0% found this document useful (0 votes)
329 views14 pages

The Magus v4.0 - GM Binder

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
329 views14 pages

The Magus v4.0 - GM Binder

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 14

The Magus

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

Homebrew Class | Magus


2
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.
dnuomrednU yb dnuorgkcaB

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.

Homebrew Class | Magus


3
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.
Spellcasting Ability If there is a creature within range of your Spellsight, you can
Intelligence is your spellcasting ability for your magus spells, choose to focus your senses on it, excluding everything else.
since you learn your spells through dedicated study and You learn the creature's spellcasting ability (if it has one) and
memorization. You use your Intelligence whenever a spell the level of the highest spell it can cast. If the creature is
refers to your spellcasting ability. In addition, you use your hidden from divination magic, it appears as non-magical.
Intelligence modifier when setting the saving throw DC for a You can use this feature a number of times equal to 1 +
magus spell you cast and when making an attack roll with your Intelligence modifier. You regain all expended uses
one. when you finish a long rest.
Spell save DC = 8 + your proficiency bonus + your Elemental Weapon
Intelligence modifier
Spell attack modifier = your proficiency bonus + your Starting at 2nd level, you learn to harness the elemental
Intelligence modifier power of spells and imbue it in your weapon. Whenever you
cast a magus spell of 1st level or higher that deals acid, cold,
Ritual Casting fire, lightning, or thunder damage, you can use a bonus action
You can cast any magus spell you know as a ritual if that spell to imbue your weapon with the same type of damage. For 1
has the ritual tag. minute, whenever you hit with a melee spell attack or melee
weapon attack, it deals an extra 1d4 damage of that type. If a
Spellcasting Focus spell has more than one attack, you apply this extra damage
If you're proficient with a simple or martial weapon, you can only to the first attack hit. You can end this effect early with
use it as a spellcasting focus for your magus spells. no actions required.
The extra damage die changes based on the level of the
Magus Tradition spell slot used to cast the spell. The die becomes a d6 for a
At 1st level, you choose a tradition that shapes the way you slot of 2nd level, d8 for a 3rd level, d10 for a 4th level and d12
combine spells and weapons in combat, each detailed at the for a 5th level spell slot.
end of the class description. The tradition you choose grants
you features at 1st level and again at 6th, 10th and 14th level. Magic Maneuvers
Beginning at 3rd level, you learn how to use Magic
Spellstrike Maneuvers, each detailed at the end of the class description.
Beginning at 1st level, a magus learns to cast spells and wield Each magic maneuver requires an Action to be used, unless
his weapons at the same time. To use this ability, you must otherwise indicated. The number of magic maneuvers you
have one free hand and be wielding a one-handed melee know are indicated in the Magic Maneuvers column of the
weapon that you're proficient with. Once per round when you class table.
cast a magus spell of 1st level or higher, as a bonus action you You can only use each magic maneuver once, and regain all
can make a melee weapon attack. expended magic maneuvers whenever you finish a short or a
long rest.
Magic Sense Additionally, when you gain a level in this class, you can
choose one of the magic maneuvers you know and replace it
You have honed your senses to notice subtle signs of magic in with another magic maneuver as long as you meet its
the world around you. Beginning at 1st level, you can use an prerequisites.
action to open your senses, as if you had cast detect magic.
Unlike detect magic, your Spellsight only lasts for 1 minute.

4
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. Art by yuchenghong
Art by Al Jerek Torrijas

Some of your magic maneuvers require your target to make a


saving throw to resist the magic maneuver's effects. The
saving throw DC is calculated as follows: Maneuver Adaptability
Magic Maneuver save DC = 8 + your proficiency bonus + At 15th Level you learn how to better use the flow of magic
your Intelligence modifier within yourself. You can spend an use of any of your unused
Magic Maneuvers to regain one of your other expended ones,
Extra Attack no actions required.
Starting at 5th level, you can attack twice, instead of once, Dispelling Strike
whenever you take the Attack action on your turn. Moreover,
you can cast one of your cantrips in place of one of those Starting at 18th level, when you hit a creature or object that is
attacks. under the effects of a spell or attack a spell directly (such as
an unseen servant or tiny hut), you can attempt to dispel the
Spell Deflect spell as if you cast dispel magic at a level equal to your
highest level magus spell slot.
At 11th level, whenever a creature you can see within 120 You can use this feature a number of times equal to your
feet of you casts a damaging spell against you, you can use Intelligence modifier (minimum of once), and you regain all
your reaction to make a spell attack roll against the caster's expended uses when you finish a long rest. If you have no
spell save DC. On a success, the spell against you fails and uses remaining you can expend a spell slot to use it again.
has no effect. Any effects on other targets of the spell are
resolved normally. Arch Magus
If the spell has more than one attack targeting you, you can
deflect further spell attacks from the same spell on the same At 20th level, you perfect your magus techniques. Whenever
turn as part of the same reaction without spending further you use your Spellstrike, as part of the same bonus action
uses of this feature, but you must make a separate spell you can attack twice, instead of once. Moreover, you can cast
attack for each attack deflected this way. one of your cantrips in place of one of those attacks.
You can use this feature a number of times equal to your
proficiency bonus, and regain all expended uses when you
finish a long rest.

