Magus

Steel flashes from the human's right hand,
striking down one foe as she prepares to
unleash lightning from her left hand at the next. Across the battlefield, she sees her target slashing at an ally. In a magic step, she teleports across the battlefield, bringing the fight to her foe.

The half elf stares at his sword as arcane energy begins to fill its blade. Glowing with mana, the half elf strikes an unwitting orc with the ensorceled weapon. He smiles as the magic frost pulses forth, freezing the orc to the bone.

An arrow flies across the battlefield, striking earth amongst a cluster of goblins. Their mirth at seeing the arrow miss them all fades when it explodes in fiery blast.

Spell and Steel

A good warrior always know to trust in his weapons, but a magus knows that it's always good to have a spell up your sleeve. A magus keeps the balance between spell and steel, ensuring that he always has a solution to any situation. Comfortable in the front lines of battle or supporting from the rear, a warmage has the flexibility to take down the most armored of foes, but also the security in his own strength that he can survive even after his spells are spent.

Solitary Questing

The life of a magus is one of continual personal progression. The development of their abilities does not lend itself to laziness, so a magus always seeks a chance to use their arts. Many magi find themselves engaged serving as a champion to a lord or earning a living as a mercenary, combating foes that need fighting and monsters that need slaying.

The studies of martial and arcane art do not often overlap and most magi find themselves on an unending journey to better themselves. Some magi come from schools where they are taught to wield weapon and magic in tandem, but this education is just a starting point. The call of adventure lures magi with new relics to find, new foes to fight, and new techniques to learn.


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Creating a Magus

In building a magus, the first consideration is what style of warrior and what sort of weapon does your magus have bonded. Did you receive your training in a formal academy and learn to fight in regulated duels? Perhaps your magus was recruited at a young age into an army that had a magic company? Or maybe you were an orphan taken in by a retired master magus living as recluse in a desert?

The second consideration in why and how you left to start your adeventuring life. Did you strike out after your training to seek your destiny? Were you outcast in disgrace after being the sole survivor of some military operation? Do you delve ancient ruins seeking lost spells or combat techniques?

Quick Build

You can make a magus quickly by following these suggestions. First, make Intelligence your highest ability score. Your next highest score should be Dexterity if you want to use a finesse or ranged weapon, or Strength if you do not. Secondly, choose the Soldier Background.

CLASS | MAGUS

The Magus
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Weapon Bond, Arcane Strike
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Magus Path 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Arcane Channeling 4 4 2
7th +3 Magus Path Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Mettle 6 4 3 2
11th +4 Magus Path Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Battle Magic 8 4 3 3 1
15th +5 Magus Path Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Spell Parry 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Magus Path Feature 11 4 3 3 3 2

Class Features

As a magus, you gain the following class features.

Hit Points

Hit Dice: 1d10 per magus level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher levels: 1d10 (or 6) + your Constitution

modifier per magus level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, Atheletics, History, Insight,

Intimidate, Perception, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a longsword and a shield or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a longbow and a quiver of 20 arrows

Weapon Bond

As part of your initial magus training, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual; at the conclusion of the ritual you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but you can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

CLASS | MAGUS

Arcane Strike

At 1st level, you can infuse your weapons with magic to add effects to your attacks. When you gain this feature, you learn one of the Arcane Strike options of your choice from the following list.

When you hit a creature with a melee weapon attack as part of the Attack action, you may spend a bonus action to apply one of your Arcane Strike options to that attack. You decide to use the option when the attack hits, but before damage is dealt.

Any option that requires a saving throw has a DC that is equal to 8 + your proficiency bonus + your Intelligence modifier.

You have two uses of this feature and regain all uses after a short or long rest. You gain additional options at certain levels in this class: 2nd, 5th, 9th, 13th, and 17th.

Burning Strike

Your weapon blazes with flame and deals fire damage instead of its normal damage type. A creature struck by this strike ignites in flames. At the start of each of its turns until the effect ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

Blinding Strike

Your weapon gives off dim light and deals radiant damage instead of its normal damage type. A creature struck by this Arcane Strike option must make a Constitution saving throw and on a failure, it is blinded until the end of its next turn.

