The Magi
The human holds his blade close, his hands still shaking from the blow he had barely managed to parry. His imposing orc opponent takes a step forward, seemingly sure of their victory. Through gritted teeth the human begins to hum, as his body seems to blink in and out of existence. In a flash, he is behind his enemy. It is his turn to strike, and he won’t miss.
After having laid waste to many of her enemies with a mighty fireball, the elvish warrior falls to one knee. She is injured, her blood just barely seeping through her armor. She knows that her magical reserves are spent, and yet her innate magic calls to her. Head held high, she rises to bisect an oncoming goblin shaman, capturing its magical energy for her own reservoir. As she lifts her arm, now wreathed in flame, she casts fireball once more. The battle is won.
Their blade broken, the young tabaxi can barely keep their eyes open. It had been an exhausting war effort up to this point, and its effects were apparent in every soldier on the battlefield. Still, the tabaxi knows there is more to be done. Opening a lofty tome, they begin to recite eldritch incantations, their every hair rising and falling with each word they speak. When they finish their speech, they feel revitalized. It is time to end the war.
Whether it be a flickering spellblade, a flaming warrior of magic, or a desperate prodigy that taps into forbidden knowledge, there is one thing that unites them all: they are magi. Magi walk the line between traditional wizards and fighters, joining sword and sorcery with the aid of magicka.
Magic in Everything
Instead of writing extent lore pieces on the arcane to harness its power, magi are able to channel the magic that flows through all life. Called magicka within magi circles, this energy is often seen as the sister spirit to ki. Though, unlike ki, magicka flows not just within living bodies, but all things tangible. Magi suffuse magicka throughout their martial techniques, allowing them to lengthen the reach of their attacks, deflect incoming blows, correct the path of their strikes, and more.
Skills Learnt
While many magi will learn to cast spells long before they are confident enough to wield a blade, there are some that will practice their parries before learning a single cantrip. Regardless, a magi cannot have one without the other. The magi way is to fight with a complimentary toolkit. A firebolt shot at an enemy far away, then a quick sword strike at an enemy up close. It is always necessary for a magi to think about how each part of their repertoire will guide them to victory. As a direct result of this need for quick-thinking, the best magi are always the most intelligent.
There is strength in realizing your weaknesses, as you can build your defense around knowledge gained by particularly skilled foes, always matching their tenacity. The best magi use their magic to enhance not only their blades, but their minds, always keeping their enemies unaware of their true plans.
Creating a Magi
As you create your magi, consider how magic affects you.
Were you born in a magical family, and therefore brought up viewing magic as simply commonplace? Or do you instead pursue magic to exceed your martial limits? Seeing the arcane as a source of power to help you become your strongest. Perhaps instead you dislike violence, only using magic as a method to feel safer, never truly wanting to use your skills.
Did you train at a magi academy? Were you young and impressionable, eager to uphold instilled values? Or were you instead rebellious, training under the stars in order to surpass your mentors?
The Magi
Level | Proficiency Bonus |
Features | Cantrips Known |
Magicka Points |
Spell Limit |
---|---|---|---|---|---|
1st | +2 | Spellcasting, Trained Mind | 2 | 4 | 1st |
2nd | +2 | Fighting Style, Martial Magicka | 2 | 4 | 1st |
3rd | +2 | Arcane Steps, Esoteric Pursuit | 2 | 6 | 1st |
4th | +2 | Ability Score Increase | 2 | 6 | 1st |
5th | +3 | Extra Attack | 2 | 14 | 2nd |
6th | +3 | Esoteric Pursuit feature | 2 | 14 | 2nd |
7th | +3 | Arcane Pocket | 2 | 17 | 2nd |
8th | +3 | Ability Score Increase | 2 | 17 | 2nd |
9th | +4 | — | 2 | 27 | 3rd |
10th | +4 | Esoteric Pursuit feature | 3 | 27 | 3rd |
11th | +4 | Quickened Blow | 3 | 32 | 3rd |
12th | +4 | Ability Score Increase | 3 | 32 | 3rd |
13th | +5 | — | 3 | 38 | 4th |
14th | +5 | Esoteric Pursuit feature | 4 | 38 | 4th |
15th | +5 | Magical Perseverance | 4 | 44 | 4th |
16th | +5 | Ability Score Increase | 4 | 44 | 4th |
17th | +6 | — | 4 | 57 | 5th |
18th | +6 | Esoteric Pursuit feature | 4 | 57 | 5th |
19th | +6 | Ability Score Increase | 4 | 64 | 5th |
20th | +6 | Reap Arcane | 4 | 64 | 5th |
Quick Build
You can make a magi quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. Second, choose the noble background.