Homebrew Class | Magus


5
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.
Art by Ming Xiao
iohC tnavA yb dnuorgkcaB

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.

Homebrew Class | Magus


6
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.
Blade Saint You may use this feature a number of times equal to 1 + your
Intelligence modifier bonus. You regain all expended uses
A blade saint spends their life focusing their training and after you finish a long rest.
meditation into a rapturous perfection of the use of a single
weapon, which is usually but not always a sword, channeling Arcane Grace
his arcane might through it in dizzying and deadly dance At 10th level, while under the effects of your Elemental
beyond the abilities of even the greatest of mundane warriors. Weapon feature, as a bonus action on each of your turns you
can take the Dodge action. After you are targeted by an attack
Magus Tradition Spells or damaging effect that requires a Dexterity saving throw,
Your magus tradition grants you spells at the magus levels your Dodge ends.
listed. At each indicated magus level, add the listed spells to If the attack misses or you pass the Dexterity saving throw,
your spells prepared. as a reaction you can move up to half your speed with
opportunity attacks provoked by this movement made at
Blade Saint Spells disadvantage.
Magus Level Spells
Arcane Waltz
3rd Zephyr Strike XGE At 14th level, while under the effects of your Elemental
5th Kinetic Jaunt SCC Weapon feature you gain the following benefits:
9th Thunder Step XGE When you are subjected to an effect that allows you to
13th Freedom of Movement
make a Dexterity saving throw to take only half damage,
you take no damage on a success, and half if you fail.
17th Steel Wind Strike XGE When you successfully deflect a spell using your Spell
Deflect magus feature, you can reflect the spell back on
Chosen Weapon the caster. When you do, you can immediately cast the
At 1st level a ritual that creates a magical bond between spell at its lowest level as part of the same reaction,
yourself and one melee which you are proficient with. You without expending a spell slot, but you must target the
perform the ritual over the course of 1 hour, which can be original caster.
done during a short rest. The weapon must be within your
reach throughout the ritual, at the conclusion of which you
touch the weapon and forge the bond to make it your Chosen
Weapon.
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 only use your Elemental Weapon feature when
wielding your Chosen Weapon in one hand and nothing else.
While under the effects of Elemental Weapon you gain the
following benefits:
Your walking speed increases by 10 feet.
Your weapon becomes magical for the purpose of
overcoming resistance and immunity.
You gain a +1 bonus to your attack rolls and a +2 to your
Armor Class so long as you are not wearing heavy armor.
Canny Defense
Beginning at 1st level, while you are wielding your bonded
weapon, wearing no armor and not wielding a shield, your AC
equals 13 + your Dexterity modifier.
Warp Strike
At 6th level your Chosen Weapon gains the thrown property
(30/120) and cannot be destroyed. While your chosen
weapon is within 30 feet of you, as a bonus action you may
spend one use of this feature to teleport to it, making it
immediately return to your hand afterwards. If you end this
movement within 5 feet of a creature you may cast a cantrip
against it as part of the same action.

Homebrew Class | Magus


7
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. Art by Ina Wong
Art by Diniece Henderson
trAnildErelyT yb dnuorgkcaB

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
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.
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

Numerous octarine tentacles spring from your hand towards


a target within 15 feet. Upon impact, they attempt to close the
distance between you and your target.
Make a melee spell attack against the target. If the attack
hits and the target is a Large or smaller creature, you pull the
creature 10 feet closer to you. If the attack hits and the target
creature is Huge or larger, you can pull yourself 10 feet closer
to it. After you either pull or are pulled towards the target
creature, you can cast a cantrip against it.
At 7th level, the range of the attack, the distance you can
pull other creatures (or yourself) all increases by 5 feet. At
12th level they increase by an additional 5 feet.
Illusory Feint
Prerequisite: 3rd level Blade Saint

