Magus

by Freya

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The Magus Package
Magus

Playtest Material: This character class is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. This class is not officially part of the game.

The Magus

Raising a gleaming rapier in one hand, with a rising inferno twisting and turning in the palm of their other hand, the Magus brought his hands together. The inferno's twisting flames wreathed the blade and created an inferno of magic and metal.

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

Martial and Magic

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

Magus
Level Proficiency Bonus Features Arcane Enhancement Bonus Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Arcane Pool 1
2nd +2 Spellcasting, Spell Combat, Spellstrike 1 2 2
3rd +2 Arcane Discipline 1 2 3
4th +2 Ability Score Improvement 1 2 3
5th +3 Empowered Enhancements 1 3 4 2
6th +3 Spell Recall 2 3 4 2
7th +3 Arcane Discipline Feature 2 3 4 3
8th +3 Ability Score Improvement 2 3 4 3
9th +4 Arcane Secrets 2 3 4 3 2
10th +4 2 3 4 3 2
11th +4 Arcane Discipline Feature 3 4 4 3 3
12th +4 Ability Score Improvement 3 4 4 3 3
13th +5 3 4 4 3 3 1
14th +5 3 4 4 3 3 1
15th +5 Arcane Discipline Feature 3 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 4 3 3 2
17th +6 4 4 4 3 3 3 1
18th +6 4 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 4 3 3 3 2
20th +6 True Magus 7 4 4 3 3 3 2

Creating A Magus

Creating a Magus requires a backstory detailing the trials and tribulations of mastering both the arcane and the mundane. What led your character to pursue both magic and martial?

Quick Build


You can create a Magus quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence or Constitution. Alternatively if you plan to choose the Arcane Discipline of Arcane Aggression, perhaps consider Strength instead of Intelligence or Constitution. Second, choose the Sage background.

Class Features

As a Magus, you gain the following class features

Hit Points

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

Proficiencies


  • Armor: Light Armor
  • Weapons: simple weapons, hand crossbows, scimitar, rapiers, shortswords
  • Tools: none

  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any martial weapon, and two daggers

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Multiclassing

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. Ability Score Minimum: Intelligence 13

Fighting Style


You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. With the Magus class this also allows you to add your ability modifier when you engage with Spell Combat. (See below)

Arcane Pool


At 1st level, the Magus gains a reservoir of mystical arcane energy that they can draw upon to fuel their powers and enhance their weapon, represented by Arcane Points. You can spend these points to fuel and empower various Magus features.

The Magus has a number of Arcane Points equal to 1/2 of their Magus level (Rounded Down, to a minimum of 1) + Intelligence modifier. You regain all spent Arcane Points when you finish a long rest.

Arcane Enhancement

At 1st level, a Magus can expend 1 point from their arcane pool as a bonus action to grant one nonmagical weapon they are holding +1 bonus to attack and damage rolls for 1 minute. This bonus changes as you gain Magus levels, as shown in the Arcane Enhancement Bonus column of the Magus table. While your blade is enhanced using this Feature, it can act as a spellcasting focus for your Magus spells.

Spell Casting


By the time you reach 2nd level, you have learned to use the arcane energies of the weave to cast spells, much as a sorcerer does. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the Magus spell list. You learn another Magus cantrip of your choice at 5th and 11th level.

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 a 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 Expeditious Retreat, 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 tapping into the resonating arcane energies of the weave: 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 you learn your Magus spells through dedicated study and memorization of the weave. 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 (found in chapter 5 of the PHB) as a spellcasting focus for your Magus spells.

Spell Combat


At 2nd level, a Magus learns to cast spells and wield their weapons at the same time. This functions much like two-weapon fighting, where the weapon is the off hand. To use this ability, the Magus must have one hand free (even if the spell being cast does not have material or somatic components), while wielding a light or finesse melee weapon in the other hand (or alternatively using a unarmed strike). As an action, the Magus can make a attack with their melee weapon and can also cast any spell from the Magus spell list with a casting time of 1 standard action, so long as they have not already cast a spell this turn.