Optional Rule: Multiclassing
If your group uses the rule for multiclassing in the Player's Handbook, here's what you need to know if you choose the magi as one of your classes.
Ability Score Minimum. In order to multiclass, you must have at least a 13 in Intelligence and Dexterity to take a level in this class, or to take a level in another class if you are already a magi.
Proficiencies Gained. If magi isn't your initial class, you gain proficiency in light armor, medium armor, shields, simple weapons, and martial weapons when you take your first level in this class.
Class Features
Hit Points
- Hit Dice: 1d8 per magi level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magi level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Investigation, and Perception
Equipment
You start with the following equipment:
- (a) one martial weapons and a shield or (b) two martial weapons
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a scholar's pack or (b) an explorer's pack
- An arcane focus.
Spellcasting
1st-level magi feature
You have studied the arcane from a unique angle, allowing you to harness its energy without excessive note-taking.
Cantrips
You know two cantrips of your choice from the magi spell list. At higher levels, you learn additional magi cantrips of your choice, as shown in the Cantrips Known column of the Magi table.
When you gain a level in this class, you can replace one of the magi cantrips you know with another cantrip from the magi spell list.
Magicka Points
You have learned to passively collect the arcane energy known as magicka. Your access to this energy is represented by a number of magicka points.
You have 4 magicka points, and you gain more as you reach higher levels, as shown in the Magicka Points column of the Magi table. You can spend your magicka points to cast your spells of 1st-level and higher. To cast one of these magi spells, you must expend the amount of magicka points indicated in the table below. You regain all expended magicka points when you finish a long rest.
Spell Level | Point Cost |
---|---|
Cantrip | 0 |
1st | 2 |
2nd | 3 |
Spell Level | Point Cost |
---|---|
3rd | 5 |
4th | 6 |
5th | 7 |
Spell Limit
Your magi level limits the potency of spells that you can cast. This is reflected in the Spell Limit column of the Magi Table. For example, as a 5th level magi, you are limited to casting spells of 2nd-level or lower.
Preparing Spells
You prepare the list of magi spells that are available for you to cast, choosing from the magi spell list. When you do so, choose a number of magi spells equal to your Intelligence modifier + half your magi level, rounded down (minimum of one spell). The spells must be of a level equal to or lower than your Spell Limit.
For example, if you are a 5th-level magi 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 magic missile, you can cast it as a 1st-level or a 2nd-level spell. 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 magi spells requires time spent looking within oneself, taking time to reflect on the knowledge gained and lost with each day lived: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your magi spells, since you learn your spells through study and recollection. 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 magi spell you cast and when making an attack roll with one.
Spell save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus or a weapon that you are proficient with as a spellcasting focus for your magi spells.
Trained Mind
1st-level magi feature
You gain proficiency in the Arcana skill and your proficiency bonus is doubled for any ability check you make that uses it.
Additionally, whenever you make a skill check that uses Intelligence, you can spend 1 magicka point to gain advantage on the roll.
Fighting Style
2nd-level magi feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
Spellblade
While you are holding a weapon, it is magical and gains a +1 bonus to attack and damage rolls.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a
thrown weapon, you gain a +2 bonus to the damage roll.
Martial Magicka
2nd-level magi feature
As you've developed your combat prowess, you've learned how to enhance your fighting capabilities with martial magicka features. You learn the following four features. You learn more magicka features as you gain levels in this class.
