Sie sind auf Seite 1von 11

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 he grows in power, the magus unlocks powerful forms of
arcana that allow him to merge his talents further, and at the
pinnacle of his 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
Weapons: Simple weapons, longswords, rapiers,
shortswords.
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 longsword, (b) rapier or (c) a simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
Studded leather armor
a scholar’s pack

Homebrew Class | Magus


1
The Magus
Proficiency Arcane Cantrips Spell Spell Slot Magus
Level Bonus Features Pool Known Knowns Slots Level Arcana
1st +2 Blade Magick, Martial Tradition, Spellstrike — 2 2 1 1st —
2nd +2 Fighting Style, Spellcasting 2 2 3 2 1st 2
3rd +2 Arcane Pool, Magus Arcana 3 2 4 2 2nd 2
4th +2 Ability Score Improvement 4 3 5 2 2nd 2
5th +3 Elemental Weapon 5 3 6 2 3rd 3
6th +3 Extra Attack, Martial Tradition feature 6 3 7 2 3rd 3
7th +3 Spell Combat 7 3 8 2 4th 4
8th +3 Ability Score Improvement 8 3 9 2 4th 4
9th +4 — 9 3 10 2 5th 5
10th +4 Spell Recall, Spell Access, Elemental 10 4 10 2 5th 5
Weapon Improvement
11th +4 Martial Tradition feature 11 4 11 3 5th 5
12th +4 Ability Score Improvement 12 4 11 3 5th 6
13th +5 — 13 4 12 3 5th 6
14th +5 Spell Access 14 4 12 3 5th 6
15th +5 Elemental Weapon Improvement 15 4 13 3 5th 7
16th +5 Ability Score Improvement, Martial 16 4 13 3 5th 7
Tradition feature
17th +6 Counterstrike 17 4 14 4 5th 7
18th +6 Spell Access 18 4 14 4 5th 8
19th +6 Ability Score Improvement 19 4 15 4 5th 8
20th +6 Master Magus 20 4 15 4 5th 8

Blade Magick Spells Known Of 1st level and higher


Your ability to draw out and amplify your essence has given At 1st level, you know two 1st-level spells of your choice from
you the faculty for casting spells. See Spells Rules for the the magus spell list.
general rules of spellcasting and the end of the class listing The Spells Known column of the Magus table shows when
for the magus spell list. you learn more magus spells of your choice of 1st level and
higher. A spell you choose must be of a level no higher than
Cantrips
what's shown in the table's Slot Level column for your level.
At 1st level, you know two cantrips of your choice from the When you reach 6th level, for example, you learn a new
magus spell list. You learn additional magus cantrips of your magus spell, which can be 1st, 2nd, or 3rd level.
choice at higher levels as shown in the Cantrips Known Additionally, when you gain a level in this class, you can
column of the Magus table. choose one of the magus spells you know and replace it with
another spell from the magus spell list, which also must be of
Spell Slots
a level for which you have spell slots.
The Magus table shows how many spell slots you have to cast
your magus spells of 1st through 5th level. The table also
shows what the level of those slots is; all of your spell slots
are the same level. To cast one of your magus spells of 1st
level or higher, you must expend a spell slot. You regain all
expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 3rd-level
spell slots. To cast the 1st-level spell burning hands, you must
spend one of those slots, and you cast it as a 3rd-level spell.

