The Magus v4.0

by rannieryjesuino

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The Magus

Art by ©Paizo
Art by ©Paizo

Magus

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 they 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.

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

Proficiencies


  • Armor: Light armor, medium armor.
  • Weapons: Simple weapons, martial weapons.
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, and Perception.

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) leather armor, (b) scale mail or (c) chain mail (if proficient)
  • a scholar’s pack
Homebrew Class | Magus
Background by Undermound
The Magus
Level Proficiency
Bonus
Features Magic
Maneuvers
Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 Magus Tradition, Spellcasting, Spellstrike 3 2
2nd +2 Elemental Weapon, Magic Senses 3 2
3rd +2 Magic Maneuvers 2 3 3
4th +2 Ability Score Improvement 2 4 3
5th +3 Extra Attack 2 4 4 2
6th +3 Magus Tradition Feature 3 4 4 2
7th +3 3 4 4 3
8th +3 Ability Score Improvement 3 4 4 3
9th +4 4 4 4 3 2
10th +4 Magus Tradition Feature 4 5 4 3 2
11th +4 Spell Deflect 4 5 4 3 3
12th +4 Ability Score Improvement 4 5 4 3 3
13th +5 5 5 4 3 3 1
14th +5 Magus Tradition Feature 5 5 4 3 3 1
15th +5 Maneuver Adaptability 5 5 4 3 3 2
16th +5 Ability Score Improvement 5 5 4 3 3 2
17th +6 6 5 4 3 3 3 1
18th +6 Dispeling Strike 6 5 4 3 3 3 1
19th +6 Ability Score Improvement 6 5 4 3 3 3 2
20th +6 ArchMagus 6 5 4 3 3 3 2

Spellcasting

Your ability to draw out and amplify your essence has given you the faculty for casting spells. See Spells Rules for the general rules of spellcasting and the end of the class listing for the magus spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the magus spell list. You learn additional magus cantrips of your choice at higher levels as shown in the Cantrips Known column of the Magus table.

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.

You can change your list of prepared spells when you finish a long rest, at least 1 minute per spell level for each spell on your list.

Homebrew Class | Magus

Spellcasting Ability

Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a 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

Ritual Casting

You can cast any magus spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

If you're proficient with a simple or martial weapon, you can use it as a spellcasting focus for your magus spells.

Magus Tradition

At 1st level, you choose a tradition that shapes the way you combine spells and weapons in combat, each detailed at the end of the class description. The tradition you choose grants you features at 1st level and again at 6th, 10th and 14th level.

Spellstrike

Beginning at 1st level, a magus learns to cast spells and wield his weapons at the same time. To use this ability, you must have one free hand and be wielding a one-handed melee weapon that you're proficient with. Once per round when you cast a magus spell of 1st level or higher, as a bonus action you can make a melee weapon attack.

Magic Sense

You have honed your senses to notice subtle signs of magic in the world around you. Beginning at 1st level, you can use an action to open your senses, as if you had cast detect magic. Unlike detect magic, your Spellsight only lasts for 1 minute.

If there is a creature within range of your Spellsight, you can choose to focus your senses on it, excluding everything else. You learn the creature's spellcasting ability (if it has one) and the level of the highest spell it can cast. If the creature is hidden from divination magic, it appears as non-magical.

You can use this feature a number of times equal to 1 + your Intelligence modifier. You regain all expended uses when you finish a long rest.

Elemental Weapon

Starting at 2nd level, you learn to harness the elemental power of spells and imbue it in your weapon. Whenever you cast a magus spell of 1st level or higher that deals acid, cold, fire, lightning, or thunder damage, you can use a bonus action to imbue your weapon with the same type of damage. For 1 minute, whenever you hit with a melee spell attack or melee weapon attack, it deals an extra 1d4 damage of that type. If a spell has more than one attack, you apply this extra damage only to the first attack hit. You can end this effect early with no actions required.

The extra damage die changes based on the level of the spell slot used to cast the spell. The die becomes a d6 for a slot of 2nd level, d8 for a 3rd level, d10 for a 4th level and d12 for a 5th level spell slot.

