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The Magus

A human walks up behind their half-elf companion, placing a


hand on their back. The half-elf's eyes begin to glow with a
soft blue light, as they move to disarm the trap ahead of them.
The trap then goes off unexpectedly, sending a gout of flame
straight for them—but their friend's arcane protection
allowed them to survive unscathed.
Holding their sword up high, an elf begins to gather
magical energy from the air around them. An orb of fire
appears in their free hand, growing larger by the second.
Finally, they release it, sending the ball of flame streaking
towards their target, an orc just about to strike the princess
charged to their care.
A gnome holds a hand crossbow tight as they await the
signal from their partner. As their fellow assassin leaps out of
the shadows across from them, they discharge arcane energy
into their weapon of choice. Once their weapon starts to glow
with magical power, they leap out themselves and shoot their
prey.
Magi are masters of both spell and sword, arms and the
arcane. Much like wizards, they study the arcane, but rather
than the arduous magical analysis and scholarly bookkeeping
that wizards are prone to, they commit arcane sequences and
spells to memory—and focus mainly on magic that can be
used in battle. A trained magus is a shockingly deadly force,
with powerful destructive and protective magics and the
ability to swing a sword and use a shield if all else fails. They
have perfected the combination of spells and weaponry, and
have formed many orders and disciplines for the focused
study of their craft.
Wizardly Warriors
Inspired by traditions such as bladesinging and the fighters
known as eldritch knights, a sect of wizards and warriors
sought to create a perfect blend of spellcasting and battle
techniques. The result are the magi.
A magus' training involves mastering the use of armor and
weapons while simultaenously studying magic and
committing spell sequences to memory. They do not carry a Proficiencies Gained. If magus isn't your initial class, here
spellbook, and are instead expected to know their spells by are the proficiencies you gain when you take your first level
heart through memorization and frequent practice, much like as a magus: light armor, medium armor, shields, simple
their eldritch knight predecessors. weapons, and martial weapons.
Arcane Orders Spell Slots. Add half your levels (rounded down) in the
magus class to the appropriate levels from other classes to
There are many disciplines of the magi, seeking to apply their determine available spell slots.
training as effectively as they can. While there are many ways
and traditions a magus might follow, the Six Orders are the Class Features
primary practices of the magi.
The Six Orders are not institutions in and of themselves, As a magus, you gain the following class features.
though there are many institutions that teach upcoming magi
and may subscribe to the lessons of one of the orders. No, the Hit Points
Six Orders are more like collections of techniques and ideals, Hit Dice: 1d10 per magus level
and are among the most common such collections among Hit Points at 1st Level: 10 + your Constitution modifier
magi as a whole. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per magus level after 1st
Optional Rule: Multiclassing Proficiencies
If your group uses the optional rule on multiclassing in the Armor: All armor, shields
Player's Handbook, here's what you need to know if you Weapons: Simple weapons, martial wepaons
choose magus as one of your classes. Tools: None
Ability Score Minimum. As a multiclass character, you
must have at least an Intelligence score of 13 and a Strength Saving Throws: Constitution, Intelligence
or Dexterity score of 13 to take a level in this class, or to take Skills: Choose two from Arcana, Athletics, Acrobatics,
a level in another class if you are already a magus. History, Investigation, Perception, and Intimidation

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The Magus
Proficiency Arcane Imbuements Spells
Level Bonus Features Power Known Known 1st 2nd 3rd 4th 5th
1st +2 Touch of the Magi, Arcane Armory 1d4 — — — — — — —
Fighting Style, Spellcasting, Arcane
2nd +2 1d4 2 2 2 — — — —
Imbuement
3rd +2 Magical Armaments, Order of Magi 1d4 2 3 3 — — — —
4th +2 Ability Score Improvement 1d4 2 3 3 — — — —
5th +3 Extra Attack 1d4 3 4 4 2 — — —
6th +3 Power Surge 1d4 3 4 4 2 — — —
7th +3 Order of Magi feature 1d6 3 5 4 3 — — —
8th +3 Ability Score Improvement 1d6 3 5 4 3 — — —
9th +4 Magical Armaments 1d6 4 6 4 3 2 — —
10th +4 Order of Magi feature 1d6 4 6 4 3 2 — —
11th +4 Power Surge 1d6 4 7 4 3 3 — —
12th +4 Ability Score Improvement 1d6 4 7 4 3 3 — —
13th +5 Spell and Sword 1d8 5 8 4 3 3 1 —
14th +5 Residual Magic 1d8 5 8 4 3 3 1 —
15th +5 Order of Magi feature 1d8 5 9 4 3 3 2 —
16th +5 Ability Score Improvement 1d8 5 9 4 3 3 2 —
17th +6 Magical Armaments, Power Surge 1d8 6 10 4 3 3 3 1
18th +6 Unbound Incantation 1d8 6 10 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 6 11 4 3 3 3 2
20th +6 Order of Magi feature 1d10 6 11 4 3 3 3 2

