The archetypal Magus combines the martial mastery
common to all fighters with a careful study of magic. Magi
Spells Known of 1st Level and Higher. You know three 1st-
use magical techniques similar to those practiced by wizards.
level wizard spells of your choice, two of which you must
They focus their study on two of the eight schools of magic:
choose from the abjuration and evocation spells on the
abjuration and evocation. Abjuration spells grant a Magus
wizard spell list. The Spells Known column of the Magus
additional protection in battle, and evocation spells deal
Spellcasting table shows when you learn more wizard spells
damage to many foes at once, extending the fighter's reach in
of 1st level or higher. Each of these spells must be an
combat. These Magi learn a comparatively small number of
abjuration or evocation spell of your choice, and must be of a
spells, committing them to memory instead of keeping them
level for which you have spell slots. For instance, when you
in a spellbook.
reach 7th level in this class, you can learn one new spell of
1st or 2nd level. The spells you learn at 8th, 14th, and 20th
level can come from any school of magic.
When you reach 3rd level, you augment your martial prowess Whenever you gain a level in this class, you can replace one
with the ability to cast spells. of the wizard spells you know with another spell of your
Cantrips. You learn two cantrips of your choice from the choice from the wizard spell list. The new spell must be of a
wizard spell list. You learn an additional wizard cantrip of level for which you have spell slots, and it must be an
your choice at 10th level. abjuration or evocation spell, unless you're replacing the spell
Spell Slots. The Magus Spellcasting table shows how you gained at 3rd, 8th, 14th, or 20th level from any school of
many spell slots you have to cast your spells of 1st level and magic.
higher. To cast one of these spells, you must expend a slot of Spellcasting Ability. Intelligence is your spellcasting
the spell's level or higher. You regain all expended spell slots ability for your wizard spells, since you learn your spells
when you finish a long rest. For example, if you know the 1st- through study and memorization. You use your Intelligence
level spell Shield and have a 1st-level and a 2nd-level spell whenever a spell refers to your spellcasting ability. In
slot available, you can cast Shield using either slot. addition, you use your Intelligence modifier when setting the
saving throw DC for a wizard spell you cast and when making
an attack roll with one.
Art Credit Spell save DC = 8 + your proficiency bonus + your
State of Shock by Nathan Royall Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Magus Spellcasting
Fighter Cantrips Spells At 7th level, you learn to intertwine your wizard spells with
Level Known Known 1st 2nd 3rd 4th your weapon attacks. Whenever you take the Attack action on
3rd 2 3 2 - - - your turn, you can replace one of those attacks with a wizard
cantrip you know.
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - - Beginning at 10th level, you learn to capture a sliver of magic
energy whenever you cast a spell, and use it to guide your
7th 2 5 4 2 - - attacks. Whenever you cast a wizard spell of 1st level or
8th 2 6 4 2 - - higher, you gain a bonus to your next weapon attack roll equal
to the slot level expended.
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - - Starting at 15th level, you learn to magically propel yourself
whenever you access the weave. Whenever you cast a wizard
12th 3 8 4 3 - -
spell of 1st level or higher on your turn, you can teleport up to
13th 3 9 4 3 2 - 20 feet to an unoccupied space you can see, plus an
additional 10 feet for each slot level above 1st. You can
14th 3 10 4 3 2 -
teleport before or after you cast the spell.
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
At 18th level, you learn to incorporate your more complex
17th 3 11 4 3 3 -
wizard spells into your combat. Whenever you take the Attack
18th 3 11 4 3 3 - action on your turn, you can cast a wizard spell of 1st level or
19th 3 12 4 3 3 1 higher instead of a number of your attacks. For each slot level,
you must forgo a single attack (1 attack for 1st level, 2 attacks
20th 3 13 4 3 3 1 for 2nd level, etc.). You can only cast one spell per turn in this
way.
At 3rd level, you learn a ritual that creates a magical bond
What Changed?
between yourself and one weapon. You perform the ritual
Weapon Bond: Your bonded weapon can now be
over the course of 1 hour, which can be done during a short
used as a spellcasting focus. Also, you can
rest. The weapon must be within your reach throughout the
summon both weapons at once.
ritual, at the conclusion of which you touch the weapon and Spellstrike: This added feature is designed to allow
forge the bond. a Magus to use magical attacks, without railroading
Once you have bonded a weapon to yourself, you can't be them into Booming Blade or Green-Flame Blade.
disarmed of that weapon unless you are incapacitated. If it is Spell Combat: This feature replaces the old War
on the same plane of existence, you can summon that Magic feature. It emulates the Bladesinger's Extra
weapon as a bonus action on your turn, causing it to teleport Attack feature.
instantly to your hand. Additionally, the bonded weapon can
Arcane Accuracy: This feature replaces the old
be used as a spellcasting focus for your wizard spells, and you
Eldritch Strike feature. It is designed to encourage
can perform somatic components of spells while wielding it.
more creative spellcasting, while still bolstering
martial combat.
You can have up to two bonded weapons, and can summon
Arcane Charge: Rather than being triggered by your
one or both at a time with your bonus action. If you attempt to
Action Surge feature, which has very few uses, you
bond with a third weapon, you must break the bond with one
can now teleport when casting a spell on your turn,
of the other two. which scales with the spell's level. This is also to
encourage more creative spellcasting in combat.
Improved Spell Combat: This feature replaces the
old Improved War Magic feature. Like the Spell
Also at 3rd level, you learn to channel your magic through
Combat feature, this feature also integrates
your bonded weapon. Whenever you cast a wizard cantrip
spellcasting into the Attack action. However, this
that requires an attack roll, you can choose to make a weapon
feature "costs" more attacks as the spell's level
attack with your bonded weapon instead. On a hit, the
increases. Originally, the Improved War Magic
creature suffers the effects of the cantrip, rather than the feature granted a single attack no matter the spell's
weapon's normal effects. level, which made low-level spells less worthwhile,
despite the Eldritch Knight not having many high
level spell slots to begin with.