Homebrew Class | Magus


2
Spellcasting Ability Elemental Weapon
Intelligence is your spellcasting ability for your magus spells, Beggining at 5th level, you learn the ability to infuse your
since you learn your spells through dedicated study and weapon with primal elemental power. Using a bonus action
memorization. You use your Intelligence whenever a spell you may spend Arcana Points to cast the Elemental Weapon
refers to your spellcasting ability. In addition, you use your spell without spending spell slots, according to the following
Intelligence modifier when setting the saving throw DC for a table:
magus spell you cast and when making an attack roll with
one. Level Elemental Weapon Level Arcane Pool Point Cost
Spell save DC = 8 + your proficiency bonus + your 5th 3rd 1
Intelligence modifier 10th 5th 3
Spell attack modifier = your proficiency bonus + your
Intelligence modifier 15th 7th 6
Spellstrike The duration for the spell changes to 1 minute, no
Once per round, whenever you cast a magus spell or cantrip concentration. The spell ends if the Weapon leaves your hand
that requires a magic melee attack roll (eg. Shocking Grasp, for at least 6 seconds.
Vampiric Touch), you can deliver the spell through a melee
weapon instead. To do so, you take the Attack action with a Extra Attack
melee weapon and simultaneously cast any elligible magus Beginning at 6th level, you can attack twice, instead of once,
spell you have prepared or magus cantrip you know as a whenever you take the Attack action on your turn.
bonus action. If you hit, the melee weapon attack deals its You can choose only one of those attacks to be either a
normal damage as well as the effects of the spell. If you roll a Spellstrike or a Spell Combat.
critical hit, roll all of the spell's damage dice twice and add
them together.
This feature cannot be used with spells that already Spell Combat
requires a weapon melee attack roll (eg. Green-Flame Blade). At 7th level, you learn how to cast spells and wield your
weapon at the same time. To use this ability, you must have
Magus Weapon Focus one free hand and be wielding a one-handed melee weapon
If you're proficient with a melee simple or martial weapon, that you're proficient with. Once per round, when you take the
you can use it as a spellcasting focus for your magus spells. Attack action, you can cast any non-cantrip magus spell you
have prepared as a bonus action, either before or after the
Martial Tradition Attack. If the spell is a ranged attack that would suffer
Disadvantage on the attack, you can make a Concentration
At 1st level, you choose a tradition that shapes the way you check as part of the bonus action to make the ranged attack
combine spells and weapons in combat, each detailed at the normally.
end of the class description. The tradition you choose grants
you features at certain levels. Spell Recall
Arcane Pool At 10th level, you learn to transform the occult power of your
arcane pool into fuel for your spellcasting. You can transform
You have 2 points in your arcane pool at 2nd level, and you 5 arcane pool points into one spell slot as a bonus action on
gain more as you reach higher levels, as shown in the Magus your turn. You can create spell slots no higher in level than
table. You can never have more points in your arcane pool 5th using spell recall and these spell slots only last until you
than shown on the table for your level. You regain all arcane complete a long rest. You can only create spell slots of a level
pool points when you complete a long rest. equal to that you can cast.
Magus Arcana
As your eldritch combat skills improve, you master mystic
techniques known as arcana that provide new ways for you to
combine the powers of the martial and the arcane.
At 2nd level, you gain two magus arcana of your choice.
Your magus arcana options are detailed at the end of the
class description. When you gain certain magus levels, you
gain additional magus arcana of your choice, as shown in the
Magus Arcana column of the Magus table.
Additionally, when you gain a level in this class, you can
choose one of the magus arcana that you know and replace it
with another magus arcana that you could learn at that level.

Homebrew Class | Magus


3
Spell Access
By 10th level, you have expanded your magical knowledge
with the secrets of other traditions. Choose two spells of 3rd
level or lower from the wizard spell list, and add them to your
spellbook. You can't learn spells with the ritual tag using this
feature.
The chosen spells count as magus spells for you and can
be used with any of your other magus abilities.
You learn two additional spells of 4th level or lower from
the wizard spell list at 14th level and two additional spells of
5th level or lower at 18th level.
Counterstrike
At 17th level as a bonus action you can place a Magic Mark
on a creature you can see within 60 feet of you for 10
minutes. You can mark creatures this way an unlimited
number of times per day, but can only have up to 5 marked
creatures simultaneously. You can also end a mark on any
number of creatures as a free action.
Whenever a marked creature you can see within 60 feet of
you begins casting any spell, as a reaction you can deal 6d8
magic force damage to it. The affected target also has
disadvantage on concentration checks made until the end of
its next turn.
You can use this feature twice, and regain all expended
uses when you finish a short or long rest.
True Magus
At 20th level, you perfect your magus techniques, gaining the
ability to use spell combat and/or spellstrike on both of your
attacks, each round without spending a bonus action on both
features. You can choose to use spell combat or spellstrike
twice, or use each ability once.