Arcane Absorption
When you take damage, you can use your reaction and spend 1 magicka point to absorb some of the incoming offensive energy. Reduce the damage you take by 1d10 + your Intelligence modifier + your magi level.
At 11th level, you can add an extra d10 to the damage you reduce when you use this feature. You can also spend 1 additional magicka point when you do so to make one
weapon attack as part of your reaction.
Arcane Extension
When you attack with a melee weapon, you can spend 1 magicka point to increase the reach of the attack by 5 feet.
At 11th level, you can increase the reach of the attack by up to 15 feet, and the attack deals an additional 1d8 force damage if it hits
Unerring Strike
If you make a weapon attack roll and miss, you can spend 1 magicka point to reroll the d20, and you must use the new roll.
At 11th level, when you use this feature, you can add 1d6 to the rerolled attack.
Subtle Strike
When you make a weapon attack, you can spend 1 magicka point to cause it to make no sound. If your target can't see you, the attack doesn't reveal your position.
At 11th level, when you use this feature, you can choose to become invisible until the end of the current turn.
Arcane Steps
3rd-level magi feature
Your speed increases by 10 feet.
Esoteric Pursuit
3rd-level magi feature
You choose a rare study to enhance your prowess. Choose between Knight-Errant, Occultist, or Porter, all detailed at the end of the class description. The pursuit you choose grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Ability Score Improvement
4th-level magi feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice
by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
5th-level magi feature
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.
Arcane Pocket
7th-level magi feature
When you start your turn, choose a spell or magical effect that you can see whose area you are within (no action required). Until the start of your next turn, creatures within 5 feet of you, including you, are unaffected by that spell or magical effect. When you use this feature, you can spend magicka points to increase its radius. For each magicka point you spend, the range increases by 5 feet.
Quickened Blow
11th-level magi feature
When you cast a spell as an action, you can spend a number of magicka points equal to the spell's level (1 magicka point if the spell is a cantrip) to make one weapon attack as bonus action.
Magical Perseverance
15th-level magi feature
You can sacrifice your magical reserves to prolong your life. When you are reduced to 0 hit points but not killed outright, you can spend 5 magicka points to drop to 1 hit point instead (no action required).
Reap Arcane
20th-level magi feature
When you hit a creature within 30 feet of you with a weapon attack, you can choose to siphon the innate magicka it holds into your reservoir. The creature takes 8d8 force damage, and you regain 10 magicka points.
You can use this feature once, and must finish a short or long rest before doing so again.
Esoteric Pursuits
Magi follow many different studies. Here are the
pursuit options you can choose from at 3rd level.
Knight-Errant
The Knight-Errant is the archetypal magi, combining spell and sword to create something wholly unique. This field of study is extremely popular amongst young magi, their capable bodies ready to take up arms. That doesn't mean that there are no veteran Knight-Errants, though, as some of the greatest warriors to ever live pulled from both their knowledge of the blade and their arcane wit.
Tactical Study
3rd-level Knight-Errant feature
You have trained extensively in martial combat, supplementing your strikes with the power of magic. When you gain this feature, you learn two Magical Tactic options of your choice, which are detailed under "Magical Tactics" below. You have three uses of this feature, and you regain all expended uses when you finish a short or long rest.
You learn an additional Magical Tactic option of your choice when you reach certain levels in this class: 6th, 10th, and 14th level.
Warrior's Cast
6th-level Knight-Errant feature
When you use a Magical Tactic, you can cast a cantrip as a bonus action, provided that the cantrip does not deal damage.
Expose Arcane
10th-level Knight-Errant feature
When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Arcane Resistance
14th-level Knight-Errant feature
Whenever you fail a saving throw against a spell, you can spend 1 magicka point to reroll it and take the second result.
Woven Waepon
18th-level Knight-Errant feature
Once on each of your turns, you can forgo one of your attacks as part of the Attack action to use one of your Magical Tactic options this turn without expending a use of your Magical Tactic feature.
Magical Tactic Options
These tactics are presented in alphabetical order.