Corrosive Strike

Acid drips from your weapon and it deals acid damage instead of its normal damage type. A creature struck by this Arcane Strike option must make a Dexterity saving throw. On a failure, the creature's armor class is reduced by 1. If the target it not wearing armor, then this Arcane Strike has no effect.

Fear Strike

Your weapon is wreathed in a malevolent aura and deals necrotic damage instead of its normal damage type. A creature struck by it must make a Wisdom saving throw or be frightened of you until the end of its next turn.

Frost Strike

Hoarfrost covers your weapon and it deals frost damage instead of its normal damage type. A creature struck by this Arcane Strike must make a Constitution saving throw. On a failed save, the target's speed is halved through the end of its next turn.

Shocking Strike

Electricity crackles along the length of your weapon and it deals lightning damage instead of its normal damage type. A creature struck by your weapon must make a Constitution saving throw or drop what it is holding in its hands.


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Staggering Strike

Your weapon pierces both body and mind, dealing psychic damage instead of its normal damage type. The target must make a Wisdom saving throw and on a failed save, its next attack before the end of its next turn has disadvantage.

Thunderous Strike

With the sound of a thunderclap, your weapon deals thunder damage on its next hit instead of its normal damage type. A creature struck by this Arcane Strike muse succeed on a Strength saving throw or be pushed 10 feet away from and knocked prone.

Spellcasting

By the time you reach 2nd level, you develop an understanding of magic and the ability to cast basic magic spells. You know all of your spells by rote and can cast them without preparation. Refer to chapter 10 of the Player's Handbook for the general rules of spellcasting.

Spell Slots

The Magus table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

The Spells Known column of the Magus table shows when you learn more spells of your choice. Each of the spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally when you gain a level in this class, you can choose one of the magus spells that you know and replace it with another spell from the Magus spell list, which also must be of a level for which you have spell slots.

CLASS | MAGUS

Spellcasting Ability

Intelligence is your spellcasting ability for magus spells, since your spells are learned through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as your spellcasting focus for magus spells.

Fighting Style

At 2nd level, you adopt a particular style of figthing as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.


Protection

When a creature you see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Magus Path

At 3rd level, you choose a path of steel and sorcery that guides the development and practice of your abilities. Choose Aegis Warden, Blade Conjurer, Geomancer, Hexblade, Juggernaut, or Warmage. The Magus Path you choose grants you features at 3rd, 7th, 11th, 15th, and 20th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

CLASS | MAGUS

Arcane Channeling

Beginning at 6th level, you are able to channel your arcane energies through your martial implements. Choose one of the following options.

Channel Spell

As an action, you may channel one of your spells into a melee weapon, expending the spell slot. The channeled spells must have a casting time of one action or one bonus action. You can channel your spells into only one weapon at a time. If you channel another spell into a weapon, the first spell is lost. Spells channeled into a weapon are lost if not used before the end of the next long rest.

The next time you hit a creature or object with the weapon containing the channeled spell, you may spend a bonus action to discharge the spell, applying the spells effects to your target. If the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell.

Daggercast

While you are wielding a light weapon in one hand, you may cast spells that require somatic components as if you had a free hand. Additionally, when may use your Arcane Strike feature with thrown weapons.


Imbue Arrow

When you spend an action on your turn to cast a spell while holding a ranged bonded weapon, you can cast a spell through the projectile fired, using the range of the weapon rather than the spell's range. An area spell will be centered on wherever the projectile lands, even if the spell would normally be centered on the caster.

Shield Bond

Your Weapon Bond feature now applies to one shield in addition to your two weapons. Additionally, when wielding your bonded shield in one hand, you may cast spells that require somatic componenets as if you had a free hand.

Mettle

Beginning at 7th level, you can use magic to bolster your body against magical and unusual effects. When you are subjected to an effect that allows you to make a Constitution saving throw that normally would have a lesser effect on a successful save, you instead completely negate the effect if you succeed, or take the lesser effect if you fail.

Battle Magic

Starting at 14th level, when you use your action to cast a Magus spell, you can make one weapon attack as a bonus action.