Magic Maneuvers

Beginning at 3rd level, you learn how to use Magic Maneuvers, each detailed at the end of the class description. Each magic maneuver requires an Action to be used, unless otherwise indicated. The number of magic maneuvers you know are indicated in the Magic Maneuvers column of the class table.

You can only use each magic maneuver once, and regain all expended magic maneuvers whenever you finish a short or a long rest.

Additionally, when you gain a level in this class, you can choose one of the magic maneuvers you know and replace it with another magic maneuver as long as you meet its prerequisites.

Art by yuchenghong

Art by Al Jerek Torrijas

Some of your magic maneuvers require your target to make a saving throw to resist the magic maneuver's effects. The saving throw DC is calculated as follows:


  • Magic Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Spell Deflect

At 11th level, whenever a creature you can see within 120 feet of you casts a damaging spell against you, you can use your reaction to make a spell attack roll against the caster's spell save DC. On a success, the spell against you fails and has no effect. Any effects on other targets of the spell are resolved normally.

If the spell has more than one attack targeting you, you can deflect further spell attacks from the same spell on the same turn as part of the same reaction without spending further uses of this feature, but you must make a separate spell attack for each attack deflected this way.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Maneuver Adaptability

At 15th Level you learn how to better use the flow of magic within yourself. You can spend an use of any of your unused Magic Maneuvers to regain one of your other expended ones, no actions required.

Dispelling Strike

Starting at 18th level, when you hit a creature or object that is under the effects of a spell or attack a spell directly (such as an unseen servant or tiny hut), you can attempt to dispel the spell as if you cast dispel magic at a level equal to your highest level magus spell slot.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses remaining you can expend a spell slot to use it again.

Arch Magus

At 20th level, you perfect your magus techniques. Whenever you use your Spellstrike, as part of the same bonus action you can attack twice, instead of once. Moreover, you can cast one of your cantrips in place of one of those attacks.

Homebrew Class | Magus

Art by Ming Xiao
Background by Avant Choi

Magus Traditions

Armored Battlemage

Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the tried-and-true protection of steel.

Magus Tradition Spells

Your magus tradition grants you spells at the magus levels listed. At each indicated magus level, add the listed spells to your spells prepared.

Armored Battlemage Spells
Magus Level Spells
3rd Absorb Elements, Magnify Gravity EGW
5th Find Steed
9th Pulse Wave EGW
13th Fire Shield
17th Wall of Force

Armored Spellcasting

At 1st level, you gain proficiency with all armor and shields. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

You can perform the somatic components of spells and use Spellstrike even when you have weapons or a shield in one or both hands.

When using your Elemental Weapon feature, add force damage to the list of possible damage types.

Eldritch Protector

At 6th level, while under the effects of your Elemental Weapon feature, once per turn when you hit a creature with a melee weapon attack you can mark it. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature that you can see other than you, as a reaction you can grant that creature resistance to the damage dealt by the attack.

Aegis

At 10th level, while under the effects of your Elemental Weapon feature, as a bonus action on each of your turns you can choose one of the following damage types: bludgeoning, piercing, slashing or one of the damage types from your Elemental Weapon. The next time you take damage of the chosen type until the start of the your next turn, you have resistance to that type of damage.

Arcane Presence

At 14th level, whenever you use a Magic Maneuver, you gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have from this feature.

Additionally, whenever a creature you can see within 10 feet of you takes damage, you can use your reaction to prevent all damage, and you take the damage instead. This damage to you can't be reduced or prevented in any way.

Homebrew Class | Magus
Art by Ina Wong

Blade Saint

A blade saint spends their life focusing their training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.

Magus Tradition Spells

Your magus tradition grants you spells at the magus levels listed. At each indicated magus level, add the listed spells to your spells prepared.

Blade Saint Spells
Magus Level Spells
3rd Zephyr Strike XGE
5th Kinetic Jaunt SCC
9th Thunder Step XGE
13th Freedom of Movement
17th Steel Wind Strike XGE

Chosen Weapon

At 1st level a ritual that creates a magical bond between yourself and one melee which you are proficient with. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond to make it your Chosen Weapon.

