Magus: An Arcane Halfcaster
Magus: An Arcane Halfcaster
Magus: An Arcane Halfcaster
An Arcane Halfcaster
1
The Magus
W
ant to be a fighter and a wizzard? Why not be
a magus!? Here is one I made, I think its fair
and balancxed
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 + your Constitution
modifier per Magus level after 1st
Proficiencies
Armor: Light, Medium, Shields
Weapons: All
Tools: None
Saving Throws: Intelligence, Strength
Skills: Choose two from athletics, arcana, acrobatics, history,
Intimidation, survival, medacine, performance
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) five javelins or (b) any simple melee weapon
1 button
PART 1 | FANCINESS
The Magus
Level Proficiency Bonus Features Mana Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Magus Stance, Weapon Bond 0 1 — — — — —
2nd +2 Mana Pool, Magic Tricks 2 1 2 — — — —
3rd +2 Magus Style 3 1 3 — — — —
4th +2 Ability Score Improvement 4 1 3 — — — —
5th +3 Extra Attack 5 2 4 2 — — —
6th +3 Etheral Step 6 2 4 2 — — —
7th +3 Style Feature 7 2 4 3 — — —
8th +3 Ability Score Improvement 8 2 4 3 — — —
9th +4 — 9 3 4 3 2 — —
10th +4 Magical Sectets, Magic Trick 10 3 4 3 2 — —
11th +4 Style Feature, Stance improvement 11 3 4 3 3 — —
12th +4 Ability Score Improvement 12 3 4 3 3 — —
13th +5 — 13 4 4 3 3 1 —
14th +5 Magus Strike 14 4 4 3 3 1 —
15th +5 Style Feature 15 4 4 3 3 2 —
16th +5 Ability Score Improvement 16 4 4 3 3 2 —
17th +6 Magic trick 17 5 4 3 3 3 1
18th +6 Magical Secrets, Etheral Step Improvement 18 5 4 3 3 3 1
19th +6 Ability Score Improvement 19 5 4 3 3 3 2
20th +6 True Magus 20 5 4 3 3 3 2
The MAgus table shows how many Spell Slots you have to Sp
cast your Spells of 1st Level and higher. To cast one of these In
Spellcasting Spells, you must expend a slot of the spell's level or higher.
As a student of Arcane Magic, you have a Spellbook You regain all expended Spell Slots when you finish a Long Sp
containing Spells that show the first glimmerings of your true Rest. In
power. You prepare the list of Wizard Spells that are available for
you to cast. To do so, choose a number of Wizard Spells from
Cantrips your Spellbook equal to your Intelligence modifier + half your
At 1st Level, you know one Cantrip of your choice from the Magus level (minimum of one spell). The Spells must be of a
Wizard spell list. You learn additional Wizard Cantrips of level for which you have Spell Slots.
your choice at higher levels, as shown in the Cantrips Known You can change your list of prepared Spells when you
column of the Magus table. finish a Long Rest. Preparing a new list of Wizard Spells
requires time spent studying your Spellbook and memorizing
Spellbook the incantations and gestures you must make to cast the
At 2nd Level, you have a Spellbook containing 2 1st-level spell: at least 2 minute per Spell Level for each spell on your
Wizard Spells of your choice. Your Spellbook is the list.
repository of the Wizard Spells you know, except your
Cantrips, which are fixed in your mind. Spellcasting Ability
Intelligence is your Spellcasting Ability for your Wizard
Preparing and Casting Spells Spells, since you learn your Spells through dedicated study
and memorization. You use your Intelligence whenever a
spell refers to your Spellcasting Ability. In 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.
Ritual Casting The Book’s Appearance: Your Spellbook is a unique
You can cast a Wizard spell as a ritual if that spell has the compilation of Spells, with its own decorative flourishes and
ritual tag and you have the spell in your Spellbook. You don't
need to have the spell prepared. margin notes. It might be a plain, functional leather volume
that you received as a gift from your Master, a finely bound
Spellcasting Focus gilt-edged tome you found in an ancient Library, or even a
You can use an arcane focus as a Spellcasting focus for your loose collection of notes scrounged together after you lost
Wizard Spells. your previous Spellbook in a mishap.