Equipment You have a number of uses of this feature equal to your


You start with the following equipment, in addition to the proficiency bonus, and you regain all expended uses when
equipment granted by your background: you finish a short or long rest.
(a) scale mail or (b) leather armor Arcane Armory
(a) a martial melee weapon or (b) two simple melee Also at 1st level, you can forge a magical bond with weapons
weapons and armor. Over the course of an hour, you can perform a
(a) a light crossbow and 20 bolts or (b) any simple weapon binding ritual between you and one weapon, shield, or suit of
(a) a scholar's pack or (b) an explorer's pack armor. The item must be within your reach throughout the
(a) An arcane focus or (b) a component pouch ritual, at the end of which you touch it and forge the bond.
This ritual can be performed during a short rest. You must be
Touch of the Magi proficient with the item in order to bond with it.
At 1st level, you learn how to harness magical energy to You cannot be disarmed of bonded weapons and shields,
protect your allies. As a bonus action on your turn, you can and bonded armor cannot be removed from your body, unless
touch a willing creature and expend a use of this feature. you are incapacitated. Bonded weapons count as magical for
When you do so, the target is marked by your Touch of the the purposes of overcoming resistance and immunity to
Magi for the next minute. While marked, that creature can nonmagical attacks and damage if they are not magical
end this feature on themselves (no action required) when already. Finally, it takes an action to don or doff bonded
they make a saving throw against a spell or magical effect to armor and shields.
roll a d4 and add the result to the roll. This die changes as You can only have a number of bonded items at a time up
you gain magus levels, as shown in the Arcane Power column to your Intelligence modifier (minimum of 1). If you attempt
of the Magus table. to bond with an item over that limit, the oldest bond ends.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fighting Style Spellcasting
Starting at 2nd level, you adopt a particular style of fighting as Also at 2nd level, yu have studied the arcane long enough to
your specialty. Choose one of the following options. You can't be able to cast spells.
take a Fighting Style option more than once, even if you later
get to choose again. Spell Slots
The Magus table shows how many spell slots you have to cast
Archery your spells of 1st level and higher. To cast one of these spells,
You gain a +2 bonus to attack rolls you make with ranged you must expend a slot of the spell's level or higher. You
weapons. regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell zephyr strike
Blind Fighting and have a 1st-level and a 2nd-level spell slot available, you
You have blindsight with a range of 10 feet. Within that range, can cast zephyr strike using either slot.
you can effectively see anything that isn't behind total cover,
even if you're blinded or in darkness. Moreover, you can see Spells Known of 1st Level and Higher
an invisible creature within that range, unless the creature You know two 1st-level spells of your choice from the magus
successfully hides from you. spell list.
The Spells Known column of the Magus table shows when
Defense you learn more magus spells of your choice. Each of these
While you are wearing armor, you gain a +1 bonus to AC. 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
Dueling one new spell of 1st or 2nd level.
When you are wielding a melee weapon in one hand and no Additionally, when you gain a level in this class, you can
other weapons, you gain a +2 bonus to damage rolls with that choose one of the magus spells you know and replace it with
weapon. another spell from the magus spell list, which also must be of
Great Weapon Fighting
a level for which you have spell slots.
When you roll a 1 or 2 on a damage die for an attack you Spellcasting Ability
make with a melee weapon that you are wielding with two Intelligence is your spellcasting ability for your magus spells,
hands, you can reroll the die and must use the new roll, even as your magic draws on your study of the arcane. You use
if the new roll is a 1 or a 2. The weapon must have the two- your Intelligence whenever a spell refers to your spellcasting
handed or versatile property for you to gain this benefit. ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for a magus spell you cast and
Scholarly Warrior when making an attack roll with one.
You learn two cantrips of your choice from the wizard spell
list. They count as magus spells for you, and Intelligence is Spell Save DC = 8 + your proficiency bonus + your
your spellcasting ability for them. Whenever you gain a level Intelligence modifier
in this class, you can replace one of these cantrips with Spell Attack Modifier = Your proficiency bonus + your
another cantrip from the wizard spell list. Intelligence modifier
Two-Weapon Fighting Spellcasting Focus
When you engage in two-weapon fighting, you can add your You can use an arcane focus or a bonded item as a
ability modifier to the damage of the second attack. spellcasting focus for your magus spells.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Arcane Imbuement
Finally, at 2nd level, you also learn how to imbue weapons
and armor with magical effects. You know a 2 imbuements of
your choice from the options detailed at the end of the class
description. When you gain certain magus levels, you learn
additional imbuements of your choice, as shown in the
Imbuements Known column of the Magus table. When you
gain a level in this class, you can replace one known
imbuement with another.
As a bonus action, you can expend a magus spell slot and
choose one weapon, set of armor, or shield you are currently
wearing or wielding. That item gains the effects of one known
imbuement of your choice. The effect changes depending on
what item is imbued, as detailed in the imbuement's
description.
You can only have one weapon and one shield or set of
armor imbued at one time. If you attempt to imbue an item
while over this limit, the first imbuement ends. A single item
can only carry one imbuement at a time.
If an imbuement requires a saving throw, the DC equals
your magus spell save DC. A creature can only suffer the
effects of a failed saving throw for each imbuement once per
round.
An imbuement ends early if you fall unconscious or die.
Only you can benefit from the effects of imbued items.
Magical Armaments
At 3rd level, your bonded items are infused with greater
magic. As a bonus action, you can call any of your bonded
items to you if they are on the same plane. You immediately
don a bonded suit of armor or shield, and a bonded weapon
appears in your hand.
Additionally, choose one of your bonded items. If it is a
weapon, it gains a +1 bonus to all attack and damage rolls
you make with it; if it a shield or suit of armor, it grants an
additional +1 to your Armor Class while wearing it. When
you finish a long rest, you can choose a different bonded item
to gain this benefit. You cannot use this feature on an item
that is already magical.
At 9th level, you can grant 2 items this benefit, or grant one
item a +2 bonus instead. At 17th level, you can grant 3 items
this benefit, grant one item a +2 bonus and one item a +1
bonus, or grant one item a +3 bonus instead. When you finish
a long rest, you can change which item(s) are granted which
bonuses.
Order of Magi
Also at 3rd level, you have trained in the techniques of one of
the magus orders. Choose the Order of the Herald, the Order
of the Inquisitor, the Order of the Nexus, the Order of the
Paragon, the Order of the Vindicator, or the Order of the
Warden, each detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th,
10th, 15th, and 20th level.
Order Spells
Each order has a list of associated spells. You learn these
spells at the levels specified in the order description. They
count as magus spells for you, but don't count against the
number of magus spells you know. You also learn a cantrip,
which also counts as a magus spell for you.