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

You can only use your Elemental Weapon feature when wielding your Chosen Weapon in one hand and nothing else. While under the effects of Elemental Weapon you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • Your weapon becomes magical for the purpose of overcoming resistance and immunity.
  • You gain a +1 bonus to your attack rolls and a +2 to your Armor Class so long as you are not wearing heavy armor.

Canny Defense

Beginning at 1st level, while you are wielding your bonded weapon, wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.

Warp Strike

At 6th level your Chosen Weapon gains the thrown property (30/120) and cannot be destroyed. While your chosen weapon is within 30 feet of you, as a bonus action you may spend one use of this feature to teleport to it, making it immediately return to your hand afterwards. If you end this movement within 5 feet of a creature you may cast a cantrip against it as part of the same action.

You may use this feature a number of times equal to 1 + your Intelligence modifier bonus. You regain all expended uses after you finish a long rest.

Arcane Grace

At 10th level, while under the effects of your Elemental Weapon feature, as a bonus action on each of your turns you can take the Dodge action. After you are targeted by an attack or damaging effect that requires a Dexterity saving throw, your Dodge ends.

If the attack misses or you pass the Dexterity saving throw, as a reaction you can move up to half your speed with opportunity attacks provoked by this movement made at disadvantage.

Arcane Waltz

At 14th level, while under the effects of your Elemental Weapon feature you gain the following benefits:

  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and half if you fail.
  • When you successfully deflect a spell using your Spell Deflect magus feature, you can reflect the spell back on the caster. When you do, you can immediately cast the spell at its lowest level as part of the same reaction, without expending a spell slot, but you must target the original caster.
Homebrew Class | Magus

Art by Diniece Henderson
Background by TylerEdlinArt

Eldritch Shooter

The Eldritch Shooter rains magical attacks down on her foes.

Magus Tradition Spells

Your magus tradition grants you spells at the magus levels listed. At each indicated magus level, add the listed spells to your spells prepared.

Eldritch Shooter Spells
Magus Level Spells
3rd Hellish Rebuke
5th See Invisibility
9th Conjure Barrage
13th Mordenkainen's Faithful Hound
17th Conjure Volley

Ranged Caster

At 1st level, you gain proficiency with all ranged martial weapons, including firearms.

Whenever a Magus feature requires you to use a melee weapon, you must instead use a two-handed ranged weapon that you are proficient with.

Whenever a Magic Maneuver requires you to make a melee weapon attack, you must make a ranged weapon attack instead. If it requires you to make a melee spell attack, you must make a ranged spell attack instead.

When using Spellstrike, you need no free hands as long as you're wielding a two-handed ranged weapon.

Elemental Ammo

At 6th level, you gain the ability to shoot ammunition made of elemental energy. While you're under the effects of your Elemental Weapon feature, whenever you make a ranged weapon attack, you can convert your weapon damage type to the same type you chose for Elemental Weapon, and your attack ignores half and three-quarters cover. If you do so, your attack doesn't use any ammunition.

Additionally, when casting any cantrip that requires a spell attack and has the same damage type of your current Elemental Ammo, you can use your weapon's range instead of the cantrip's normal range. If you do so, increase that cantrip's damage by 1 dice.

Elemental Affinity

At 10th level, while under the effects of your Elemental Weapon feature, as a bonus action on each of your turns you can infuse one of your attacks with magical energy. If that attack hits, the next attack roll made against this target before the end of your next turn has advantage.

Ricochet Shot

At 14th level, whenever you make a ranged weapon attack using Elemental Ammo, your attack ignores disadvantage due to effects that rely on sight, as if you had blindsight. Once per turn, if one of your attack hits, as a bonus action you can make an attack roll at disadvantage against another target creature you can see within 30 feet of the first target if the direct path between them is not blocked.