Spell Parry

By 18th level you have mastered adding your martial skill to your arcane defenses. When targeted by a spell and forced to make a saving throw, you can spend your reaction to make a melee attack with your bonded weapon in place of the normal saving throw.

Magus Paths

While all Magi blend martial and magical prowess, the path they take to do so varies greatly. The Magus Paths are Aegis Warden, Blade Conjurer, Geomancer, Hexblade, Juggernaut, and Warmage.

Aegis Warden

The Path of the Aegis Warden focuses on using magic to defend oneself and others. By placing abjurations on their allies, Aegis Wardens can control the battlefield by limiting the enemies' options and offensive abilities.

Warden's Defense

When choosing this path at 3rd level, you gain the ability to cast the Blade Ward cantrip. This spell counts as a Magus spell for you and does not count against your number of spells known.

Aegis

At 3rd level, you gain the ability to place a protective ward, called an aegis, on an ally. As a bonus action, you can place an aegis on an allied creature that you can see within 60 feet of you. The aegis grants the allied creature +1 AC for the next minute, until you use this ability again, or until you are incapacitated.

CLASS | MAGUS

When you gain this feature, choose one of the following abilities to gain: Lesser Aegis of Assualt, Lesser Aegis of Ensnaring, or Lesser Aegis of Pursuit. When the target of your aegis is hit with an attack that did not include you and is within 60 feet of you, you may use your reaction to end the aegis effect and use your chosen ability.

Lesser Aegis of Assault. You may teleport to an unoccupied space within 5 feet of the target of your aegis and make an attack against the attacking creature.

If there is no valid destination for your teleport, you may not use this ability.

Lesser Aegis of Ensaring. You force the attacking creature to make a Constitution saving throw versus your Spellcasting DC. On a failed save, the creature is teleported to an unoccupied space within 5 feet of you and the next attack against the creature before the end of your next turn has advantage.

If there is no valid destination for your teleport, you may not use this ability.

Lesser Aegis of Shielding. Your may reduce the damage dealt to the target of your aegis by half your magus level, rounded down.

Bladed Ward

At 7th level, you can release your defensive magic as an attack. While under the effects of the Blade Ward cantrip and you are attacked by a creature adjacent to you, you may spend your reaction to drop the cantrip and deal 2d6 force damage to the attacking creature.

This damage increases by 1d6 at 11th level (3d6) and at 17th level (4d6).

Arcane Step

At 11th level, you can siphon magic from your spells to warp space and reposition yourself. When you use an action to cast a spell, you may teleport to an unoccupied space within 10 feet that you can see.

Improved Aegis

Starting at 15th level, your aegis ability is more effective. Replace your lesser aegis with its greater form listed below.

Greater Aegis of Assault. You may teleport to an unoccupied space within 5 feet of the target of your aegis and make an attack against the attacking creature. If this attack hits, it deals an additional 3d8 force damage.

If there is no valid destination for your teleport, you may not use this ability.

Greater Aegis of Ensaring. You force the attacking creature to make a constitution saving throw versus your spellcasting DC. On a succesful save, the creature is knocked prone. On a failed save, the creature is teleported to an unoccupied space within 5 feet of you and is restrained by tendrils of magic force. The creature may spend an action to break free with a strength check versus your spellcasting DC.

If there is no valid destination for your teleport, you may not use this ability.

Greater Aegis of Shielding. The target of your aegis gains resistance against the attack.


Mass Aegis

At 20th level, you have mastered the art of magically protecting your allies. When you use your aegis ability, instead of choosing a single ally to receive your aegis, you may choose to place your aegis on any number of allied creatures within 30 feet of you.

Using this ability does not cause your aegis to fall off any previous targets of your aegis and any further uses of your aegis ability does not cause the aegis effect to end on the targets of your mass aegis.

You may use this ability once and regain that use after the completion of a long rest.

Blade Conjuror

A magus without a weapon is a magus that cannot do their job. Therefore the blade conjuror has mastered techniques to always have a weapon at hand and and the ability to make the most out of it.

Conjure Weapon

Beginning at 3rd level, you gain the ability to conjure weapons at will. With a bonus action, you can create two simple melee weapons that deal up to 1d4 damage each, a martial melee weapon that deals up to 1d6 damage, a shortbow, or up to six arrows.

