You may only have one active Aegis at a time.
- Impact: while wielding a two handed weapon, you may expend a spell slot when you hit a creature. That creature takes 1d6 damage, plus an additional 1d6 per slot level expended. This damage is the same as your weapons, but does not count as your weapons damage.
- Ghostly Barrage: when you make a ranged attack roll, you may spend a spell slot to split your weapon into ghostly clones. You create an area of effect around your targeted creature, 5 foot radius per slot level. Each creature in that area takes damage equal to your weapons damage die.
- Arcane Barrier: while wielding a weapon in one hand and nothing in the other, you may expend a spell slot as a reaction against an attack that hits you to form a brief barrier. You gain a bonus to AC against the triggering attack equal to 1+ the spell slots level. If this causes the attack to miss, you may make a single Melee attack as part of the reaction, with a bonus to the attack and damage roll equal to the AC bonus
Sudden Spell
Starting at 6th level, you’ve learned to quickly cast certain spells. When you cast a spell that would affect a willing creature as an action, you can cast that spell as a bonus action. You may only target yourself with this spell. You may use this ability once, regaining the use when you complete a short or long rest
Enspelled Strikes
Starting at 11th level, you deal additional damage while concentrating on a spell. Whenever you deal damage with a weapon attack, or once with a spell that requires an attack roll, you may deal additional damage equal to your Intelligence modifier if you are currently concentrating on a spell.
Tactical Focus
At 15th level, whenever you are concentrating on a spell and fail a concentration check, you may use a reaction to expend a spell slot of a higher level that the spell you are concentrating on. If you do so, you instead pass the concentration check.
Trump Card: Embody the Code
As an action, you speak the words of the Old Code, swearing yourself to be a knight of honor. For the next 10 minutes, you are sheathed in radiant blue-white energy. For the duration, you gain the following:
- You gain 50 temporary hit points
- You have advantage on attack rolls made with simple and martial weapons
- When you hit a creature with a melee weapon attack, you deal an additional 2d6 force damage
Immediately after this effect ends, you must make a constitution saving throw against your spell save DC. On a success, you take a level of exhaustion. On a failure, you gain a level of exhaustion and your current and maximum HP are both halved until you complete a long rest. Once this ability is used, you cannot use it again until you complete a long rest
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Thesis of the Voidlighter
Voidlighters know better than any that to stare into the abyss is to invite it to stare into you. Sometimes called shadowcasters or nightblades, shadowcasters manipulate the energy of the Void, a dark realm of hungry magic. Voidlighters do so the learn how the Void works and contain its threats, and are the vanguard of fights against dark forces of destruction. Voidlighters are not immune to corruption from the Void, but always take responsibility for hunting down their Fallen.
Voidlighter Spells
Spell level | Spells |
---|---|
1st | fog cloud, arms of hadar |
2nd | Shadow blade, darkness |
3rd | glyph of warding, Hunger of Hadar |
4th | shadow of moil, banishment |
5th | scrying, enervation |
Void Touched
Starting at 3rd level when you choose this Thesis, your connection to Dark Magics and shadowcasting has granted you a measure of knowledge. You gain proficiency in Religion or Arcana, your choice. If you are already proficient in both, you instead gain proficiency in a single additional skill from the Magus skill list. You also double your proficiency in all skill checks for either Arcana or Religion. This choice cannot be changed later.
Curse of the Void
Also at third level, you’ve learned how to place a draining curse on your foes. As a bonus action, you expend a spell slot and choose a creature within 30 feet. That creature becomes cursed for one minute. While cursed, that creature gains a a Curse Dice, which it must roll and subtract the result from certain rolls. The size of the curse dice depends on the spell slot expended: a d4 for a first level, a d6 for a second level, a d8 for a third level, a d10 for a fourth level, and a d12 for a fifth level. The curse lasts for one minute, or until the creature rolls a natural 20 on a d20 roll the curse dice is applied to. When a Cursed creature dies, the curse fades. You choose one curse from below to apply each time you use this ability:
- Misfortune: the creature subtracts the curse dice from all saving throws it makes.
- Blindness: the creature subtracts its curse dice from all attack rolls it makes.
- Failure: the creature subtracts the curse dice from all skill checks it makes.
Persistent Curse
Starting at 6th level, you may move a curse from one creature to another as a bonus action. In addition, a curse no longer ends when it’s target dies.
Reaving
Starting at 11th level, once per turn when you deal damage to a cursed creature, you may reroll any 1s or 2s on the damage roll. You must keep the new roll. You cannot affect the damage roll of a spell with this ability.
Malevolent Curse
Starting at 15th level, whenever you curse a creature you may select two options, instead of one
Trump Card: Invite the Void
You summon the Void itself around a creature, imprisoning it. As an action, you choose one creature you can see within 60 feet and fore it to make a Charisma saving throw. On a success, it takes 5d10 psychic damage as the energies of the Void assault it. On a failure, it takes 5d10 psychic damage and the Void surrounds it. The area around the targets space is filled with the Infinite Nothing of the the Void for one minute. The target can see and hear nothing beyond for the duration, and is restrained. If the target is moved out of the space, makes a melee attack through the Void, or reaches any body part through it, the target takes 10d10 psychic damage from the Void and the effect ends
Thesis of the Occulstist
The Thesis of the Occultist are called many names. Exorcist, Inquisitor, Demonist, Witch. The Occultists seek power and knowledge through summoning, binding, and conversing with various summoned spirits from other planes. Uniquely among practitioners or Arcane Magic, the link an occultist can form with certain entities may allow them a touch of divine magic. Occultists differ from warlocks in scope. Where a warlock may be beholden to an immensely powerful creature for a great purpose, the network of an occultist more resembles a network of spies and informant
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Occultist Spells
Spell level | Spells |
---|---|
1st | detect evil and good, detect magic |
2nd | zone of truth, locate object |
3rd | remove curse dead |
4th | arcane eye, divination |
5th | dispel evil and good, planar binding |
Occult Investigator
Starting at 3rd level, you gain proficiency in either Investigation or Survival. In addition, you have advantage on any check to identify information about a creature not native to this plane, and you take half as much time to research those same creatures.