Using Spell Combat

Because this functions much like two weapon fighting, you do not add your ability modifier to the damage of the weapon attack. You can still add your ability modifier to the damage of a spell being cast, so long as the spell states. A Magus can choose to cast the spell first, or to attack first.


Spellstrike


At 2nd level, whenever a Magus casts a spell with a range of “touch” from the Magus spell list, they can deliver the spell through any weapon the Magus is wielding so long as it is a light or finesse melee weapon (or alternatively an unarmed strike), as part of a melee weapon attack. If successful, this melee weapon attack deals its normal damage as well as the

effects of the spell. If the Magus makes this attack in concert with spell combat, the Magus does not add their ability modifier to the weapons damage. This attack uses the weapon’s critical range. (20, 19–20, or 18–20 and any other magical effect that increases critical range)

Arcane Discipline


At 3rd level, a Magus chooses a discipline they strive to emulate: Arcane Aggression or Magical Valor, both detailed at the end of the class description. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Ability Score Improvement


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.

If your DM allows the use of feats, you may instead take a feat.

Empowered Enhancements

At 5th level, a Magus's ability to enhance their weapon is sharpened and more powerful than ever. When using Arcane Enhancement a Magus can choose to spend one additional point from their Arcane Pool further enhancing their weapon; Choose cold, fire, lightning, or poison. Until the Enhancement ends any Melee Weapon Attack using the enhanced weapon deals an additional 1d6 of the chosen type. Alternatively a Magus may instead choose to spend two additional points from their Arcane Pool; they will gain the previous effects, in addition to dealing an additional 1d10 damage of their chosen type when scoring a critical hit.

Spell Recall

At 6th level, a Magus learns to use their arcane pool to recall spells they have already cast. Using a bonus action a Magus can recall any single Magus spell that they do not already have prepared and cast it that day, the Casting Unprepared

Spells table shows the cost of casting a unprepared spell of a given level. This does not consume a spell slot.

Casting Unprepared Spells
Spell Slot Level Arcane Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Arcane Secrets


At 9th level, choose two additional spells from any classes. A spell you choose must be of a level you can cast, as shown on the Magus table, or a cantrip.

The chosen spells count as Magus spells for you and act as any other spell available to you.

True Magus


At 20th level, a Magus can turn their weapon into a thing of terror and wonder.

When a Magus enhances their weapon using their Arcane Enhancement feature, the Magus grants it an additional +3 enhancement bonus (for a total of +7).

Arcane Disciplines

Magus take their mastery of the arcane down very different paths, less so about mastering the weave and more how they make use of their combat prowess in conjunction with the magic they seek to master.

Arcane Aggression


Emulating the Arcane aggression archetype means stepping away from the very thing that Magus seek, finesse over mind and magic. Those Magus who chose the Arcane Aggression archetype still seek the mastery of the Arcane, but do so with force and power.

Additional Proficiencies

Upon choosing this Archetype at 3rd level, A Magus gains proficiency in all Martial weapons. A Magus also gains proficiency with medium armor.

Mystic Brute

When A Magus chooses this Archetype at 3rd level, they refine their magical prowess into physical power. A Magus no longer requires a light or finesse weapon for their Spell Combat and Spellstrike features. When you attack with a melee weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. In addition to this a Magus no longer requires a free hand for their Spell Combat feature, so long as the spell has a range of self or touch.

Weapon Sunder

Upon reaching 7th level, a Magus learns to make their weapon strikes undercut a creature's resistance to their spells. When a Magus hits a creature with a weapon attack as part of their Spell Combat feature, then casts a spell that requires a saving throw; they can choose to spend a number of Arcane Points equal to the spell slot level, and impose disadvantage on the saving throw of that creature.

Empowered Strike

Upon reaching 11th level, a Magus can spend 2 arcane points and teleport up to 30 feet, to an unoccupied space the Magus can see. The next attack you make after using this feature is made with advantage.

