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Magus Class v3.0.0

The document describes three instances of Magi - arcane warriors who can wield both magic and weapons. The first slays a demon in disguise, the second saves a Duke from assassination with magic and skill, and the third gains powers from a secret order after swearing vengeance against the sorcerer who killed her father. It then provides background on Magi, explaining they balance martial training with magic through their Order. It outlines the abilities of a Magus, including channeling spells through weapons and sensing magic. It also notes Magi often operate in secret societies and infiltrate positions of power.

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Tales Silva
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0% found this document useful (1 vote)
321 views16 pages

Magus Class v3.0.0

The document describes three instances of Magi - arcane warriors who can wield both magic and weapons. The first slays a demon in disguise, the second saves a Duke from assassination with magic and skill, and the third gains powers from a secret order after swearing vengeance against the sorcerer who killed her father. It then provides background on Magi, explaining they balance martial training with magic through their Order. It outlines the abilities of a Magus, including channeling spells through weapons and sensing magic. It also notes Magi often operate in secret societies and infiltrate positions of power.

Uploaded by

Tales Silva
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Magus

The
Magus
As the swordsman made his way
through the busy marketplace, his
eyes flashed with green for a moment.
He could see the unmistakable aura of
arcane magic surrounding the humble
dwarf shopping for wares. He had found
his target. As the warrior drew his blade,
what had appeared to be a dwarf mere
peasant seconds before reverting to its
true form. As the demon lunged forward,
the swordsman met claw with his blade.
The assassin watched as the Duke walked
the streets with a single guard at his side. As
the would-be assassin's blade darted toward
the Duke's exposed neck, glee turned to fear as
the armored guard appeared where the Duke had
been moments before. Before the killer could react,
a blade of emerald flame had pierced his chest.
The halfling knelt before the three hooded figures that
stood before her. She had spent nearly two years of her life
searching for a member of this secret order, and now she had
found three. Consumed by sorrow after her father's death
at the hands of a wicked sorcerer, the young halfling swore
she would do whatever it took to gain the power to exact her
revenge. Now that the moment was at hand, she swore fealty
to the secretive order, offering up her life in return for power. Creating
All three of the warriors described above are Magi, masters Your Magus
of sword and spell, weaving both together in a deadly dance.
Those who pursue life as a Magus often give up everything in
Sword & Spell order to be accepted and trained by a master. What motivates
Known by many names throughout the multiverse, those who your Magus? Have you always had an unquenchable thirst for
are able to wield both sword and spell are collectively known knowledge and skill? Was one of your loved ones slain by an
as Magi. Rather than dedicate their lives to studying arcane evil mage, setting you on the path of revenge, no matter the
magic or mastering martial techniques, Magi are dedicated personal cost? Or, do you simply desire to increase your skill
to a middle path. Though they may never command the earth- with both sword and sorcery in tandem with one another?
shattering magic of an archmage, or go toe to toe with a true Also, decide where you acquired your training as a Magi.
master of the blade, a Magus is able to master a unique form Are you an initiate in a secret society of arcane warriors? Or,
of arcane combat only used by the members of their Order. were you trained in secret by a renegade member of an order
Their unique style of magic allows them to channel potent of powerful magi who work to control the world? Maybe you
spells through their weapon strikes, sense the presence of were raised from birth so as to perfectly develop your talent
arcane magic in the world around them, and blunt the force in the art of war alongside your arcane potential.
of even the most powerful spells with their signature Aegis.
Secret Orders Multiclassing and the Magus
If your group uses the optional multiclassing rule,
The magic of the Magi is not something everyone can learn. here is what you need to know when you choose to
Over time, these arcane warriors have organized themselves take your first level in the Magus class.
into clandestine societies, content to operate in the shadows. Ability Score Minimum. As a multiclass character,
Potential Magi are often identified from a young age and are you must have at minimum a 13 in Intelligence and
inducted into an Order only after they have proven their skill either Strength or Dexterity to take a Magus level
and dedication. While some Orders are more secretive than or take a level in another class if you are a Magus.
others, nearly every Order of Magi is thought to be nothing Proficiencies Gained. If Magus is not your initial
more than legend and myths to most of the common folk. class, here are the proficiency you gain when you
As Magi rise through the ranks of their secret society, they take your first level as a Magus: light and medium
are expected to infiltrate and form relationships with those armor, shields, and simple and martial weapons.
who wield power. They often set themselves up as personal Spell Slots. Add half your levels (rounded down)
advisors, guards, and consorts to influential nobles, powerful in the Magus class to the appropriate levels from
other classes to determine available spell slots.
archmages, and wealthy merchants. Though Magi may form
    relationships, their primary loyalty remains in their Order.
The Magus
Spells
Level      PB      Features   Known     1st     2nd     3rd     4th     5th  
1st +2 Arcane Armory, Spellsight — — — — — —
2nd +2 Fighting Style, Spellcasting, Spellstrike 2 2 — — — —
3rd +2 Esoteric Order 2 3 ─ — — —
4th +2 Ability Score Improvement 3 3 ─ — — —
5th +3 Extra Attack 3 4 2 — — —
6th +3 Aegis 4 4 2 — — —
7th +3 Esoteric Order Feature 4 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 ─ 5 4 3 2 — —
10th +4 Spellsunder 6 4 3 2 — —
11th +4 Arcane Strikes 6 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 ─ 7 4 3 3 1 —
14th +5 Mystic Aegis 8 4 3 3 1 —
15th +5 Esoteric Order Feature 8 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 9 4 3 3 3 1
18th +6 Blade of the Magi 10 4 3 3 3 1
19th +6 Ability Score Improvement 10 4 3 3 3 2
20th +6 Esoteric Order Feature 11 4 3 3 3 2