Call Spirit
Also at 3rd level, you have made a contract with a creature that allows you to summon it for aid. Choose either Celestial, Fae, Fiend, or Undead for the contract. This choice cannot be changed later. You gain an additional option at 10th level
As an action, you can summon the creature by expending a spell slot, making it appear in a space within 30 feet of you. While summoned, the creature is friendly to you and obeys you’re commands as best it can. It acts on your turn, immediately after you.
The creature is the same for each contract. When you use a higher level spell slot, the creature becomes empowered. The creature takes the form of a beast with a CR equal to the expended slot level, and remains the same beast for each spell slot level, meaning that the creature will have a different stat block for each slot level. Additionally, based on the contract the creature gains benefit as shown below:
The type of Contract grabs the form special abilities
- Celestial: the summoned ally can touch a creature and roll a number of d6’s equal to the expended spell slot. The touched creature heals that amount. This ability can be used once
- Fey: the creature is considered under the effect of a sanctuary spell, recast at the end of each turn. The DC for the saving throw is 10+ the expended spell slots level
- Fiend: once per turn, the creature deals an additional 1d6 fire damage per level of the spell slot.
- Undead: if the creature is reduced to 0 hp by a non critical hit, it is instead reduced to 1 HP. It may do this a number of times equal to the expended spell slot level
Major Contact
Starting at 6th level, you have made a deal with a more powerful outsider. You may take 10 minutes to draw a magical circle, and then summon a creature to it by offering gold or an item worth at least 250 gold. That creature is bound to the circle, and cannot affect the outside with actions or spells. You ask the creature three questions, which it must answer. It cannot lie, but it can deceive through double meanings, withholding information, or by making implications. After the three questions, or 10 minutes have passed, the creature vanishes. This contract has provisions for you, and every time the creature is summoned you will owe it a favor to be completed later. This favor cannot lead to your certain death, but may be moderately perilous. The deed must be possible, and the contract you originally wrote details that you cannot be asked to do something utterly abhorrent to your views, although it may be somewhat uncomfortable to you.
Guardian Spirits
Starting at 11th level, you have learned how to keep a panoply of spirits around you at all times. Whenever you complete a short or long rest, you gain temporary hit points equal to your as Magus level. Whenever those temporary hit points are reduced to 0, the creature who reduced them takes damage equal to your Magus level
Summon Benefactor
At 15th level, you've managed to create a contract with a powerful outsider. Choose a single fey, fiend, celestial, or undead spirit (such as a ghost) with a CR of 7 or lower. You may use an action to summon that creature for 1 minute. That creature has its it's own turn, and you don't directly control it although you may use an action on your turn to force it to perform a single specific task on its turn. The creature acts to your benefit, although it also seeks its it's own agenda. The creature is the same each time you summon it. Once you use this ability, it cannot be used again until you complete a 10 minute ritual on the completion of a long rest. You sacrifice any number of hit dice of your choice and roll them. If the result is 20 or higher, you regain the ability to summon the Benefactor
Trump Card: Thousand Bargains
Over time, occultists form deals, bargains, and relationships with dozens or even hundreds of planar creatures. To many people, the most frightening force in the universe is an Occultist willing to call all of those bargains in. As an action, you call on those bargains and become Empowered for one minute. While empowered, you gain one of the following benefits, which are lost when the effect ends:
- you gain a pool of d6 equal to your Magus level. You may expend an amount up to your Intelligence modifier as a bonus action to touch a creature or yourself and roll the dice, healing that creature by that amount
- Once per turn when you deal damage to a creature with a weapon attack or a spell, you deal additional fire damage equal to half your level
- A creature that makes an attack against you must make a Wisdom saving throw against your spell save DC, attacking a different creature on a failure. If you have attacked a creature, or used a spell that affects an enemy creature, since the attacking creatures last turn, it makes this saving throw win advantage
- You have resistance to non magical damage, and may use a bonus action to become invisible until the start of your next turn
When his ability ends, you must make a charisma saving throw. On a failure, you now owe a powerful creature of the DMs choice a favor. This favor must be of relative difficulty to the situation that made you use this ability. If a powerful entity already owes you a favor, your DM May rule that this abilities usage has evened that favor.
Thesis of the Mentalist
Mentalist Magi are those who have used magic to delve into the secrets of the mind. These magic seek to unlock the mental secrets normally only held by Psionic monsters. Mentalists tend towards mental centers, as they try to help those suffering from mental sickness
Mentalist Spells
Spell level | Spells |
---|---|
1st | charm person, comprehend languages |
2nd | detect thought, locate object |
3rd | hypnotic pattern, tongues |
4th | confusion, locate creature |
5th | modify memory, telekinesis |
Mental Prowess
Starting at 3rd level, your adoption of this thesis has unlocked latent psychic abilities for you to use. As an action, you may expend a spell slot to gain a number of Psychic Dice, which are d6’s, equal to the slots level. If you have Psychic Dice, you cannot gain more Psychic Dice. Whenever you use a Psychic Dice, you cannot use it again until the start of your next turn. If you roll your Psychic Dice and roll the maximum result, that dice becomes expended and cannot be regained. You may use Psychic Dice in the following ways:
- Psychic Strike: when you hit a creature with a weapon attack, you may roll your psychic dice and deal additional psychic damage equal to the highest of all the Psychic Dice you rolled
- Psychic Guidance: whenever you make a spell attack roll, you may roll your Psychic Dice and apply the highest of the rolls as a bonus to the spell attack rolls. You may only do so once per turn
- Psychic Focus: whenever you make an ability check that you are not proficient with, you may roll psychic dice and add the highest to the ability checks total
Psychic Barrier
Starting at 6th level, you are able to make your psychic powers protect you. Whenever you are damaged by a spell, attack, or ability that you can see, you may use a reaction to roll your Psychic Dice and gain temporary hit points equal to the total. This occurs before you take the damage.
