The Magus v4.0 - GM Binder
The Magus v4.0 - GM Binder
Art by ©Paizo
Art by ©Paizo
Magus
T
here are those who spend their lives poring
over ancient tomes and texts, unlocking the
power of magic, and there are those who
spend their time perfecting the use of
individual weapons, becoming masters without
equal. The magus is at once a student of both
philosophies, blending magical ability and
martial prowess into something entirely unique, a discipline
in which both spell and steel are used to devastating effect.
As they grows in power, the magus unlocks powerful forms of
arcana that allow them to merge their talents further, and at
the pinnacle of their art, the magus becomes a blur of steel
and magic, a force that few foes would dare to stand against.
Class Features
As a magus, you gain the following class features
Hit Points
Hit Dice: 1d8 per magus level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per magus level after 1st
Proficiencies
Armor: Light armor, medium armor.
Weapons: Simple weapons, martial weapons.
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics,
Insight, Intimidation, and Perception.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial
weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) leather armor, (b) scale mail or (c) chain mail (if
proficient)
a scholar’s pack
The Magus
Proficiency
Magic
Cantrips
Level Bonus Features Maneuvers Known 1st 2nd 3rd 4th 5th
1st +2 Magus Tradition, Spellcasting, Spellstrike — 3 2 — — — —
2nd +2 Elemental Weapon, Magic Senses — 3 2 — — — —
3rd +2 Magic Maneuvers 2 3 3 — — — —
4th +2 Ability Score Improvement 2 4 3 — — — —
5th +3 Extra Attack 2 4 4 2 — — —
6th +3 Magus Tradition Feature 3 4 4 2 — — —
7th +3 — 3 4 4 3 — — —
8th +3 Ability Score Improvement 3 4 4 3 — — —
9th +4 — 4 4 4 3 2 — —
10th +4 Magus Tradition Feature 4 5 4 3 2 — —
11th +4 Spell Deflect 4 5 4 3 3 — —
12th +4 Ability Score Improvement 4 5 4 3 3 — —
13th +5 — 5 5 4 3 3 1 —
14th +5 Magus Tradition Feature 5 5 4 3 3 1 —
15th +5 Maneuver Adaptability 5 5 4 3 3 2 —
16th +5 Ability Score Improvement 5 5 4 3 3 2 —
17th +6 — 6 5 4 3 3 3 1
18th +6 Dispeling Strike 6 5 4 3 3 3 1
19th +6 Ability Score Improvement 6 5 4 3 3 3 2
20th +6 ArchMagus 6 5 4 3 3 3 2
Spellcasting You prepare the list of magus spells that are available for
you to cast, choosing from the magus spell list. When you do
Your ability to draw out and amplify your essence has given so, choose a number of magus spells equal to your
you the faculty for casting spells. See Spells Rules for the Intelligence modifier + half your magus level, rounded down
general rules of spellcasting and the end of the class listing (minimum of one spell). The spells must be of a level for
for the magus spell list. which you have spell slots.
You can change your list of prepared spells when you finish
Cantrips a long rest, at least 1 minute per spell level for each spell on
At 1st level, you know two cantrips of your choice from the your list.
magus spell list. You learn additional magus cantrips of your
choice at higher levels as shown in the Cantrips Known
column of the Magus table.
Preparing and Casting Spells
The Magus table shows how many spell slots you have to cast
your magus spells. To cast one of your magus spells of 1st
level or higher, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a
long rest.
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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Art by Al Jerek Torrijas
Magus Traditions
Armored Battlemage
Many battlemages focus purely on destructive evocations, but
some extend their tactical studies to include use of the tried-
and-true protection of steel.
Magus Tradition Spells
Your magus tradition grants you spells at the magus levels
listed. At each indicated magus level, add the listed spells to
your spells prepared.
Armored Battlemage Spells
Magus Level Spells
3rd Absorb Elements, Magnify Gravity EGW
5th Find Steed
9th Pulse Wave EGW
13th Fire Shield
17th Wall of Force
Armored Spellcasting
At 1st level, you gain proficiency with all armor and shields.
Your hit point maximum increases by 1 and increases by 1
again whenever you gain a level in this class.
You can perform the somatic components of spells and use
Spellstrike even when you have weapons or a shield in one or
both hands.
When using your Elemental Weapon feature, add force
damage to the list of possible damage types.
Eldritch Protector
At 6th level, while under the effects of your Elemental
Weapon feature, once per turn when you hit a creature with a
melee weapon attack you can mark it. Until the start of your
next turn, that target has disadvantage on any attack roll that
isn't against you, and when the target hits a creature that you
can see other than you, as a reaction you can grant that
creature resistance to the damage dealt by the attack.
Aegis
At 10th level, while under the effects of your Elemental
Weapon feature, as a bonus action on each of your turns you
can choose one of the following damage types: bludgeoning,
piercing, slashing or one of the damage types from your
Elemental Weapon. The next time you take damage of the
chosen type until the start of the your next turn, you have
resistance to that type of damage.
