Magus
Hit Points
Hit Dice: d8 per Magus level
Hit Points at first Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 + your constitution modifier per Magus level after 1st
Proficiences
Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Constitution, Intelligence
Skills: Choose 2 from Athletics, Acrobatics, Arcana, History, Investigation, and Insight.
Overview & Creation
There 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.
Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.
Class Features
Arcane Arts
Beginning at 1st level, you have learned how to intertwine your skill with weaponry and magic into one fluid fighting style. You can call upon the different types of arcane energy lingering in the air while in battle to perform small bursts of magic called Arcane Arts to aid yourself during combat. These Arcane Arts are fueled by your Arcane Die.
Arcane Arts: You learn three Arcane Arts of your choice. Many Arcane Arts enhance an attack in some way. You can use only one Arcane Art per attack. You learn an additional Arcane Art of your choice at 5th, 10th, and 15th level. Each time you learn a new Arcane Art, you can also replace one Arcane Art you know with a different one.
Arts Die: You have four Arcane Die which are based upon your current Magus level. You gain one more die at 5th level, 11th level and 17th level. Your Arcane Die is used to represent how strong your mastery over magic has become. This die starts at 1d4 and goes up to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level. You regain expended Arcane Dice when you finish a long rest. Alternatively, during a short rest you may use your hit dice to replenish your arcane dice. When replenished in this way your maximum number of arcane dice may not exceed your normal maximum.
Saving Throws: Some of your Arcane Arts require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Arcane Art save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spellstrike
Beginning at 2nd level, whenever a magus casts a spell of 1st level or higher that requires a melee spell attack or ranged spell attack from the magus spell list, they can deliver the spell through any melee weapon they are wielding. Instead of the melee spell attack normally allowed to deliver the spell, a magus can make one melee weapon attack with his weapon as part of casting this spell. On a successful hit, this melee weapon attack deals its normal damage as well as the effects of the spell.
Arcane Paths
Beginning at 3rd Level, you begin to have a deeper understanding of magic allowing you to further specialize in your fighting style. You may choose from The path of the Sword Saint, the path of the Elemental Savant, or the path of the Armored Battlemage, all detailed at the end of the class description. Your choice gives you features at 3rd, 7th, 11th, 15th, and 20th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Ward
Beginning at 6th level, whenever you cast a spell of 1st level or higher you gain temporary hit points equal to one roll of your Arcane die + the level of the spell cast. While you have these temporary hit points, you have resistance to the type of damage the spell used to activate Arcane Ward dealt and if you take damage from a melee attack, the attacker takes damage of that same type equal to one roll of your Arcanum Die. If the spell has no damage type then you gain no resistance or damage reflection. Temporary hit points gained in this way disappear at the beginning of your next turn.
Greater Spellstrike
Beginning at 9th level, when you use your Spellstrike feature you add damage to your weapon attack equal to your intelligence modifier. Additionally you can use your Spellstrike with all spells that require a spell save DC. The spell is then cast out from your weapon as the point of origin. All creatures, including the primary target of your Spellstrike, then make their saves as normal against the spell. You cannot Spellstrike with spells that require concentration.
Amplifying Arts
Beginning at 11th level, you strengthen the efficacy of your Arcane Artes. When you use your Arcane Artes you use their Stage 2 effect instead of their stage 1 effect.
Counterstrike
Beginning at 13th level, when an enemy casts a spell while within melee weapon range, you may take an Attack of Opportunity on the Spellcaster. An Attack of Opportunity made in this way has a bonus to damage equal to your intelligence modifier. Additionally, when you hit with this Attack of Opportunity the creature must make a Concentration Check with a DC equal to 10 + the damage dealt from your weapon's damage die. On a success the spell goes off as normal, on a failure, the spell sizzles out and the spell slot is wasted.
Arcane Rift
Beginning at 14th level, whenever you cast a spell of 1st level or higher, you may teleport 15 feet in any direction.