Class Features Arcane Armory


Hit Points At 1st level, you learn the signature enchantment of the Magi,
Hit Dice: 1d10 per Magus level marking you as a member of their ranks. Over the course of 1
Hit Points at 1st Level: 10 + your Constitution modifier. hour, which can be during a short or long rest, you can touch
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution one melee weapon, shield, or one set of armor to perform an
modifier per Magus level after 1st enchantment ritual marking it as part of your Arcane Armory.
Objects in your Arcane Armory gain the following benefits:
Proficiencies
Armor: Light armor, medium armor, shields They count as magical weapons, shields, or sets of armor.
Weapons: Simple weapons, martial weapons As a bonus action, you can summon any objects in your
Tools: None Arcane Armory, from wherever they might be, instantly
equipping or donning any number of them, so long as you
Saving Throws: Constitution, Intelligence and the objects are on the same plane of existence.
Skills: Choose two of the following: Acrobatics, Arcana, This enchantment ends if the object is destroyed, you touch
Athletics, History, Investigation, Nature, or Performance. it and end the enchantment, or it is dispelled by dispel magic,
Starting Equipment antimagic field, or another similar spell or magical effect.
As a Magus, you start with the following equipment: You can have a total number of objects equal to 1 + your
(a) martial weapon and shield or (b) two martial weapons Intelligence modifier enchanted in this way at a time, but you
(a) scale mail or (b) leather armor must always have at least one weapon enchanted. Should you
(a) a light crossbow and 20 bolts or (b) five javelins enchant an additional object while you are at your maximum,
(a) a dungeoneer’s pack or (b) an explorer’s pack you must choose one object to end the enchantment on.
Quick Build
You can make a Magus quickly by using these suggestions. Dispelling Armory Enchantments
First, depending on the weapons you wish to use, make your For the purposes of dispel magic and other effects,
Strength (heavy or melee weapons) or your Dexterity (ranged your Arcane Armory enchantment counts as if cast
weapons or dual wielding) your highest ability score, followed at a level equal to your Intelligence modifier.
    by your Intelligence. Second, choose the Sage background.
Spellsight Dueling
When wielding a melee weapon in one hand and no other
Also at 1st level, you awaken your senses to see the presence weapons, you gain a +2 bonus to weapon damage rolls.
of magic within 30 feet of you as well as you can see or hear.
However, this sense is blocked by 1 foot of stone, 1 inch of Protection
common metal, a thin sheet of lead, or 3 feet of wood or dirt. When a creature you can see attacks you, or a target within 5
When you sense magic in this way, you can use your action feet, you can use your reaction to add your proficiency bonus
to focus on one object or creature to learn the following: to the target's Armor Class against that attack. You must be
If you focus on an object, you instantly learn the school wielding a shield or a melee weapon to gain this benefit.
(or schools) of magic that was used to enchant it, if any. Shield Warrior
If you focus on a creature, you learn its spellcasting ability, You gain proficiency with shields as a martial melee weapon.
if any, and the level of the highest level spell it can cast. On hit, your shield attacks deal 2d4 bludgeoning damage. If
You can focus your Spellsight this way a number of times you are wielding a shield and no other weapon, you gain a +1
equal to your Intelligence modifier (a minimum of once), and bonus to your shield attack rolls and to your Armor Class.
you regain all expended uses when you complete a long rest.
Versatile Fighting
Fighting Style While wielding a single versatile weapon and no shield, you
gain a +1 bonus to your attack rolls with that weapon. While
At 2nd level, you adopt a Fighting Style that best reflects your doing so, you can also use your bonus action to make a single
training. You cannot select a Fighting Style more than once, grapple or shove attack, or to take the Use an Object action.
even if a feature allows you to select another Fighting Style.
Whenever you gain a level in this class, you can switch your Spellcasting
Fighting Style for another Fighting Style of your choice.
At 2nd level, you have learned to cast arcane spells, much like
Arcane Warrior a Wizard, which you use to enhance your abilities in combat:
You learn two cantrips of your choice from the Wizard spell Spell Slots
list. They count as Magus spells for you, and Intelligence is
your spellcasting ability. Whenever you gain a level, you can The Magus table shows how many spell slots you have to cast
replace one of these cantrips with another Wizard cantrip. your spells of 1st-level and higher. To cast a Magus spell, you
must expend a spell slot of the spell's level or higher, and you
Archery regain all expended spell slots when you finish a long rest.
You gain a +2 bonus to attack rolls with ranged weapons. Spells Known of 1st-Level and Higher
Defensive Fighting You know two 1st-level spells from the Magus spell list. The
While wearing armor or wielding a shield, you gain a +1 Spells Known column of the Magus table shows when you
bonus to your Armor Class. learn more Magus spells of your choice. Each spell must be
of a level for which you have spell slots. For instance, at
Dual Wielding 6th level, you learn one Magus spell of 1st or 2nd-level.
When you take the Attack action while When you gain a Magus level, you can choose
two-weapon fighting, you can make a one Magus spell you know to replace with
single additional attack with your off- a Magus spell of your choice of a level
-hand weapon as part of your action    for which you have spell slots.
instead of your bonus action, and
add your ability modifier to the
damage of the bonus attack.
Spellcasting Ability
As you commit your spells to memory, Intelligence is
your spellcasting ability for your Magus spells. You
use your Intelligence when a spell refers to your
spellcasting ability, when you set a saving throw
DC, or when you make a spell attack roll.
Spell save DC = 8 + your proficiency bonus                           
+ your Intelligence modifier                         
Spell attack modifier = your proficiency                                
bonus + your Intelligence modifier                           
Spellcasting Focus
You can use any Arcane Armory weapon or
shield as a spellcasting focus for any Magus
spells you know. You can also use Arcane
Armory weapons and shields to perform the
somatic components of your Magus spells.
Spellstrike
Finally, at 2nd level, you learn to blend arcane spells
and martial skills as only a Magi can. As a bonus action,
you can imbue a Magus spell of 1st-level or higher into an
Arcane Armory weapon you are holding until the end of
your turn, so long as it meets the following requirements:
The spell must have a casting time of 1 action.
The spell must require a single attack roll, force
a target to make a saving throw, or affect a total
number of hit points worth of creatures.
If you hit a target with the imbued weapon before
the end of your current turn, you can expend one
spell slot to cast the imbued spell as part of that
attack, causing the target to become the target
of both the imbued spell and the damage of your attack.
