The Magus
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The Magus
Class Level |
Class Features |
Spell Strike Die |
Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th | Sigils Known |
Sigil Diameter |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | Magic Armory, Charged Weapon | d4 | — | — | — | — | — | — | — | — | — |
2nd | Spellcasting, Fighting Practice | d4 | 2 | 4 | 2 | — | — | — | — | — | — |
3rd | Sigilry, Magus Subclass | d4 | 2 | 6 | 3 | — | — | — | — | 1 | 10 ft. |
4th | Ability Score Improvement, Major Feat | d4 | 2 | 8 | 3 | — | — | — | — | 1 | 10 ft. |
5th | Arcanic Trait, Extra Attack | d6 | 2 | 10 | 4 | 2 | — | — | — | 1 | 10 ft. |
6th | Subclass feature, Minor Feat | d6 | 2 | 12 | 4 | 2 | — | — | — | 1 | 10 ft. |
7th | Fighting Technique | d6 | 2 | 14 | 4 | 3 | — | — | — | 1 | 20 ft. |
8th | Ability Score Improvement, Major Feat | d6 | 2 | 16 | 4 | 3 | — | — | — | 1 | 20 ft. |
9th | Arcanic Trait | d8 | 3 | 18 | 4 | 3 | 2 | — | — | 1 | 20 ft. |
10th | Subclass feature, Minor Feat | d8 | 3 | 20 | 4 | 3 | 2 | — | — | 1 | 20 ft. |
11th | Sigilry Improvements | d8 | 3 | 22 | 4 | 3 | 3 | — | — | 2 | 20 ft. |
12th | Ability Score Improvement, Major Feat | d8 | 3 | 24 | 4 | 3 | 3 | — | — | 2 | 20 ft. |
13th | Arcanic Trait | d10 | 3 | 26 | 4 | 3 | 3 | 1 | — | 2 | 20 ft. |
14th | Subclass feature, Minor Feat | d10 | 3 | 28 | 4 | 3 | 3 | 1 | — | 2 | 20 ft. |
15th | Redirect Magic | d10 | 3 | 30 | 4 | 3 | 3 | 2 | — | 2 | 30 ft. |
16th | Ability Score Improvement, Major Feat | d10 | 3 | 32 | 4 | 3 | 3 | 2 | — | 2 | 30 ft. |
17th | Arcanic Trait | d12 | 4 | 34 | 4 | 3 | 3 | 3 | 1 | 2 | 30 ft. |
18th | Subclass feature, Minor Feat | d12 | 4 | 36 | 4 | 3 | 3 | 3 | 1 | 2 | 30 ft. |
19th | Magus Capstone, Arcanic Capstone | d12 | 4 | 38 | 4 | 3 | 3 | 3 | 2 | 2 | 30 ft. |
20th | Ability Score Capstone | d12 | 4 | 40 | 4 | 3 | 3 | 3 | 2 | 2 | 30 ft. |
Class Traits
As a Magus, you gain the following class traits.
Hit Points
- Hit Dice: 1d10 per Magus level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Magus level after 1st
Proficiencies
- Skills: Any one of your choice
- Tools: Any one of your choice
- Armor: Light, medium, and heavy armor
- Weapons: Simple and martial weapons
- Saving Throws: Will
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) partial light armor and 250 cr; (b) minimal medium armor; or (c) 500 cr
- (a) light energy shield and 375 cr; (b) medium physical shield and 350 cr; or (c) 500 cr
- (a) longsword and 150 cr; (b) longbow with 20 arrows and 255 cr; or (c) 500 cr
- arcanic charm and (a) one creator's implements or provider's kit and 50 cr; (b) one gaming set or musical instrument and 200 cr; or (c) 350 cr
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Class Features
As a Magus, you gain the following class features.
1st level: Magic Armory
You learn a ritual that creates a magical bond between yourself and an item, such as a set of tools, a weapon, a suit of armor, or a cloak. You perform the ritual over the course of 1 hour, which can be done during a short rest. The item must be within your reach throughout the ritual, at the conclusion of which you touch the item and forge the bond. Once you have bonded an item to yourself, it can’t be removed from your person unless you are incapacitated, you choose to allow it, or it is removed by magical means. You can have two items bound to you in this way. You can bond an additional item at 5th, 9th, 13th, and 17th level. If you attempt to bond with an item beyond your capacity, you must break one of your current bonds.
If a bonded item is on the same plane of existence or planet, you can summon the item as a bonus action on your turn, causing it to teleport instantly to you. If the item is worn, you can choose to have it appear on your person as appropriate. If the item is instead wielded, and you have a free hand, you can choose to have the item appear in your hand. Otherwise, it appears at your feet. At 5th level, you can summon up to two of your bonded items in this way, and at 13th level, you can instead summon up to three of them.