These weapons appear in your hand, in an empty container on your person, or at your feet. The conjured weapons are visibly magical, radiating out dim light up to 5 feet. They last for up to 10 minutes, until you dismiss them as a free action, or until they take damage.

CLASS | MAGUS

Arcane Overload

At 3rd level, you gain the ability to overload your weapons with arcane energy. When you take an attack action on your turn, you may fill any number of weapons on your person with arcane energy. When the weapon strikes a creature or an object, this energy is released. A melee weapon deals an extra damage die of force damage to the target and to itself.

Ammunition can also be overloaded. A piece of overloaded ammunition deals an extra 2 force damage. Overloaded ammunition is not recoverable.

Any overloaded weapon that didn't strike a target releases its energy at the end of your turn.

Damaging Weapons

The rules for damaging objects is on page 246 of the Dungeon Master's Guide. Most weapons would be treated at tiny resilient objects and have 5 (2d4) hit points.

Phantasmal Arrows

Starting at 7th level, you increase the versatility of your conjured weapons and can fire them from a bow as if they were arrows. If you take an attack action to make an attack with a ranged weapon, you may use one of your conjured weapons as the ammunition. This adds the damage die from your conjured weapon to that of your ranged weapon.

Additionally, you may use your Arcane Strike class feature with this attack.

Improved Conjure Weapon

By 11th level, you are able to conjure larger weapons than you previously could. In addition to the normal conjure weapon options, you can also choose to create two martial melee weapons that deal up to 1d6 damage each, a martial melee weapon that deals up to 1d8 damage, or a longbow.

Arcane Missile

At 15th level, your mastery of magic and weapons allows you make attacks from a greater distance than normal. When you make a ranged attack, you may target a creature within your weapon's maximum range without disadvantage.

You may use this feature twice and regain all uses with a short or long rest.

Unlimited Blade Storm

At 20th level, you can spend an action to surround yourself in a spinning vortext of conjured weapons. Any creature that starts its turn or moves within 5 feet of you takes 3d6 force damage from the whirling weapons. While this effect is active, your conjure weapon ability requires no action to use.

This effect lasts for 1 minute, until you end it as a free action, or until you are incapacitated. Once you use this feature, you must complete a long rest before you can use it again.

Geomancer

Those who follow the Path of the Geomancer learn to weave the magical energies that flow through the earth. As a geomancer, you tap into the power of ley lines to bolster augment your spells. But this effect takes a toll on your body, transforming you into a force of nature yourself.

As your connection to nature grows, your body begins to take on characteristics of the natural world. As time goes on, you gain attributes of plants and animals. At your option, you can pick from or roll on the following table to create a unique quirk for your character.

Geomancy Quirks
d6 Quirk
1 Leopard spots appear on your body and you grow a cat's tail.
2 Your eyebrows become green and bushy, and your hair becomes a tangle of short vines.
3 Light, downy fur covers your skin and your voice sounds like a dog's, though it is still intelligible.
4 Your skin turns green and scaly and your tongue becomes long a forked.
5 Your nose turns into a beak and your sprout feathers (but not wings).
6 Zebra stripes appear on your body and your feet become hooves.

Primary Drift

By 3rd level, you have begun your gradual devolution into some other natural form. You gain two of the following transformations:

  • A small camel's hump grows on your back and you can go without water for five days.
  • You grow a thick coat of white fur like a polar bear's, granting advantage on Dexterity (Stealth) checks to hide in snowy areas.
  • The pads of feet become sticky, like those of a lizard, which gives you advantage on Strength (Athletics) to climb.
  • Your legs take on the shape of a raptor's, increasing your land speed by 5 feet.
  • You become as comely as a dryad, gaining advantage on Charisma (Persuasion) checks with Fey creatures.
  • You sprout leaves and become photosynthetic. You can subsist on 1 hour per day of sunlight instead of food, but you still require as much water as before.
  • Your eyes take on the appearance of a rat's granting you darkvision up to 60 feet.

Leyline Access

Starting at 3rd level, you gain the ability to tap into the leylines that run the earth. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. Choose two of the following abilities:

Bolster Arcana. Once per turn, when you cast a magus spell that requires the targets to make a saving throw, increase the DC of that saving throw by 2.