The spell is instantly cast and immediately takes effect at the Ability
level of the spell slot you spent, with the following changes: Score Improvement
Area of Effect. If the spell would normally target an area
greater than a 5-foot cube, it instead takes effect as a 15-foot When you reach 4th level, and again at 8th, 12th, 16th, and
cone originating from you, which must include your target. 19th level, you can increase one ability score of your choice
Saving Throws. If the spell requires a saving throw, the by 2, or two ability scores by 1. As normal, you can't increase
DC of the initial saving throw equals 10 + your proficiency one of your ability scores above 20 using this feature.
bonus + your Strength or Dexterity modifier (your choice). Extra Attack
Spell Attacks. If the spell requires a spell attack roll, it
instantly takes effect when you hit with the weapon attack. Beginning at 5th level, you can attack twice, instead of once,
Concentration. If the spell requires your concentration, whenever you take the Attack action on your turn.
you must concentrate on the spell as soon as it is cast.
Aegis
Esoteric Order At 6th level, you learn to conjure an Aegis, a barrier of arcane
At 3rd level, choose the Esoteric Order which best represents power that disrupts magical assaults. When you take damage
your Magi's unique combination of magic and martial skills: from a spell or other magical effect, you can use your reaction
the Orders of Arcanists, Arcane Archers, Blade Dancers, to reduce the incoming damage by an amount equal to 1d8 +
Scales, Sentinels, Shades, or Spellbreakers. your Intelligence modifier. Should you reduce this incoming
Your Esoteric Order grants you features at 3rd level, and damage to 0, the entire spell or magical effect is immediately
again when you reach 7th, 15th, and 20th level in this class. dispelled and has no effect on you or any of its other targets.
As part of this reaction, you can expend a spell slot to
Order Spells empower your Aegis and further reduce the damage of the
Each Esoteric Order has a list of Order Spells that you learn incoming spell or magical effect. You reduce the damage by
at the Magus levels noted in your Order's description. These an additional 2d8 for a 1st-level spell slot, plus an additional
Order Spells count as Magus spells for you, but they do not 1d8 for each spell level higher than 1st, up to a maximum of
    count against your total number of Magus Spells Known. 6d8 damage (for a total of 7d8 + your Intelligence modifier).
Spellsunder Esoteric Orders
Beginning at 10th level, when you hit a creature or object that Choose an Esoteric Order that best represents the training
is under the effects of a spell, or attack a spell directly, such as of your Magus: the Orders of Arcanists, Arcane Archers,
unseen servant or tiny hut, with a weapon that is part of your Blade Dancers, Scales, Sentinels, Shades, or Spellbreakers.
Arcane Armory, you can attempt to dispel the spell as if you'd
cast dispel magic at a level equal to your highest spell slot. Order of Arcanists
You can use this feature a number of times equal to your Magi who join the Order of Arcanists often find themselves in
Intelligence modifier (minimum of once), and you regain all the service of Wizards and other learned practitioners of the
expended uses when you complete a long rest. If you have no arcane arts. While most Magi only study magic for its uses in
uses remaining you can expend a spell slot to use it again. combat, those who join this Order explore the broader uses
Arcane Strikes of the arcane arts, and will even go so far as to learn minor
spells and rituals that will aid in their quest for knowledge.
The strength of your signature magics have grown. Beginning
at 11th level, when you use Spellstrike to imbue a spell within Arcanist Spells
an Arcane Armory weapon, it remains imbued in the weapon 3rd-level Order of Arcanists feature
until you expend a spell slot to cast it, you imbue a different Whenever you gain a level in this class, you can replace one
spell in it, or you finish a long rest. Each of your weapons can spell from this feature with a Wizard spell of the same level.
only be imbued with one spell at a time. Magus Level Spells
Moreover, when your Arcane Armory weapons have a spell
imbued in them, they deal a bonus 1d8 force damage on hit. 3rd arcane lance Magus, find familiar
If the spell imbued within deals damage, you can choose for 5th arcanist's magic aura, rope trick
this bonus damage to be that type of damage instead of force. 9th clairvoyance, tiny servant XGtE
Mystic Aegis 13th arcane eye, private sanctum
Your Aegis is a stalwart shield against the arcane and can be 17th passwall, scrying
used to restore your spent power. Starting at 14th level, you
roll d10s, in place of d8s, whenever you use your Aegis. Arcanist's Armory
In addition, when you expend a spell slot to empower your 3rd-level Order of Arcanists feature
Aegis and reduce the damage of the incoming spell to 0, you Your Order has taught you to expand your Arcane Armory so
instantly regain one expended spell slot of your choice that is that it can include more than the armaments of war. You can
at least one level lower than the spell slot you expended. enchant potions, scrolls, wands, staffs, and wondrous items
as part of your Arcane Armory.
Blade of the Magi Moreover, the number of objects you can have enchanted
You weave potent abjuration magics into each of your strikes. as part of your Arcane Armory increases by an amount equal
Starting at 18th level, you can use Spellsunder once per turn, to your Intelligence modifier (minimum of 1). However, these
without expending a use of the feature or a spell slot.                                                       additional objects must all be
Also, when you use an Arcane Armory weapon to attack a                                                             potions, scrolls, wands,
spell directly, such as a resilient sphere or wall of force, and                                                             staffs, or wondrous items.
hit, you can instantly dispel the
spell as if it was targeted by
a disintegrate spell.
Student
of the Arcane
3rd-level Order of Arcanists feature
The elders of your Esoteric Order have instructed you in
traditional arcane arts. You gain the benefits listed below: Arcane
You learn two cantrips of your choice from the Wizard Archer Spells
spell list. They count as Magus spells for you, and they use 3rd-level Order of Arcane Archers feature
your Intelligence as their spellcasting ability, but they don't Whenever you gain a level in this class, you can
count against your total number of Spells Known. replace one spell from this feature with an evocation spell
At the end of each long rest, you can replace one Magus of the same level from the Druid or the Sorcerer spell list.
spell you know with a Magus spell of the same level. Magus Level Spells
You gain the ability to cast any Magus spell you know as
a ritual, so long as that spell has the ritual tag. 3rd ensnaring strike, hail of thorns
5th acid arrow, cordon of arrows
Esoteric Recovery
7th-level Order of Arcanists feature 9th flame arrows XGtE, lightning arrow
When you finish a short rest, you can regain one expended 13th elemental bane XGtE, freedom of movement
spell slot of your choice. However, you cannot use this feature
to regain an expended spell slot higher than 3rd-level. 17th conjure volley, swift quiver