Spell Recall
Beginning at 17th Level, you may prepare a spell from each of the following levels: 1st, 2nd, 3rd, 4th, and 5th. The first time you cast each of these spells they do not require the use of your Arcane Pool.
Master of the Arts
Beginning at 18th level, you learn how to incorporate even more Arcane Arts into your fighting style as well as increase their efficacy. You learn two additional Arcane Arts and your Arcane Art Save DC goes up by 1.
Arcane Arts
Arcane Arts
- Arcane Push: As part of a melee weapon attack, you can attempt to push a creature of large size or smaller by imbuing your weapon with a powerful repelling force.
Stage 1: When you do so, on a hit the attack deals the weapons normal damage in addition to damage equal to one roll of your Arcane die. The creature must then make a Constitution saving throw against your Arcane Artes save DC. On a failure, the creature is pushed 10ft. On a success the is not moved. Movement in this way does not provoke an attack of opportunity.
Stage 2: When you do so, on a hit the attack deals the weapons normal damage in addition to damage equal to two rolls of your Arcane die. The creature must then make a Constitution saving throw against your Arcane Artes save DC. On a failure, the is pushed 20ft. On a success the creature is not moved. Movement in this way does not provoke an attack of opportunity.
- Arcane Pull: As part of a melee weapon attack, you increase the range of your melee weapon attack and can attempt to pull a creature of large size or smaller by imbuing your weapon with powerful attracting force.
Stage 1: When you do so, the attacks range is increased by 10 ft. and on a hit deals the weapons normal damage in addition to damage equal to one roll of your Arcane die. The creature must then make a Constitution saving throw against your Arcane Artes save DC. On a failure, the creature is pulled 10ft. On a success the creature is not moved. Movement in this way does not provoke an attack of opportunity.
Stage 2: When you do so, the attacks range is increase by 20 ft. and on a hit deals the weapons normal damage in addition to damage equal to two rolls of your Arcane die. The creature must then make a Constitution saving throw against your Arcane Artes save DC. On a failure, the creature is pulled 20ft. On a success the creature is not moved. Movement in this way does not provoke an attack of opportunity.
- Arcane Propulsion: As part of a melee weapon attack, you coat yourself and your weapon in Arcane energy then propel yourself forward.
Stage 1: Move up to 10 feet before making the attack allowing you to lunge in and close the distance. When you do so, you deal the weapons normal damage as well as force damage equal to one roll of your Arcane Die.
Stage 2: Move up to 20 feet before making the attack allowing you to lunge in and close the distance. When you do so, you deal the weapons normal damage as well as force damage equal to two rolls of your Arcane Die.
- Arcane Flash: As a reaction to being targeted by an attack the requires a roll, you can quickly reposition yourself nearby in an instant causing them to sometimes miss.
Stage 1: You can choose to move to any adjacent square from your position. Whether you choose to or not, you gain a bonus to your AC equal to one half a roll of your Arcane Die until the start of your next turn. (Minimum of 1)
Stage 2: You can choose to move to any adjacent square from your position. Whether you choose to or not, you gain a bonus to your AC equal to one roll of your Arcane Die until the start of your next turn. (Minimum of 1)
Wind Infused Arts
- Wind Wall: As a reaction to you or an adjacent ally being targeted by a ranged weapon or ranged spell attack, erect a wall of wind in an attempt to stop or soften the projectile.
Stage 1: When you do so, the damage you or an adjacent ally take from the attack is reduced by one roll your Arcane Die + your Intelligence modifier + your Magus level.
Stage 2: When you do so, the damage you or an adjacent ally take from the attack is reduced by two rolls of your Arcane Die + your Intelligence modifier + your Magus level.
- Windswept: As a bonus action, you can create small gusts of wind to engulf your or an adjacent alley to aid you in your movement.
Stage 1: This effect lasts a number of rounds equal to one roll of your Arcane Die and while it is active, you gain the following effects. With the help of the wind, can make a running long jump or running high jump without moving 10ft. first. In addition you roll your Arcane Die and add that number to the amount of ft. you can jump. Additionally, while falling you can attempt to reduce the damage you take from the fall. As a reaction roll your Arcane Die + two times your magus level from the damage you would have received from the fall.