Homebrew Class | Magus

Art by Anna Podedworna

Magic Maneuvers

Dark Pounce

Prerequisite: 3rd level
As a part of the same action used to perform this Magic Maneuver, you can move 10 feet and immediately teleport to a location that you can see in a straight line. You can cover a number of feet up to your Intelligence score with this teleport. If this teleport would take you into another creature's space, instead you appear in an unoccupied space within 5 feet of it. If you end this movement next to a creature, you can cast a cantrip against it.

At 7th level, the distance covered by the teleport increases to two times your Intelligence score. At 12th level, if this teleport would take you into another creature's space, it must attempt a Strength saving throw or be knocked prone.

Fade Strike

Prerequisite: 3rd level
Cast a cantrip that requires an attack against a target creature within range. On a successful hit, the target suffers the cantrip's normal effects. Regardless if you hit or miss, your image becomes blurred until the end of your next turn. For the duration, creatures that rely on sight have disadvantage when attacking you.

At 7th level, instead of becoming blurred, you are considered under the effects of the Invisibility spell until the end of your next turn. At 12th level, you are considered under the effects of the Greater Invisibility spell until the end of your next turn.

Far Reach

Prerequisite: 3rd level
Numerous octarine tentacles spring from your hand towards a target within 15 feet. Upon impact, they attempt to close the distance between you and your target.

Make a melee spell attack against the target. If the attack hits and the target is a Large or smaller creature, you pull the creature 10 feet closer to you. If the attack hits and the target creature is Huge or larger, you can pull yourself 10 feet closer to it. After you either pull or are pulled towards the target creature, you can cast a cantrip against it.

At 7th level, the range of the attack, the distance you can pull other creatures (or yourself) all increases by 5 feet. At 12th level they increase by an additional 5 feet.

Illusory Feint

Prerequisite: 3rd level Blade Saint
As a bonus action, you may choose a creature within 10 feet as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, you may add your Intelligence modifier to its damage.

At 7th level, if that attack hits you can make an additional melee weapon attack against it. At 12th level, you may cast a cantrip instead of making a making an additional melee weapon attack against it.

Jaunt

Prerequisite: 3rd level Armored Battlemage
As part of the action to use this magic maneuver, you can move up to 30 feet in a straight line with opportunity attacks provoked by this movement made at disadvantage. After moving, you can make a melee spell attack at a target creature within 5 feet. On a hit, the creature takes lightning damage equal to 2d8 and if it's a Large or smaller creature you can push it away up to 15 feet.

At 7th level, the damage increases by 1d8. At 12th level, it increases by an additional 1d8.

Lashing Bind

Prerequisite: 3rd level
Make a melee spell attack at a creature within 15 feet. On a hit, you deal 2d8 slashing damage and the target must succeed on a Dexterity saving throw or become Restrained until the end of its next turn.

At 7th level, the damage increases by 1d8. At 12th level, it increases by an additional 1d8.

Wrought Wound

Prerequisite: 3rd level Eldritch Shooter
Make a ranged weapon attack against a target creature within range. On a successful hit, the target suffers the attack's normal effects, the next attack roll against this target has advantage and its speed is halved until the end of your next turn.

At 7th level, if the next attack roll hits the target it also deals an extra 2d8 necrotic damage. At 12th level, the extra damage increases by 2d8.

Homebrew Class | Magus

Art by Bogna Gawrońska

Arcane Barrier

Prerequisite: 7th level Armored Battlemage
When a creature is hit within 15 feet you, as a Reaction you create a protective barrier around it. The creature gains 3d6 temporary hitpoints for 1 minute. If damage reduces these hitpoints to 0 the barrier explodes. Each enemy within 5 feet of the creature must succeed on Strength saving throw or take 3d6 magical force damage, and be pushed 5 feet away if they are Large or smaller.

At 12th level, both temporary hitpoints and damage dies increase by 2d6, and enemies are pushed an additional 5 feet.

Dissociative Strike

Prerequisite: 7th level
Make a melee weapon attack against a target creature. On a hit, your attack produces a blast of magic force. The first creature in a 60 feet long and 5 feet wide line behind the target hit must succeed on a Dexterity saving throw or take 3d8 force damage.

At 12th level you can target the first two creatures behind the target, instead of one.

