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Magus

An Arcane Halfcaster

1
The Magus

W
ant to be a fighter and a wizzard? Why not be
a magus!? Here is one I made, I think its fair
and balancxed

The Gish and Why To Be One


There are many terms describing one who casts and fights
with about equal proficency, gish, magus, eldritch knight,
swordmage, regardless theyre great. Why not play a Paladin
or a Ranger you say? Because youre not religous and dont
give a fuck about the forest or whatever. In conclusion, the
following is a gish class I built, i CREDITED all the pictures,
hope you like it and thus ends my preramble...

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 + your Constitution
modifier per Magus level after 1st
Proficiencies
Armor: Light, Medium, Shields Credit: geoffhanna
Weapons: All
Tools: None
Saving Throws: Intelligence, Strength
Skills: Choose two from athletics, arcana, acrobatics, history,
Intimidation, survival, medacine, performance
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 component pouch or (b) an arcane focus
a wizards hat, a cape, or boots with bells on them

PART 1 | FANCINESS
The Magus
Level Proficiency Bonus Features Mana Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Magus Stance, Weapon Bond 0 1 — — — — —
2nd +2 Mana Pool, Magic Tricks 2 1 2 — — — —
3rd +2 Magus Style 3 1 3 — — — —
4th +2 Ability Score Improvement 4 1 3 — — — —
5th +3 Extra Attack 5 2 4 2 — — —
6th +3 Etheral Step 6 2 4 2 — — —
7th +3 Style Feature 7 2 4 3 — — —
8th +3 Ability Score Improvement 8 2 4 3 — — —
9th +4 — 9 3 4 3 2 — —
10th +4 Magical Sectets, Magic Trick 10 3 4 3 2 — —
11th +4 Style Feature, Stance improvement 11 3 4 3 3 — —
12th +4 Ability Score Improvement 12 3 4 3 3 — —
13th +5 — 13 4 4 3 3 1 —
14th +5 Magus Strike 14 4 4 3 3 1 —
15th +5 Style Feature 15 4 4 3 3 2 —
16th +5 Ability Score Improvement 16 4 4 3 3 2 —
17th +6 Magic trick 17 5 4 3 3 3 1
18th +6 Magical Secrets, Etheral Step Improvement 18 5 4 3 3 3 1
19th +6 Ability Score Improvement 19 5 4 3 3 3 2
20th +6 True Magus 20 5 4 3 3 3 2

The MAgus table shows how many Spell Slots you have to Sp
cast your Spells of 1st Level and higher. To cast one of these In
Spellcasting Spells, you must expend a slot of the spell's level or higher.
As a student of Arcane Magic, you have a Spellbook You regain all expended Spell Slots when you finish a Long Sp
containing Spells that show the first glimmerings of your true Rest. In
power. You prepare the list of Wizard Spells that are available for
you to cast. To do so, choose a number of Wizard Spells from
Cantrips your Spellbook equal to your Intelligence modifier + half your
At 1st Level, you know one Cantrip of your choice from the Magus level (minimum of one spell). The Spells must be of a
Wizard spell list. You learn additional Wizard Cantrips of level for which you have Spell Slots.
your choice at higher levels, as shown in the Cantrips Known You can change your list of prepared Spells when you
column of the Magus table. finish a Long Rest. Preparing a new list of Wizard Spells
requires time spent studying your Spellbook and memorizing
Spellbook the incantations and gestures you must make to cast the
At 2nd Level, you have a Spellbook containing 2 1st-level spell: at least 2 minute per Spell Level for each spell on your
Wizard Spells of your choice. Your Spellbook is the list.
repository of the Wizard Spells you know, except your
Cantrips, which are fixed in your mind. Spellcasting Ability
Intelligence is your Spellcasting Ability for your Wizard
Preparing and Casting Spells 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 Wizard spell you cast and when Making an Attack roll
with one.
Ritual Casting The Book’s Appearance: Your Spellbook is a unique
You can cast a Wizard spell as a ritual if that spell has the compilation of Spells, with its own decorative flourishes and
ritual tag and you have the spell in your Spellbook. You don't
need to have the spell prepared. margin notes. It might be a plain, functional leather volume
that you received as a gift from your Master, a finely bound
Spellcasting Focus gilt-edged tome you found in an ancient Library, or even a
You can use an arcane focus as a Spellcasting focus for your loose collection of notes scrounged together after you lost
Wizard Spells. your previous Spellbook in a mishap.

