Sorcerer: Magus Alternative
Magus are arcane warriors, trained from an early age in the martial arts and the manipulation of magical elements. This subclass represents a harmonious blend of magical power and melee skill. Wielding their weapons with deadly dexterity, they channel through the magic of their blades, bringing destruction to their foes.
In addition, Magus also have a special hold on the elements, be it fire, ice, thunder or any other. They are able to manipulate these elements in tolerant ways, casting spells and abilities related to them to devastate their enemies or protect their allies.
Magus Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Magus Spells table. Each of these spells counts as a sorcerer spell for you, but they don't contain any number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace a spell you gained from this feature with another spell of the same level. The new spell must be an illusion or an evocation spell from the sorcerer, warlock, or wizard spell list.
Magus Spell
Sorcerer level | Spells |
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1st | Color Spray,Magic Missile |
3rd | Blur, Acid Arrow |
5th | Fear, Fireball |
7th | Phantasmal Killer, Resilient Sphere |
9th | Mislead, Cone Of Cold |
Cursed Blade Spell:
Starting at 1st level, when making an attack with a melee weapon, you can use a spell of 1st level or higher to imbue your weapon with:
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Counts as magic for the purposes of overcoming nonmagical resistance. Additionally, you can use your Charisma modifier on attack and damage rolls instead of Dexterity or Strength.
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spell. The spell to be used must have 1 action or 1 cast time bonus and normally does not require a weapon attack.
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Attack. The damage type will be the same as the spell (psychic, cold, force). and the damage will be equal to the weapon's damage.
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Effect and range. area effect will only hit one target.
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spell saving throw. The target takes a penalty equal to your proficiency bonus on the spell's saving throws when you hit.
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resources. materials are consumed in your free hand. However, it is not necessary to use somatic and gestural components when using this feature.
The chosen spell will be imbued for 1 minute until it hits the target. When hitting the creature, in addition to receiving the damage, it receives the effect. You cannot use a spell slot to enhance a spell, but you can spend a sorcery point to decrease the target's AC by 2. You can only declare this feature before the attack roll.
Sorcerer's Vision:
As an action, you can see beyond appearances and notice two distinct characteristics of creatures within 5 feet of you, allowing you to make strategic decisions during combat or social interactions. Usage example: When using the skill, you can recognize characteristics such as "vulnerability to fire" and "immune to poison" in a nearby creature, or know if the creature is under the effect of a spell. alternatively, you can use this skill to learn an exact number, such as hit points, AC, DC, etc.
You can use this ability a number of times equal to your proficiency bonus.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
arcane energy
At 14th level. You have learned to curse nearby creatures. As a bonus action, you can target a creature you can see, that creature gains vulnerability to one damage type of your choice for 1 minute. if she already has it, any attack related to her weakness is considered critical. You can use this feature again after a short or long rest.
In addition, you can choose to be resistant to one damage type and change it whenever you take a long rest.
Double damage:
At 18th level, your link to magic becomes strong enough to defend you. If a creature targets you, you can spend 2 sorcery points and use your reaction to have the sender take the effect and damage you took.
The damage or effect can be returned even if you don't know its source. If he misses the attack or effect, he must repeat the attack roll for himself to overcome its DC or AC.
If an effect or damage reduces you to 0 hit points, you can negate the damage and return it. You can only use this feature once per long rest.