At 9th level, you can use your bonus action to stow any number of your bonded items in your own personal pocket plane, provided you can reach them. You can summon your bonded items from this plane as if they were on the same plane of existence as you.
1st level: Charged Weapon
Choose one of the following damage types: acid, aether, cold, entropic, fire, kinetic, lightning, mental, necrotic, poison, sonic, or spiritual. At 5th, 9th, 13th, and 17th, you can choose an additional damage type. At the end of a short or long rest, you can imbue one melee weapon within your reach with your magic. Once before the end of your next short or long rest, on your turn you can cause the weapon to magically erupt (no action required) in one of your chosen damage types. When you do so, for the next minute, your weapon deals an additional 1d4 damage of that type. This die changes as you gain Magus levels, as shown in the Spell Strike column of the Magus table.
Starting at 2nd level, when you cast a spell with a casting time of 1 action, you can channel it into your charged weapon, regardless of whether or not you’ve caused it to erupt. When you do so, the effects of the spell don’t occur immediately. Instead, the next time you hit with the weapon, the spell immediately takes effect. If the spell would affect an area, it does so as normal with you as its origin. If the spell would affect multiple creatures, the creature you hit is automatically affected, as if you had hit it with a spell attack or it had failed a saving throw to resist the spell’s effects. Any other creatures affected require attack rolls and saving throws, as appropriate. Your charged weapon can only hold one spell at a time, and it can only hold a spell for one hour, after which the spell dissipates without effect.
Beginning at 5th level, when you take the Attack action, you can forgo one of your attacks to cast a spell with a casting time of 1 action into your charged weapon.
2nd level: Spellcasting (5/9)
As a scion of magic, you show the first glimmerings of your true power. Chapter 10 features the complete rules for casting, and appendix A features the list of arcanic spells available. Those features that vary by your class are featured here.
Cantrips
You know 2 cantrips of your choice. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table.
Spells Known of 1st Level and Higher
You know 4 spells of your choice, and you learn more at higher levels, as shown in the Spells Known column of the Magus table. Each of these spells must be of a level for which you have spell slots.
Spells Prepared
You can prepare a number of spells equal to half your CLASS level + your spellcasting ability modifier (discussed in chapter 10, minimum of one spell).
Spell Slots
The Magus table shows how many spell slots you have to cast your prepared spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
2nd level: Fighting Practice
You are practiced with a particular style of fighting. Choose one of the fighting practice options, detailed in Chapter 6.
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3rd level: Sigilry
You have learned to conjure powerful magical sigils to aid your allies and hinder your enemies. As an action or bonus action, you can summon a sigil on a surface located within 30 feet of you that you can see. The sigil glows dimly to friendly creatures of your choice but is invisible to everyone else unless they have a special sense. Your sigil lasts for 1 minute. If you summon a new sigil, the previous sigil disappears. If you lose consciousness, your sigil ends. If a sigil effect or enhancement calls for a saving throw, it is made against your spell save DC. Your sigil has a diameter of 10 feet, which increases as higher levels, as shown in the Sigil Diameter column of the Magus table.
Additionally, you gain one sigil enhancement of your choice, as detailed at the end of the class description, and you gain more at higher levels, as shown in the Sigils Known column of the Magus table. When you summon your sigil, creatures within your sigil benefit—or suffer—from your sigil enhancement effects.
Lastly, you gain two sigil features—Consume Sigil and Sigilist’s Step—and you learn more at higher levels. In order to use your sigil features, you must be within 30 feet of your sigil.
Consume Sigil
Choose one of the following damage types: acid, aether, cold, entropic, fire, kinetic, lightning, mental, necrotic, poison, sonic, or spiritual. At 5th, 9th, 13th, and 17th, you can choose an additional damage type. While you have an active sigil, you can use your action and expend a spell slot to consume your sigil in a burst of magic energy, provided your sigil is within range. Each creature standing in your sigil or within 5 feet of it must make a Reflex saving throw, taking damage of one of your chosen types on a failed save or half as much on a successful one. The damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.
Sigilist’s Step
As an action, you can teleport creatures to your sigil, provided it is within range. Choose one or more creatures within 5 feet of you. Each creature must succeed on a Wisdom saving throw or be teleported to the center of your sigil. If something occupies that space, a target moves to the nearest adjacent space still in your sigil. If there is no available space in your sigil, this ability fails.
You can teleport a creature in this way twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a short or long rest.
3rd level: Magus Subclass
You choose a Magus subclass, which is detailed at the end of the class description, after the Sigil Enhancements.
4th level: Ability Score Improvement
Increase an ability score of your choice by 1.