Astral Step Arcane Quiver


15th-level Order of Arcanists feature 3rd-level Order of Arcane Archers feature
You can channel the residual energy of spells to slip through You have learned to use the signature enchantments of the
the Astral Plane. When you use your action to cast a Magus Magi with ranged weapons. You gain the following benefits:
spell of 1st-level or higher, including any spell you cast as part
of Spellstrike, you can instantly teleport up to 30 feet to an You can mark ranged weapons, quivers of ammunition,
unoccupied space of your choice you can see. and other projectiles as part of your Arcane Armory.
You can use Spellstrike to imbue a single piece of
Grand Arcanist ammunition with a Magus spell of 1st-level or higher.
20th-level Order of Arcanists feature Enchanted Shot
You wield arcane spells that rival all but the most advanced 7th-level Order of Arcane Archers feature
archmages. You learn one 6th-level and one 7th-level spell of When you make an attack roll with a ranged Arcane Armory
your choice from the Wizard spell list. These count as Magus weapon and miss, you can use a reaction to magically curve
spells for you, and Intelligence is your spellcasting ability, but your shot and re-roll that attack against a different target that
they don't count against your total number of Spells Known.
You can cast each spell once, without expending a spell slot you can see within 60 feet of your attack's original target.
and you regain all expended uses when you finish a long rest. Ranged Transposition
Order of Arcane Archers 15th-level Order of Arcane Archers feature
As an action, you can enchant a piece of ammunition with
Originally founded by a sect of elvish mage hunters, the Magi conjuration magic and fire it from a ranged weapon at a point
known as Arcane Archers are masters of both bow and arrow you can see. When the ammunition comes to a stop, you can
and the arcane arts. While most Magi thrive in close-quarters instantly teleport to an unoccupied space within 5 feet of it.
combat, Arcane Archers strike at their foes from afar, raining Once you use this feature you must finish a short or long
enchanted arrows down on their foes. Most members of this rest before you can use it again. If you have no uses left, you
    Order are guardians, but some strike out as adventurers. can spend a spell slot of 1st-level or higher to use it again.
Order of Blade Dancers                  
        The Magi known as Blade Dancers dedicate their lives to
        mastery over the secret combat style of the Blade Dance.
        This esoteric trance allows a Magi to empty their mind of
        any emotions or distractions and become one with blade
        and spell, transforming into a deadly whirlwind of arcane
                                   power and deadly steel. Magi traditionally
                                     pass this secret technique from master
                                       to apprentice in an unbroken chain.
          Blade Dance
           3rd-level Order of Blade Dancers feature
          You have learned the signature technique of your Order,
          the Blade Dance. So long as you are not wearing heavy
          armor or wielding a heavy weapon, you can use a bonus
           action to enter a Blade Dance. Your Blade Dance lasts
            for 1 minute, and while the Blade Dance is active, you
             gain the benefits listed below:
                      •  Your walking speed increases by 10 feet.
                      •  You gain a +1 bonus to your Armor Class.
                      •  Once per turn when you roll damage for an
                              attack or spell, you can roll the damage dice
                              twice and use the higher of the two results.
                      •  You have advantage on Strength (Athletics)
                              and Dexterity (Acrobatics) checks.
                             Your Blade Dance instantly ends if you are
                           incapacitated, if you don heavy armor or use a
                          heavy weapon, or you end it as a bonus action.
                             Once you use this feature you must complete
                        a short or long rest before you can use it again.
                       If you have no uses left, you can expend a spell
Elite Archer                  slot of 1st-level or higher to use this feature again.
20th-level Order of Arcane Archers feature
You have reached the pinnacle of your Order's training, and Blade Dancer Spells
there are few mortals who rival you at marksmanship. As a 3rd-level Order of Blade Dancers feature
bonus action on your turn, you can enter a heightened state Whenever you gain a level in this class, you can replace one
of arcane focus which grants you the following benefits: spell from this feature with an abjuration or transmutation
When you attack with a ranged Arcane Armory weapon, spell of the same level from the Cleric or Paladin spell list.
it can deal force damage in place of its normal damage. Magus Level Spells
As an action, you can choose a point within the normal 3rd compelled duel, zephyr strike XGtE
range of your weapon, and make one ranged weapon
attack against each creature within 15 feet of that point. 5th blur, misty step
When you hit a creature with a ranged weapon attack, you 9th elemental weapon, haste
can expend a spell slot to deal extra force damage to the
target. This extra damage is 2d6 for a 1st-level spell slot, 13th fire shield, freedom of movement
plus an extra 1d6 for each level of the spell slot above 1st. 17th steel wind strike XGtE, vorpal blade Magus
This heightened state lasts for 1 minute, but it ends early
if you are incapacitated or you end it as a bonus action. Once Fluid Steps
you use this feature, you must finish a long rest before you 7th-level Order of Blade Dancers feature
can use it again. When you have no uses left, you can expend Your Order's emphasis on fluidity and martial skill has honed
a 5th-level spell slot to enter this heightened state again. your reflexes. You gain proficiency in Dexterity saving throws,
and you add your proficiency bonus to initiative rolls.
Also, your Blade Dance Armor Class bonus becomes +2.
Blade Song & Dance Evasion
The Order of Blade Dancers serves as the Magus' 15th-level Order of Blade Dancers feature
counterpart to the Wizard's School of Bladesinging. You move with near-supernatural speed. If you are subjected
While the abilities differ mechanically, the benefits to an effect that allows you to make a Dexterity saving throw
of Blade Dance and Bladesong should not stack. to take only half damage, you take no damage if you succeed
on the saving throw, and only half damage if you fail.
Iron Aegis
15th-level Order of Blade Dancers feature
The magic of your Blade Dance empowers your Aegis even
further. When your Blade Dance is active, you can use your
Aegis whenever you take damage from a source you can see.
Also, when you use your Aegis while your Blade Dance is
active, you can roll the dice twice and use the higher result.
Finally, your Blade Dance Armor Class bonus becomes +3.
Master of Blades
20th-level Order of Blade Dancers feature
You have reached the apex of your Order and been granted
the title of Master of Blades, signifying your mastery of the
Blade Dance. When you roll initiative, so long as you are not
surprised, you can choose to enter your Blade Dance without
expending a use of the feature or a spell slot.
Also, when you take the Attack action while in your Blade
Dance, you make an additional attack as part of that action.
Order of Scales
Magi of the legendary Order of Scales have their soul bound
to a Draconic Companion. Using ancient magic, they infuse
their Companion with draconic might beyond its years, and
should their bond grow strong enough, they can mount their
Draconic Companion, becoming a Dragon Knight of legend.
Draconic Spells
3rd-level Order of Scales feature
Whenever you gain a level in this class, you can replace one
spell from this feature with an abjuration or evocation spell
of the same level from the Sorcerer or Wizard spell list.
Magus Level Spells
3rd absorb elements XGtE, command Draconic Companion
5th dragon's breath XGtE
, warding bond Small Dragon, Lawful Neutral