As a bonus action, you may choose a creature within 10 feet


as your target. You have advantage on your next attack roll
against that creature this turn. If that attack hits, you may add
your Intelligence modifier to its damage.
At 7th level, if that attack hits you can make an additional
melee weapon attack against it. At 12th level, you may cast a
cantrip instead of making a making an additional melee
weapon attack against it.
Jaunt
Prerequisite: 3rd level Armored Battlemage

As part of the action to use this magic maneuver, you can


move up to 30 feet in a straight line with opportunity attacks
provoked by this movement made at disadvantage. After
Magic Maneuvers moving, you can make a melee spell attack at a target
Dark Pounce
creature within 5 feet. On a hit, the creature takes lightning
damage equal to 2d8 and if it's a Large or smaller creature
Prerequisite: 3rd level
you can push it away up to 15 feet.
As a part of the same action used to perform this Magic At 7th level, the damage increases by 1d8. At 12th level, it
Maneuver, you can move 10 feet and immediately teleport to increases by an additional 1d8.
a location that you can see in a straight line. You can cover a
number of feet up to your Intelligence score with this Lashing Bind
teleport. If this teleport would take you into another 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

Prerequisite: 3rd level


Make a ranged weapon attack against a target creature
Cast a cantrip that requires an attack against a target within range. On a successful hit, the target suffers the
creature within range. On a successful hit, the target suffers attack's normal effects, the next attack roll against this target
the cantrip's normal effects. Regardless if you hit or miss, has advantage and its speed is halved until the end of your
your image becomes blurred until the end of your next turn. next turn.
For the duration, creatures that rely on sight have At 7th level, if the next attack roll hits the target it also
disadvantage when attacking you. deals an extra 2d8 necrotic damage. At 12th level, the extra
damage increases by 2d8.
Homebrew Class | Magus
9
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.
At 12th level, you can then cast a cantrip against the target
Arcane Barrier after resolving all effects.
Prerequisite: 7th level Armored Battlemage

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

Prerequisite: 7th level


Choose a target creature within reach of your ranged
Make a melee weapon attack against a target creature. On a weapon. You can choose up to 4 other targets, as long as each
hit, your attack produces a blast of magic force. The first target is within 30 feet of the previous one. Make a ranged
creature in a 60 feet long and 5 feet wide line behind the weapon attack against each of those targets. Any of these
target hit must succeed on a Dexterity saving throw or take attacks can be used with your Elemental Ammo feature.
3d8 force damage.
At 12th level you can target the first two creatures behind Ghostly Dirk
the target, instead of one. Prerequisite: 12th level Blade Saint

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

As a reaction, you can project a magical force around your


hand that lasts until the end of your next turn. For the
duration of the magic maneuver, ranged attacks against you
are made at disadvantage. If any ranged attack misses you
before the end of the next turn, this effect ends and you can
deal the damage of the attack to a creature within 10 feet of
you.
At 12th level the effect ends only after two missed ranged
attacks instead of one.
Psi Blade
Prerequisite: 7th level Blade Saint

You coalesce an aquamarine blade of distilled pain, having


the unique property of phasing through armor and carapace.
Make two melee spell attacks using your weapon's reach,
and treat your target's AC as 10 + their Dexterity modifier. On
a hit you deal 2d12 psychic damage.
At 12th level, the damage increases by 1d12.
Windward Blade
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.

Homebrew Class | Magus


10
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. Art by Bogna Gawrońska
Art by Anna Podedworna

Grasp of the Wind


Prerequisite: 12th level Armored Battlemage
You call upon the wind to aid you. Each creature you choose
within 20 feet must make a Strength saving throw. On a
failed save, they are pulled up to 15 feet closer to you in a
straight line and take 3d8 magic bludgeoning damage.
Lance of Light
Prerequisite: 12th level

Light condenses on your hand, elongating into a lance of


dazzling brightness, and then you throw it. Make a melee
spell attack against a creature you can see within 30 feet. On
a hit the creature takes 4d6 radiant damage, and must
succeed on a Constitution saving throw or become blinded
and emanate bright light in a 30 feet radius until the end of
its next turn.
Projected Attack
Prerequisite: 12th level

Make a melee weapon attack against a creature within reach.


On a successfull hit, the target suffers the attack's normal
effects and each creature other than you within 15 feet of it
must make a Dexterity saving throw or take that attack's
damage, be pushed 10 feet away and be knocked prone.

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

Homebrew Class | Magus


11
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.

Special Additional Thanks


metaBot: Your homebrew inspired

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.

None of this would have been possible without


your help.

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.
 
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like