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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.
Power Surge
At 6th level, you gain the ability to output as much arcane
energy as possible when you need to. When you or another
creature rolls your Arcane Power die, you can choose to
instead use the highest number possible for that die. For
example, if your Arcane Power die is a d6, you could choose
to use 6 instead of rolling it.
You can use this feature before or after the Arcane Power
die is rolled but before any effects of the roll take place.
You can use this feature once, and regain the ability to do
so when you finish a long rest. At 11th level, this increases to
2 uses, and again at 17th level to 3 uses.
Spell and Sword
At 13th level, you learn how to better blend both blade and
magic. When you use your action to cast a magus spell, you
can make a weapon attack as a bonus action.
Residual Magic
At 14th level, you can can use some of the residual arcane
energy of spells you cast. When you cast a magus spell of 1st
level or higher, the next weapon attack you hit before the start
of your next turn deals additional force damage equal to the
level of the spell.
Permanent Imbuement
At 18th level, you have permanently enchanted an item with
an imbuement. Choose one weapon, shield, or set of armor. It
is always considered imbued with one imbuement of your
choice. It counts against the number of imbuements you can
have at once, but it doesn't end when you fall unconscious.
Over the course of an hour, you can change which item is
permanently imbued. You can also change the item's
imbuement during this time; however, you can also do this as
a bonus action by expending a magus spell slot.
Orders of Magi
To be a magus requires a great amount of training. A magus
replicates the teachings of their master, honing the craft
further. And when several magi with similar training and
philosophies come together, they form an order.
Magi orders are very loose in structure, acting more as
ideologies and disciplines rather than actual gatherings of
magi—though there are certainly associations of magi that
spread their teachings through mentorship.
Six orders—the Herald, the Inquisitor, the Nexus, the
Paragon, the Vindicator, and the Warden—stand as the main
traditions of the magi.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Order of the Herald Call Minor Creature
Heralds are magi who summon other creatures to serve them Also at 3rd level, you can summon weak beings to fight
in battle. The members of this order master conjuration beside you for a short time. As an action on your turn, you
magic in order to call upon as many allies as they require. can summon a creature of your choice, which appears in an
Heralds are regarded as some of the most unique magi, but unoccupied space within 10 feet of you.
their unorthodox techniques make them just as deadly. It can be of any type except humanoid, giant, or construct
and it must be of or below a certain challenge rating, as
Order of the Herald Features shown in the Call Minor Creature table.
Magus Call Minor Creature
Level Feature
Magus Level Challenge Rating
Herald Magic, Touch of Passage, Call Minor
3rd 3rd 1/2
Creature
7th Phase Shift 7th 1