Arcane Presence
At 14th level, whenever you use a Magic Maneuver, you gain
temporary hit points equal to your level in this class,
replacing any temporary hit points you already have from this
feature.
Additionally, whenever a creature you can see within 10
feet of you takes damage, you can use your reaction to
prevent all damage, and you take the damage instead. This
damage to you can't be reduced or prevented in any way.
Eldritch Shooter
The Eldritch Shooter rains magical attacks down on her foes.
Magus Tradition Spells
Your magus tradition grants you spells at the magus levels
listed. At each indicated magus level, add the listed spells to
your spells prepared.
Eldritch Shooter Spells
Magus Level Spells
3rd Hellish Rebuke
5th See Invisibility
9th Conjure Barrage
13th Mordenkainen's Faithful Hound
17th Conjure Volley
Ranged Caster
At 1st level, you gain proficiency with all ranged martial
weapons, including firearms.
Whenever a Magus feature requires you to use a melee
weapon, you must instead use a two-handed ranged weapon
that you are proficient with.
Whenever a Magic Maneuver requires you to make a melee
weapon attack, you must make a ranged weapon attack
instead. If it requires you to make a melee spell attack, you
must make a ranged spell attack instead.
When using Spellstrike, you need no free hands as long as
you're wielding a two-handed ranged weapon.
Elemental Ammo
At 6th level, you gain the ability to shoot ammunition made of
elemental energy. While you're under the effects of your
Elemental Weapon feature, whenever you make a ranged
weapon attack, you can convert your weapon damage type to
the same type you chose for Elemental Weapon, and your
attack ignores half and three-quarters cover. If you do so, your
attack doesn't use any ammunition.
Additionally, when casting any cantrip that requires a spell
attack and has the same damage type of your current
Elemental Ammo, you can use your weapon's range instead
of the cantrip's normal range. If you do so, increase that
cantrip's damage by 1 dice.
Elemental Affinity
At 10th level, while under the effects of your Elemental
Weapon feature, as a bonus action on each of your turns you
can infuse one of your attacks with magical energy. If that
attack hits, the next attack roll made against this target
before the end of your next turn has advantage.
Ricochet Shot
At 14th level, whenever you make a ranged weapon attack
using Elemental Ammo, your attack ignores disadvantage
due to effects that rely on sight, as if you had blindsight. Once
per turn, if one of your attack hits, as a bonus action you can
make an attack roll at disadvantage against another target
creature you can see within 30 feet of the first target if the
direct path between them is not blocked.
Homebrew Class | Magus
8
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art by Anna Podedworna
At 7th level, instead of becoming blurred, you are
considered under the effects of the Invisibility spell until the
end of your next turn. At 12th level, you are considered under
the effects of the Greater Invisibility spell until the end of
your next turn.
Far Reach
Prerequisite: 3rd level
creature's space, instead you appear in an unoccupied space Make a melee spell attack at a creature within 15 feet. On a
within 5 feet of it. If you end this movement next to a hit, you deal 2d8 slashing damage and the target must
creature, you can cast a cantrip against it. succeed on a Dexterity saving throw or become Restrained
At 7th level, the distance covered by the teleport increases until the end of its next turn.
to two times your Intelligence score. At 12th level, if this At 7th level, the damage increases by 1d8. At 12th level, it
teleport would take you into another creature's space, it must increases by an additional 1d8.
attempt a Strength saving throw or be knocked prone.
Wrought Wound
Fade Strike Prerequisite: 3rd level Eldritch Shooter
When a creature is hit within 15 feet you, as a Reaction you Arcane Advance
create a protective barrier around it. The creature gains 3d6 Prerequisite: 12th level
temporary hitpoints for 1 minute. If damage reduces these You flash forward with a blur of speed, advancing upon your
hitpoints to 0 the barrier explodes. Each enemy within 5 feet foe with a series of lunges. You can move up to your speed in
of the creature must succeed on Strength saving throw or a straight line and cast a cantrip against up to 3 creatures
take 3d6 magical force damage, and be pushed 5 feet away if within 5 feet of you during this movement. Any attacks of
they are Large or smaller. opportunity provoked by this movement are made at
At 12th level, both temporary hitpoints and damage dies disadvantage.
increase by 2d6, and enemies are pushed an additional 5 feet.
Chain Shot
Dissociative Strike Prerequisite: 12th level Eldritch Shooter
Choose a target creature you can see within 120 feet of you.
Ether Vault You teleport to an unoccupied space within 5 feet it, and then
Prerequisite: 7th level Eldritch Shooter
cast a cantrip that requires an attack against it. On a
You can fly up to your speed and cast a cantrip that requires a successful hit, the target suffers the catrip's normal effects
ranged spell attack against a target creature within reach. and becomes frightened until the end of your next turn.
Any opportunity attacks you provoke during this movement
are made at disadvantage, and after the movement you can
land safely in an unoccupied space of your choice within 5
feet of the location directly beneath you.
At 12th level you can fly up to twice your speed instead.