Empowered Psyche
At 10th level, your Psychic Dice become d8’s. Additionally, whenever you roll a 1 on a Psychic Die you may use a reaction to treat it as an 8 instead. This still expends the Psychic Dice
Blistering Psyche
Starting at 15th level, whenever you make a saving throw, you may use a reaction to roll your psychic dice. You deal psychic damage to the creature equal to the total roll, and you may expend all Psychic Dice to add the highest roll to your saving throw.
Trump Card: Split Minds
You reach into the mind of a creature you can touch and split its mind, creating a new personality that occupies its mind. This process takes 1 hour, and any creature you affect may make a charisma saving throw to resist. If it fails, then you create a new personality that occupies its mind. That personality is charmed by you for one year. The personality has none of the originals memories, but has all of its skills, abilities, spells known, and any other capabilities the original had. Whenever the creature finishes a long rest, it must make a charisma saving throw against your spell save DC. On a failure, the personality you created is dominant for the day
Thesis of the Chronoclast
Magi look to many sources of magic to gain power. As their nature is to suspicion, few delve deeply into more studied areas frequented by wizards. However, as their nature is to insanity, many magi lean into magical arts which those of a more balanced mindset seem too dangerous to be allowed. Chronoclasts are magi who weaponise time itself, and break the natural laws of time imposed upon them.
Chronoclast Spells
Spell level | Spells |
---|---|
1st | expeditious retreat, feather fall |
2nd | augury, continual flame |
3rd | haste, slow |
4th | divination, fabricate |
5th | hold monster, legend lore |
Parallel Knowledge
When you take this Thesis, your insight into timelines has let you borrow knowledge from alternate versions of yourself. Whenever you complete a long rest, choose a single skill or tool you are proficient with. Until your next long rest, anytime you use that skill in a skill check, you may use intelligence instead of the normal ability score. At 10th level, you may choose two skills with this ability.
Chronomancy
At 3rd level when you gain this feature, you have learned to manipulate your personal time stream using magical energy. You know a single Chronomancy, from the list below. You learn an additional Chronomancy at 10th level. To use a Chronomancy, you must expend Temporal Energy. You gain Temporal Energy, you expend a magus spell slot as a bonus action to gain an amount of Temporal Energy equal to that slots level, as well as taking 1d4 force damage per slot level. You can never have more Temporal Energy than you Proficiency Bonus, and you lose all Temporal Energy when you complete a short or long rest.
- Acceleration: as a bonus action, you expend one Temporal Energy to take an additional action in your turn. This action can only be used to take the Dash, Hide, Disengage, Use an Object, Attack (one attack weapon attack only), or Cast a Spell (cantrip only) actions
- Delay: as a reaction, you expend one Temporal Energy when you take damage or fail a saving throw against a harmful effect. If you do, that damage or effect takes place at the start of your next turn instead. You may continue to delay the damage or effect by continuing to use this Chronomancy. Leaving the range or area of the effect does not stop it from affecting you
- Stasis: you freeze your personal time stream to prevent yourself from being affected by the world. As an action, you expend one Temporal Energy. Until the start of your next turn, you are incapacitated and immune to all damage and effects, as well as blinded and deaf.
Rewound Time
Starting at 6th level, you have learned to convert some of your Temporal Energy into rewinding your personal timeline. Whenever you spend Temporal Energy, you regain 1d4 hit points
Temporal Generation
Starting at 11th level, when you roll initiative and have no Temporal Energy, you gain 1 Temporal Energy
Leap Through Time
At 15th level, you have learned how to selectively time travel. You may use 1000gp of special materials and a 1 hour ritual to set your current time as a Temporal Anchor, then you may leap forward in time, up to a number of years equal to your magus level. You use an action to return to the time of your Temporal Anchor. You may not leave or return with any magical item, or any item which does not fit within a 1 cubic foot space that travels with you.
Trump Card: Brave New World
You reach out to an adjacent timeline and steal yourself. As an action, you cast a special version of the simulacrum spell. The simulacrum has the same hit points as you, lasts only for 1 minute, and is made from flesh and blood. Once the simulacrum dies, the minute ends and it returns to its own timeline or is destroyed, you gain a level of exhaustion. When you use this ability, roll a d20. On a 1, the simulacrum has the opposite alignment of you. If you choose to gain this Trump Card, other versions of you will as well, meaning there is a chance that you may be pulled into another timeline by this ability.
Magus Spell List
1st Level
- Alarm
- Color Spray
- Comprehend Languages
- Detect Magic
- Expeditious Retreat
- Find Familiar
- Fog Cloud
- Grease
- Identify
- Mage Armor
- Magic Missile
- Shield
- Silent Image
- Tenser's Floating Disc
- Unseen Servant
2nd Level
- Alter Self
- Arcane Lock
- Cloud of Daggers
- Continual Flame
- Crown of Madness
- Darkness
- Darkvision
- Knock
- Locate Object
- Nystul’s Magic Aura
- Rope Trick
3rd Level
- Bestow Curse
- Counterspell
- Dispel Magic
- Fly
- Glyph of Warding
- Haste
- Leomunds Tiny Hut
- Nondetection
- Remove Curse
- Sending
- Tongues
4th Level
- Arcane Eye
- Banishment
- Dimension Door
- Fabricate
- Leomunds Secret Chest
- Locate Creature
- Mordekainens Private Sanctum
- Otilukes Resilient Sphere
- Stoneskin
5th Level
- Bigbys Hand
- Contact Other Plane
- Creation
- Geas
- Legend Lore
- Mislead
- Passwall
- Planar Binding
- Scrying
- Seeming
- Telekinesis
- Teleportation Circle
Improvisations
Expedient Evoking
- Cost: a spell prepared that is not of the evocation school
- Casting Time : 1 action
You have learned how to quickly output magical violence when needed. Choose a number of creatures within 60 feet equal to the spells level. Make a single ranged attack against each, dealing 2d6 force damage on a hit.