Stage 2: This effect lasts a number of rounds equal to two rolls of your Arcane Die and while it is active, you gain the following effects. With the help of the wind, can make a running long jump or running high jump without moving 10ft. first. In addition you roll your Arcane Die and add two times that number to the amount of ft. you can jump. Additionally, while falling you can attempt to reduce the damage you take from the fall. As a reaction roll your Arcane Die twice + two times your magus level from the damage you would have received from the fall.
- Zephyr Dodge: As a reaction to an enemy stepping within 5ft. of you or an adjacent ally, you can create a quick zephyr to move to a more advantageous position.
Stage 1: You can push yourself or an adjacent ally up to 15ft. away. Movement in this way does not provoke an attack of opportunity. The attacking monster also has a chance to be swept off balance due to the zephyr, it must succeed on a Dexterity Saving throw or take force damage equal to one roll of your Arcane Die and have its movement become 0 until the start of its next turn.
Stage 2: You can push yourself or an adjacent ally up to 30ft. away. Movement in this way does not provoke an attack of opportunity. The attacking monster also has a chance to be swept off balance due to the zephyr, it must succeed on a Dexterity Saving throw or take force damage equal to two rolls of your Arcane Die and have its movement become 0 until the start of its next turn.
- Boosting Breeze: As a bonus action, you can coat yourself or an adjacent ally in mana to guide the wind and aid it to make you move faster.
Stage 1: Your movement does not provoke attacks of opportunity and your speed increases by 10 feet for a number of rounds equal to one roll of your Arcane Die.
Stage 2: Your movement does not provoke attacks of opportunity and your speed increases by 20 feet for a number of rounds equal to two rolls of your Arcane Die.
Water/Ice Infused Arts
- Ice Spray: As a bonus action, you can create a small area of ice in front of you.
Stage 1: A 15ft. cone shaped area in front of you is covered in ice and becomes difficult terrain. This ice lasts for a number of rounds equal to a roll of your Arcame Die. When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or take cold damage equal to one roll of your Ars Die and are knocked prone. A creature that enters the area or starts its turn there must also succeed on a Dexterity saving throw or fall prone.
Stage 2: A 30 ft. cone shaped area in front of you is covered in ice and becomes difficult terrain. This ice lasts for a number of rounds equal to a roll of your Arcane Die. When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or take cold damage equal to two rolls of your Arts Die and be knocked prone. On a success, the creature takes half damage and is not knocked prone. A creature that enters the area or starts its turn there must also succeed on a Dexterity saving throw or fall prone.
- Winter's Touch: As part of a melee weapon attack, you coat your weapon with bone chilling ice.
Stage 1: When you do so, on a hit, the attack deals cold damage equal to one roll of your Arcane Die in addition to the weapon's normal damage. The target must then make a Constitution saving throw against your Arcane Art save DC. On a fail, the target's speed is reduced by 10 feet until the end of its next turn. On a success, the target is unaffected.
Stage 2: When you do so, the attack deals cold damage equal to two rolls of your Arcane Die in addition to the weapon's normal damage. The target must then make a Constitution saving throw against your Arcane Art save DC. On a fail, the target's speed is reduced by 20 feet until the end of its next turn. On a success, the target is unaffected.
- Water Veil: As a bonus action, you can create a bubble of water repellent mana around your head and body.
Stage 1: When you do so, you can breathe for a number of turns equal to one roll of your Arcane Die as well as increase your swim speed by 15 feet. Additionally, while engaging in water combat, your attack and ac increase by 1 for the duration.
When you do so, you can breathe for a number of turns equal to two rolls of your Arcane Die as well as increase your swim speed by 30 feet. Additionally, while engaging in water combat, your attack, damage, and ac increase by 2 for the duration.
- Surging Tides: As part of a movement or dash action, vicious water swirls by your feet.