Caster Killer

Upon reaching 15th level, a Magus learns to sunder the weave when they attack, causing a casters magic to fail. When a Magus strikes an enemy with a melee weapon attack and the enemy is a spellcaster, the enemy must roll a constitution saving throw against the Magus Spell save DC, if they fail the enemy caster must roll a 1d20 everytime they wish to cast a spell, if they roll below a 10 the spell fails and the slot and action are wasted.

Magical Valor


Emulating the Magical Valor archetype means using your knowledge of the arcane and your dexterity to manipulate foes, dealing deadly blows through a mere tap of the end of your blade.

Arcane Parry

When A Magus chooses this Archetype at 3rd level, a Magus can manipulate the weave in such a way to conjure a arcane barrier at the palm of their hand. When an attack hits a Magus, they can use their reaction to spend up to 3 Arcane Points and add them to their AC, possibly making the attack miss. If the attack is a ranged weapon attack, and the Magus successfully deflects the missile, the Magus can choose to expend another Arcane Point to deflect the missile into a adjacent creature within 5 feet of the Magus; making the attack hit that target so long as the initial attack roll would hit the new targets AC.

Nimble Casting

Upon reaching 7th level, when a Magus casts a ranged spell using their Spell Combat feature, being within 5ft of an enemy doesn't impose disadvantage on your ranged spell attack rolls.

Extended Casting

Upon reaching 11th level, a Magus gains the ability to extend the essence of magic that imbues their blade to last for a moment longer. Immediately after successfully landing a hit using Spellstrike a Magus can expend their reaction to make another melee weapon attack at a different target within 5 feet of them using the same weapon. If the second attack is successful the melee weapon attack deals its normal damage as well as the effects of the spell from the initial Spellstrike. This does not consume an additional spellslot.

Magical Retaliation

Upon reaching 15th level, when you take damage from a creature that is within 5 feet of you. You can use your reaction to cast a spell at that creature, spending a number of Arcane Points equal to the spell slot level. The spell must have a casting time of 1 action and must target only that creature.

Spells

This section covers what spells are included in the Magus spell list. Most can be found in the Players Handbook Chapter 11, page 207. Any that are not covered in the PHB are listed below. Those written in bold are from The Magus Package and are entirely new spells designed to bring the Magus class to life.


Magus Spells

Cantrips (0 Level)

  • Blade Ward
  • Fire Bolt
  • Light
  • Mage Hand
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • Sword Burst
  • Thunder Tap
  • True Strike
1st Level

  • Absorb Elements
  • Armor of Agathys
  • Charm Person
  • Cure Wounds
  • Detect Magic
  • Ensnaring Strike
  • Expeditious Retreat
  • Feather Fall
  • Flames of Avernus
  • Hellish Rebuke
  • Ice Knife
  • Ray of Sickness
  • Silent Image
  • Tenser's Floating Disk
  • Unseen Servant
  • Witch Bolt
2nd Level

  • Cloud of Daggers
  • Darkvision
  • Dragon's Breath - list
  • Knock
  • Melf's Acid Arrow
  • Misty Step
  • Paralysing Palm
  • Ray of Enfeeblement
  • Shadow Blade - list
  • Suggestion
  • Touch of Enfeeblement
3rd Level

  • Blink
  • Catnap
  • Counterspell
  • Dispel Magic
  • Feign Death
  • Haste
  • Primal Chaos
  • Remove Curse
  • Thunder Step
  • Tiny Servant
  • Tongues
  • Water Breathing
4th Level

  • Banishment
  • Bigby's Searing Palm
  • Charm Monster
  • Dimension Door
  • Fire Shield
  • Greater Invisibility
  • Leomund's Secret Chest
  • Locate Creature
5th Level

  • Steel Wind Strike
  • Touch of Death
  • Skill Empowerment
  • Dominate Person
  • Creation
  • Teleportation Circle
  • Cone of Cold

Spells


The spells are presented in alphabetical order.