Homebrew Class | Magus


4
Martial Traditions
Eldritch Scion
Unlike typical magi, eldritch scions do not study tomes of
magic or spend time learning to combine martial and magical
skills. Rather, they find that their spells and abilities come to
them instinctively.
Saving Throws
Instead of gaining saving throw proficiency in Constution and
Intelligence, you gain the follow saving throw proficiencies:
Saving Throws: Constitution, Charisma

Spellcasting Ability
Instead of Intelligence, Charisma is your spellcasting ability
for your magus spells, since the power of your magic relies on
your ability to project your wil l into the world. You use your
Charisma whenever a spell refers to your spellcasting ability.
In addition, you use your Charisma modifier when setting the
saving throw DC for a magus spell you cast and when making
an attack roll with one.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of
your innate magical power. Anytime your sorcery origin
requires you to spend sorcery points, you can spend points
from your arcana pool instead.
Your choice grants you features when you choose it at 1st
level and again at 6th, 14th, and 18th level
Spell List
You use the Sorcerer spell list, instead of the Magus spell list,
when determining which spells you can learn and prepare
each day. You do not need a spellbook.
Spell Access
Unlike other Magi, you do not have the Spell Access feature.
This means that you do not choose additional spells at level
10, 14 and 18.

Homebrew Class | Magus


5
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. These armored battlemages learn
to move and cast spells in even the most restrictive armors.
Arcane Knight
You gain proficiency with all melee martial weapons, all
armor and shields.
Fighting Style
Beggining at 2nd level, you adopt a particular style of fighting
as your specialty. Choose one of the following options. You
can't take a Fighting Style option more than once, even if you
later get to choose again.
Defense. While you are wearing armor, you gain a +1
bonus to AC.
Protection. When a creature you can see attacks a target
other than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. You must
be wielding a shield.
War Caster
At 6th level you have advantage on Constitution saving
throws that you make to maintain your concentration on a
spell when you take damage.
Additionaly, you can perform the somatic components of
spells and use Spell Combat even when you have weapons or
a shield in one or both hands.
Arcane Resistance
At 11th level, when using your Elemental Weapon feature,
you can choose one of the following damage types:
bludgeoning, piercing or slashing. For the duration of the
feature, you have resistance to that type of damage.
At 16th level, you may choose two of those damage types
instead of one.
Elemental Resistance
At 16th level, when using your Elemental Weapon feature,
you gain resistance to the same elemental damage type you
chose.

Homebrew Class | Magus


6
Sword Saint
A sword saint spends his life focusing his training and
meditation into a rapturous perfection of the use of a single
weapon, which is usually but not always a sword, channeling
his arcane might through it in dizzying and deadly dance
beyond the abilities of even the greatest of mundane warriors.
Chosen Weapon
At 1st level you choose one kind of melee weapon
(Shortswords, Longswords, Handaxes, etc). You become
proficient with that kind of weapon.
You can bond with only one weapon of the chosen kind by
performing a special ritual while you hold the weapons. You
perform the ritual over the course of 1 hour, which can be
done during a short rest. 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.
Canny Defense
Beginning at 1st level, while you are wielding your bonded
weapon, wearing no armor and not wielding a shield, your AC
equals 10 + your Dexterity modifier + your Intelligence
modifier.
Fighting Style
At 2nd level you adopt a particular style of fighting as your
specialty. You gain the Dueling Fighting Style. You can't take
a Fighting Style option more than once, even if you later get
to choose again.
Dueling. When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to damage
rolls with that weapon.
Arcane Critical
Beggining at 6th level, when attacking with your bonded
weapon, your weapon attacks score a critical hit on a roll of
19 or 20.
Improved Critical
At 11th level, when you score a critical hit with your chosen
weapon, you can spend 2 points from your arcane pool to roll
one of the weapon's damage dice one additional time and add
it to the extra damage of the critical hit.
Warp Strike
At 16th level your Chosen Weapon gains the thrown property
(30/120). If you make a ranged attack within normal reach of
your Chosen Weapon, as a bonus action you can spend one
use of this feature to make a Spellstrike as part of the ranged
attack and teleport to an unoccupied space that you can see
within 5 feet of the target.
Additionaly, as a bonus action you may spend one use of
this feature to throw your Chosen Weapon up to 30 feet to an
unoccupied space you can see and immediately teleport to it,
making it immediately return to your hand afterwards.
You may use this feature a number of times equal to your
proficiency bonus. You regain all expended uses after you
finish a long rest.