10th Step of the Herald 10th 2

15th Effortless Summons 15th 3

20th Requisition 20th 4

Herald Magic
When you summon a creature using this feature, it
disappears after 1 minute or when it is reduced to 0 hit
When you pick this order at 3rd level, you learn the mage points. Creatures summoned by this feature must make a
hand cantrip, as well as the following spells at the levels Wisdom saving throw against your magus spell save DC
listed. when they appear. On a failure, it is obligated to aid you as it
Magus Level Spells sees fit, unless you or your allies attack or harm it. Otherwise,
it acts as it normally would.
3rd find familiar, unseen servant Once you use this feature, you can't use it again until you
5th misty step, summon beast finish a long rest.
9th summon fey, thunder step Phase Shift
13th dimension door, summon elemental At 7th level, you can quickly teleport to avoid harm. As a
reaction when you are targetted by an attack, you can teleport
17th summon celestial, teleportation circle to an unoccupied space within 30 feet of you. The attack then
automatically misses.
Touch of Passage Once you use this feature, you cannot use it again until you
At 3rd level, your Touch of the Magi improves. Instead of finish a long rest.
adding it to a saving throw, a creature marked by your Touch
of the Magi can end it on themselves when they move to roll Step of the Herald
your Arcane Power die. They then teleport to an unoccupied At 10th level, you can teleport short distances to take your
space within a number of feet equal 5 x the result. foes by surprise. When you take the Attack action, you can
teleport up to 10 feet before each attack to an unoccupied
space you can see.
If you attack at least two different creatures with the action,
you can make one additional attack with it against a third
creature.
Effortless Summons
At 15th level, your ability to summon creatures is more easily
done than normal. You do not have to concentrate on spells
granted by your Herald Magic feature.
Requisition
At 20th level, you can call any object or creature you desire to
you. Over the course of 10 minutes, you can perform a calling
ritual, naming a specific object or creature.
If the creature or object is Huge size or larger, is bound or
contained magically, or succeeds on a Charisma saving throw
against your magus spell save DC, then this feature fails.
Otherwise, it succeeds, and the creature or object appears in
an unoccupied space of your choosing within 10 feet of you.
If this feature failed, you cannot use it again until you finish
a long rest. If it succeeded, you can't use it again for 7 days.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Order of the Inquisitor
Inquisitors seek to use the skills of magi to hunt down and On a failure, it has disadvantage on attacks against you,
end evil. Be it otherworldly monsters or rogue spellcasters, and you have advantage on saving throws that it forces you to
the members of this order are masters of the hunt—and will make. This benefit lasts until the start of your next turn.
stop at nothing to capture and kil their prey. An inquisitor's Spell Breach
hunt never ends, and they will relentlessly pursue their prey At 7th level, magic does not stop you from hunting your
to any and every corner of the all the planes if the need were quarry. When you make an attack or cast a spell, you can
to arise. choose one of the following effects for that spell or attack.
Order of the Inquisitor Features The spell or attack ignores magical increases to armor
Magus class (such as magic items or spells like mage armor and
Level Feature shield).
Inquisitor Magic, Touch of Inquisition, The spell's or attack's damage cannot be reduced in any
3rd
Inexorable Hunter way, and ignores resistance and immunity to its damage
type(s).
7th Spell Breach The spell or attack ignores advantage on and bonuses to
10th Arcane Subterfuge saving throws against it, as well as immunity to conditions
15th Pack Hunter
it inflicts.
20th Denouncement Once you use this feature, you can't use it again until you
finish a long rest.
Inquisitor Magic Arcane Subterfuge
When you pick this order at 3rd level, you learn the mind At 10th level, you become a master at avoiding the effects of
sliver cantrip, as well as the following spells at the levels magic. When you are subjected to a magical effect that allows
listed. you to make a saving throw and to take only half damage, you
Magus Level Spells
instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
3rd detect magic, hunter's mark Additionally, when a creature marked by your Touch of the
5th hold person, see invisibility Magi ends it on themselves to roll your Arcane Power die and
add the result to a saving throw, they also gain the benefits of
9th counterspell, dispel magic this feature.
13th banishment, locate creature
Pack Hunter
17th dispel evil and good, hold monster At 15th level, when a creature fails their saving throw for your
Inexorable Hunter feature, a number of creatures of your
Touch of Inquisition choice within 60 feet of you equal to your Intelligence
At 3rd level, your Touch of the Magi improves. Instead of modifier (minimum of 1) also gain the benefits of Inexorable
adding it to a saving throw, a creature marked by your Touch Hunter against that creature2 until the start of your next turn.
of the Magi can end it on themselves when they force another
creature to make a saving throw to roll your Arcane Power Denouncement
die. That creature then suffers a penalty to the saving throw At 20th level, you can weaken one creature's defenses
equal to the result. considerably. As an action on your turn, you can pick one
creature within 60 feet of you. It must make an Intelligence
Inexorable Hunter saving throw. On a failure, pick one the options for your Spell
Also at 3rd level, the enemies you fight have little power over Breach feature; all spells and attacks against the target for
you. Once per round, when you hit another creature with a the next minute benefit from that effect.
weapon attack, you can force it to make a Wisdom saving Once you use this feature, you can't use it again until you
throw against your magus spell save DC. finish a long rest.

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Order of the Nexus
Nexuses are masters of destructive magic. Members of this
order, aware of their limited magic capabilities due to their
split training, seek to harness as much arcane power as they
can with as little effort as possible. This magic is often
applied to battle, as Nexuses prefer to use evocation magic.
Order of the Nexus Features
Magus
Level Feature
Nexus Magic, Touch of Destruction, Eldritch
3rd
Conduit
7th Gather Power
10th Focus of the Magi
15th Arcane Recall
20th Sundering

Nexus Magic
When you pick this order at 3rd level, you learn the eldritch
blast cantrip, as well as the following spells at the levels
listed.
Magus Level Spells
3rd chromatic orb, magic missile
5th scorching ray, shatter
9th fireball, lightning bolt
13th sickening radiance, storm sphere
17th cone of cold, destructive wave