Stage 1: Once before the end of your turn, you can force each creature within 5 feet of you to make a Strength saving throw against your Arcane Art save DC. On a failed save, the creature is knocked prone and takes force damage equal to one roll of your Arcane Die. On a success, the creature takes half as much damage and is not knocked prone.
Stage 2: Once before the end of your turn, you can force each creature within 10 feet of you to make a Strength saving throw against your Arcane Art save DC. On a failed save, the creature is knocked prone and takes force damage equal to two rolls of your Arcane Die. On a success, the creature takes half as much damage and is not knocked prone.
Fire/Poison Infused Arts
- Smoldering Sunder: As part of a melee weapon attack, you learn how to quickly heat up an item with the power of your Arcanum.
Stage 1: When you do so, on a hit the attack deals fire damage equal to one roll of your Arcane die in addition to the weapon's normal damage. The target must then make a Constitution saving throw against your Arcane Art save DC. On a failed save, it drops the object you choose. The object lands at its feet. The intense heat on the object only lasts until the end of your turn.
Stage 2: When you do so, on a hit the attack deals fire damage equal to two rolls of your Arcane die in addition to the weapon's normal damage. The target must then make a Constitution saving throw against your Arcane Art save DC. On a failed save, it drops the object you choose. The object lands at its feet. The intense heat on the object only lasts until the end of your turn.
- Smokescreen: As a reaction, you can use the element of fire to create a smokescreen around yourself.
Stage 1: A 10 foot circle smokescreen centered on you that lasts for a number of turns equal to one roll of your Arcane Die appears. Creatures in the smoke as it forms take poison damage equal to one roll of your Arcane Die. Creatures within the cloud benefit from half cover as it is hard to discern exactly where within the cloud they are. Additionally, those that are within the cloud have disadvantage on all melee and ranged attacks as the smoke makes their eyes tear up. (Creatures who do not use sight to locate are unaffected by the cloud)
Stage 2: A 20 foot circle smokescreen centered on you that lasts for a number of turns equal to one roll of your Arcane Die appears. Creatures in the smoke as it forms take poison damage equal to two rolls of your Arcane Die. Creatures within the cloud benefit from half cover as it is hard to discern exactly where within the cloud they are. Additionally, those that are within the cloud have disadvantage on all melee and ranged attacks as the smoke makes their eyes tear up. (Creatures who do not use sight to locate are unaffected by the cloud)
- Warm Blooded: As a bonus action, you can heat up the internal temperature of yourself and a number of creatures equal to your intelligence modifier.
Stage 1: Doing so will allow whoever is effect to comfortably withstand freezing temperatures for a number of hours equal to one roll of your Arcame Die. Alternatively, you can use this ability as a reaction to inflict fire damage equal to one roll of your Arcane Die after you’ve been hit by a melee attack.
Stage 2: Doing so will allow whoever is effect to comfortably withstand freezing temperatures for a number of hours equal to two rolls of your Arcane Die. Alternatively, you can use this ability as a reaction to inflict fire damage equal to two rolls of your Arcane Die after you’ve been hit by a melee attack.
- Blazing Pulse: As part of a movement or dash action, flames pulse outward from you as you maneuver through the battlefield.
Stage 1: Once before the end of your turn, you can force each creature within 5 feet of you to make a Dexterity saving throw against your spell save DC. On a failure, a creature takes fire damage equal to one roll of your Arcane Die and are set ablaze. On a success the creature takes half damage and is not set ablaze. A creature that is set ablaze must use its action to put out the flames. If the flames persist at the end of the creatures turn, it takes fire damage equal to half of 1 roll of your Arcane Die (minimum of 1).
Stage 2: Once before the end of your turn, you can force each creature within 10 feet of you to make a Dexterity saving throw against your spell save DC. On a failure, a creature takes fire damage equal to two rolls of your Arcane Die and are set ablaze. On a success the creature takes half damage and is not set ablaze. A creature that is set ablaze must use its action to put out the flames. If the flames persist at the end of the creatures turn, it takes fire damage equal to one roll of your Arcane Die (minimum of 1).