Homebrew Class | Magus


7
Eldritch Archer
The Eldritch Archer rains magical attacks down on her foes.
Ranged Caster
You gain proficiency with all ranged martial weapons.
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.
Your spells elligible for Spellstrike are spells that requires a
ranged attack roll against a single target.
You can use Spell Combat with no free hands if you are
wielding a two-handed ranged weapon.
Fighting Style
Beggining at 2nd level, you adopt a particular style of fighting
as your specialty. You gain the Archery Fighting Style. You
can't take a Fighting Style option more than once, even if you
later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with
ranged weapons.
Magic Arrow
At 6th level, you gain the ability to infuse arrows with magic.
Whenever you fire a nonmagical arrow from a shortbow or
longbow, you can make it magical for the purpose of
overcoming resistance and immunity to nonmagical attacks
and damage. The magic fades from the arrow immediately
after it hits or misses its target.
Multiattack
At 11th level you gain the following feature:
Volley. You can use your action to make a ranged attack
against any number of creatures within 10 feet of a point you
can see within your weapon's range. You must have
ammunition for each target, as normal, and you make a
separate attack roll for each target.
Improved Ranged Spellstrike
At 16th level, you can use a ranged spellstrike to deliver a
line- or sphere-shaped spell. Make the spell attack using your
weapon or spell attack modifier, whichever is greater. If you
hit, the spell deals its normal damage as well as the weapon
damage together.
At 17th level, unlike other Magi you do not gain the
Counterstrike feature.

Homebrew Class | Magus


8
Magus Arcana Empowered Magic
If a magus arcana has prerequisites, you must meet them to When you roll damage for a spell, you can expend 1 point
learn it. You can learn the magus arcana at the same time from your arcane pool to reroll a number of damage dice up
that you meet its prerequisites. to your Intelligence modifier (minimum of one). You must use
the new rolls.
Arcane Accuracy Familiar
You can expend 1 point from your arcane pool to gain You learn the Find Familiar spell and can cast it as a ritual.
advantage on your next attack roll. The effect only lasts for up
to 6 seconds, and fades if you do not make an attack until Magic Aspect
then. Prerequisite: 9th level
When you choose this arcana, you gain one of the following
Arcane Armor benefits. You may choose this magus arcana only once.
You can cast mage armor on yourself at will, without Aspect of Agility. Your speed increases by 10 feet.
expending a spell slot or material components. Aspect of Swimming. You can breathe underwater, and
you gain a swimming speed equal to your walking speed. You
Arcane Grace can also cast water breathing once without expending a spell
You gain proficiency in the Performance skill, and you have slot. You regain the ability to do so when you finish a long
advantage on Persuasion checks. rest.
Aspect of Wings. You may cast Fly as a 3rd level spell
Arcane Strike without spending spell slots or material components, with no
Once per round when you hit a creature with a melee weapon concentration. Once you use this ability, you can't use it again
attack, choose one of the following damage types: acid, cold, until you finish a long rest.
fire, lightning, or thunder. You can expend 2 points from your
arcane pool to deal 2d8 damage of the chosen type to the Hasted Assault
target, in addition to the weapon's damage. Prerequisite: 6th level
As a bonus action, you can expend 3 points from your arcane
Close Range pool to gain the effect of the Haste spell until the end of your
You can deliver ranged spells attacks (eg. fire bolt, ray of frost, next turn.
ray of enfeeblement, and scorching ray) as magic melee spell
attacks (making them eligible for your spellstrike magus Magic Senses
ability). If the spell targets more than one creature, you make You can cast Detect Magic at will, without expending a spell
only one melee spell attack to deliver one of the attacks; slot or material components.
additional attacks may target other creatures normally, but
those attacks are made at disadvantage. Maneuver Mastery
You learn two maneuvers of your choice from among those
Concentrate available to the Battle Master archetype in the fighter class
You may reroll a Constitution check made to maintain (eg. Player’s Handbook or Tasha's Cauldron). If a maneuver
Concentration on a spell that you just failed. You must keep you use requires your target to make a saving throw to resist
the result of your second roll. Once you use this ability, you the maneuver’s effects, the saving throws DC equals 8 + your
cannot use it again until you complete a short rest or a long proficiency bonus + your Strength or Dexterity modifiers
rest. (your choice).
To use one of your maneavers, you expend 1 point from
Critical Strike your arcane pool to gain 1 superiority dice, which is used to
Prerequisite: 12th level fuel that maneuver. This superiority dice is a d8. You may use
When you score a critical strike with a melee weapon attack, superiority dice you gained from other classes to fuel these
you may cast a spell or cantrip with a range of 5 feet as part maneuvers, but you may not use the superiority dice
of that attack as a free action. Once you use this ability, you generated from your arcane pool to fuel any other maneuvers.
cannot use it again until you complete a short or long rest.
Mystic Arcanum
Dispelling Strike Prerequisite: 12th level
Prerequisite: 9th level Choose one 6th-level spell from the magus spell list as this
When you hit a target with a melee weapon attack, you can arcanum.
spend 3 points from your arcane pool as a bonus action to You can cast your arcanum spell once without expending a
imbue a melee weapon with disruptive arcane energies. The spell slot. You must finish a long rest before you do so again.
target is affected as if subjected to a Dispel Magic spell of If you are 14th level, you may select a 7th-level spell instead,
level equal to your proficiency bonus + 1. if you are 16th level, you may select an 8th level spell, and if
you are 18th level, you may select a 9th level spell.
Eldritch Tongue You may select this Arcanum more than once, selecting a
You can cast Comprehend Languages at will, without new arcanum spell each time.
expending a spell slot or material components.