Touch of Destruction
At 3rd level, your Touch of the Magi improves. Instead of
adding it to a saving throw, a creature marked by your Touch
of the Magi can end it on themselves when they make a
damage roll to roll your Arcane Power die. They then gain a
bonus to the roll equal to the result.
Eldritch Conduit Arcane Recall
Also at 3rd level, you become a master of channeling arcane At 15th level, you gain the ability to regain expended arcane
power through yourself. When you cast a magus spell that power. Over the course of a 1 minute, you can meditate and
deals damage, you can roll your Arcane Power die and add it roll your Arcane Power die. You recover expended magus
to one damage roll of the spell. spell slots with a combined level equal to the result.
Once you use this feature, you can't use it again until you
Gather Power finish a long rest.
At 7th level, you learn how to focus arcane energy to make
your spells more potent. When you cast a spell of 1st level or Sundering
higher as an action, you can choose to gather power for it. At 20th level, you can create large blasts of arcane
When you do so, you do not cast the spell, and instead must destruction. You have a pool of d12's equal to your magus
concentrate on it until you use your action on your next turn level. As an action, you can expend all of those dice and pick
to cast the spell. any number of creatures within 120 feet of you. Divide the
When you do this, the spell is cast as though you had dice among them. A chosen creature must make a
expended a spell slot of one level higher to cast it. Once you Constitution saving throw against your spell save DC.
use this feature, you can't use it again until you finish a short Roll the dice for a chosen creature; it takes force damage
or long rest. equal to the result if it failed the saving throw, or half as much
if it succeeded. A creature reduced to 0 hit points by this
Focus of the Magi feature is instantly destroyed, and cannot be returned to life
At 10th level, you gain extraordinary focus when casting except by the intervention of a deity.
spells. While concentrating on a magus spell, your You regain all the expended dice for this feature when you
concentration can't be broken as a result of taking damage. finish a long rest.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Order of the Paragon     You have a number of uses of this ability equal to your
proficiency bonus, and you regain all expended uses when
Paragons are magi who lead their allies with peerless skill you finish a long rest.
and confidence. They inspire those around them to persist in
battle and to do better in everyday life. Paragons also tap into Paragon's Cunning
minor healing magic, so that they might keep those around At 7th level, your allies turn to you when they are in need.
them alive to fight another day. When you or another creature you can see within 30 feet of
you makes an ability check or a saving throw, you can use
Order of the Paragon Features your reaction to add your Intelligence modifier to the roll.
Magus You can use this feature a number of times equal to your
Level Feature Intelligence modifier (minimum of once). You regain all
Paragon Magic, Touch of Valor, Emboldening
expended uses when you finish a long rest.
3rd
Presence
Resolute
7th Paragon's Cunning At 10th level, when you stand tall, so do those around you.
10th Resolute When a creature that gains temporary hit points from your
Emboldening Presence feature, they gain one the following
15th Unending Leadership benefits of their choice.
20th Last Stand They can end one effect on themselves causing them to be
charmed or frightened.
Paragon Magic They have advantage on all saving throws they make
When you pick this order at 3rd level, you learn the guidance before the start of your next turn against the following
cantrip, as well as the following spells at the levels listed. conditions: charmed, frightened, stunned, or paralyzed.
Magus Level Spells Unending Leadership
3rd healing word, heroism At 15th level, you always have the capacity to lead. When you
roll initiative and have no uses of your Emboldening
5th aid, enhance ability Presence feature left, you regain one use.
9th beacon of hope, mass healing word Alternatively, you can regain one use of your Paragon's
13th aura of life, aura of purity
Cunning feature if you have no uses left when you roll
initiative, but you cannot regain a use of both features with
17th mass cure wounds, skill empowerment the same initiative roll; you must pick one.
Touch of Valor Last Stand
At 3rd level, your Touch of the Magi improves. Instead of At 20th level, you are a master of fighting until the very end.
adding it to a saving throw, a creature marked by your Touch When you or a friendly creature within 60 feet of you has
of the Magi can end it on themselves when they regain hit their hit points reduced below half their hit point maximum,
points or gain temporary hit points to roll your Arcane Power you can use your reaction to intiate a last stand.
die. They then gain an additional amount equal to the result. When you do so, all creatures of your choice within 60 feet
of you gain temporary hit points equal to your magus level,
Emboldening Presence and have advantage on all attack rolls and saving throws for
Also at 3rd level, your mere presence inspires your allies to the next minute. If any of these creatures have 0 hit points,
fight. As a bonus action on your turn, you can roll your they immediately regain 1 hit point.
Arcane Power die and grant all friendly creatures within 15 Once you use this feature, you can't use it again until you
feet of you temporary hit points equal to the result. finish a long rest.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Order of the Vindicator For example, if you choose the Discharge imbuement, the
extra damage for Arcane Strike becomes lightning damage,
Vindicators focus on their fighting capabilities, using magic and one creature within 5 feet of the target must make a
to enhance their strikes. The members of this order see the Dexterity saving throw or take lightning damage equal to one
arcane as a means to further their combat prowess, so that roll of your Arcane Power die.
they might become the best warriors to live. You can use this feature even if the weapon is imbued
when you do so, without ending the first imbuement.
Order of the Vindicator Features You can use this feature a number of times equal to your
Magus proficiency bonus, and you regain all expended uses when
Level Feature you finish a long rest.
Vindicator Magic, Touch of War, Arcane
3rd
Strike Improved Extra Attack
At 15th level, you can make three attacks, instead of two,
7th Exploit Weakness when you take the Attack action on your turn.
10th Flash Imbuement
Warmonger
15th Improved Extra Attack At 20th level, your mastery of war can be extended to your
20th Warmonger allies. As a bonus action on your turn, you can grant yourself
and all creatures of your choice within 60 feet the ability to
Vindicator Magic turn any attack roll they make before the start of your next
When you pick this order at 3rd level, you learn the booming turn into an automatic hit.
blade cantrip, as well as the following spells at the levels Once you use this feature, you can't use it again until you
listed. finish a long rest.
Magus Level Spells
3rd thunderous smite, zephyr strike
5th branding smite, magic weapon
9th blinding smite, elemental weapon
13th staggering smite, stoneskin
17th banishing smite, steel wind strike