Lightning/Thunder Infused Arts
- Boom Burst: As a reaction, you can create a terrifyingly loud sound that can deafen those nearby.
Stage 1: Every creature within 5ft. of you must make a Constitution Saving Throw. On a failure, the creatures take thunder damage equal to one roll of your Arcane Die and are deafened until the end of its next turn. On a success the creatures take half as much and are not deafened.
Stage 2: Every creature within 10 feet of you must make a Constitution Saving Throw. On a failure, the creatures take thunder damage equal to two rolls of your Arcane Die and are deafened until the end of its next turn. On a success the creatures take half as much and are not deafened.
- Shocking Surge: As a reaction, you can create an immensely bright bolt of lightning capable of blinding those nearby.
Stage 1: Every creature within 5 feet of you must make a Constitution Saving Throw. On a failure, the creatures take lightning damage equal to one roll of your Arcane Die and are blinded until the end of their next turn. On a success the creatures take half as much damage and are not blinded.
Stage 2: Every creature within 10 feet of you must make a Constitution Saving Throw. On a failure, the creatures take lightning damage equal to two rolls of your Arcane Die and are blinded until the end of their next turn. On a success the creatures take half as much damage and are not blinded.
- Levin Strike: As part of a melee weapon attack, you envelope yourself in lightning and quickly get behind your target.
Stage 1: When you do so, you gain advantage on the attack and deal lightning damage equal to one roll of your Arts Die in addition to the weapons normal damage.
Stage 2: When you do so, you gain advantage on the attack and deal lightning damage equal to two rolls of your Arts Die in addition to the weapons normal damage.
- Lightning Blitz: As part of a movement or dash action, you can turn into a bolt of lightning and instantly travel your remaining movement speed in a straight line.
Stage 1: When traveling in this way, you do not provoke attacks of opportunity, you can travel directly through units (but not solid walls), and units who you travel through must make a dexterity saving throw equal to your Arcane Arts save DC taking lightning damage equal to one roll of your Arcane Die on a failure or half as much on a success.
Stage 2: When traveling in this way, you do not provoke attacks of opportunity, you can travel directly through units (but not solid walls), and units who you travel through must make a dexterity saving throw equal to your Arcane Arts save DC taking lightning damage equal to two rolls of your Arts Die on a failure or half as much on a success.
Starting Equipment
You start with the following Equipment, in addition to the Equipment granted by your background:
- (a) any one martial weapon
- (a) any one simple weapon
- (a) an Explorer's Pack or (b) a Scholar's pack
- Leather Armor and an Arcanum
Spellcasting
Through your Arcane Sigil, whether inscribed on your weapon, armor, or a piece of jewelry, so long as it's on your person you can call upon its power to cast any spell that you have learned and memorized.
Cantrips
At 1st level, you know two cantrips of your choice from the 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.
Arcane Pool
The Magus has a reservoir of mystical arcane energy that they can draw upon to fuel his powers called the Arcane Pool. The Magus table shows how many Arcane Points or "
AP" for short are in your Arcane Pool. The Arcane Pool acts the same as the "Spell Points" variant rule from the DMG. The point cost for each spell level is as follows...
- 1st Level 2 points
- 2nd Level 3 points
- 3rd Level 5 points
- 4th Level 6 points
- 5th Level 7 points
You regain all of your AP upon completing a Long Rest.
Spells known of 1st level and higher
You know two 1st-level spells of your choice from the Magus spell list. The Spells Known column of the Magus table shows when you learn more magus spells of your choice. Each of these spells must be of a level equal to or under your Maximum Spell Level (seen in the Magus Table). For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the magus spells you know and replace it with another spell from the magus spell list, which also must be of a level for which you have spell slots.
Spellcasting Modifier
Intelligence is your spellcasting ability for your Magus spells. 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 Magus spell you cast and when making an attack roll with one.