Empower Weapon. Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Once per turn when you make a weapon attack, you may add 1d4 of your chosen damage type to the damage dealt.

Fortify Self. You gain advantage on Constitution saving throws.

Intellectus. As an action, you become aware of the location of any hidden or invisible creature within 15 feet of you.

CLASS | MAGUS

Revoke Resistance. Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. If a creature that you damage with a spell has immunity to that damage type, treat that creature as if it had resistance instead. If the creature has resistance to the chosen damage type, deal damage as if it didn't have resistance.

Strengthen Spell. Choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. When you deal spell damage with that element, you may reroll any die that rolls a 1, but you must use the second roll.

As a bonus action while in your favored terrain, you gain the benefits of one of your abilities. This benefit lasts until you use this feature again, you are incapacitated, or you leave your favored terrain.

Secondary Drift

At 7th level, you drift continues. You gain two of the following benefits:

  • Deer Antlers grow from your head. Your unarmed strikes now deal 1d6 piercing damage.
  • Thorns grow from your body. Whenever a creature hits you with a natural weapon or tries to grapple you, it takes 1d4 piercing damage.
  • Your limbs take on a snake-like structure allowing you to constrict like a serpent. You deal 1d4 bludgeoning damage on a successful grapple against a creature of your size or lower.
  • You sprout fish gills that allow you to breathe underwater.
  • You gain the silk spinners of a spider. Working for 10 minutes, you can spin a web that is 5 feet in diameter. A creature that walks into the web must make a Strength saving throw with a DC equal to 8 + your proficiency modifier + your Constitution modifier or be restrained. Once restrained, a creature may spend an action to make a Strength check to break free.
  • Your eyes become as sharp as an eagle's granting you advantage on Wisdom (Perception) checks that rely on sight in daylight.
  • Your fingers frow hawklike talons. These talons count as finesse weapons that deal 1d4 slashing damage.

  • Your eyes become as sharp as an owl's granting you advantage on Wisdom (Perception) checks that rely on sight in dim light.
  • Your toes grow lion-like claws. When you have a creature grappled, you may spend a bonus action to make an attack against that creature that deals 1d4 slashing damage.

Expanded Leyline

At 11th level, you have increased your ability access leylines. You may choose either a second favored terrain in which to access your abilities or two more abilities to access in your favored terrain.

Tertiary Drift

At 15th level, your devolutionary drift continues to its next stage. You gain two of the following benefits:

  • You grow an acid stinger like that of a giant wasp. You can make an attack that deals 1d4 piercing damage and 1d4 poison damage.
  • You gain the cunning of a wolf. If you hit with an attack with natural weapon on your turn, you may spend a bonus action to knock the target prone.
  • You can grab like a bear, granting you advantage on Strength checks to grapple.
  • Your hands become large like a gorilla's. Their increased size gives you advantage on Strength checks to break objects.
  • Your jaw becomes as long and powerful like a crocodile's. On a successful bite attack on your turn against a creature of your size or smaller, the target is grappled.
  • You can fire an ink cloud as an octupus does. In water as an action, you can emit a cloud of ink that obscures an area with a diameter of 20 feet centered on you. This cloud lasts for 1 minute.

Final Drift

By 20th level, you have completed your drift and have become a creature of nature. Choose two of the following benefits:

  • You grow a unicorn horn that gives you immunity to poison damage and deals 1d8 piercing damage as a natural weapon.
  • Feathered or batlike wings grow from your back. You gain a fly speed equal to your current speed.
  • As an action, you can curl into a spiny ball like a hedgehog. While curled, you gain a +4 bonus to AC, but you may not move or attack. You may uncurl as an action.
  • You gain the tremorsense of an earthworm. You can sense anything in contact with the ground within 30 feet of you.
  • Your canine teeth extrude a poison. If you hit a creature with a bite attack, it must make a Constitution saving throw against a DC of 8 + your proficiency modifier + you Constitution modifier. On a failed save, the creature takes 2d6 poison damage and half damage on a success.
  • Your senses become as sharp as a bat's. If you can hear, you gain blindsight out to 30 feet.
  • You can move like a cheetah. On your turn, you can spend a bonus action to Dash.
  • Your skin takes on an appearance like tree bark. You gain a +2 natural armor bonus to your Armor Class.