Ad-hoc Abjuring
- Cost: a spell prepared that is not of the Abjuration school
- Casting Time : 1 reaction
You’ve managed how to quickly protect yourself from spells, albeit through brutal means. When an enemy creature targets you with a spell or includes you as part of a spell's targeting, if the spell you expended is of a level higher than the casting spell, you are unaffected by the spell. If the spell includes other creatures, they are still affected
Emergency Necromancy
- Cost: a spell prepared that is not of the necromancy school
- Casting Time : 1 action
You are able to create makeshift undead minions. Choose a number of corpses of creatures equal to the spell level. They rise as zombies and attack the nearest creatures to them for one minute, then dissolve to ash.
Transmutative Tendency
- Cost: a spell prepared that is not of the transmutation school
- Casting Time : 1 action
You are able to quickly modify a material into another. Based on the spell level, an object you touch becomes made entirely of the following material:
Cost | Material |
---|---|
1 | wood or cloth |
2 | stone or water |
3 | steel, lead, or copper |
4 | gas or gemstone |
5 | adamantium or mithril |
This change lasts for 10 minutes. To affect an object, it cannot be worn, carried, or be a living or animated creature. The object you affect must fit entirely within a 5 foot cube
Crisis Conjuration
- Cost: a spell prepared that is not of the conjuration school
- Casting Time : 1 reaction
You have learned to quickly extract yourself from danger using inverted summoning Magic. When a creature attacks you, you may use a reaction to teleport 10 feet per level of the spell
Dire Divination
- Cost: a spell prepared that is not of the divination school
- Casting Time : 1 minute
You barge into the future and take a snapshot before you are thrown out. Until your next long rest, you gain Insight Die, which are d6, equal to the level of spell you used. Whenever you make a skill check, you may add the die to the result. When you reach 11th level, you may also add them to saving throws
Immediate Illusion
- Cost: a spell prepared that is not of the illusion school
- Casting Time : 1 action
You scrape together an illusory duplicate of yourself at a space you can see within 30 feet. The duplicate appears to run from your space to the location you selected. The duplicate appears real unless a creature uses its action to inspect the duplicate, making an Investigation check against your spell save DC. The duplicate persists for one minute, or until it has taken damage a number of times equal to the spells level. You may use a bonus action on your turn to manipulate the duplicate, causing it to take any action that it could normally take.
Emergency Enchantment
- Cost: a spell prepared that is not of the enchantment school
- Casting Time : 1 action
You have found out how to brute force your way into a creature's heart and mind. Choose a number of creatures up to the spell a lot level. Those creatures must make a wisdom saving throw or be charmed by you for a number of rounds equal to you intelligence modifier
Arcane Armaments
- Cost: a transmutation Spell
- Casting Time : 1 action
You have discovered how to quickly do a poor job of enchanting a weapon or piece of armor. When you use this Improvisation, choose either a non magical weapon or a non magical set or armor or non magical shield. If it is a weapon, it gains a bonus to its attack and damage rolls equal to half the level of the spell you chose. If your spell is an odd numbered spell, the weapon also does an additional 1d4 force damage. If you choose armor or a shield, it grants an additional bonus to your AC equal to half the level of the expended spell. This effect lasts for 10 minutes
Flamebound
- Cost: varies
- Casting time: varies
When you gain this improvisation, choose a single item to be your Flamebound Item. You may use an action to spend spells you know to add a number of charges to the Flamebound Item equal to that spells level. A Flamebound Items maximum charges are equal to your Intelligence modifier, and it loses all charges when you complete a short or long rest. While you hold a Flamebound item with charges, you may cast the produce flame cantrip. You may expend charges to cast the following spells without expending a spell slot: burning hands (1 charge), scorching ray (2 charges), fireball (3 charges), wall of fire (4 charges), conjure elemental (5 charges, fire elemental only)
Stormbound
- Cost: varies
- Casting time: varies
When you gain this improvisation, choose a single item to be your Stormbound Item. You may use an action to spend spells you know to add a number of charges to the Stormbound Item equal to that spells level. A Stormbound Items maximum charges are equal to your Intelligence modifier, and it loses all charges when you complete a short or long rest. While you hold a Stormbound item with charges, you may cast the gust cantrip. You may expend charges to cast the following spells without expending a spell slot: shatter (1 charge), gust of wind (2 charges), call lightning (3 charges), storm sphere (4 charges), maelstrom (5 charges)
Lorebound
- Cost: varies
- Casting time: varies
When you gain this improvisation, choose a single item to be your Lorebound Item. You may use an action to spend spells you know to add a number of charges to the Lorebound Item equal to that spells level. A Lorebound Items maximum charges are equal to your Intelligence modifier, and it loses all charges when you complete a short or long rest. While you hold a Lorebound item with charges, you may cast the message cantrip. You may expend charges to cast the following spells without expending a spell slot: comprehend languages (1 charge), augury (2 charges), clairvoyance (3 charges), divination (4 charges), legend lore (5 charges)
Earthbound
- Cost: varies
- Casting time: varies
When you gain this improvisation, choose a single item to be your Earthbound Item. You may use an action to spend spells you know to add a number of charges to the Earthbound Item equal to that spells level. A Earthbound Items maximum charges are equal to your Intelligence modifier, and it loses all charges when you complete a short or long rest. While you hold a Earthbound item with charges, you may cast the mold earth cantrip. You may expend charges to cast the following spells without expending a spell slot: earth tremor (1 charge), earthbind (2 charges), meld into stone (3 charges), stoneshape (4 charges), wall of stone (5 charges)
Oceanbound
- Cost: varies
- Casting time: varies