Spellcasting Focus
You can use your Arcane Sigil as a spellcasting focus for your Magus spells. Arcane Sigils are usually inscribed on weapons, armor, bracelets, rings, or pendants that are worn. So long as a piece of apparel inscribed with your Arcane Sigil is on your person, you can use your weapon as a spellcasting focus.
Subclass Options
Sword Saint
A Sword Saint is someone who uses their Arcanum to fully attune to their surroundings. Due to the attunement they enter a trance-like state, being able to sense enemy movements and strike swiftly before they have time to react.
Battle Trance
Starting at 3rd level, you can enter a state of heightened senses called the Battle Trance, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Battle Trance, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Battle Trance at any time (no action required).
While your Battle Trance is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You can use dash and disengage as a bonus action.
You can use this feature two times, and you regain all expended uses of it when you finish a long rest.
Keen Senses
Starting at 7th level, a Sword Saint applies their intelligence modifier as well as their dexterity modifier on initiative rolls. Additionally, they add their intelligence modifier as well as their wisdom modifier to their perception as well.
Perfect Strike
Starting at 10th level, you have learned how to use your weapon with such mastery that you can maximize damage and locate weaknesses easier. Before you attack you can declare to make it a Perfect Strike, by doing so you add your intelligence modifier to your attack roll (If you already use your intelligence modifier for your attack rolls, you add double your intelligence modifier instead), upon a successful hit, your weapon deals the maximum damage possible without the need to roll. In addition, your critical multiplier for the attack becomes a 18-20. The weapon used must have the finesse quality or else you cannot use this skill. You can use this feature twice per long rest. You gain an extra use of this ability at 18th level.
Enhanced Battle Trance
Starting at 15th level, while your Battle Trance is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You can use dash and disengage as a bonus actions.
- When using the attack action, you can attack three times instead of two.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Perfect Awareness
Starting at 20th level, you are always aware of your surroundings at all times, your initiative is always treated as a natural 20, and no attack roll has advantage against you while you aren't incapacitated.
Elemental Savant
A Magus who puts all of their time towards learning the secrets of the worlds elements. These Magus dedicate themselves towards applying the elements more liberally into their fighting style. They learn a variety of elements as well as vastly improve their understanding towards some specific elements.
Chosen Element
Starting at 3rd level, the Elemental Savant chooses a damage type from fire, cold, lightning, thunder, acid, and poison to become your chosen element and gain more control over it.
Elemental Trance
Starting at 3rd level, you can enter an Elemental Trance in which you become more attuned to your chosen elements.
You can use a bonus action to start the Elemental Trance, which lasts for 1 minute. It ends early if you are incapacitated or if you don heavy armor or a shield. You can also dismiss the Elemental Trance at any time (no action required).
While your Elemental Trance is active, you gain the following benefits:
- You add elemental damage of your chosen element to your weapon attacks equal to one roll of your Arts Die.
- You gain resistance to your chosen element of damage. (If you already have resistance, you gain immunity.)
- You ignore resistance against your chosen element of damage. (If you already ignore resistance to that type, you also treat immunity to that type as resistance.)
- You may change the damage type of your spells to your current chosen element.
You can use this feature two times, and you regain all expended uses of it when you finish a long rest.
Elemental Strengthening
Starting at 7th level, when you deal damage of your chosen elements with your Arcane Arts or spells, you add your intelligence modifier to one damage roll of that attack only once per turn.
Elemental Overload
Starting at 10th level, when you cast a spell of 1st level or higher that deals damage of your chosen element, you can choose to deal maximum damage instead of rolling. You can use this feature twice per long rest. You gain an extra use of this ability at 18th level.
Enhanced Elemental Trance
Starting at 15th level, while in your Elemental Trance, you gain the following benefits:
- You add elemental damage of your chosen element to your weapon attacks equal to two rolls of your Arcanum Die.
- You ignore resistance against chosen element as well as treat immunity to that same chosen element as resistance. (If you already ignore resistance against that type, you also ignore immunity against that type.)