Arcane Coat
Before you have made any attacks on your turn, you can choose to surround yourself with magical energy as a bonus action. The next time you take acid, cold, fire, lightning, poison, or thunder damage before the end of your next turn, you have resistance to that damage.
Arcane Glow
When you hit a creature with a weapon attack, you can choose to infuse the target with concentrated magical force. The target takes an extra 2d6 force damage, and until the end your next turn the target glows bright light in a 10-foot radius.
Coordinated Spell
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to cast a spell. The spell must have a casting time of 1 action, and your companion must use their reaction to cast it.
Magical Edge
When you make a weapon attack on your turn, you can choose to magically hone your weapon (no action required). Until the end of your turn, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and have a +1 bonus to attack and damage rolls.
Numbing Blow
When you hit a creature with a weapon attack, you can choose to confuse its senses. The creature must succeed on a Constitution saving throw, or be deafened and blinded until the start of its next turn, or the next time it takes damage.
Render
When you hit a creature with a weapon attack, you can choose to exert enough force to bring it to the ground. If the target is Large or smaller, it must make a Strength saving throw against your spell save DC or fall prone and have its speed reduced to 0 until the end of its next turn.
Occultist
As there will always be those who wish to achieve power unique from their peers, some Magi have chosen a much more disreputable method of enhancing their prowess. Uninterested in conformed studies, occultists seek power from other-
worldly beings, wanting to not only change their hold on the coroporeal world around them, but their form in it entirely.
Consult Other World
3rd-level Occultist feature
Your connection to otherworldly powers has granted you foresight. Over the course of a short or long rest, you can cast the augury spell as a ritual. When you cast it in this way, you must spend time in a dreamless sleep, as your mind seeks answers from transcendental realms.
Look Beyond
3rd-level Occultist feature
You can call upon ineffable power to grant you eldritch sight. As an action, you gain the following benefits for 1 minute:
- You have blindsight within a range of 60 feet.
- If you spend magicka points on your turn, you gain tem-
porary hit points equal to your magi level at the end of it.
You can use this feature once, and regain the ability to do so upon finishing a short or long rest. Alternatively, you can spend 5 magicka points to use it again.
Formidable Vision
6th-level Occultist feature
The range of the blindsight granted by Look Beyond extends to 120 feet. In addition, you have a bonus to your passive Wisdom (Perception) and Wisdom (Insight) scores equal to your Intelligence modifier (a minimum of one).
Abberate Self
10th-level Occultist feature
As a bonus action on your turn, you can spend 1 magicka point to morph your body to adapt to your surroundings. Choose one of the following benefits to gain:
- You grow multiple appendages. You gain a climbing speed equal to your movement speed and you can't be grappled.
- A large fin tears from your back and gills form on your neck. You gain a swimming speed equal to your movement speed and you can breathe underwater.
As a bonus action on your turn, you can choose to revert your body to its normal form.
Eyes Within
14th-level Occultist feature
When you use Look Beyond, you have truesight within a range of 120 feet.
Extraterrestrial Emissary
18th-level Occultist feature
You can now fully commune with those beyond, bringing a fraction of their being into the world. As an action, you can cast magic missile at 9th level. When you cast this spell in this way you can choose to forego immediately casting it to intensify its power. You create two additional darts for each turn you spend concentrating on this effect up to a maximum of ten additional darts. The spell finishes its casting if you have concentrated on it for a minute, or you decide to release it on your turn as an action. Once you use this feature, you must spend a long rest using Consult Other World before you can do so again.
Porter
Harnessing the true potential of the magical world, the
Porters were the first magi. Originally curious magicians that sought to tamper with the Ethereal plane, they realized very quick that their experiments had created something completely alien to their world. They circumvented this problem by suffusing their newfound techniques with the arcane. A true Porter is a master of their origins, dancing around their foes with the might of masters long past.
Porter's Training
3rd-level Porter feature
As a bonus action, you can spend 1 magicka point to temporarily gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of your current turn. During that time, you perceive objects as ghostly, transparent images. Immediately after gaining this sight, you can choose to teleport up to 30 feet to a point that you can see (no action required). When you do so, your next weapon attack deals an extra 1d8 force damage.