When you gain this improvisation, choose a single item to be your Oceanbound Item. You may use an action to spend spells you know to add a number of charges to the Oceanbound Item equal to that spells level. A Oceanbound Items maximum charges are equal to your Intelligence modifier, and it loses all charges when you complete a short or long rest. While you hold a Oceanbound item with charges, you may cast the shape water cantrip. You may expend charges to cast the following spells without expending a spell slot: fog cloud (1 charge), misty step (2 charges), water breathing (3 charges), control water (4 charges), conjure elemental (5 charges, water elemental only)
Hoaxbound
- Cost: varies
- Casting time: varies
When you gain this improvisation, choose a single item to be your Hoaxbound Item. You may use an action to spend spells you know to add a number of charges to the Hoaxbound Item equal to that spells level. A Hoaxbound Items maximum charges are equal to your Intelligence modifier, and it loses all charges when you complete a short or long rest. While you hold a Hoaxbound item with charges, you may cast the minor illusion cantrip. You may expend charges to cast the following spells without expending a spell slot: disguise self (1 charge), pass without trace (2 charges), blink (3 charges), greater invisibility (4 charges), dominate person (5 charges)
Deathbound
- Cost: varies
- Casting time: varies
When you gain this improvisation, choose a single item to be your Deathbound Item. You may use an action to spend spells you know to add a number of charges to the Deathbound Item equal to that spells level. A Deathbound Items maximum charges are equal to your Intelligence modifier, and it loses all charges when you complete a short or long rest. While you hold a Deathbound item with charges, you may cast the chill touch cantrip. You may expend charges to cast the following spells without expending a spell slot: false life (1 charge), ray of enfeeblement (2 charges), animate dead (3 charges), blight (4 charges), contagion (5 charges)
Frostbound
- Cost: varies
- Casting time: varies
When you gain this improvisation, choose a single item to be your Frostbound Item. You may use an action to spend spells you know to add a number of charges to the Frostbound Item equal to that spells level. A Frostbound Items maximum charges are equal to your Intelligence modifier, and it loses all charges when you complete a short or long rest. While you hold a Frostbound item with charges, you may cast the ray of frost cantrip. You may expend charges to cast the following spells without expending a spell slot: armor of Agathys (1 charge), spike growth (2 charges), sleet storm (3 charges), ice storm (4 charges), cone of cold (5 charges)
Analytical Mind
- Cost: an Enchantment spell
- Casting Time : 1 reaction
You’ve learned how to literally cheat your way to victory. When you make a skill check you may use a reaction to add the spells level to the check, or twice the spell level if the ability check uses intelligence. You may do so after you roll your check, but before the DM tells you if it is a success.
Eldritch Wall
- Cost: an Abjuration Spell
- Casting Time : 1 action
You are able to harden the air with magic into a series of thin panels made of solid force. You create two 5 foot sqaure, opaque panels per level of the spell, and all panels must either be contiguous or stacked into a single thick wall. Each has an AC of 10+ your intelligence modifier and hit points equal to your magus level. the panels show a creature behind them, but count as full cover and partial obscurement
Ablative Force
- Cost: an Evocation Spell
- Casting Time : 1 action
You are able to barely contain energy into easily broken walls of force around yourself. You gain 5 temporary hit points per level of the spell. WHile you have these temporary hit points, any time you take 5 or more points of damage an explosion of force surrounds you, pushing the creature who dealt the damage to you 5 feet back from you
Kinetic Pulse
- Cost: a Conjuration Spell
- Casting Time : 1 bonus action
You are able to thrust enough kinetic force to move a creature. Choose a single target within 30 feet to make a strength saving throw. On a failure, it is pushed or pulled (your choice) 5 feet per spell level either towards or away from you. If a creature fails by 5 or more, it falls prone.
Balefire
- Cost: a divination Spell
- Casting Time : special
Sometimes a magus gets ahead by cheating. Other times, it’s by doing something so stupid everyone else knows not to do it. You start channeling this power by using an action to expend a spell and choosing a target, and may continue channeling on your turn for a number of turns equal to the spell level. While channeling, your target takes force damage equal to your magus level every time you use your action to continue, and you take force damage equal to half your magus level. You must maintain Concentration on this channeling, like a spell. When you finish channeling, an explosion of magic rocks your target and it takes force damage equal to your magus level multiplied by the number of turns you were channeling. A creature affected by this explosion may make a Charisma saving throw to reduce it by half. If your concentration breaks, the explosion and damage affects you. Any creature killed by the force damage if the spell is disintegrated and annihilated from the timelines, and cannot be revived.
Siphon
- Cost: a necromancy Spell
- Casting Time : 1 action
You’re able to quickly shuffle life force from one creature to another. Choose two creatures, a willing creature as a Recipient and another as a Donor, who may be unwilling. Both creatures must be within 60 feet of you and 60 feet of each other. The Donor makes a Constitution saving throw. On a failure, they take necrotic damage equal to twice the spell level plus your intelligence modifier, and the recipient receives healing equal to half the damage dealt. On a success, they take necrotic damage equal to your Magus level and the Recipient is not healed
Shadow of Styx
- Cost: an illusion spell
- Casting Time : 1 action
You set a trap on the mind of a creature you can see within 30 feet. This trap lasts for one hour, and while it is not triggered the creature feels a sense of looming dread. You dictate what action or action the creatures takes will trigger the trap, such as "when it speaks". When the trap triggers, a terrifying visage springs to life in a manner you preset, forcing the creature to make an intelligence saving throw or take psychic damage equal to your Magus level. The creature perceives this damage as a type appropriate to the trap's appearance, If the creature succeeds on the saving throw, they take no damage and perceive themselves as narrowly avoiding the consequence of their action.
Warbreaker
Art of War
- Cost: a spell of 1st level or higher
- Casting Time : 1 action
Fight your enemy where they are not. Choose a number of allies equal to the spell level. All of those allies can use their reaction to teleport up to 15 feet. If they choose to teleport, they can make a single melee attack as part of the reaction.