Ether Vault

Prerequisite: 7th level Eldritch Shooter
You can fly up to your speed and cast a cantrip that requires a ranged spell attack against a target creature within reach. Any opportunity attacks you provoke during this movement are made at disadvantage, and after the movement you can land safely in an unoccupied space of your choice within 5 feet of the location directly beneath you.

At 12th level you can fly up to twice your speed instead.

Spell Flux

Prerequisite: 7th level
As a reaction, you can project a magical force around your hand that lasts until the end of your next turn. For the duration of the magic maneuver, ranged attacks against you are made at disadvantage. If any ranged attack misses you before the end of the next turn, this effect ends and you can deal the damage of the attack to a creature within 10 feet of you.

At 12th level the effect ends only after two missed ranged attacks instead of one.

Psi Blade

Prerequisite: 7th level Blade Saint
You coalesce an aquamarine blade of distilled pain, having the unique property of phasing through armor and carapace.

Make two melee spell attacks using your weapon's reach, and treat your target's AC as 10 + their Dexterity modifier. On a hit you deal 2d12 psychic damage.

At 12th level, the damage increases by 1d12.

Windward Blade

Prerequisite: 7th level
You imbue your blade with the quality of the Elemental Plane of Air, and make vicious rising slash. Make a melee weapon attack against a target creature. On a successful hit, the target suffers the attack's normal effects, is suspended 5 feet into the air and becomes Restrained until the end of your next turn.

At 12th level, you can then cast a cantrip against the target after resolving all effects.

Arcane Advance

Prerequisite: 12th level
You flash forward with a blur of speed, advancing upon your foe with a series of lunges. You can move up to your speed in a straight line and cast a cantrip against up to 3 creatures within 5 feet of you during this movement. Any attacks of opportunity provoked by this movement are made at disadvantage.

Chain Shot

Prerequisite: 12th level Eldritch Shooter
Choose a target creature within reach of your ranged weapon. You can choose up to 4 other targets, as long as each target is within 30 feet of the previous one. Make a ranged weapon attack against each of those targets. Any of these attacks can be used with your Elemental Ammo feature.

Ghostly Dirk

Prerequisite: 12th level Blade Saint
Choose a target creature you can see within 120 feet of you. You teleport to an unoccupied space within 5 feet it, and then cast a cantrip that requires an attack against it. On a successful hit, the target suffers the catrip's normal effects and becomes frightened until the end of your next turn.

Homebrew Class | Magus

Art by Anna Podedworna

Grasp of the Wind

Prerequisite: 12th level Armored Battlemage
You call upon the wind to aid you. Each creature you choose within 20 feet must make a Strength saving throw. On a failed save, they are pulled up to 15 feet closer to you in a straight line and take 3d8 magic bludgeoning damage.

Lance of Light

Prerequisite: 12th level
Light condenses on your hand, elongating into a lance of dazzling brightness, and then you throw it. Make a melee spell attack against a creature you can see within 30 feet. On a hit the creature takes 4d6 radiant damage, and must succeed on a Constitution saving throw or become blinded and emanate bright light in a 30 feet radius until the end of its next turn.

Projected Attack

Prerequisite: 12th level
Make a melee weapon attack against a creature within reach. On a successfull hit, the target suffers the attack's normal effects and each creature other than you within 15 feet of it must make a Dexterity saving throw or take that attack's damage, be pushed 10 feet away and be knocked prone.