Improved Port
6th-level Porter feature
The distance you can teleport as part of Porter's Training is increased to 60 feet. The ranges of your special sight and the darkvision it grants also increase to 60 feet.
Flurry Warp
10th-level Porter feature
When you teleport as part of Porter's Training, you can choose to attack targets within 5 feet of a line connecting your initial location and destination. Choose up to three creatures or objects within 5 feet of the line and make a separate weapon attack against each.
Once you use this feature, you can't do so again until you finish a short or long rest.
Cryptic Trace
14th-level Porter feature
Your corporeal body is too magically scrambled. You can’t be targeted by any divination magic or perceived through magical scrying sensors.
In addition, the extra force damage from Porter's Training increases to 2d8.
Blink-based Defense
18th-level Porter feature
Whenever you use Porter's Training, you gain the benefits of the Dodge action until the start of your next turn.
Magi Spell List
Cantrips
- Acid Splash
- Arcane WispMagi
- Blade Ward
- Booming BladeSCAG
- Chill Touch
- Dancing Lights
- Electric DartMagi
- Fire Bolt
- Green-Flame BladeSCAG
- Haptic FeedbackMagi
- Light
- Lore FeedMagi
- Mage Hand
- Mending
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Ray of Frost
- Shocking Grasp
- True Strike
1st Level
- BejewelMagi
- Burning Hands
- Chandra's PyrohelixMagi
- Charm Person
- Color Spray
- Comprehend Languages
- CrippleMagi
- Disguise Self
- Expeditious Retreat
- False Life
- Feather Fall
- Fog Cloud
- Inferno JetMagi
- Jump
- Mage Armor
- Magic Missile
- Refined Witch BoltMagi
- Shield
- Silent Image
- Sleep
- Thunderwave
2nd Level
- Alter Self
- Blindness/Deafness
- Blur
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- EarthbindXGE
- Force PiercerMagi
- Gust of Wind
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Levitate
- Mirror Image
- Misty Step
- Rope Trick
- Scorching Ray
- See Invisibility
- Shatter
- Spider Climb
- Suggestion
- Web
- WristpocketEGW
3rd Level
- Blink
- Clairvoyance
- Concussive BlastMagi
- Counterspell
- Daylight
- Dispel Magic
- Fear
- Fireball
- Fly
- Gaseous Form
- Haste
- Hypnotic Pattern
- Lightning Bolt
- Major Image
- Protection from Energy
- Sleet Storm
- Slow
- Stinking Cloud
- Tongues
- Water Breathing
- Water Walk
4th Level
- Arcane Eye
- Banishment
- Blight
- Confusion
- Control Water
- Dimension Door
- Dominate Beast
- Greater Invisibility
- Ice Storm
- Locate Creature
- Polymorph
- Stoneskin
- Wall of Fire
5th Level
- Animate Objects
- Cloudkill
- Cone of Cold
- Contact Other Plane
- Creation
- Dominate Person
- Hold Monster
- Insect Plague
- Modify Memory
- Seeming
- Telekinesis
- Teleportation Circle
- Wall of Stone
New Spells
What follows are the new spells unqiue to magi spell list.
Arcane Wisp
Evocation cantrip
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and is then wreathed in arcane wisps until the start of your next turn. If the target is hit before then, the target takes additional force damage equal to your spellcasting ability modifier, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the target takes 1d8 additional force damage. The damage further increases by 1d8 again at 11th level (2d8) and 17th level (3d8).
Electric Dart
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You throw a racing dart made of lightning at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage.
If the attack roll scores a critical hit, electricity surges out of the target. The target, and each creature of your choice within 5 feet of it, takes an additional 1d4 lightning damage instead of you rolling damage twice for a critical hit.
The spell’s damage increases by one die when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).