Absorb Elements

1st-level abjuration * Xanathar's Guide to Everything


  • Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • Range: Self
  • Components: S
  • Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Bigby's Searing Palm

4th-level evocation * The Magus Package


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a flame within 50 feet)
  • Duration: Concentration, up to 1 minute

Flames wreath your arm and create a dancing spiral down towards your palm, creating a glove of immolation on your hand. A target whom you can reach, must succeed on a Constitution saving throw or gain vulnerability to fire damage for the duration. Creatures who are immune to fire damage are immune to this effect. Whether the target succeeds or fails, you can then make a melee spell attack against the target. On a hit, the target takes 4d8 fire damage. This spell cannot crit.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Catnap

3rd-level enchantment * Xanathar's Guide to Everything


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a pinch of sand)
  • Duration: 10 minutes

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Charm Monster

4th-level enchantment * Xanathar's Guide to Everything


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Dragon's Breath

2nd-level transmutation * Xanathar's Guide to Everything


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a hot pepper)
  • Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Flames of Avernus

1st-level conjuration * The Magus Package


  • Casting Time: 1 action
  • Range: touch
  • Components: V
  • Duration: Instantaneous

Opening a small rift to the nine hells, you pull the chaotic energy from the fiery pits of Avernus, unleashing the flames of hell on a target. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d8 fire damage.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Ice Knife

1st-level conjuration * Xanathar's Guide to Everything


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of water or piece of ice)
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Paralyzing Palm

2nd-level enchantment * The Magus Package


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Upon contact, you force a humanoid's muscles to seize up thus massively restricting their movement. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.

Primal Chaos

3rd-level evocation * The Magus Package


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Instantaneous

You create a warbling mass of chaotic energy at the end of your palm. Make a melee spell attack against the target. On a hit, the target takes 4d8 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.


Primal Chaos
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
If you score a critical success on the attack roll, the target is hit with a explosion of chaotic energy from the very plane of chaos, Limbo. On the additional 4d8, what ever number is rolled on the d8 is the damage type of that particular d8, as shown on the table.

Shadow Blade

2nd-level necromancy * Xanathar's Guide to Everything


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.


If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.


At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Skill Empowerment

5th-level transmutation * Xanathar's Guide to Everything


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.


You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Steel Wind Strike

5th-level transmutation * Xanathar's Guide to Everything


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.


You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Sword Burst

Conjuration cantrip * Sword Coast Adventurers Guide


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.


This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thunder Step

3rd-level conjuration * Xanathar's Guide to Everything


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.


You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Thunder Tap

Evocation cantrip * The Magus Package


  • Casting Time: 1 action
  • Range: touch
  • Components: V
  • Duration: Instantaneous

Upon contact, a burst of thunderous energy envelops the target. This creates a boom of thunderous sound that can be heard up to 100 feet away. The target must succeed on a Constitution saving throw or take 1d6 thunder damage and if the creature is Large or smaller, you knock the creature away up to 10 feet.


This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Tiny Servant

3rd-level transmutation * Xanathar's Guide to Everything


  • Casting Time: 1 minute
  • Range: touch
  • Components: V, S
  • Duration: 8 hours

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.


As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.


When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

Touch of Death

5th-level necromancy * The Magus Package


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (the finger of a spellcaster)
  • Duration: Instantaneous

Placing your finger on the target, your hand turns cold and white like a corpse. You send negative energy coursing through the creature, causing severe pain. The target must make a Constitution saving throw. It takes 7d6 + 10 necrotic damage on a failed save, or half as much damage on a successful one.

Touch of Enfeeblement

2nd-level necromancy * The Magus Package


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Using the magic of old, you gather necrotic energy to the tip of your finger. Make a melee spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.


At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Prepare For Battle

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

So go ahead, remove this chunk of copy and tell everyone who inspired you.

All Art contained is property of Wizards of the Coast LLC.


When you're ready for even more, expand your adventures with the fifth edition Player's Handbook, Dungeon Master's Guide and Monster Manual.

 

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