Touch of War
At 3rd level, your Touch of the Magi improves. Instead of
adding it to a saving throw, a creature marked by your Touch
of the Magi can end it on themselves when they make an
attack roll to roll your Arcane Power die. They then gain a
bonus to the roll equal to the result.
Arcane Strike
Also at 3rd level, rather than imbuing your weapons, you can
infuse your individual strikes with arcane energy.
When you make a weapon attack, you can expend one spell
slot to deal force damage to the target, in addition to the
weapon's damage. The extra damage is 2d8 for a 1st-level
spell slot, plus 1d8 for each spell level higher than 1st, to a
maximum of 5d8.
Exploit Weakness
At 7th level, you can strike an opponent's weak points with
ease. When you make a weapon attack against a creature and
hit, you can choose to make it a critical hit. Once you use this
feature, you can't use it again until you finish a long rest.
Flash Imbuement
At 10th level, you learn how to imbue your weapon for a
single strike. When you use your Arcane Strike feature, you
can choose an imbuement that you know and infuse its
power into your strike. Instead of force damage, the extra
damage is of the same type as the imbuement, and your
weapon attack gains the additional effects of the chosen
imbuement's weapon option.

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Eldritch Barrier
At 3rd level, you learn how to create a magical barrier to
protect you and your allies. As an action on your turn, you can
manifest an eldritch barrier in a space within 30 feet of you. It
can be in any orientation you choose; horizontal, vertical, or at
an angle. It must be 10 feet by 15 feet, and it is 1/4 inch thick.
The barrier is translucent. Any creature that is targetted by
an attack or spell gains the benefits of half cover if the attack
or spell goes through the barrier, as it mostly stops the spell
or attack from passing through it.
When you manifest the barrier, you can choose any number
of creatures to be immune to the barrier's effects. A chosen
creature's attacks and spells are unaffected by the barrier
while it is active.
The barrier lasts for 1 minute. As a bonus action while the
barrier is active, you can move the barrier up to 10 feet or
change its orientation. The barrier cannot move through
creatures unless you chose them to be immune to the effects
of the barrier.
Once you manifest the barrier, you cannot do so again until
you finish a long rest.
Triumphant Ward
At 7th level, you can protect your allies once their defenses
Order of the Warden have weakened. When a creature within 30 feet of you fails a
saving throw, you can use your reaction to grant them
Wardens use the arcane to protect themselves and their advantage on the first saving throw they make in the next
allies. There is no cost the members of this order will not pay minute.
to protect their companions, and no magical power they won't Alternatively, when a creature within 30 feet of you is hit
utilize or spell they won't cast to do so. with an attack, you can use your reaction to grant the first
attack made against that creature in the next minute
Order of the Warden Features disadvantage.
Magus You have a number of uses of this feature equal to your
Level Feature Intelligence modifier, and regain all expended uses when you
Warden Magic, Touch of Refuge, Eldritch finish a long rest.
3rd
Barrier
Impasse
7th Triumphant Ward At 10th level, your eldritch barrier is impassable to all but
10th Impasse those you allow. When a creature attempts to move through
your eldritch barrier, they must make a Strength saving throw
15th Greater Eldritch Barrier against your spell save DC. On a failure, they cannot move
20th Arcane Citadel through the barrier until the start of their next turn.
A creature that you chose when you manifest the barrier to
Warden Magic be immune to the barrier's effects can pass through the
When you pick this order at 3rd level, you learn the resistance barrier freely, without needing to make a saving throw.
cantrip, as well as the following spells at the levels listed. Greater Eldritch Barrier
Magus Level Spells At 15th level, your eldritch barrier becomes harder to
penetrate. Creatures targetted by an attack or spell that goes
3rd sanctuary, shield of faith through the barrier now gain the benefits of three-quarters
5th barkskin, warding bond cover.
9th magic circle, protection from energy
Additionally, when a creature fails its saving throw for your
Impasse feature, you can roll your Arcane Power die. The
13th death ward, otiluke's resilient sphere creature takes force damage equal to the result.
17th antilife shell, circle of power Arcane Citadel
At 20th level, you become the ultimate protector. As a bonus
Touch of Redoubt action on your turn, you can create a 60-foot aura around you.
At 3rd level, your Touch of the Magi improves. Instead of All creatures of your choice within this aura gain a bonus to
adding it to a saving throw, a creature marked by your Touch their Armor Class and all saving throws equal to your half
of the Magi can end it on themselves when they are targetted your Intelligence modifier (rounded up).
by an attack to roll your Arcane Power die. They then gain a The aura lasts for 1 minute. Once you use this ability, you
bonus to their AC against the attack equal to the result. can't use it again until you finish a long rest.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Discharge
Arcane Imbuements You imbue an item with shocking electricity. The item gains
Imbuements were developed by the first magi to be a means one of the following benefits, depending on the type of item
of greatly enhancing their combat capabilities for a short you imbued.
time. Very few non-magi understand the workings behind Weapon. When you hit a creature with the imbued
these techniques despite their seemingly simple nature. The weapon, you can roll your Arcane Power die and deal
means by which imbuements function is a secret kept by the lightning damage equal to the result, and one creature within
magi, lest people without the proper training use them. 5 feet of the target must make a Dexterity saving throw. On a
A magus is defined not only by their order, but their choice failure, roll your Arcane Power die; they take lightning
of imbuement techniques as well. They lend great offensive damage equal to the result.
and defensive capabilities, and knowing how and when to use Armor. While wearing this imbued suit of armor or shield,
which imbuements is the mark of a magus who has mastered you are resistant to lightning damage. Additionally, as a
their craft. reaction when a creature within 5 feet of you makes an attack
against you, roll your Arcane Power die; the creature takes
Arcana lightning damage equal to the result.
You imbue an item with magical force. The item gains one of Discord
the following benefits, depending on the type of item you
imbued. You imbue an item with wracking psionics. The item gains
Weapon. When you hit a creature with the imbued one of the following benefits, depending on the type of item
weapon, you can roll your Arcane Power die and deal extra you imbued.
force damage equal to the result, and the target must make Weapon. When you hit a creature with the imbued
an Intelligence saving throw. On a failure, they gain a penalty weapon, you can roll your Arcane Power die and deal extra
to the next saving throw made against a spell or magical psychic damage equal to the result, and the target suffers a
effect made before the end of your next turn equal to one roll penalty to all ability checks they make until the start of your
of your Arcane Power die. next turn equal to one roll of your Arcane Power die.
Armor. While wearing this imbued suit of armor or shield, Armor. While wearing this imbued suit of armor or shield,
