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Magus
T
here 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 he grows in power, the magus unlocks powerful forms of
arcana that allow him to merge his talents further, and at the
pinnacle of his 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, longswords, rapiers,
shortswords.
Tools: None
Saving Throws: Wisdom, 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 longsword, (b) rapier or (c) a simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) scale mail or (b) leather armor
a scholar’s pack
The Magus
Proficiency
Magic
Cantrips
Level Bonus Features Maneuvers Known 1st 2nd 3rd 4th 5th
1st +2 Magus Tradition, Spellcasting, Spellstrike — 2 2 — — — —
2nd +2 Elemental Weapon, Magic Senses — 2 2 — — — —
3rd +2 Magic Maneuvers 2 2 3 — — — —
4th +2 Ability Score Improvement 2 2 3 — — — —
5th +3 Extra Attack 2 2 4 2 — — —
6th +3 — 3 2 4 2 — — —
7th +3 Magus Tradition Feature 3 2 4 3 — — —
8th +3 Ability Score Improvement 3 2 4 3 — — —
9th +4 — 4 2 4 3 2 — —
10th +4 Spell Access (3rd) 4 3 4 3 2 — —
11th +4 Spell Deflect 4 3 4 3 3 — —
12th +4 Ability Score Improvement 4 3 4 3 3 — —
13th +5 — 5 3 4 3 3 1 —
14th +5 Spell Access (4th) 5 4 4 3 3 1 —
15th +5 Magus Tradition Feature 5 4 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 4 3 3 2 —
17th +6 — 6 4 4 3 3 3 1
18th +6 Spell Access (5th) 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 4 3 3 3 2
20th +6 ArchMagus 6 4 4 3 3 3 2
Spellcasting You prepare the list of magus spells that are available for
you to cast, choosing from the magus spell list. When you do
Your ability to draw out and amplify your essence has given so, choose a number of magus spells equal to your
you the faculty for casting spells. See Spells Rules for the Intelligence modifier + half your magus level, rounded down
general rules of spellcasting and the end of the class listing (minimum of one spell). The spells must be of a level for
for the magus spell list. which you have spell slots.
You can change your list of prepared spells when you finish
Cantrips a long rest, at least 1 minute per spell level for each spell on
At 1st level, you know two cantrips of your choice from the your list.
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.
4
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Art by Al Jerek Torrijas
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. These armored battlemages
learn to move and cast spells in even the most restrictive
armors.
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
5th Find Steed
9th Pulse Wave
13th Fire Shield
17th Wall of Force
Armored Spellcasting
At 1st level, you gain proficiency with all melee martial
weapons, all armor and shields.
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.
Arcane Presence
At 7th level, you gain proficiency in the Persuasion skill.
Additionally, you have advantage on Intimidation(Charisma)
or Persuasion(Charisma) checks made to draw attention to
yourself.
Arcane Knight
At 7th level, when using your Elemental Weapon feature, you
can choose one of the following damage types: bludgeoning,
piercing or slashing. For the duration of the feature, you have
resistance to that type of damage.
Additionally, while under the effects of your Elemental
Weapon feature, whenever you hit a creature with a melee
weapon attack it has disadvantage on attack rolls against
targets other than you until the start of your next turn.
Eldritch Protector
At 15th 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.
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. Additionally, if
you use Spellstrike with a cantrip that requires a ranged spell
attack, it doesn't become a melee weapon attack and its range
doesn't change.
Elemental Affinity
At 7th level, you choose to gain proficiency with either the
Woodcarver's or the Tinker's tool. Additionally, you learn two
cantrips of your choice between Control Flames, Gust, Mold
Earth and Shape Water.
Elemental Ammo
At 7th 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 it
becomes magical for the purpose of overcoming resistance
and immunity. If you do so, your attack doesn't use any
ammunition.
Ricochet Shot
At 15th level, whenever you make a ranged weapon attack
using Elemental Ammo, your attack ignores half and three-
quarters cover, and if it hits you can make an attack roll
against another target creature you can see within 30 feet of
the first target if the direct path between them is not blocked.
movement next to a creature, you can cast a cantrip against Make a melee spell attack at a creature within 15 feet. On a
it. hit, you deal 2d8 slashing damage and the target must
At 11th level, the distance covered by the jump increases to succeed on a Dexterity saving throw or become Restrained
two times your Intelligence score. At 17th level, if this jump until the end of its next turn.
would take you into another creature's space, it must attempt At 11th level, the damage increases by 1d8. At 17th level, it
a Strength saving throw or be knocked prone. increases by an additional 1d8.