CLASS | MAGUS

Hexblade

Dark energies resonate within you, manifesting as malevolent maledictions. As you travel the Path of the Hexblade, you augment your spells with curses, seeking to first weaken, then destroy, your foes.

Expanded Spell List

At 3rd level, the following spells are added to the Magus Spell List. You may learn these spells at any level in which you can learn a spell of that level.

Hexblade Additional Spells
Spell Level Spell
1st Hex
2nd Ray of Enfeeblement
3rd Bestow Curse
4th Evard's Black Tentacles
5th Geas

Cursed Blade

Beginning at 3rd level, whenever you use your Arcane Strike ability, any creature affected by it cannot regain HP until the start of your next turn.

Hexblade's Curse

At 3rd level, as an action you can curse a creature that you can see within 60 feet of you. The target makes a Wisdom saving throw with a DC equal to 8 + your proficiency modifier + your Charisma modifier. On a failed saving throw, the target has disadvantage on attack and ability rolls while the hexblade is in sight and isn't incapacitated.

The Hexblade's Curse lasts for an hour and can be ended early by the Remove Curse spell. Only one Hexblade's curse can affect a creature at a time.

You have one use of this ability and gain additional uses at 7th, 11th, and 15th levels. You regain all uses after completing a short or long rest.

Maleficent Mount

At 7th level, you gain the ability to summon a dreadful steed using the Find Steed spell. In addition to the steed's abilities listed in the spell, while you are mounted on it, you gain advantage of Charisma (Intimidation) checks.

Once you use this feature, you must complete a long rest before you can use it again.

Aura of Unluck

At 11th level, you can unleash a malevolent aura with a reaction that deters attackers. Any melee or ranged attack that targets you is made with disadvantage.

The aura lasts for a number of turns equal to your Charisma modifier (minimum 1). After using this feature, you must take a long rest before you can use it again.

Dire Hexblade's Curse

Starting at 15th level, when you use your Hexblade's Curse, instead of the normal effect, you can use one of the effects of the Bestow Curse spell. You must finish a short or long rest before you can use this feature again.


Condemnation

At 20th level, your Hexblade's Curse has no duration and is permanent until removed by the Remove Curse spell.

Juggernaut

The Path of the Juggernaut follows the tenet that the best offense is a good defense. You have an enchanted suit of armor that protects you while being the focus for your martial abilities.

Armor Bond

Starting at 3rd level, you learn a ritual that creates a magical bond between yourself and one suit of armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor must be within your reach throughout the ritual; at the conclusion of the ritual you touch the armor and forge the bond.

Once you have bonded the armor to yourself, it cannot be forcefully removed unless you are incapacitated. If it is on the same plane of existence, you can summon and equip the armor as an action on your turn, causing it to teleport instantly onto your body. You can also magically remove the armor as an action on your turn, causing it to fall at your feet.

You can have only one set of bonded armor. If you attempt to bond with a second set of armor, you must break the bond with your current armor.

CLASS | MAGUS

Warpath

As an action on your turn, you can animate your armor while you wear it and use you magical ability to go on a Warpath. While on your Warpath, you gain the following abilities:

  • your armor is considered a magic weapon with the light property that deals 1d8 bludgeoning damage
  • you are considered proficient in attacks made with your armor and you use Intelligence for your bonus to attack and damage
  • when you would make a Dexterity ability check or saving throw, you make an Intelligence ability check or saving throw instead

Your Warpath lasts for 1 minute and ends early if you are incapacitated or remove your armor. You can use of this feature twice and regain all uses after a short or long rest.

Bounding Asault

At 7th level, while you are on your Warpath, you can jump three times the distance that you can normally jump.

Second Skin

By 11th level, you have perfected the enchantments on your bonded armor and it fits you like a second set of skin. You are considered proficient with your bonded armor if you are not already proficient with that type of armor. You ignore any minimum Strength requirement for wearing it and your armor does not give you disadvantage on Stealth checks.

