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The Magus

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Art by ©Paizo

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

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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.

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Spellcasting Ability Magic Sense
Intelligence is your spellcasting ability for your magus spells,
since you learn your spells through dedicated study and At 2nd level, as an action, you can open yourself to the Weave,
memorization. You use your Intelligence whenever a spell allowing you to feel the magical power around you. For 1
refers to your spellcasting ability. In addition, you use your minute, you can see a faint aura around any visible creature
Intelligence modifier when setting the saving throw DC for a or object up to 60 feet that bears magic. You can sense the
magus spell you cast and when making an attack roll with presence of a magic item hidden on a person, such as in a
one. pocket or tucked into a boot. You can also sense a spell after
or just before it is being cast. You know the spell's school of
Spell save DC = 8 + your proficiency bonus + your magic and in which direction it is, but you don't know who
Intelligence modifier cast it. Your sense is blocked by 1 foot of stone, 1 inch of
Spell attack modifier = your proficiency bonus + your common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Intelligence modifier You can use this feature a number of times equal to 1 +
Ritual Casting your Intelligence modifier. You regain all expended uses
You can cast any magus spell you know as a ritual if that spell when you finish a long rest.
has the ritual tag.
Elemental Weapon
Spellcasting Focus Starting at 2nd level, you learn to harness the elemental
If you're proficient with a simple or martial weapon, you can power of spells and imbue it in your weapon. Whenever you
use it as a spellcasting focus for your magus spells. cast a magus spell of 1st level or higher that deals acid, cold,
fire, lightning, or thunder damage, you can use a bonus action
Magus Tradition to imbue your weapon with the same type of damage. For 1
At 1st level, you choose a tradition that shapes the way you minute, whenever you hit with a melee spell attack or melee
combine spells and weapons in combat, each detailed at the weapon attack, it deals an extra 1d4 damage of that type. If a
end of the class description. The tradition you choose grants spell has more than one attack, you apply this extra damage
you features at 1st level and again at 7th and 15th level. only to the first attack hit. You can end this effect early using
a bonus action and you can't use this feature while it is
Spellstrike already in effect.
Beginning at 1st level, a magus learns to cast spells and wield The extra damage die changes based on the level of the
his weapons at the same time. To use this ability, you must spell slot used to cast the spell. The die becomes a d6 for a
have one free hand and be wielding a one-handed melee slot of 2nd level, d8 for a 3rd level, d10 for a 4th level and d12
for a 5th level spell slot.
weapon that you're proficient with. Once per round when you
cast a magus spell of 1st level or higher, as a bonus action you Magic Maneuvers
can make a melee weapon attack.
You can also use this feature with any magus cantrip that Beginning at 3rd level, you learn how to use Magic
requires a spell attack against a single target. If the cantrip Maneuvers, each detailed at the end of the class description.
requires a ranged spell attack, it becomes a melee spell Each magic maneuver requires an Action to be used, unless
attack instead and its range becomes touch. otherwise indicated. The number of magic maneuvers you
know are indicated in the Magic Maneuvers column of the
class table.
You can only use each magic maneuver once, and regain all
expended magic maneuvers whenever you finish a short or a
long rest.

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Additionally, when you gain a level in this class, you can


choose one of the magic maneuvers you know and replace it
with another magic maneuver as long as you meet its Spell Deflect
prerequisites. At 11th level, whenever a creature you can see within 120
Some of your magic maneuvers require your target to feet of you casts a damaging spell against you, you can use
make a saving throw to resist the magic maneuver's effects. your reaction to make a spell attack roll against the caster's
The saving throw DC is calculated as follows: spell save DC. On a success, the spell against you fails and
has no effect. Any effects on other targets of the spell are
Magic Maneuver save DC = 8 + your proficiency bonus + resolved normally.
your Intelligence modifier If the spell has more than one attack targeting you, you can
Extra Attack deflect further spell attacks from the same spell on the same
turn without spending further uses of this feature, but you
Starting at 5th level, you can attack twice, instead of once, must make a separate spell attack for each attack deflected
whenever you take the Attack action on your turn. Moreover, this way.
you can cast one of your cantrips in place of one of those You can use this feature a number of times equal to your
attacks. proficiency bonus, and regain all expended uses when you
finish a long rest.
Spell Access
By 10th level, you have expanded your magical knowledge Arch Magus
with the secrets of other traditions. You can choose one spell At 20th level, you perfect your magus techniques. Whenever
of 3rd level or lower from the wizard spell list, and add it to combat starts, you can regain up to 3 expended Magic
your list of spells prepared. Maneuvers.
The chosen spells count as magus spells for you and can Additionally, you can use your Elemental Weapon feature
be used with any of your other magus abilities, but they don't as a free action instead of a bonus action.
count against the number of magus spells you have prepared.
You can add one additional spell of 4th level or lower from
the wizard spell list at 14th level and one additional spell of
5th level or lower at 18th level.