4th level: Major Feat
You gain a major feat of your choice.
5th level: Arcanic Trait
You gain an arcanic trait.
5th level: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6th level: Subclass Feature
You gain a feature from your subclass.
6th level: Minor Feat
You gain a minor feat of your choice.
7th level: Fighting Technique
You're skilled in the techniques of a particular style of fighting. Choose one of the fighting technique options, detailed in Chapter 6.
8th level: Ability Score Improvement
Increase an ability score of your choice by 1.
8th level: Major Feat
You gain a major feat of your choice.
9th level: Arcanic Trait
You gain an arcanic trait.
10th level: Subclass Feature
You gain a feature from your subclass.
10th level: Minor Feat
You gain a minor feat of your choice.
11th level: Sigilry Improvements
Your use of sigilry pushes new bounds, granting the following benefits:
- You must now be within 60 feet of your sigil in order to use your sigil features.
- When you cast a spell you can cast it as though you were at your sigil's location.
- Your sigil now illuminates visible creatures and objects within its confines that bear magic with a faint aura.
Additionally, you gain a new sigil feature: Sigilist’s Sight.
Sigilist’s Sight
As an action, you can see and hear through your sigil, using your normal senses, until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
12th level: Ability Score Improvement
Increase an ability score of your choice by 1.
12th level: Major Feat
You gain a major feat of your choice.
13th level: Arcanic Trait
You gain an arcanic trait.
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14th level: Subclass Feature
You gain a feature from your subclass.
14th level: Minor Feat
You gain a minor feat of your choice.
15th level: Redirect Magic
You have advantage on saving throws against spells.
Additionally, you have learned to turn your enemies’ spells back at them. When you are targeted by a spell that requires a Dexterity saving throw or attack roll, you may redirect that spell to another target within 30 feet if the spell would affect only you. If the spell required an attack roll, make an appropriate attack roll against the new target. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your spell save DC. Once you’ve used this feature, you must complete a short or long rest before you can use it again.
16th level: Ability Score Improvement
Increase an ability score of your choice by 1.
16th level: Major Feat
You gain a major feat of your choice.
17th level: Arcanic Trait
You gain an arcanic trait.
18th level: Subclass Feature
You gain a feature from your subclass.
18th level: Minor Feat
You gain a minor feat of your choice.
19th level: Magus Capstone
You master the capabilities of sigilry, gaining the following benefits:
- You must now be within 120 feet of your sigil in order to activate your sigil features.
- While standing in your sigil, friendly creatures have advantage on saving throws against spells.
- You can now maintain up to two sigils at a time. If you summon a sigil beyond your capacity, your oldest sigil immediately dissipates.
19th level: Arcanic Capstone
When you roll initiative, you can choose to recover expended spell slots of combined level no higher than 4th. Once you've done so, you must complete a short or long rest before you can do so again.
20th level: Ability Score Capstone
Increase two different ability scores of your choice by 2. The maximum for these scores increases by 2.
Sigil Enhancements
The enhancements are presented in alphabetical order. If a creature is within multiple sigils that grant the same enhancement, affected creatures can only benefit from the enhancement once.
Initiative Sigil
Friendly creatures’ tier of proficiency in initiative checks increases by one step (to trained, from trained to proficient, or from proficient to expertise). If you’ve already rolled initiative, this impacts your current initiative as well.
Offensive Sigil
Once per turn, friendly creatures can add half your spellcasting ability modifier to one attack roll and one damage roll.
Defensive Sigil
Once per round, friendly creatures can add half your spellcasting ability modifier to one saving throw they make.
Resistive Sigil
Friendly creatures have resistance to damage from spells.
Hunter’s Sigil
Friendly creatures’ tier of vision increases by one step (to dimvision, from dimvision to darkvision, or from darkvision to nightvision) out to a range of 120 feet.
Freedom’s Sigil
Friendly creatures treat terrain as one step better (from extreme to difficult or difficult to normal), and when they would use their action to break free of an effect that is grappling or restraining them, they can instead use their bonus action.
Covering Sigil
While in cover, friendly creatures treat partial cover as one step higher (from lightly to moderately or moderately to heavily). While in cover, friendly creatures’ attacks reduce partial cover by one step (from heavily to moderately, moderately to lightly, or lightly to none).
Renewing Sigil
When you roll initiative, friendly creatures gain 1 Renewed level, which lasts for 1 minute or until you roll initiative again, whichever happens first. This increases to 2 levels at 9th level and 3 levels at 17th level.
Vexing Sigil
The affected area gains the following benefits:
- It becomes difficult terrain for hostile creatures.
- Hostile creatures must succeed on a Fortitude saving throw to enter or exit the area.
- Ranged attack rolls that pass through the area are made with disadvantage.
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