Armor Restraint

Starting at 15th level, you can spend an action to trap a creature of your size or smaller in your armor. A creature within 30 feet makes a Dexterity saving throw against a DC of 8 + your proficiency modifier + your Intelligence modfier. On a succesful saving throw, your armor falls at the creature's feet. On a failed saving throw, the target is restrained.

While a creature is restrained by your armor, you may spend a bonus action on your turn to deal bludgeoning damage equal to your Intelligence modifier. On the creature's turn, it may attempt to break free with a Strength check. The DC to break out of the armor is equal to the armor's Armor Class.

Conjure Greater Armor

At 20th level, you may spend a bonus action to create a larger version of your armor around yourself. You gain all of the benefits of your Warpath feature and the following benefits:

  • you gain temporary HP equal to 10 times the Armor Class of your Armor
  • your size becomes huge, unless you were larger
  • your Strength becomes 28 (+9) and your Constitution becomes 20 (+5)

These benefits last for 10 minutes or until your temporary HP are gone. Once you use this feature, you must complete a long rest before you can use it again.


Warmage

As a veteran of war, you know that sometimes the mightiest warrior is the greatest magician. On the Path of the Warmage, you wield more magic than other magi and use that magic to assist armies and turn the tide of battle.

Spell Initiation

At 3rd level, you learn two cantrips from the wizard spell list. These spells count as magus spells for you and do not count against your number of spells known.

Elementary Arcanum

At 3rd level, you acquire a ritual spellbook and begin to keep spells that you can ritually cast within it. Choose two wizard spells of 1st level and add them to your spellbook. You can cast these spells as ritual spells, even if they do not have the ritual tag, but they can only be cast as rituals.

Additionally, if you come across a spell in written form, such as a magic scroll or wizard's spellbook, you may be able to add it to your spellbook. The spell must be a wizard spell, must be of a level that you can cast, and have the ritual tag. The process of copying a spell takes 2 hours per level of the spell and costs 50 gp per spell level. This cost represents the costs of materil components necessary to experimentally learn the spell and fine inks to record it in your spellbook.

Advanced Arcanum

At 7th level, you learn more ritual spells to augment your magical arsenal. Choose two 2nd level spells from the wizard spell list and add them to your spellbook. You can cast these spells as rituals even if they do not have the ritual tag, but you can only cast them as rituals.

Knightly Prowess

Starting at 11th level, your exposure to knights has granted you insight into their martial ways. You gain proficiency with heavy armor and any mount that you ride gains the benefit of your Mettle class feature.

Advanced Learning

By 15th level, you have expanded your education to learn spells that most magi do not know. You learn two spells of up to 4th level from the wizard spell list. These spells count as magus spells for you and do not count for against your spells known.

Arcane Thesis

At 20th level, you have perfected your magical arts. You learn one 5th level spell and one 6th level spell from the wizard spell list. You may cast each of these spells once per long rest without expending a spell slot. These spells count as a magus spells for you.

CLASS | MAGUS

Magus Spell List

1st Level
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Jump
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
  • Witch Bolt
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Spider Climb
  • Suggestion
  • Web
3rd Level
  • Blink
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Blight
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Greater Invisibility
  • Ice Storm
  • Polymorph
  • Stoneskin
  • Wall of Fire
5th Level
  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Creation
  • Dominate Person
  • Hold Monster
  • Insect Plague
  • Seeming
  • Telekinesis
  • Teleportation Circle
  • Wall of Stone

Art Credits

  • Arcane Sanctum by Anthony Francisco
  • Magus by Akira Toriyama
  • Hrym by Greg-Opalinski
  • Storm Rider by YamaOrce
  • Swordmage by Steves3511
  • Fate/Stay Night - Archer by Lain
  • Malfurion Stormrage by Alex Horley
  • Mighty Morphin Power Rangers Movie - White Ranger by jorcerca
  • Imperial Battle Wizard by Carl Frank

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Expanding the Spell List

All of the spells listed in the Magus spell list come from the Player's Handbook. Any spell from a Wizard's of the Coast D&D product that is added to the Sorcerer's spell list can be added to the Magus Spell list as well.

CLASS | MAGUS