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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.

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Blade Saint Arcane Grace
At 7th level, you can add half your proficiency bonus (round
A blade saint spends his life focusing his training and up) to any Dexterity or Intelligence check you make that
meditation into a rapturous perfection of the use of a single doesn't already use your proficiency bonus.
weapon, which is usually but not always a sword, channeling Additionally, you have advantage on Persuasion (Charisma)
his arcane might through it in dizzying and deadly dance checks when making cordial requests or exhibiting proper
beyond the abilities of even the greatest of mundane warriors. etiquette.
Magus Tradition Spells Arcane Waltz
Your magus tradition grants you spells at the magus levels At 7th level, during your turn while under the effects of your
listed. At each indicated magus level, add the listed spells to Elemental Weapon feature, if you make a weapon attack
your spells prepared. against a creature, that creature can't make opportunity
Blade Saint Spells attacks against you for the rest of your turn .
Magus Level Spells
In addition, during your turn if you move at least half your
speed, you gain a +2 AC bonus until the end of your next turn.
3rd Command
Warp Strike
5th Shadow Blade
At 15th level your Chosen Weapon gains the thrown property
9th Thunder Step (30/120) and cannot be destroyed. While your chosen
13th Freedom of Movement
weapon is within 30 feet of you, as a bonus action you may
spend one use of this feature to teleport to it, making it
17th Steel Wind Strike immediately return to your hand afterwards. If you end this
movement within 5 feet of a creature you may cast a cantrip
Chosen Weapon against it as part of the same action.
At 1st level choose one kind of one-handed melee weapon You may use this feature a number of times equal to 1 +
(Shortswords, Longswords, Handaxes, etc). You become your Intelligence modifier bonus. You regain all expended
proficient with that kind of weapon. uses after you finish a long rest.
You can bond with one weapon of that kind which can be
neither an artifact nor Sentient. You perform a special ritual
over the course of 24 hours, which do not need to be
consecutive and can be done during short rests. Once you
have bonded a weapon to yourself, you can't bond yourself to
another weapon and you can't be disarmed of that weapon
unless you are incapacitated. You can summon that weapon
as a bonus action on your turn, causing it to teleport instantly
to your hand, even if it isn't on the same plane of existence.
After you perform this ritual, you can't perform it again for 1
week.
While the weapon is bonded to you, it becomes Sentient
and you must choose a name for it. (See the Dungeon
Master's Guide, page 214 on how to create a Sentient item).
Whenever you perform the ritual again, you always transfer
the same consciousness to another weapon.
You can only use your Elemental Weapon feature when
wielding your Chosen Weapon, and you must not be wielding
another weapon or shield, but while under the effects of
Elemental Weapon your weapon becomes magical for the
purpose of overcoming resistance and immunity and you get
a bonus to your attack rolls equal to half your proficiency
bonus rounded down.
Canny Defense
Beginning at 1st level, while you are wielding your bonded
weapon, wearing no armor and not wielding a shield, your AC
equals 10 + your Dexterity modifier + your Intelligence
modifier.

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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.

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At 11th level, instead of becoming blurred, you are At
considered under the effects of the Invisibility spell until the deals
end of your next turn. At 17th level, you are considered under dama
the effects of the Greater Invisibility spell until the end of
your next turn.
Far Reach
Prerequisite: 3rd level

Numerous octarine tentacles spring from your hand towards


a target within 15 feet. Upon impact, they attempt to close the
distance between you and your target.
Make a melee spell attack against the target. If the attack
hits and the target is a Large or smaller creature, you pull the
creature 10 feet closer to you. If the attack hits and the target
creature is Huge or larger, you can pull yourself 10 feet closer
to it. After that, you can cast a cantrip against the target.
At 11th level, the range of the attack, the distance you can
pull other creatures (or yourself) all increases by 5 feet. At
17th level they increase by an additional 5 feet.
Illusory Feint
Prerequisite: 3rd level Blade Saint

As a bonus action, you may choose a creature within 10 feet


as your target. You have advantage on your next attack roll
against that creature this turn. If that attack hits, you may add
your Intelligence modifier to its damage.
At 11th level, if that attack hits you can make an additional
melee weapon attack against it. At 17th level, you may cast a
cantrip instead of making a making an additional melee
weapon attack against it.
Jaunt
Prerequisite: 3rd level Armored Battlemage

As part of the action to use this magic maneuver, you can


move up to 30 feet in a straight line with opportunity attacks
provoked by this movement made at disadvantage. After
Magic Maneuvers moving, you can make a melee spell attack at a target
creature within 5 feet. On a hit, the creature takes lightning
Dark Pounce damage equal to 2d8 and if it's a Large or smaller creature
Prerequisite: 3rd level
you can push it away up to 15 feet.
You can move 10 feet and do a jump, immediately teleporting At 11th level, the damage increases by 1d8. At 17th level, it
to the landing location. You can cover a number of feet up to increases by an additional 1d8.
your Intelligence score with this jump. If this jump would
take you into another creature's space, instead you appear in Lashing Bind
an unoccupied space within 5 feet of it. If you end this Prerequisite: 3rd level

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.