9th elemental weapon, fear


Armor Class 12 + PB (natural armor)
13th dominate beast, elemental bane XGtE Hit Points 5 + five times your Magus level
Speed 20 ft., fly 60 ft.
17th awaken, dominate person

Draconic Companion STR DEX CON INT WIS CHA


3rd-level Order of Scales feature 6 (-2) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Your soul has been bound to that of a Draconic Companion.
You choose its Essence type from the following options: acid, Damage Immunities Essence type
cold, fire, lightning, poison, or thunder. Its Essence influences Senses blindsight 10 ft., darkvision 60 ft.
the color of its scales, and once chosen it cannot be changed. Languages Draconic
Your Companion uses the Draconic Companion stat block,
which uses your proficiency bonus (PB) in several places. It Hit Dice. Your Companion has a total number of d6
uses your spell attack modifier and spell saving throw DC. Hit Dice equal to your Magus level. It also gains all
Your Companion is friendly to you and your allies and the normal benefits of both short and long rests.
obeys your commands. In combat, it acts on your turn. It can
move and use its reaction on its own, but it will only take the Flyby. Your Companion doesn't provoke opportunity
attacks when it flies out of an enemy's reach.
Dodge action on its turn unless you use your bonus action to
command it to take an action from its stat block or another Soul Bond. You add your PB to any ability check or
combat action. If you are incapacitated, your Companion will saving throw that your Companion makes.
act on its own to defend itself to the best of its abilities. Actions
If your Companion dies, you can perform a special 1-hour
ritual, which can be during a short or long rest, that restores Claw. Melee Weapon Attack: Spell Attack Modifier
your Companion to life in a space within 5 feet of you, with 1 to hit, reach 5 ft., one target. Hit: 1d4 +3 +PB
hit point. As part of the ritual, your Companion can spend its slashing damage + 1d4 Essence type damage.
    hit dice as normal to regain additional hit points.
Wyrmsoul Draconic Majesty
3rd-level Order of Scales feature 15th-level Order of Scales feature
The bond between you and your Draconic Companion has The bond between you and your Draconic Companion has
infused your soul with draconic magic. While your Draconic deepened considerably, increasing both of your powers. You
Companion lives you gain the benefits listed below: gain resistance to your Companion's Essence damage type.
You can speak and understand Draconic. In addition, when you use Infusion of Might to empower
When you cast a Magus spell that deals acid, cold, fire, your Companion, it gains the following additional benefits:
lightning, poison, or thunder damage, you can cause the It becomes Large in size and it can bear you as a rider.
spell to deal your Companion's Essence damage instead. It gains additional temporary hit points equal to your
You know the thaumaturgy cantrip. Magus level (for a total of twice your Magus level).
Infusion of Might Whenever you command it to take the Claw attack
7th-level Order of Scales feature Action, it can make two Claw attacks instead of one.
You can draw on your bond to infuse your Companion with The damage of its Essence breath becomes 6d6.
draconic power. As an action, you can touch your Companion Grand Dragon Knight
and empower it for 1 hour, granting it the following benefits: 20th-level Order of Scales feature
It becomes Medium in size, though it cannot bear a rider. Empowered by your soul bond, your Draconic Companion is
It gains temporary hit points equal to your Magus level. infused with enduring draconic power. In place of its normal
You roll d6s for its Claw attack damage in place of d4s. Draconic Companion stat block, it now uses the Young Red
As a bonus action, you can command your Companion to Dragon stat block with the changes listed below:
exhale Essence breath in a 15-foot cone, forcing creatures It retains its alignment and personality.
in that area to make a Dexterity saving throw. Targets take It replaces any mentions of fire with its Essence type.
3d6 damage of its Essence damage type on a failed save, It has a number of d10 hit dice equal to your Magus level.
and half as much damage on a successful save. It no longer benefits from Infusion of Might.
Once you empower your Draconic Companion you must It gains the ability to move through any space that is large
finish long rest before you can do so again unless you spend enough for a Medium creature without squeezing, so long
    a spell slot of 2nd-level or higher to use this feature again. as it is not flying or carrying a rider on its back.
Order of Sentinels Sentinel's Bond
3rd-level Order of Sentinels feature
Magi who join the Order of Sentinels almost always do so for You are taught the signature protective magic of your Order.
noble reasons. Combing their talent for the arcane with their At the end of a long rest, you can touch one willing creature
signature style of defensive combat to serve as guardians for and forge a mystical bond that designates it as your Ward