Fixed Odds
- Cost: a spell of 2nd level or higher
- Casting Time : 1 reaction
When you are gambling with lives, it pays to have loaded dice. When a creature within 30 feet rolls a d20, you may use your reaction to multiply the spell slot by 3 and replace the roll of the d20 with the result. You may do so after the creature rolls the die, but before the DM declares if the roll is a success or not
Peacekeeper
- Cost a spell of 3rd level or higher
- Casting Time : 1 bonus action
You are able to suppress violence around you, letting you set up a dialogue. Choose a number of creatures you can see equal to the spell level. These creatures must make a Charisma Saving throw. On a failure, a creature cannot be violent to another creature and has resistance to all damage for one minute. This means a creature cannot attack, damage a creature with a spell, deal damage in any way, or force a saving throw or a harmful effect. On a success, nothing happens.
Seven Pillars of Wisdom
- Cost: a spell of 4th level or higher
- Casting Time : 1 action
You create seven pillars of obviously illusory sandstone that erupt from the earth within 60 feet of you. The pillars are 5 feet in diameter, 30 feet tall, and do not block sight or have a physical presenceAny creature of your choice that starts it’s turn within 10 feet of a pillar gains one of the following benefits (its choice):
- increase AC by half the spell level
- Gain a bonus to weapon damage equal to the spell level
- Gain a bonus to saving throws equal to half the spell level
- Gain temporary hit points equal to twice the Spell level
Dawnbreak Ward
- Cost: a spell of 5th level or higher
- Casting Time : 1 action
You create a glowing dome of pure force, both shielding and empowering your allies. The dome has a 20 foot radius and lasts for one minute. Weapon attacks and spells cannot leave or exit the dome. Creatures can leave and exit at will. When an ally of yours inside the dome targets a creature within the dome, they have advantage on all attack rolls and the target has disadvantage on all saving throws. If both advantage rolls would hit the target, the attack is a critical hit. When an enemy starts their turn in the dome, they must make a Constitution saving throw or be blinded
Occultist
Fae Contract
- Cost: a spell of 1st level or higher
- Casting Time : 1 Action
Sometimes your power isn’t what you know, but who you know. You have made a contract for power with fae forces who grant you the ability to deceive your foes. You create a small fae spirit who hovers invisibly near you, granting you an extra action on your turn. This action may be used a number of times equal to the spell level. You may use this action only to become invisible until the start of your next turn, or until you make an attack roll or cast a spell. You may not use this action with any other ability that grants you an additional action, such as Haste, or another Contract Improvisation
Diabolical Contract
- Cost: a spell of 2nd level or higher
- Casting Time : 1 Action
Sometimes your power isn’t what you know, but who you know. You have made a contract for power with fiendish forces who grant you the ability to destroy your foes. You create a small fiendish spirit who hovers invisibly near you, granting you an extra action on your turn. This action may be used a number of times equal to the spell level. You may use this action only to target a creature within 30 feet with a ranged spell attack. On a hit, the create takes fire damage equal to your magus level. You may not use this action with any other ability that grants you an additional action, such as Haste, or another Contract Improvisation
Celestial Contract
- Cost: a spell of 3rd level or higher
- Casting Time : 1 Action
Sometimes your power isn’t what you know, but who you know. You have made a contract for power with celestial forces who grant you the ability to aid your allies. You create a small angelic spirit who hovers invisibly near you, granting you an extra action on your turn. This action may be used a number of times equal to the spell level. You may use this action only to select a creature you can touch and restore hit points to them equal to your magus level. You may not use this action with any other ability that grants you an additional action, such as Haste, or another Contract Improvisation
Restless Contract
- Cost: a spell of 4th level or higher
- Casting Time : 1 Action
Sometimes your power isn’t what you know, but who you know. You have made a contract for power with undead forces who grant you the ability to defy death. You create a small undead spirit who hovers invisibly near you, granting you an extra action on your turn. This action may be used a number of times equal to the spell level. You may use this action only to harden yourself to death, becoming resistant to all damage against the next attack to hit you. You may not use this action with any other ability that grants you an additional action, such as Haste, or another Contract Improvisation
Black Gate
- Cost: a spell of 5th level or higher
- Casting Time : 1 action
Your power lets you call to various creatures, including calling to their homes. You choose a single creature you can see to make a Charisma saving throw. On a failure, the creature is torn from reality through a hole in space and lands in another dimension, whichn you roll randomly for below. On each of its turns, it may use its action to try and make a charisma saving throw to try and escape. Each time it starts its turn in the alternate dimension, it suffers the effect of the dimension.
d6 | Dimension | Effect |
---|---|---|
1 | Hall of the Yellow King | The Yellow King does not abide trespassers. If a creature fails to escape 3 times, it is killed and reduced to a shrieking soul |
2 | Terpsichora | The Courts of Dance force all guests to eternally dance. Each time a creature starts its turn here it takes a level of exhaustion |
3 | Hall of the Crimson King | The Crimson King bathes his intruders in boiling blood, dealing 8d8 fire and 8d8 necrotic damage each turn |
4 | Niflgaad | The biting cold drives all men to fear. A creature starting its turn here takes 10d10 cold damage and loses its highest level spell slot |
5 | Braize | Visiting Braize subjects you to the torment of its demons. A creature starting its turn here takes 10d10 psychic damage and suffers an indefinite madness |
6 | Hall of the Black King | In the black Kings domain, there is only madness. If a creature fails to escape 3 times, its soul is removed from its body, and the Black King takes its place, keeping the former soul as a puppet to extract knowledge as needed |
Voidlighter
Brutal Curse
- Cost: one spell of 1st level or higher
- Casting Time : No Action
You are able to make your curse even more potent. When you afflict a creature with your Curse, you expend a spell to make that curse damaging. At the start of a cursed creature's turn, it takes psychic or necrotic damage (your choice) equal to the curse die plus the spells level.