Learning Spells of 1st Level and Higher


Each time you gain a Magus level, you can add one Wizard
Spel of your choice to your Spellbook for free. Each of these
Spells must be of a level for which you have Spell Slots, as
Magus Stance
shown on the Magus table. On your Adventures, you might As you begin to learn to how to weave casting and fighting
find other Spells that you can add to your Spellbook (see together you learn there are many different fighting styles a
“Your Spellbook”). Magus can adopt. Choose ONE from the list below, you may
change this mangus stance you’ve chosen given a week of
Your Spellbook
downtime spent training.
The Spells that you add to your Spellbook as you gain levels Swordmage: Your melee attacks do an additional 1d4 force
reflect the arcane Research you conduct on your own, as well damage per hit when usingh two hands
as intellectual breakthroughs you have had about the Nature of Arcane Archer: Your ranged weapon attacks deal 1d4 of
the multiverse. You might find other Spells during your
either fire, cold, acid, or lightning which you can choose on
each shot
Adventures. You could discover a spell recorded on a scroll in
Magus: When you only have one hand on your weapon and
an evil wizard’s chest, for example, or in a dusty tome in an nothing in your free hand you may soend a reaction to add
ancient Library. 2 to AC or a saving throw
Copying a Spell into the Book: When you find a Wizard spell Bare Knuckle: Your unarmed strikes do an additional 1d4
of 1st Level or higher, you can add it to your Spellbook if it is force damage. When you cast a spell or cantrip with the
of a Spell Level you can prepare and if you can spare the time range of touch you may do so with an unarmed strik and
to decipher and copy it.
deal an aditial 1d4 force damage
Copying that spell into your Spellbook involves reproducing The d4 in this ability scales as you improve in this class at
the basic form of the spell, then deciphering the unique 11th level they become a a d8, the magus stance increses
system of notation used by the Wizard who wrote it. You must
aswell from 2 at level 1, to 3 at level 11.
practice the spell until you understand the sounds or gestures
required, then transcribe it into your Spellbook using your own Weapon Bond
notation. At 1st level, you learn a ritual that creates a magical bond
For each level of the spell, the process takes 4 hours and between yourself and one weapon. You perform the ritual
costs 100 gp. The cost represents material Components you over the course of 1 hour, which can be done during a short
expend as you experiment with the spell to Master it, as well rest. The weapon must be within your reach throughout the
as the fine inks you need to record it. Once you have spent ritual, at the conclusion of which you touch the weapon and
this time and money, you can prepare the spell just like your
forge the bond.
Once you have bonded a weapon to yourself, you can use
other Spells.
this weapon as an arcane focus. If it is on the same plane of
Replacing the Book: You can copy a spell from your own existence, you can summon that weapon as a bonus action on
Spellbook into another book—for example, if you want to your turn, causing it to teleport instantly to your hand.
make a backup copy of your Spellbook. This is just like You can have up to two bonded weapons, but can summon
copying a new spell into your Spellbook, but faster and easier, only one at a time with your bonus action. If you attempt to
since you understand your own notation and already know bond with a third weapon, you must break the bond with one
how to cast the spell. You need spend only 2 hour and 20 gp of the other two.s
for each level of the copied spell.
If you lose your Spellbook, you can use the same procedure Mana Pool
to transcribe the Spells that you have prepared into a new
You can use your mana points to gain additional spell slots, or
Spellbook. Filling out the remainder of your Spellbook requires sacrifice spell slots to gain additional mana points. You also
you to find new Spells to do so, as normal. For this reason, ise mana points to perform your magic tricks. You can only
many wizards keep backup spellbooks in a safe place. spend mana up to your max spell level worth in one turn
Mana Spellslot Conversion Table
Spell Level Mana True Magus
1st 2 You gain proficency with heavy armour as well as profecency
2nd 3
in constitution saves
You can spend an action to get the 50thp, advantage to
3rd 5 attacks and 2d12 extra force damage on a hit for 10 min
4th 6 concentration for 9 mana. You cant cast spells well this
feature is active but you can spend mana on magic tricks that
5th 7 dont include casting spells After using this feature make a
con save agains dc 16 or be exausted 1 level
Magic Tricks
You Gain 2 magic tricks at 2nd level and another one at 10th
and 17th. You may change out one trick for another given a
week of downtime. Select from the list of Tricks at the end of
this class.