Spell Flux
Prerequisite: 7th level
You imbue your blade with the quality of the Elemental Plane
of Air, and make vicious rising slash. Make a melee weapon
attack against a target creature. On a successful hit, the
target suffers the attack's normal effects, is suspended 5 feet
into the air and becomes Restrained until the end of your
next turn.
Magus Spells
Expeditious Retreat Magic Mouth Vampiric Touch
Cantrips (0 Level) Feather Fall Mirror Image Water Walk
Acid Splash Find Familiar Melf’s Acid Arrow Water Breathing
Blade Ward Fog Cloud Misty Step
Booming Blade Frost Fingers Scorching Ray 4th LEVEL
Dancing Lights Grease Silence Arcane Eye
Fire Bolt Ice Knife Skywrite Dimension Door
Green-Flame Blade Identify Shatter Elemental Bane
Light Jump Spider Climb Evard’s Black Tentacles
Lightning Lure Longstrider Web Greater Invisibility
Mage Hand Mage Armor Ice Storm
Magic Stone Magic Missile 3rd Level Phantasmal Killer
Message Shield Blink Polymorph
Minor Illusion Tasha's Caustic Brew Catnap Stoneskin
Poison Spray Tenser’s Floating Disk Dispel Magic Storm Sphere
Prestidigitation Thunderwave Feign Death Vitriolic Sphere
Ray of Frost Unseen Servant Fireball Wall of Fire
Shocking Grasp Witch Bolt Flame Arrows
Sword Burst Fly 5th LEVEL
Thaumaturgy 2nd Level Gaseous Form Bigby’s Hand
Thunderclap Aganazzar’s Scorcher Haste Cloudkill
True Strike Cloud of Daggers Hypnotic Pattern Cone of Cold
Darkness Lightning Bolt Immolation
1nd Level Darkvision Nondetection Mislead
Alarm Enhance Ability Phantom Steed Rary's Telepathic Bond
Burning Hands Enlarge/Reduce Sending Scrying
Chaos bolt Flaming Sphere Sleet Storm Steel Wind Strike
Color Spray Gust of Wind Slow Telekinesis
Comprehend Languages Invisibility Stinking Cloud Wall of Stone
Earth Tremor Levitate Tidal Wave
Thanks
me to make all of the Magic
Maneuvers.
messy6 and Leuku: Your guides
inspired me to remake the entire
class, thus making The Magus v3.
LaserLlama: Your homebrews always
Rafael Franco inspire me, but thanks specifically
for your Magus, which I took some
For helping me with nice ideas for the class and specific inspirations from.
subclasses features.
Raul Rosá
For helping me with a lot of essential balancing
and concept feedbacks.
/u/TigrisCallidus
For giving an extensive and detailed review on
every bit of text this homebrew has, and
suggesting a lot of good like-minded ideas.
Vinicius Linhares
For helping me with everything, especially the
design and images, and for always listening to
me talk endlessly about the homebrew.
WWW.GMBINDER.COM
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.
Changelog v4.0 Coming in v4.1
Main Class Features New Subclass!
Saves Proficiencies: Con and Int (from Wis and Int). Two-handed Weapon focused Magus. (Name to be
Weapons Proficiencies: simple and martial (from simple). defined)
Updated starting items to match new proficiencies.
Added more cantrips known.
Removed ability to cast cantrips with Spellstrike.
Subclass features now granted at levels 1, 6, 10 and 14
(from 1, 7, 7 and 15).
Reworked Magic Sense wording.
Removed Spell Access.
At lv 15 added Maneuver Adaptability.
At lv 18 added Dispeling Strike.
Reworked lv 20 capstone, Arch Magus. Now allows you to
use extra attack after Spellstrike.
Magic Maneuvers:
Lowered level to access better maneuvers to 3, 7
and 12 (from 3, 11 and 17).
Dark Pounce: Improved wording.
Dissociative Strike: Increased range to 60ft (from
30ft).
Psi Blade: Increased number of attacks to two
(from one).
Spell List:
Added Fireball and Haste.
Armored Battlemage
Gets 1 more HP every level.
Lv 6: Eldritch Protector now allows you to grant
resistance to protected creature.
Removed fluff feature from lv 7.
Added lv 10 Aegis.
Renamed lv 14 feature to Arcane Presence (fluff feature
before).
Blade Saint
Completely reworked the subclass.
Updated granted spells.
lv 1 Chosen Weapon:
No longer a Sentient Weapon (although you can
still include that from your background).
Reworked bond to be more similar to that of
Eldritch Knight or Hexblade.
Added passive bonus while in Elemental Weapon
and wielding Chosen Weapon.
lv 1 Canny Defense:
Changed AC formula from 10 + int + dex to 13 +
dex.
Moved Warp Strike to lv 6.
Added lv 10 Arcane Grace.
Reworked Arcane Waltz and moved to lv 14.
Eldritch Shooter
Lv 6 Elemental Ammo buffed to increase cantrip damage
if same of element of Elemental Weapon and.
Added lv 10 Elemental Affinity.
Changed lv 14 Ricochet Shot to make extra shot at
disadvantage, but now can ignore disadvantage due to
sight.
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