Mind Poison
- Cost: one spell of 2nd level or higher
- Casting Time : 1 action
You are able to conjure a virulent toxin to destroy a creature's sanity. Choose a 15 foot cube within 60 feet. For each level of the spell, roll 2d10. Starting with the creature who has the lowest hit points in the area, subtract each creature's hit point total from your roll. Each creature whose hit points are beaten by the roll begins to violently hallucinate. A hallucinating creature is stunned for one minute, or until damaged or another creatures uses its action to administer therapy
Void Light
- Cost: a spell of 3rd level or higher
- Casting Time : one action
You channel exotic Void Light into physical matter, causing it to become unstable. Each level of spell allows you to create a single Void Mine in a 5 foot space that is within 30 feet of you. When a creature enters a space with a Void Mine, it explodes. A creature within 10 feet of an exploding Void Mine must make a dexterity saving throw or take psychic or necrotic damage (your choice) equal to your Magus level, taking half as much on a successful save. Failing the save by 5 or more also causes the creature to be stunned until the end of its next turn. After 11th level, you and your allies do not trigger Void Mines
Shadow Tether
- Cost: a spell of 4th level or higher
- Casting Time : 1 action
You conjure a point of pure Void that latches onto others and drains them. Select a point within 60 feet to place a Void Tether. All creatures within 15 feet must make a dexterity saving throw or be tethered. A tether lasts for one minute and any creature who enters the area, or starts its turn there, must also make its saving throw. A Void Tether can tether a maximum number of creatures equal to the spell level you used. While tethered, a creature has a speed of 5, cannot cast spells, and whenever they take damage each other tethered creature takes damage equal to your magus level. A tethered creature makes a strength saving throw at the beginning of its turn to break free. A creature who has made a saving throw against a tether cannot be affected by that tether again
Deathsong
- Cost: a spell of 5th level or higher
- Casting Time : 1 action (continuous)
You use the void to manifest Death itself into the world. On the turn you use this action, roll a d10. All creatures within 60 feet of you who have less HP than your roll instantly die. Each turn you use your action to continue, roll another d10 and add it to the total HP. This continues for 1 minute, or until you die.
Mentalist
Psychic Blast
- Cost: a spell of 1st level or higher
- Casting Time : 1 action
You send out a shockwave of mental energy to assault your enemies. All creatures in a 30 foot cone must make an intelligence saving throw, taking 1d4 psychic damage per level of the spell on a failure. Failing the save by 5 or more also stuns a creature for one minute. At the end of its turn, a stunned creature may repeat the save to end the effect on itself. If you have any Psychic Dice, then increase the damage of this Improvisation to a d6 per spell level, and you may add your psychic dice to the damage
Mental Out
- Cost: a spell of 2nd level or higher
- Casting Time : 1 action
You are able to put a coded thought into someone’s head. You force a creature to make an intelligence saving throw. On a failure, you implant a thought in their head. The thought must be a number of words equal to or less than the spells level. While a creature has this thought in their head, they think it is their own and will act accordingly. This thought remains for one hour, but each time a creature acts in it they may make an intelligence saving throw after, realizing they have been affected on a success and ending the thought. A thought that goes against a creature's morals or puts them in danger allows a creature to make their saves with advantage.
Akashic Field
- Cost: a spell of 3rd level or higher
- Casting Time : 10 mins
You tap into the collective unconscious mind of humanity to garner knowledge. For the next hour, you gain proficiency in a number of skills, languages, or tools of your choice equal to the spells level. If you use this Improvisation multiple times, you may not select the same skill, tool, or language again.
Psychometry
- Cost: a spell of 4th level or higher
- Casting Time : 1 action
You touch and object and use the psychic imprints left on it to learn its history. You learn all events the object was involved in, from its point of view, for the last year. Using a 5th level spell increases this to the last decade. Since you view these events from the objects perspective, the information may be fragmentary but the impression you get is clear.
Psyche Impression
- Cost: a spell of 5th level
- Casting Time : 10 mins
You attempt to rewrite the personality of a creature you can see. You must target a creature who is asleep, unconscious, or incapacitated. Any creature who is conscious or gain consciousness during this feels immense pain, and takes 10d10 psychic damage. At the end of using this ability, make a contested intelligence roll against the creature you affect. If you succeed, you may alter the creatures Alignment, Bonds, Ideals, and Flaws to your liking. You may also imprint phobias, addictions, obsessions, or other connections into the creatures mind. Each month, it makes an intelligence save to undo these changes. Each alteration you make lowers the DC by 1. When a creature succeeds on its saving throw, it realizes all the alterations made to it but does not automatically realize you did the changes
Chronoclast
Tempus Fugit
- Cost: a spell of 1st level or higher
- Casting Time : 1 Action
You accelerate the timeframe of a specific effect greatly. Choose a single magical effect you can see that is ongoing. That magical effect ages, as if a number of rounds had passed equal to the spell level.
Time Deletion
- Cost: a spell of 2nd level or higher
- Casting Time : 1 Action
You cut away a small section of time, letting you act in the void. For a number of rounds equal to half the spell level, you exist outside of time. When you cast this Improvisation, you disappear from the world and reapear at the end of its duration. During the time you have disappeared, you do not exist for the purposes of spells or other targeting effects. When the Improvisation ends, you reappear where you came from
Rewind Again
- Cost: a spell of 3rd level or higher
- Casting Time : 1 reaction
You rewind your personal time when you are harmed. When you are damaged by a spell or attack, you may use this improvisation to undo the effect. If you do so, the creature retains its action that triggered this Improvisation unless the spell you expended was 4th level or higher
The World
- Cost: a spell of 4th level or higher
- Casting Time : 1 Action
You briefly freeze time, allowing yourself extra time to act. You gain an additional number of actions on the turn you use this ability equal to half the spells level. If that action could affect another creature, it does not take place until the end of your turn when the time freeze ends.
