Magus: An Arcane Halfcaster

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Magus

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

Homebrew D&D made easy


PRERAMBLE......

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.

Learning Spells of 1st Level and Higher


Each time you gain a Magus level, you can add one Wizard
Spel of your choice to your Spellbook for free. Each of these
Spells must be of a level for which you have Spell Slots, as
Magus Stance
shown on the Magus table. On your Adventures, you might As you begin to learn to how to weave casting and fighting
find other Spells that you can add to your Spellbook (see together you learn there are many different fighting styles a
“Your Spellbook”). Magus can adopt. Choose ONE from the list below, you may
change this mangus stance you’ve chosen given a week of
Your Spellbook
downtime spent training.
The Spells that you add to your Spellbook as you gain levels Swordmage: Your melee attacks do an additional 1d4 force
reflect the arcane Research you conduct on your own, as well damage per hit when usingh two hands
as intellectual breakthroughs you have had about the Nature of Arcane Archer: Your ranged weapon attacks deal 1d4 of
the multiverse. You might find other Spells during your
either fire, cold, acid, or lightning which you can choose on
each shot
Adventures. You could discover a spell recorded on a scroll in
Magus: When you only have one hand on your weapon and
an evil wizard’s chest, for example, or in a dusty tome in an nothing in your free hand you may soend a reaction to add
ancient Library. 2 to AC or a saving throw
Copying a Spell into the Book: When you find a Wizard spell Bare Knuckle: Your unarmed strikes do an additional 1d4
of 1st Level or higher, you can add it to your Spellbook if it is force damage. When you cast a spell or cantrip with the
of a Spell Level you can prepare and if you can spare the time range of touch you may do so with an unarmed strik and
to decipher and copy it.
deal an aditial 1d4 force damage
Copying that spell into your Spellbook involves reproducing The d4 in this ability scales as you improve in this class at
the basic form of the spell, then deciphering the unique 11th level they become a a d8, the magus stance increses
system of notation used by the Wizard who wrote it. You must
aswell from 2 at level 1, to 3 at level 11.
practice the spell until you understand the sounds or gestures
required, then transcribe it into your Spellbook using your own Weapon Bond
notation. At 1st level, you learn a ritual that creates a magical bond
For each level of the spell, the process takes 4 hours and between yourself and one weapon. You perform the ritual
costs 100 gp. The cost represents material Components you over the course of 1 hour, which can be done during a short
expend as you experiment with the spell to Master it, as well rest. The weapon must be within your reach throughout the
as the fine inks you need to record it. Once you have spent ritual, at the conclusion of which you touch the weapon and
this time and money, you can prepare the spell just like your
forge the bond.
Once you have bonded a weapon to yourself, you can use
other Spells.
this weapon as an arcane focus. If it is on the same plane of
Replacing the Book: You can copy a spell from your own existence, you can summon that weapon as a bonus action on
Spellbook into another book—for example, if you want to your turn, causing it to teleport instantly to your hand.
make a backup copy of your Spellbook. This is just like You can have up to two bonded weapons, but can summon
copying a new spell into your Spellbook, but faster and easier, only one at a time with your bonus action. If you attempt to
since you understand your own notation and already know bond with a third weapon, you must break the bond with one
how to cast the spell. You need spend only 2 hour and 20 gp of the other two.s
for each level of the copied spell.
If you lose your Spellbook, you can use the same procedure Mana Pool
to transcribe the Spells that you have prepared into a new
You can use your mana points to gain additional spell slots, or
Spellbook. Filling out the remainder of your Spellbook requires sacrifice spell slots to gain additional mana points. You also
you to find new Spells to do so, as normal. For this reason, ise mana points to perform your magic tricks. You can only
many wizards keep backup spellbooks in a safe place. spend mana up to your max spell level worth in one turn
Mana Spellslot Conversion Table
Spell Level Mana True Magus
1st 2 You gain proficency with heavy armour as well as profecency
2nd 3
in constitution saves
You can spend an action to get the 50thp, advantage to
3rd 5 attacks and 2d12 extra force damage on a hit for 10 min
4th 6 concentration for 9 mana. You cant cast spells well this
feature is active but you can spend mana on magic tricks that
5th 7 dont include casting spells After using this feature make a
con save agains dc 16 or be exausted 1 level
Magic Tricks
You Gain 2 magic tricks at 2nd level and another one at 10th
and 17th. You may change out one trick for another given a
week of downtime. Select from the list of Tricks at the end of
this class.

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.

Ability Score Improvment


When you reach 4th Level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two Ability Scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.

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

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