Fade Strike Wrought Wound
Prerequisite: 3rd level
Prerequisite: 3rd level Eldritch Shooter
Cast a cantrip that requires an attack against a target Make a ranged weapon attack against a target creature
creature within range. On a successful hit, the target suffers within range. On a successful hit, the target suffers the
the cantrip's normal effects. Regardless if you hit or miss, attack's normal effects, the next attack roll against this target
your image becomes blurred until the end of your next turn. has advantage and its speed is halved until the end of your
For the duration, creatures that rely on sight have next turn.
disadvantage when attacking you.
temporary hitpoints for 1 minute. If damage reduces these You flash forward with a blur of speed, advancing upon your
hitpoints to 0 the barrier explodes. Each enemy within 5 feet foe with a series of lunges. You can move up to your speed in
of the creature must succeed on Strength saving throw or a straight line and cast a cantrip against up to 3 creatures
take 3d6 magical force damage, and be pushed 5 feet away if within 5 feet of you during this movement. Any attacks of
they are Large or smaller. opportunity provoked by this movement are made at
At 17th level, both temporary hitpoints and damage dies disadvantage.
increase by 2d6, and enemies are pushed an additional 5 feet.
Chain Shot
Dissociative Strike Prerequisite: 17th level Eldritch Shooter
Choose a target creature you can see within 120 feet of you.
Ether Vault You teleport to an unoccupied space within 5 feet it, and then
Prerequisite: 11th level Eldritch Shooter
cast a cantrip that requires an attack against it. On a
You can fly up to your speed and cast a cantrip that requires a successful hit, the target suffers the catrip's normal effects
ranged spell attack against a target creature within reach. and becomes frightened until the end of your next turn.
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 17th level you can fly up to twice your speed instead.
Spell Flux
Prerequisite: 11th 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.
Homebrew Class | Magus
10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC. Art by Bogna Gawrońska
Art by Anna Podedworna
Thanks
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.
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.
WWW.GMBINDER.COM
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Changelog v3.3 Added
Medium armor proficiency.
Removed Ritual Casting to Spellcasting.
Arcana Points. Magic Sense.
Magus Arcana. Arcane Grace.
Spell Recall. [v3.3] Extra attack at 5th level.
Counterstrike. Spell Deflect.
Extra Attack. Archmagus.
Master Magus. [v3.2] New ribbon features for each subclass.
Eldritch Scion, for now. More spells to the spell list.
[v3.1] Removed Counterspell from the spell list. Mainly spells related to effects previously granted
[v3.3] Spellstrike no longer uses weapon attack modifier. by Magus Arcana, like Fly, Comprehend
[v3.3] Removed 5th level requirement for using Languages, etc...
with cantrips. [v3.1] Added more elemental spells.
[v3.3] Spells known (now prepared spells) [v3.1] Added a separate spell list to each subclass.
[v3.2] Added more Magic Maneuvers (previously Battle
Changed Spells)!
2nd lv
Changed spellcasting to default half caster (artificer-like) Dark Pounce.
progression. Far Reach.
Nerfed subclasses. Jaunt.
Removed fighting style, and kept only 3 features in Lashing Bind.
each subclass. Wrought Wound.
Reworked Eldritch Archer ➜ Eldritch Shooter. [v3.2] Fade Strike.
Reworked Sword Saint ➜ Blade Saint. [v3.2] Illusory Feint.
[v3.1] Added a Sentient Weapon to add more flavor. 9th lv
[v3.1] Simplified Warp Strike wording. Dissociative Strike.
[v3.3] Removed Hold Person from 5th level spell, Spell Flux.
added Shadow Blade instead. Psi Blade.
[v3.3] Added attack roll bonus while you have WindWard Blade.
Elemental Weapon active. [v3.2] Arcane Barrier.
Buffed Armored Battlemage. [v3.2] Ether Vault.
Reworked Elemental Weapon and Spellstrike, and moved 16th lv
them to lv1 and 2. Arcane Advance.
[v3.1] Changed Elemental Weapon frequency from Grasp of the Wind.
1 per short rest ➜ when you cast an elemental Lance of Light.
spell. Projected Attack.
[v3.1] Added art credits to the arts and removed arts that I [v3.2] Ghostly Dirk.
couldn't find the artist. [v3.2] Chain Shot.
[v3.2] Subclass now at 1st lv, rearranged the levels of
other features.
[v3.2] Each subclass has exclusive magic maneuvers now.
[v3.2] Blade Saint now can perform Chosen Weapon ritual
on magic weapons.
[v3.2] Buffed Spell Access to give one extra spell known
instead of replacing 2 known.
[v3.2] Reworked Spell Deflect.
This document was lovingly created
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