Homebrew Class | Magus


9
Quickened Magic
When you cast a spell that has a casting time of 1 action, you
can expend 2 points from your arcane pool to change the
casting time to 1 bonus action for this casting.
Ritual Casting
You can cast any magus spell you know as a ritual if that spell
has the ritual tag.
Reflection
Prerequisite: 15th level
As a reaction, you may expend 10 points from your arcane
pool to interrupt a creature in the process of casting a spell of
7th level or lower within 60 feet of you, as if you cast the
counterspell spell. If the interrupted spell would have targeted
someone other than the caster, you can choose to have it
reflected back on the interrupted caster, as if she was the
intended target.
Subtle Magic
When you cast a spell, you can expend 1 point from your
arcane pool to cast it without any somatic or verbal
components.
Spell Shield
As a reaction, you can expend 1 point from your arcane pool
to impose disadvantage on an attack roll that targets you. You
can use this ability up to three times and must finish a short
or long rest before using it again.
Wand Mastery
Whenever you use an enchanted wand to cast a spell, you
calculate the DC for any saving throws against those spells as
8 + your proficiency bonus + your Intelligence bonus.
Wand Wielder
You can activate a wand or staff in place of casting a spell
when using your spell combat and spellstrike magus abilities.

Homebrew Class | Magus


10
Magus Spells
Cantrips (0 Level) Mage Armor Feign Death Rary's Telepathic Bond
Acid Splash Magic Missile Flame Arrows Telekinesis
Blade Ward Ray of Sickness Fireball Wall of Force
Booming Blade Shield Gaseous Form Wall of Stone
Chill Touch Silent Image Lightning Bolt
Dancing Lights Tenser’s Floating Disk Major Image 6th LEVEL
Fire Bolt Thunderwave Melf’s Minute Meteors Arcane Gate
Frostbite Unseen Servant Phantom Steed Chain Lightning
Green-Flame Blade Witchbolt Sleet Storm Disintegrate
Light Slow Flesh to Stone
Lightning Lure 2nd Level Stinking Cloud Investiture of Flame
Mage Hand Aganazzar’s Scorcher Tidal Wave Investiture of Ice
Minor Illusion Cloud of Daggers Vampiric Touch Investiture of Stone
Poison Spray Darkness Water Walk Investiture of Wind
Prestidigitation Enhance Ability Wind Wall Otiluke’s Freezing Sphere
Ray of Frost Enlarge/Reduce Sunbeam
Shocking Grasp Flaming Sphere 4th LEVEL True Seeing
Sword Burst Gust of Wind Arcane Eye Wall of Ice
Thunderclap Invisibility Dimension Door
True Strike Levitate Elemental Bane 7th LEVEL
Magic Mouth Evard’s Black Tentacles Delayed Blast Fireball
1nd Level Magic Weapon Fire Shield Firestorm
Alarm Mirror Image Greater Invisibility Prismatic Spray
Burning Hands Melf’s Acid Arrow Ice Storm Whirlwind
Chromatic Orb Misty Step Phantasmal Killer
Color Spray Ray of Enfeeblement Polymorph 8th LEVEL
Detect Magic Scorching Ray Stoneskin Earthquake
Earth Tremor Skywrite Storm Sphere Incendiary Cloud
Expeditious Retreat Shatter Vitriolic Sphere Sunburst
Feather Fall Snilloc’s Snowball Swarm Wall of Fire
Fog Cloud Spider Climb 9th LEVEL
Grease Web 5th LEVEL Meteor Swarm
Ice Knife Bigby’s Hand Prismatic Wall
Identify 3rd Level Cloudkill Shapechange
Jump Blink Cone of Cold
Longstrider Counterspell Immolation
Dispel Magic Mislead

Homebrew Class | Magus


11

Das könnte Ihnen auch gefallen