Magus Style
At 3rd level you select what style of magus you want to be,
choose either the Magician, Gish, or Eldritch Knight. You
gain additonal abilities from your magus style at levels 7, 11,
and 15.

Ability Score Improvment


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
Beginning at 5th Level, you can Attack twice, instead of once,
whenever you take the Attack action on Your Turn.

Etheral Step
Up to int times a day you can spend all your movment to
move step through the etheral plane. By spending all of your
movment for a turn you may blink to a location within half of
your movement. You may stay in the etheral plane until the
end of the turn in which you used this ability. If you hit a
creature with an attack you can expend a use of this feature
to blink behind them to make your second attack, you can do
so with the +2 flanking bonus

Magical Secrets
You can pick 2 spells from any spell list, they are always
prepared and don’t count against your spells prepared total.
You get 2 more at 18th level They must be of spells you have
spellslots for.

Magus Strike Credit: Denis Barbulat


When you cast a spell on a creature the next attack weapon
attack you make has advantage
The Eldritch Knight
Magus Styles Arcane Ward
As a Magus, you have style. Pick one. Starting at 3rd level, you can weave magic around yourself
for protection. When you spend any mana, you can
The Magician simultaneously use a strand of the spell's magic to create a
Battle Focus magical ward on yourself that lasts until you finish a long
Begining at 3rd level all your concentration checks are rest. The ward has hit points equal to twice your magus level
made with advantage. + your Intelligence modifier. Whenever you take damage, the
ward takes the damage instead. If this damage reduces the
Magic Adept ward to 0 hit points, you take any remaining damage.
Begining at 7th level you may add your int modifier to any While the ward has 0 hit points, it can't absorb damage, but
damage you deal with a spell or cantrip (including the magic its magic remains. Whenever you spend mana , the ward
tric cantrip smite). regains a number of hit points equal to twice the mana spent.
Once you create the ward, you can't create it again until you
Misdirection finish a long rest.
Begining at 11th level if you hit a creature with an attack it
has disadventage on its next save agains spells from you until Projected Ward
the end of the next turn Starting at 7th level, when a creature that you can see
Improvised Spell within 30 feet of you takes damage, you can use your reaction
Begining at 15th level when you see a spell cast you may to cause your Arcane Ward to absorb that damage. If this
spend a recation to try to syphon its energy from the weve. If damage reduces the ward to 0 hit points, the warded creature
the spell is of a level you can cast you sucsesfully syphon off takes any remaining damage.
enough of its essence to try and recreate it. Improved Abduration
You can retain the magic for up to int mod rounds or else Beginning at 11th level, when you cast an abjuration spell
you loose it, or attempt to cast it, roll a d20 and add your that requires you to make an ability check as a part of casting
spellcasting ability mod (int) against a dc of 10+ spells level. If that spell (as in Counterspell and Dispel Magic), you add your
you pass you can cast the spell as an action, if you fail the proficiency bonus to that ability check.
weave is lost and you cannot cast the spell.
If the spell is of a level you cannot cast you take phycic Spell Resistance
damage equal to the spells level. Starting at 15th level, you have advantage on saving throws
You can do this a number of times equal to your int mod a against spells.Furthermore, you have resistance against the
long rest. damage of spells.
The Gish
Astral Speed
Begining at 3rd level add half your int score (round down
to the nearest multiple of 5) to your movment speed.
Also add your int mod to initative instead of dex.
Gith Contingency
Begining at 7th level you are always under the effects of
nondetection as long as you are not unconcience.
Aswell when you cast a spell with a range of self or are
concentrating on a spell you also gain the benafits of the
jump spell this lasts a min of int mod rounds (when a non
concnentration self spell) but up to as long as you are
cooncentrating on a spell.
Gishty Step Begining at 11th level you may cast misty step
without a spell slot a number of times = int mod
War Magic
Begining at 15th level when you take the attack action you