mages, nobles, and other important figures. While they are until the end of your next long rest.
ultimately loyal to their Order, Sentinels make fierce friends When your Ward is targeted by an attack or forced to make
and will stand side by side with their allies against any foe. a saving throw, you can use a reaction instantaneously switch
Armored Guardian places with your Ward and become the target of the attack or
3rd-level Order of Sentinels feature effect. You must be able to see your Ward to use this reaction.
Unlike most Magi you have trained to take a hit. When you You can use this reaction a number of times equal to your
join this Order, you gain proficiency with heavy armor, and Intelligence modifier (a minimum of once) and you regain all
your walking speed is not reduced by wearing heavy armor. uses when you finish a long rest. If you have no uses left, you
can expend a spell slot of 1st-level or higher to use it again.
Sentinel Spells
3rd-level Order of Sentinels feature Aegis of the Guardian
Whenever you gain a level in this class, you can replace one 7th-level Order of Sentinels feature
spell from this feature with an abjuration spell of the same The magic of your Aegis and your Sentinel's Bond empower
level from either the Cleric, Paladin, or Wizard spell list. each other. When you use your Aegis to reduce the damage of
a spell or effect that also targets your Ward, you can roll d12s
Magus Level Spells in place of any d8s you would roll to reduce the damage.
3rd compelled duel, sanctuary Also, if you start your turn within 10 feet of your Ward, you
can grant both you and your Ward temporary hit points equal
5th aid, warding bond to your Intelligence modifier (minimum of 1).
9th beacon of hope, protection from energy
Bond Perfected
13th faithful hound, death ward 15th-level Order of Sentinels feature
17th antilife shell, circle of power The magic of your Bond has reached the apex of, protecting
you and your Ward with its magic. When you use Sentinel's
Bond reaction to switch places with your Ward, you gain a
                             temporary resistance to the damage of the
                             triggering attack, saving throw, or effect.
                                      Also, while you are within 10 feet of
                                     your Ward, both you and your Ward are
                                                immune to both the charmed and
                                                frightened condition. If either of
                                                you are charmed or frightened
                                              while you are within 10 feet of the
                                           other, the effects of the condition are
                                          temporarily suppressed, so long as
                                       you remain within 10 feet of the other.
                          High Sentinel
                                   20th-level Order of Sentinels feature
                                   You have risen to the highest rank in the
                                 Order of Sentinels and stand as a stalwart
                                 arcane shield for any who are under your
                                 protection. You can use a bonus action on
                                  your turn to mark a new creature as your
                                  Ward, though this instantly ends the bond
                                  with the previous Ward. The range of your
                                  Sentinel's Bond becomes 30 feet, and you
                                  can use your Sentinel's Bond reaction at
                                  will without expending a spell slot.
                                    Finally, you can use your Sentinel's
                                  Bond reaction and your Aegis as part of
                                  the same reaction. When you use Aegis
                                  to reduce the damage of a spell or effect
                                  that also targets your Ward, you can treat
                                  any dice you roll to reduce the damage of
                                  the triggering spell or magical effect as
                                  the maximum possible, instead of rolling.
Order of Shades
A secretive Order of infiltrators, assassins, and spies, these
Magi use their clandestine abilities to end conflicts before
they begin. Known as Shades, these warriors specialize in
illusion magic and thrive under cover of shadow. A Shade
will only strike when they know their success is assured.
Shade Spells
3rd-level Order of the Eclipse feature
Whenever you gain a Magus level, you can replace one
spell from this feature with a divination or illusion spell
of the same level from the Warlock or Wizard spell list.
Magus Level Spells
3rd disguise self, sleep
5th pass without trace, shadow blade XGtE
9th hypnotic pattern, nondetection
13th divination, greater invisibility
17th mislead, modify memory