Haptic Feedback
Illusion cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Concentration, up to 1 minute
A creature that you point towards within range must make an Intelligence saving throw. On a failed save, the creature feels as though it is being prodded, touched, and rubbed along its body by several pairs of hands. The creature has disadvantage on any Charisma checks it makes while under the effects of this spell.
Lore Feed
Transmutation cantrip
- Casting Time: 1 minute
- Range: Touch
- Components: S
- Duration: 24 hours
You touch a page of text, stealing its contents into your mind. The page becomes blank over the course of a minute. The contents can be simply text, a drawing, or a combination of both, but cannot be from a spellbook or spell scroll. At any point during the duration of this spell, you can feed the contents you stole onto a blank page of the same or larger size than the page the contents came from. This spell then ends. If this spell ends and you haven't transfered the contents onto a page, the contents reappear on the page you stole them from over the course of a minute.
Bejewel
1st-level Conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a sapphire worth at least 25 gp)
- Duration: Concentration, up to 1 minute
A creature within range must succeed on a Constitution saving throw or begin to spew jewels from their gullet.
For the duration, the target can use either an action or a bonus action on its turn, but not both.
If the target attempts to cast a spell that requires a verbal component, or otherwise attempts to speak, it must first succeed on a Wisdom saving throw before doing so.
At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
A pound of jewels of various sizes pours from the target's mouth each round. Jewels created by this spell are cold to the touch, are noticeably magical in nature, and disappear at the end of the spell's duration.
Chandra's Pyrohelix
1st-level Evocation
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S
- Duration: Instantaneous
You send forth two seeking balls of fire that orbit each other at a creature or object that you can see within range. Make a ranged spell attack for each ball. On a hit, the target takes 1d12 fire damage.
You can't suffer disadvantage on the attack rolls you make as part of this spell.
A flammable object hit by this spell ignites if it isn’t
being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional ball
for each slot level above 1st.
Cripple
1st-level Enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 round
You touch a creature, and attempt to convince it it has suffered a terrible wound. The target must succeed on a Wisdom saving throw or become incapacitated and have its movement speed halved until the start of your next turn.
Inferno Jet
1st-level Evocation
- Casting Time: 1 action
- Range: Self (15-foot line)
- Components: V, S
- Duration: Concentration, up to 1 minute
A jet of flames emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. You can change the direction of the line at the start of each of your turns. Each creature in the line when you cast this spell must make a Dexterity saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. A creature that enters the line for the first time on a turn or ends its turn there takes 1d8 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damages increase by 1d8 for each slot level above 1st.
Refined Witch Bolt
1st-level Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a twig from a tree that has been struck by lightning)
- Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use a bonus action to deal 1d8 lightning damage to the target automatically. You cannot deal this damage when your target is more than 30 feet away from you or has total cover from you. If you end your turn and your target is more than 30 feet from you, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Force Piercer
2nd-level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, choose up to three targets within a 15-foot cone behind that creature. Each target takes 3d6 force damage. This spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Concussive Blast
3rd-level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You project a deadly wave of sound towards a creature within range. The target must make a Constitution saving throw. It takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also stunned until the end of your next turn.
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.
The Magi
A martial magic class for the world's greatest roleplaying game. Enhance your blows with power of the arcane. Choose a pursuit from: Knight-Errant, Occultist, or Porter!
This is the first public version of the Magi class. As such, please expect certain aspects to not be fully tuned for balanced gameplay.
Version 1.0
Created by /u/xSHIGUYx
Art Credits
Stains: Jared Ondricek
Cover: Swiftblade Vindicator - Viktor Titov
Page 1: Hero of Precinct One - Bram Sels
Page 2 and Back: Arcane Sanctum - Anthony Francisco
Page 3: Sly Instigator - Justine Cruz
Page 4: Lavinia, Azorius Renegade - Steven Belledin
Page 5: Arcane Savant - Chris Rallis
Page 6: Rowan Kenrith - Anna Steinbauer
Page 7: Stromkirk Occultist - Magali Villeneuve
Page 8: Phantom Warrior - Anna Podedworna
Page 9: Compulsive Research - Sara Winters
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