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At 17th level, you can then cast a cantrip against the target
Arcane Barrier after resolving all effects.
Prerequisite: 11th level Armored Battlemage
When a creature is hit within 15 feet you, as a Reaction you Arcane Advance
create a protective barrier around it. The creature gains 3d6 Prerequisite: 17th level

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

Prerequisite: 11th level


Choose a target creature within reach of your ranged
Make a melee weapon attack against a target creature. On a weapon. You can choose up to 4 other targets, as long as each
hit, your attack produces a blast of magic force. The first target is within 30 feet of the previous one. Make a ranged
creature in a 30 feet long and 5 feet wide line behind the weapon attack against each of those targets. Any of these
target hit must succeed on a Dexterity saving throw or take attacks can be used with your Elemental Ammo feature.
3d8 force damage.
At 17th level you can target the first two creatures behind Ghostly Dirk
the target, instead of one. Prerequisite: 17th level Blade Saint

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

As a reaction, you can project a magical force around your


hand that lasts until the end of your next turn. For the
duration of the magic maneuver, ranged attacks against you
are made at disadvantage. If any ranged attack misses you
before the end of the next turn, this effect ends and you can
deal the damage of the attack to a creature within 10 feet of
you.
At 17th level the effect ends only after two missed ranged
attacks instead of one.
Psi Blade
Prerequisite: 11th level Blade Saint

You coalesce an aquamarine blade of distilled pain, having


the unique property of phasing through armor and carapace.
Make a melee weapon attack, and treat your target's AC as
10 + their Dexterity modifier. On a hit you deal 2d12 psychic
damage.
At 17th level, the damage increases by 1d12.
Windward Blade
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.
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Grasp of the Wind Magus Spells


Prerequisite: 17th level Armored Battlemage
You call upon the wind to aid you. Each creature you choose
within 20 feet must make a Strength saving throw. On a
failed save, they are pulled up to 15 feet closer to you in a
straight line and take 3d8 magic bludgeoning damage.
Lance of Light
Prerequisite: 17th level

Light condenses on your hand, elongating into a lance of


dazzling brightness, and then you throw it. Make a melee
spell attack against a creature you can see within 30 feet. On
a hit the creature takes 4d6 radiant damage, and must
succeed on a Constitution saving throw or become blinded
and emanate bright light in a 30 feet radius until the end of
its next turn.
Projected Attack
Prerequisite: 17th level

Make a melee weapon attack against a creature within reach.


On a successfull hit, the target suffers the attack's normal
effects and each creature other than you within 15 feet of it
must make a Dexterity saving throw or take that attack's
damage, be pushed 10 feet away and be knocked prone.

Expeditious Retreat Levitate Vampiric Touch


Cantrips (0 Level) Feather Fall Magic Mouth Water Walk
Acid Splash Find Familiar Mirror Image Water Breathing
Blade Ward Fog Cloud Melf’s Acid Arrow
Booming Blade Frost Fingers Misty Step
4th LEVEL
Dancing Lights Grease Scorching Ray Arcane Eye
Fire Bolt Ice Knife Silence Dimension Door
Green-Flame Blade Identify Skywrite Elemental Bane
Light Jump Shatter Evard’s Black Tentacles
Lightning Lure Longstrider Spider Climb Greater Invisibility
Mage Hand Mage Armor Web Ice Storm
Magic Stone Magic Missile Phantasmal Killer
Message Shield
3rd Level Polymorph
Minor Illusion Tasha's Caustic Brew Blink Stoneskin
Poison Spray Tenser’s Floating Disk Catnap Storm Sphere
Prestidigitation Thunderwave Dispel Magic Vitriolic Sphere
Ray of Frost Unseen Servant Feign Death Wall of Fire
Shocking Grasp Witch Bolt Flame Arrows
Sword Burst Fly
5th LEVEL
Thaumaturgy 2nd Level Gaseous Form Bigby’s Hand
Thunderclap Aganazzar’s Scorcher Hypnotic Pattern Cloudkill
True Strike Cloud of Daggers Lightning Bolt Cone of Cold
Darkness Nondetection Immolation
1nd Level Darkvision Phantom Steed Mislead
Alarm Enhance Ability Sending Rary's Telepathic Bond
Burning Hands Enlarge/Reduce Sleet Storm Scrying
Chaos bolt Flaming Sphere Slow Steel Wind Strike
Color Spray Gust of Wind Stinking Cloud Telekinesis
Comprehend Languages Invisibility Tidal Wave Wall of Stone
Earth Tremor
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Special Additional Thanks


metaBot: Your homebrew inspired

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.

None of this would have been possible without


your help.

WWW.GMBINDER.COM

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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.
 
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