may cast a spell you may make one weapon attack as a bonus
action
Credit: Amok
Sculpt Spell
Magic Tricks When you cast a spell with a range that affects an area, you
Hastend Spell can expend 1 sorcery point to change the area's shape in one
When you cast a spell you may spend 3 mana to hasten it. of the following ways:
•If the spell's range is a line, you can change it to a cone of
You cast the spell so fast you are still able to take a hast half range.
action and a bonus action this turn •If the spell's range is a cone, you can change it to a 5-foot-
Hastend Spell wide line with double range.
•If the spell's range is a cylinder, you can change its area to
When you hit with a weapon attack you can spen 2 mana to a sphere of the same radius.
cast a wizard cantrip you know that does damage (as though •If the spell's range is a sphere, you can change its area to a
at 1st level) through your weapon. Deal the damge from both cylinder of half radius and double height.
your weapon attack and the cantrip as well as any effect the
cantrip would have. Unbreakable Spell
If the atttack would effect multiply targets any other targets When you cast a spell you may spend up to your max spell
may do saves as required. Once you reach level 5 you may level in mana to add to the spells level for the purposes of
spend 3 mana to do the 5th level cantrip. 4mana once at 11th determining the sucsess of counterspell, dispell magic,
level and 5 once at 17th level remover curse, spell level resistances or other similar ability.
Careful Casting THIS DOES NOT UPCAST THE SPELLS DAMAGE
When you cast a spell that forces other creatures to make a DURATION OR ANYTHING ELSE.
saving throw, you can protect some of those creatures from Frugal Casting
the spell’s full force. To do so, you spend 1 mana point and If you are concetrating on a spell you may spend half the
choose a number of those creatures up to your int modifier spells level worth in mana (rounded up) and recapture what
(minimum of one creature). A chosen creature automatically was left in the spell before the duration ends the spell. Doing
succeeds on its saving throw against the spell. so takes a reaction and can be done after being hit but before
Arcane Surge knowing how much damge is delt.
For 2 mana you can cast any AOE spell you have prepared When you do this you may store the spell until you take a
(using a spellslot) the spell is cast as one level higher, and has long rest, at any point before then you may spend the same
to be centered on you (you can spend an aditianoal mana to casting time to re cast the spell. When the spell is cast in this
make this careful).Any creature that fails the save is also way it has whatever duration it had left when you used your
pushed back 15feet and knocked prone reacture to recall it UP TO HALF ITS MAXIMUM
DURATION!
For example, If a magus has cast the spell haste it has a
Mage Slayer duratiuon of 1 minute. If the magus uses his next turn to
Your unique fighting techniques are useful in melee combat attack and then a reaction to recall Haste, the spell is stored
against spellcasters, You may spend 4 mana as a bonus with a duration of 30 seconds left. If the magus takes at least
action and gain the following benefits for 1 min: 4 turns after casting the spell the spell is stored with however
• When a creature within reach you can take opportunity much time it has remaining, ie 6 rounds after casting haster
attacks casts a spell, you can use your reaction to make a then the magus uses a reaction to recall the spell it will be
melee weapon attack against that creature. stored with a duration of 18seconds left.
• When you damage a creature that is concentrating on a
spell, they have disadvantage on the saving throw it makes to
maintain concentration.
• You have advantage on saving against spells cast by
creatures with your reach.
Accurate Spell
Spend a mana point to reroll one attack roll. You must use
the new result.
Spell Recovery
You may spend mana equal to a spell level to give a spellslot
to another caster with a spell casting ability. The spell slot
must be of a level both of you can cast.
Spell Recall
You may spend 1 mana as a bonus action to recall a spell you
have you your spell book that you do not have prepared. By
recalling the spell you now have the spell prepared in
addition to the normally prepared spells you have. You may
only ever have one spell prepared in this way at a time.

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