Parallel Crash
- Cost: a spell of 5th level or higher
- Casting Time : 1 Action
You cause timelines to intersect and parallel worlds to collide. You affect a 60 foot radius around yourself. Any creatures in that radius must make an intelligence saving throw, which they can willingly fail. On a success, a creature avoids touching another world and is unaffected. On a failure, a creature either (your choice) takes 8d8 force damage from colliding with an alternate self, or regains 8d8 hit points as they take on the attributes of a healthier version of themselves.
Spellblade
Warriors Cry
- Cost: a spell that deals damage
- Casting Time : 1 bonus action
You are able to magically rally your allies, encouraging them to fight on through the worst battle. Each creature of your choice (including yourself) within 30 feet gains temporary hit points equal to 3 times the spell level. While any creature has these temporary hit points, they have advantage on saving throws against fear.
In Fury Born
- Cost: a spell that doesn't deal damage
- Casting Time : 1 bonus action
You fill yourself with a magically induced bloodlust, pushing yourself beyond mundane limits. This fury lasts for a number of rounds equal to the spells level, finishing at the end of your turn. While you are in your fury, you deal additional damage equal to your intelligence modifier on your weapon attacks and gain temporary hit points equal to your intelligence modifier at the start of each of your turns
Against All Odds
- Cost: a spell with a range of self
- Casting Time : 1 reaction
You kick reason to the curb and go beyond. When you are forced to make a saving throw and fail , you may use your reaction to add twice the spells level to the saving throw
Vanguard Charge
- Cost: a spell that has a range greater than touch
- Casting Time : 1 action
You channel unstable magic into yourself and violently explode forward. You teleport up to 30 feet, landing in an explosion of arcane force. Each creature within 10 feet of where you teleport to must make a dexterity saving throw or take force damage equal to half your magus level. You may then make a number of melee weapon attacks equal to the spell level. You must target a different creature with each attack
Final Stand
- Cost: a 5th level spell
- Casting Time : 1 reaction
You enter history and hold your ground. When you are reduced to 0 hit points or killed outright, you can activate this improvisation, Until you move from your current location, you cannot die and are immune to forced movement. This ends if you do not attack and successfully hit or cast a spell with your action that successfully affects another creature.
Arcanist
Arcane Missiles
- Cost: a spell that doesn't deal damage
- Casting Time : 1 action
Respect the classics. For each level of the spell, you create 2 arcane darts. Each dart automatically hits a target you can see within 60 feet, dealing 1d4+1 force damage
Spell Ripper
- Cost: a spell that deals damage
- Casting Time : 1 action
Sometimes, the best answer is brute force. Choose a target you can see within 60 feet. If they are concentrating on a spell whose level is less than or equal to your spells level, they must immediately make a concentration check with a DC of 10 + your intelligence modifier + your spells level + their spells level
Spellthief
- Cost: a spell that deals no damage
- Casting Time : 1 action
You have learned how to supplement your magic with others. Choose a creature you can see within 30 feet. Until their next long rest, they cannot cast a single spell whose level is equal to or lower than the level of the spell you cast, and you add that same spell to your list of spells prepared
Price to Power
- Cost: a spell that deals force damage
- Casting Time : 1 action
You manage to learn how to use raw magic to power your spells, but you lack control. For the next minute, every time you cast a spell whose level is lower than the spell you expended, you do not expend its spell slot. At the end of each turn that you cast a spell while this is active, roll a d6. If the result is lower than the spell you used to initiate this ability, you surfer a level of exhaustion
Desperate Gambit
- Cost: a 5th level spell
- Casting Time : 1 action
Plans fail, and the dice rule our fate. When you activate this ability, you regain your lowest spell slot at the beginning of each of your turns. Whenever you regain a spell slot, you must either take force damage equal to half your magus level, or to deal force damage to every ally within 60 feet equal to your intelligence modifier
Nighthand
Deadly Strikes
- Cost: a spell that does not deal damage
- Casting Time : bonus action
You mark a target with dark energy. That target gains a number of Night Marks equal to the spells level. When you hit a Marked target, you may expend a Night Mark to roll an additional damage die, equal in size to the bonus damage of your bonus damage die from Nighthand Style. You may add additional Night Marks to a creature using this Improvisation
Shadowchild
- Cost: a spell that has a range greater than touch
- Casting Time : bonus action
You mark yourself with Dark Energy. You turn Invisible and gain a number of Night Marks equal to the spells level. At the start of your turn, as well as whenever you make an attack or force a saving throw, remove one Night Mark from yourself. If you cannot remove a Night Mark, you become visible
Gemini Misdirection
- Cost: a spell that deals damage
- Casting Time : bonus action
You mark yourself with Dark Energy. You turn gain a number of Night Marks equal to the spell level. Whenever you are the target of an attack or the only target of a spell, you can spend a Night Mark as a reaction and force the creature to make a charisma saving throw. If it fails, it must choose another target
Incite Weakness
- Cost: a spell with a range of self
- Casting Time : bonus action
You mark a target with dark energy. That target gains a number of Night Marks equal to the spells level. Whenever you or another creature hit a target with Night Marks, you may choose to expend one and roll a d6. If you roll a 5 or a 6, the attack is a critical hit
Blade of Sorrow
- Cost: a 5th level spell
- Casting Time : bonus action
You imbibe your blade with the essence of theft and blood. For the next minute, every time you hit a creature and deal bonus damage with your Nighthand Style, you gain temporary hit points equal to the bonus damage
Magus and Multiclassing
Multiclassing Prerequisites
Class | Ability Score Minimum |
---|---|
Magus | Intelligence 13 and Strength 13 or Dexterity 13 |
Multiclassing Proficiencies
Class | Proficiencies gained |
---|---|
Magus | Light armor, simple weapons, one skill fron the class's skill list |