Shroud of Darkness
3rd-level Order of the Eclipse feature
As an action, you can envelop
yourself in a Shroud
of dark illusion
magic, which lasts for 1 hour. While you are in
an area of dim light or darkness while the Shroud
is active, you can use your action to turn invisible.
The invisibility ends if you attack a creature or force
a creature to make a saving throw.
Once you use this feature you must finish a short or
long rest before you can use your Shroud again. If you
have no uses left, you can spend a spell slot of 1st-level
or higher to use cover yourself with your Shroud again.
One with
Eyes of Night the Darkness
3rd-level Order of the Eclipse feature 20th-level Order of the Eclipse feature
You have trained to fight in the dark. You can see through You have ascended to the apex of your Order and virtually
magical and nonmagical darkness out to a range of 30 feet. become one with darkness. You can conjure your Shroud of
The range of this special sight increases when you reach Darkness at will, and while your Shroud is active you gain the
certain levels in this class: it becomes 60 feet at 7th level, benefits of both the invisibility and pass without trace spells.
90 feet at 15th level, and finally 120 feet at 20th level.
Order of Spellbreakers
From the Shadows
7th-level Order of the Eclipse feature Magi who join the Order of Spellbreakers are known for their
You are adept at bringing down foes when they are unaware. ruthless dedication in achieving their goals. This fraternity of
When you hit a creature that is surprised with a Spellstrike warriors and mage hunters use their arcane abilities to slay
attack, it automatically fails its saving throw against the spell. any who abuse magic potential. While most Spellbreakers are
discerning as they pour out judgment upon their foes, some
Cloud the Mind have sworn to destroy any creatures who wield the arcane.
15th-level Order of the Eclipse feature
You can erase yourself from the minds of your foes. As an
action, you can force a creature you can see within 30 feet to Spellbreakers & other Mages
make an Intelligence saving throw. On a failed save, the target While most Spellbreakers harbor a deep distrust for
cannot see, hear, smell, or sense you in any way for 1 minute. spellcasters of all kinds, they will work alongside
On a successful save, a creature is immune to this effect for other spellcasters to hunt down a dangerous foe.
24 hours. This effect ends early if you damage the creature in If you are playing a Spellbreaker Magus and have
any way, touch it, or force it to make a saving throw. a spellcaster in your party, make sure to come to an
Once you successfully use this feature, you must finish a arrangement that allows you to work as a team.
short or long rest before you can use it again.
Spellbreaker Spells Mantle of Protection
3rd-level Order of Spellbreakers feature 7th-level Order of Spellbreakers feature
Whenever you gain a level in this class, you can replace one You have warded yourself with the secret abjuration rituals of
spell from this feature with another enchantment or illusion your Order. Whenever you are forced to make a saving throw
spell of the same level from the Warlock or Wizard spell list. to resist the effects of a spell or another magical effect, you
Magus Level Spells can roll a d4 and add it to the result to your saving throw.
When your Mark forces you to make a saving throw to
3rd bane, detect evil and good resist a spell or magical effect, this bonus becomes 1d6.
5th blindness/deafness, silence
Mirrored Aegis
9th bestow curse, magic circle 15th-level Order of Spellbreakers feature
13th banishment, confusion You have learned to use your Aegis to reflect the magic of
your foes onto them. If you expend a spell slot to empower
17th dispel evil and good, planar binding your Aegis and reduce the damage of the spell or effect to
zero, you can reflect the spell back at the caster instead of
Baleful Mark regaining one of your expended spell slots.
3rd-level Order of Spellbreakers feature When you do, you instantly cast the spell as part of the
You have honed your senses beyond those of other Magi. As same reaction, using your Magus Spellcasting ability, without
a bonus action, you can expend a use of Spellsight to place a expending a spell slot, but you must target the original caster.
Baleful Mark upon a creature within range, designating it as If the spell you reflect requires concentration, you must
your Mark. This Mark is only visible to you, and while it is concentrate on the spell in order to maintain its effects.
active, you gain the following benefits against your Mark:
Master Spellbreaker
You know the exact direction and distance to your Mark, 20th-level Order of Spellbreakers feature
so long as you are both on the same plane of existence. You have risen through the ranks of your secretive Order to
When you damage your Mark it has disadvantage on its become an unparalleled hunter of those who wield arcane
saving throws to maintain its concentration on spells. and mystical power. You gain the following benefits:
When you force your Mark to make a saving throw you
can end the Mark to impose disadvantage on its roll. Your Baleful Mark lasts until you choose to end it or you
Your Mark lasts for 1 hour and ends early if you end it as use your Spellsight to Mark another creature.
a bonus action, or you place a Mark on another creature. When you roll initiative, so long as you are not surprised,
you can use your Spellsight before any creature acts.
Ever Watchful Your bonus to saving throws from Mantle of Protection
7th-level Order of Spellbreakers feature becomes 2d4 (or 2d6 when used against your Mark).
Your hunt for those that abuse the arcane arts is unending. When you hit your Mark with an Arcane Armory weapon
When you roll initiative with no uses of Spellsight remaining, attack, you can consume the Mark as part of your attack,
you immediately regain one use. causing your attack (including any imbued spell) to deal
maximum damage to your Mark, instead of rolling.
Magus Spell List
Below are the spells available to Magi. They are organized by
spell level, not character level. The spells below are found in
the Player's Handbook, Xanathar's Guide to Everything*, and
Tasha's Cauldron of Everything**.
Spells marked with an M are exclusive to the Magus, and
spells compatible with Spellstrike are marked with an (s).
1st-Level 3rd-Level
absorb elements* corrosive bolt (s)M
arcane lance (s)M counterspell
armor of agathys dispel magic
burning hands (s) elemental weapon
caustic brew (s)* erupting earth (s)*
chromatic orb (s)* fireball (s)
color spray (s) fly
detect magic haste
earth tremor (s)* lightning bolt (s)
expeditious retreat magic circle
faerie fire (s) protection from energy
feather fall sleet storm
fog cloud slow (s)
grease (s) sonic wave (s)M
ice knife (s)* tidal wave (s)*
identify tiny hut
jump thunder step*
mage armor wall of sand*
magic missile wall of water* Magus Spells
protection from good & evil wind wall
ray of sickness (s) The following spells are available exclusively to the Magus
shield 4th-Level class and are presented in order of ascending spell level.
sleep (s) accursed touch (s)M
thunderwave (s) banishment (s) Arcane Lance
torrent (s)M death ward 1st-level evocation
witch bolt (s) dimension door Casting Time: 1 action
zephyr strike* elemental bane (s)* Range: 90 feet
fire shield Components: V, S, M (a clear 1-inch crystal)
2nd-Level freedom of movement Duration: Instantaneous
acid arrow (s) greater invisibility
arcane scorcher (s)* ice storm (s) You conjure a lance of pure arcane energy in your hand and