you have resistance to force damage. Additionally, when you can use your reaction when a creature within 5 feet of
another creature deals damage to you, you can roll your you makes a Wisdom, Intelligence, or Charisma saving throw
Arcane Power die as a reaction and reduce the damage taken to roll your Arcane Power die; they suffer a penalty to the
by the result. saving throw equal to the result.
Concussion Frost
You imbue an item with crashing thunder. The item gains one You imbue an item with frigid ice. The item gains one of the
of the following benefits, depending on the type of item you following benefits, depending on the type of item you imbued.
imbued. Weapon. When you hit a creature with the imbued
Weapon. When you hit a creature with the imbued weapon, you can roll your Arcane Power die and deal extra
weapon, you can roll your Arcane Power die and deal extra cold damage equal to the result, and the creature's movement
thunder damage equal to the result, and you can push the speed is reduced by 10 feet until the start of your next turn.
target up to 10 feet away from you in a straight line. Armor. While wearing this imbued suit of armor or shield,
Armor. While wearing this imbued suit of armor or shield, you are resistant to cold damage. Additionally, as a reaction
creatures of your choice that start their turn within 5 feet of when a creature within 5 feet of you makes an attack against
you must make a Wisdom saving throw. On a failure, roll your you, you can force them to make a Constitution saving throw.
Arcane Power die; it suffers a penalty to attack rolls against On a failure, roll your Arcane Power die; they take cold
creatures other than you equal to the result until the start of damage equal to the result, and their speed is reduced by 10
its next turn. feet until the start of your next turn.
Corrosion Inferno
You imbue an item with caustic acid. The item gains one of You imbue an item with scorching flame. The item gains one
the following benefits, depending on the type of item you of the following benefits, depending on the type of item you
imbued. imbued.
Weapon. When you hit a creature with the imbued Weapon. When you hit a creature with the imbued
weapon, you can roll your Arcane Power die and deal extra weapon, you can roll your Arcane Power die and deal extra
acid damage equal to the result, and the target must make a fire damage equal to the result, and at the start of their next
Dexterity saving throw. On a failure, their Armor Class is turn, the target must make a Dexterity saving throw. On a
reduced by an amount equal to half your proficiency bonus failure, roll your Arcane Power die; they take fire damage
(rounded down) until the start of your next turn. equal to the result.
Armor. While wearing this imbued suit of armor or shield, Armor. While wearing this imbued suit of armor or shield,
you can use your reaction when a creature within 5 feet of you are resistant to fire damage, and your movement speed is
you hits you with an attack to force all creatures of your increased by 10 feet. Additionally, creatures of your choice
choice within 5 feet of you to make a Dexterity saving throw. that start their turn within 5 feet of you must make a
On a failure, roll your Arcane Power die; each creature that Dexterity saving throw. On a failure, roll your Arcane Power
failed takes acid damage equal to the result. die; they take fire damage equal to the result.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Necrosis Toxin
You imbue an item with siphoning rot. The item gains one of You imbue an item with noxious poison. The item gains one
the following benefits, depending on the type of item you of the following benefits, depending on the type of item you
imbued. imbued.
Weapon. When you hit a creature with the imbued Weapon. When you hit a creature with the imbued
weapon, you can roll your Arcane Power die and deal extra weapon, you can roll your Arcane Power die and deal extra
necrotic damage equal to the result. Additionally, when you poison damage equal to the result, and the target must make
reduce a creature to 0 hit points using this weapon, you gain a Constitution saving throw. On a failure, they are poisoned
temporary hit points equal to your magus level + your until the end of your next turn.
Intelligence modifier (minimum of 1 temporary hit point). Armor. While wearing this imbued suit of armor or shield,
Armor. While wearing the imbued suit of armor or shield, a creature that starts its turn within 5 feet of you must make
when a creature within 5 feet of you regains hit points, you a Constitution saving throw. On a failure, roll your Arcane
can use your reaction to force them to make a Constitution Power die; they take poison damage equal to the result and
saving throw. On a failure, roll your Arcane Power die; the are poisoned until the start of their next turn.
number of hit points they regain is reduced by the result.
Radiance
You imbue an item with supernatural light. The item gains
one of the following benefits, depending on the type of item Optional Feat: Imbuement Adept
you imbued. In spite of the blurb under the Arcane Imbuements
Weapon. When you hit a creature with the imbued section, if you would like to have access to them
weapon, you can roll your Arcane Power die and deal extra without multiclassing, feel free to use this feat!
radiant damage equal to the result, and the target is limned in Imbuement Adept
arcane light, granting the first attack made against them Prerequisite: Intelligence 13
before the end of your next turn advantage. You have trained in the use of arcane imbuements.
Armor. While wearing this imbued suit of armor or shield, You learn one arcane imbuement, detailed at the
you emit bright light in a 10-foot radius and dim light for end of the magus class. For it, your Arcane Power
another 10 feet. Additionally, as a reaction when a creature die counts as a d4. As an action, you can imbue a
within 5 feet of you makes an attack against you, you can weapon, suit of armor, or shield with this
force them to make a Constitution saving throw. On a failure, imbuement. You can only use this imbuement
roll your Arcane Power die; they suffer a penalty to their once, and regain the ability to use it when you
attack roll equal to the result. finish a long rest.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Magus Spell List
Wrathful Smite 3rd Level Elemental Bane
1st Level Zephyr Strike Fire Shield
Blinding Smite
Absorb Elements Conjure Barrage Freedom of Movement
Burning Hands 2nd Level Greater Invisibility
Counterspell
Catapult Aganazzar's Scorcher Dispel Magic Ice Storm
Cause Fear Alter Self Elemental Weapon Staggering Smite
Chromatic Orb Blur Erupting Earth Stoneskin
Compelled Duel Branding Smite Fear Storm Sphere
Detect Magic Cloud of Daggers Fireball Vitriolic Sphere
Disguise Self Cordon of Arrows Flame Arrows Wall of Fire
Earth Tremor Crown of Madness Fly
Ensnaring Strike Dragon's Breath 5th Level
Haste
Expeditious Retreat Enlarge/Reduce Intellect Fortress Banishing Smite
Faerie Fire Flame Blade Lightning Arrow Circle of Power
False Life Flaming Sphere Lightning Bolt Cone of Cold
Frost Fingers Hold Person Protection from Energy Conjure Volley
Ice Knife Invisibility Remove Curse Destructive Wave
Jump Magic Weapon Sleet Storm Far Step
Longstrider Melf's Acid Arrow Slow Hold Monster
Mage Armor Mirror Image Spirit Shroud Holy Weapon
Magic Missile Misty Step Thunder Step Immolation
Searing Smite Ray of Enfeeblement Vampiric Touch Steel Wind Strike
Shield Scorching Ray Wind Wall Swift Quiver
Tasha's Caustic Brew Shadow Blade Wall of Force
Thunderous Smite Shatter 4th Level Wall of Light
Thunderwave Snilloc's Snowball Swarm Banishment Wall of Stone
Witch Bolt Warding Wind Dimension Door