Magus Style
At 3rd level you select what style of magus you want to be,
choose either the Magician, Gish, or Eldritch Knight. You
gain additonal abilities from your magus style at levels 7, 11,
and 15.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once,
whenever you take the Attack action on Your Turn.
Etheral Step
Up to int times a day you can spend all your movment to
move step through the etheral plane. By spending all of your
movment for a turn you may blink to a location within half of
your movement. You may stay in the etheral plane until the
end of the turn in which you used this ability. If you hit a
creature with an attack you can expend a use of this feature
to blink behind them to make your second attack, you can do
so with the +2 flanking bonus
Magical Secrets
You can pick 2 spells from any spell list, they are always
prepared and don’t count against your spells prepared total.
You get 2 more at 18th level They must be of spells you have
spellslots for.
Magus Strike
When you cast a spell on a creature the next attack weapon
attack you make has advantage
The Eldritch Knight
Magus Stylse Arcane Ward
As a Magus, you have style. Pick one. Starting at 3rd level, you can weave magic around yourself
for protection. When you spend any mana, you can
The Magician simultaneously use a strand of the spell's magic to create a
Battle Focus magical ward on yourself that lasts until you finish a long
Begining at 3rd level all your concentration checks are rest. The ward has hit points equal to twice your magus level
made with advantage. + your Intelligence modifier. Whenever you take damage, the
ward takes the damage instead. If this damage reduces the
Magic Adept ward to 0 hit points, you take any remaining damage.
Begining at 7th level you may add your int modifier to any While the ward has 0 hit points, it can't absorb damage, but
damage you deal with a spell or cantrip (including the magic its magic remains. Whenever you spend mana , the ward
tric cantrip smite). regains a number of hit points equal to twice the mana spent.
Once you create the ward, you can't create it again until you
Misdirection finish a long rest.
Begining at 11th level if you hit a creature with an attack it
has disadventage on its next save agains spells from you until Projected Ward
the end of the next turn Starting at 7th level, when a creature that you can see
Improvised Spell within 30 feet of you takes damage, you can use your reaction
Begining at 15th level when you see a spell cast you may to cause your Arcane Ward to absorb that damage. If this
spend a recation to try to syphon its energy from the weve. If damage reduces the ward to 0 hit points, the warded creature
the spell is of a level you can cast you sucsesfully syphon off takes any remaining damage.
enough of its essence to try and recreate it. Improved Abduration
You can retain the magic for up to int mod rounds or else Beginning at 11th level, when you cast an abjuration spell
you loose it, or attempt to cast it, roll a d20 and add your that requires you to make an ability check as a part of casting
spellcasting ability mod (int) against a dc of 10+ spells level. If that spell (as in Counterspell and Dispel Magic), you add your
you pass you can cast the spell as an action, if you fail the proficiency bonus to that ability check.
weave is lost and you cannot cast the spell.
If the spell is of a level you cannot cast you take phycic Spell Resistance
damage equal to the spells level. Starting at 15th level, you have advantage on saving throws
You can do this a number of times equal to your int mod a against spells.Furthermore, you have resistance against the
long rest. damage of spells.
The Gish
Astral Speed
Begining at 3rd level add half your int score (round down
to the nearest multiple of 5) to your movment speed.
Also add your int mod to initative instead of dex.
Gith Contingency
Begining at 7th level you are always under the effects of
nondetection as long as you are not unconcience.
Aswell when you cast a spell with a range of self or are
concentrating on a spell you also gain the benafits of the
jump spell this lasts a min of int mod rounds (when a non
concnentration self spell) but up to as long as you are
cooncentrating on a spell.
Gishty Step Begining at 11th level you may cast misty step
without a spell slot a number of times = int mod
War Magic
Begining at 15th level when you take the attack action you
may cast a spell you may make one weapon attack as a bonus
action