aura of frost M polymorph (s) make a ranged spell attack against a creature you can see
blindness/deafness (s) resilient sphere (s) within range. On hit, the target takes 5d4 force damage.
blur sickening radiance (s)* At Higher Levels. When you cast this spell using a spell
chromatic blade M stoneskin slot of 2nd-level or higher, the damage increases by 2d4 for
cloud of daggers (s) vitriolic sphere (s)* each slot level above 1st.
darkness wall of fire Torrent
darkvision watery sphere (s)*
earthen grasp (s)* 1st-level evocation
enlarge/reduce (s) 5th-Level Casting Time: 1 action
hold person (s) animate objects Range: Self (30-foot line)
invisibility cone of cold (s) Components: V, S, M (a mirror)
knock contagion (s) Duration: Instantaneous
levitate (s) dispel evil & good (s)
magic weapon far step* A burst of elemental water erupts from you in a line 30 feet
mirror image hold monster (s) long and 5 feet wide in a direction you choose, forcing any
misty step immolation (s)* creature in that area to make a Strength saving throw. On a
protection from poison scrying failed save, a creature takes 1d12 cold damage, is knocked
ray of enfeeblement (s) steel wind strike* back 10 feet in a straight line, and falls prone. Any creature
scorching ray teleportation circle that is Huge, or larger, has advantage on its saving throw.
shatter (s) vorpal blade (s)M At Higher Levels. When you cast this spell using a spell
snowball swarm (s)* wall of force slot of 2nd-level or higher, the damage increases by 1d12 and
spider climb wall of stone it knocks back creatures an additional 10 feet for each slot
level above 1st.
Aura of Frost Sonic Wave
2nd-level conjuration 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (10-foot radius) Range: Self (30-foot cone)
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Arcane frost, snow, and wind swirl about you in an aura with You forcefully clasp your hands and a shockwave of booming
a 10-foot radius, and until the spell ends, the aura moves with force shoots forth from you and emits a boom audible out to
you, centered on you. When a creature other than you, enters 500 feet. All creatures in a 30-foot cone must succeed on a
the area for the first time on a turn or starts its turn there, it Constitution saving throw or take 4d8 thunder damage, fall
must succeed on a Constitution saving throw or it takes 2d8 prone, and be deafened for 1 minute. On a success, creatures
cold damage and have its speed reduced by 20 feet until the take half damage and are not knocked prone or deafened.
beginning of its next turn. On a successful save, it takes half A creature can repeat this saving throw at the end of each
as much cold damage and its speed isn't reduced. of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 3rd-level or higher, a creature that fails its save takes slot of 4th-level or higher, the damage increases by 1d8, and
an additional 1d8 cold damage and has its speed reduced by the cone increases by 5 feet for each slot level above 3rd.
an additional 10 feet for each spell level above 2nd.
Accursed Touch
Chromatic Blade 4th-level transmutation
2nd-level evocation Casting Time: 1 action
Casting Time: 1 bonus action Range: Touch
Range: Self Components: V, S, M (a basilisk scale)
Components: V, S, M (a charred wooden hilt) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes You attempt to transmute a creature into stone. As an action,
You evoke an elemental blade in a free hand, choosing one of you touch a creature, forcing it to make a Constitution saving
the following damage types: acid, cold, fire, lightning, poison, throw. On a failed save, the creature is restrained as its flesh
or thunder. The elemental blade appears as if it were made of begins to harden. On a successful save, it isn't affected.
the chosen element, and lasts for the duration. If you let go of A creature restrained by this spell must make another
the blade, it disappears, but you can evoke the blade again as Constitution saving throw at the end of each of its turns. If
a bonus action without expending a spell slot. it successfully saves against this spell three times, the spell
Whenever you would make a melee attack, you can make ends. If it fails three saves, it is turned to stone and petrified.
a melee spell attack with the elemental blade against a target The successes and failures don't need to be consecutive; keep
within your reach. On hit, it takes elemental damage of the track of both until the creature fails or passes three saves.
chosen type equal to 2d6 + your spellcasting modifier. If the creature is physically broken while petrified, it suffers
While in your hand, the blade sheds bright light in a 10-foot from similar deformities if it reverts to its original state.
radius and dim light an additional 10 feet beyond that. If you maintain your concentration for the entire duration,
At Higher Levels. When you cast this spell using a spell the creature is turned to stone until the effect is removed.
slot of 4th level or higher, the damage increases by 1d6 for At Higher Levels. When you cast this spell using a spell
every two slot levels above 2nd. slot of 5th level or higher, the number of saves it must fail
Corrosive Bolt
before it is petrified is reduced by 1 for each level above 4th.
3rd-level evocation Vorpal Blade
Casting Time: 1 action 5th-level transmutation
Range: 90 feet Casting Time: 1 action
Components: V, S, M (the skin of a poisonous snake) Range: Touch
Duration: Instantaneous Components: V, S, M (the finger bone of a necromancer)
You conjure a spear of caustic acid and make a ranged spell Duration: Instantaneous
attack against a creature or object you can see within range. You conjure a blade of pure negative energy in your empty
On hit, your target takes 4d10 acid damage and its Armor hand and make a melee spell attack against a creature within
Class is reduced by 2. This spell cannot cause a creature to your reach, attempting to behead it. On hit, the creature takes
have an Armor Class lower than 10. slashing damage equal to 6d8 + your spellcasting modifier.
A creature can use an action to scrape the acid from this If this damage reduces the creature to 50 hit points or
spell off the target, returning its Armor Class to normal. fewer, you instantly cut off one of its heads of your choice
At Higher Levels. When you cast this spell using a spell The creature instantly dies if it cannot survive without the
slot of 4th-level or higher, the damage increases by 1d10 and lost head. The creature's head is not removed if it is immune
it further reduces the target's Armor Class by 1 for each slot to slashing damage, or if it doesn't have or need a head.
level above 3rd.
The Magus
Master Spell and Sword with a new Intelligence-
based, Half-Caster for 5e! Combine arcane spells
with martial skill with seven Esoteric Orders:

Arcanists - Arcane Archers - Blade Dancers


Scales - Sentinels - Shades - Spellbreakers

Version 3.0.0 - Created by /u/laserllama

Artist Credits:
Covers - Aleksi Briclot - The Harbinger
Page 1 - Tommy Arnold - Pondering Mage
Page 3 - A. Pisano - Vorpal Sword (Variant)
Page 4 - Svetin Velinove - Willbender
Page 5 - Paul Scott Canavan - Royal Scions
Page 6 - Clint Cearley - Catti-Brie
Page 7 - M. Villeneuve - Shanna, Sisay's Legacy
Page 8 - Brian Valeza - Mitzy, the Shivan Dragon
Page 9 - Daarken - Zurgo and Ojutai
Page 10 - Viko Menezes - Belt of Giant Strength
Page 11 - Daarken - Ihsan's Shade
Page 12 - Caio Monteiro - Vorpal Sword
Page 13 - Joe Slutcher - Embercleave

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