Magus Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Fire Bolt
  • Green-Flame Blade
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • Sword Burst
  • Thaumaturgy
  • Thunderclap
  • True Strike
1nd Level
  • Alarm
  • Burning Hands
  • Chaos bolt
  • Color Spray
  • Comprehend Languages
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Frost Fingers
  • Grease
  • Ice Knife
  • Identify
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Shield
  • Tasha's Caustic Brew
  • Tenser’s Floating Disk
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aganazzar’s Scorcher
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Flaming Sphere
  • Gust of Wind
  • Invisibility
  • Levitate
  • Magic Mouth
  • Mirror Image
  • Melf’s Acid Arrow
  • Misty Step
  • Scorching Ray
  • Silence
  • Skywrite
  • Shatter
  • Spider Climb
  • Web
3rd Level
  • Blink
  • Catnap
  • Dispel Magic
  • Feign Death
  • Fireball
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Nondetection
  • Phantom Steed
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Tidal Wave
  • Vampiric Touch
  • Water Walk
  • Water Breathing
4th LEVEL
  • Arcane Eye
  • Dimension Door
  • Elemental Bane
  • Evard’s Black Tentacles
  • Greater Invisibility
  • Ice Storm
  • Phantasmal Killer
  • Polymorph
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
5th LEVEL
  • Bigby’s Hand
  • Cloudkill
  • Cone of Cold
  • Immolation
  • Mislead
  • Rary's Telepathic Bond
  • Scrying
  • Steel Wind Strike
  • Telekinesis
  • Wall of Stone
Homebrew Class | Magus

Special

Thanks

Rafael Franco

For helping me with nice ideas for the class and subclasses features.

Raul Rosá

For helping me with a lot of essential balancing and concept feedbacks.

/u/TigrisCallidus

For giving an extensive and detailed review on every bit of text this homebrew has, and suggesting a lot of good like-minded ideas.

Vinicius Linhares

For helping me with everything, especially the design and images, and for always listening to me talk endlessly about the homebrew.

None of this would have been possible without your help.



Additional Thanks
  • metaBot: Your homebrew inspired me to make all of the Magic Maneuvers.
  • messy6 and Leuku: Your guides inspired me to remake the entire class, thus making The Magus v3.
  • LaserLlama: Your homebrews always inspire me, but thanks specifically for your Magus, which I took some specific inspirations from.

Changelog v4.0

Main Class Features

  • Saves Proficiencies: Con and Int (from Wis and Int).
  • Weapons Proficiencies: simple and martial (from simple).
  • Updated starting items to match new proficiencies.
  • Added more cantrips known.
  • Removed ability to cast cantrips with Spellstrike.
  • Subclass features now granted at levels 1, 6, 10 and 14 (from 1, 7, 7 and 15).
  • Reworked Magic Sense wording.
  • Removed Spell Access.
  • At lv 15 added Maneuver Adaptability.
  • At lv 18 added Dispeling Strike.
  • Reworked lv 20 capstone, Arch Magus. Now allows you to use extra attack after Spellstrike.
  • Magic Maneuvers:
    • Lowered level to access better maneuvers to 3, 7 and 12 (from 3, 11 and 17).
    • Dark Pounce: Improved wording.
    • Dissociative Strike: Increased range to 60ft (from 30ft).
    • Psi Blade: Increased number of attacks to two (from one).
  • Spell List:
    • Added Fireball and Haste.

Armored Battlemage

  • Gets 1 more HP every level.
  • Lv 6: Eldritch Protector now allows you to grant resistance to protected creature.
  • Removed fluff feature from lv 7.
  • Added lv 10 Aegis.
  • Renamed lv 14 feature to Arcane Presence (fluff feature before).

Blade Saint

  • Completely reworked the subclass.
  • Updated granted spells.
  • lv 1 Chosen Weapon:
    • No longer a Sentient Weapon (although you can still include that from your background).
    • Reworked bond to be more similar to that of Eldritch Knight or Hexblade.
    • Added passive bonus while in Elemental Weapon and wielding Chosen Weapon.
  • lv 1 Canny Defense:
    • Changed AC formula from 10 + int + dex to 13 + dex.
  • Moved Warp Strike to lv 6.
  • Added lv 10 Arcane Grace.
  • Reworked Arcane Waltz and moved to lv 14.

Eldritch Shooter

  • Lv 6 Elemental Ammo buffed to increase cantrip damage if same of element of Elemental Weapon and.
  • Added lv 10 Elemental Affinity.
  • Changed lv 14 Ricochet Shot to make extra shot at disadvantage, but now can ignore disadvantage due to sight.

Coming in v4.1

New Subclass!

  • Two-handed Weapon focused Magus. (Name to be defined)
 

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