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Magus
An Intelligence half-caster that uses arcane
magic to fight. Imbue your weapons and armor
with fire, ice, lightning, and more! Protect your
allies with magical wards! Join one of the six
Orders of Magi and master their teachings!

Created by: u/KaiTries5

Artist Credits:
Cover - The White Wolf of the Night, by
MaxiimusT
Page 1 - Battlefield, by Grzegorz Rutkowski
Page 1 - Half-Elf Eldritch Knight, by L3monJuic3
Page 3 - Fantasy Woman Druid, by Huy Tran Viet
Page 4 - Oath of Vengeance, by Trevor Easley
Page 5 - Arthos, the Fire Guardian, by Alberto
Rocha
Page 6 - Arabian Falcon Warrior, by
ArabNinja1233
Page 7 - Thraben Valiant, by Jason Chan
Page 8 - Cosmic Sorcerer, by Dave Rapoza
Page 9 - Angel Warrior, by Larien Faro
Page 10 - Frost Elf Vampire, by Kyle Herring
Page 11 - Temple Paladin, by -CARAVAN-
Page 13 - Eldritch Knight, by Stan Zyk
Page 14 - Battlemage, by Tomasz Chistowski
Back - Ake the Hero, by Arcan-Anzas

Other Credits:
Page Stains by Jared Ondricek
Magus Icon by Game-icons.net

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