- You become immune to damage of your chosen element. (If you are already immune you absorb half the damage you would have taken.)
- You may change the damage type of your spells to your current chosen element.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Elemental Mastery
Starting at 20th level, you have mastered your chosen elements as well as become more adept with the other elements. When you deal damage of your chosen elements with your Arcane Arts or spells, you add twice your intelligence modifier to one damage roll of that attack. Additionally, when you deal fire, cold, lightning, thunder, acid, or poison damage and it is not your chosen type, you add your intelligence modifier to one damage roll of that attack. Finally, when you roll ones with your chosen elements, you can reroll the dice and must use the new result even if it is a one.
Armored Battlemage
A magus who uses their knowledge of the arcane to better protect themselves during battle.
Heavy Armor Training
Starting at 3rd level, you gain proficiency in heavy armor and shields. Additionally, you can use your Spell Combat feature while having a shield equipped.
Armored Trance
Starting at 3rd level, you can enter an Armored Trance in which you manipulate arcane energy to bolster your armors defenses.
You can use a bonus action to start the Armored Trance, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the Elemental Trance at any time (no action required).
While your Armored Trance is active, you gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage.
- You gain a bonus to your constitution saving throws equal to your intelligence modifier.
- You cannot be unwillingly moved, pulled, or pushed.
You can use this feature two times, and you regain all expended uses of it when you finish a long rest.
Armored Fighting Style
Starting at 7th level, you gain one fighting style from the following list: Defense, Interception, or Protection.
Impenetrable Bulwark
Starting at 10th level, as a reaction to you or an ally within 30 feet of you being hit with an attack or spell, you can erect a shield around you or the ally granting them immunity to the attacks damage. You can use this ability twice per long rest. You gain and extra use of this ability at 18th level.
Enhanced Armored Trance
Starting at 15th level, while your Armored Trance is active, you gain the following benefits:
- You gain resistance to bludgeoning, force, piercing, and slashing damage.
- You gain a bonus to your constitution saving throws equal to your intelligence modifier.
- You cannot be unwillingly moved, pulled, or pushed.
- You become immune to critical hits.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Juggernaut
Starting at 20th level, your AC and speed cannot be lowered by any means.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Maximum Spell Level | Arcane Pool | Arcanum Die |
---|
1st | +2 | Spellcasting, Arcane Arts | 2 | 2 | 1st | 4 | 1d4 |
2nd | +2 | Spellstrike | 2 | 3 | 1st | 4 | 1d4 |
3rd | +2 | Arcane Path | 2 | 4 | 1st | 6 | 1d4 |
4th | +2 | Ability Score Improvement | 2 | 5 | 1st | 6 | 1d4 |
5th | +3 | Extra Attack | 3 | 6 | 2nd | 14 | 1d6 |
6th | +3 | Arcane Ward | 3 | 7 | 2nd | 14 | 1d6 |
7th | +3 | Arcane Path Feature | 3 | 8 | 2nd | 17 | 1d6 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2nd | 17 | 1d6 |
9th | +4 | Greater Spellstrike | 3 | 10 | 3rd | 25 | 1d6 |
10th | +4 | Greater Spell-Striking | 3 | 10 | 3rd | 25 | 1d8 |
11th | +4 | Arcane Path Feature | 4 | 11 | 3rd | 29 | 1d8 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3rd | 29 | 1d8 |
13th | +5 | Counterstrike | 4 | 13 | 4th | 34 | 1d8 |
14th | +5 | Arcane Flow | 4 | 14 | 4th | 34 | 1d8 |
15th | +5 | Arcane Path Feature | 5 | 16 | 4th | 39 | 1d10 |
16th | +5 | Ability Score Improvement | 5 | 13 | 4th | 39 | 1d10 |
17th | +6 | Spell Recall | 5 | 14 | 5th | 50 | 1d10 |
18th | +6 | Magical Maneuver Master | 5 | 14 | 5th | 50 | 1d10 |
19th | +6 | Ability Score Improvement | 5 | 15 | 5th | 56 | 1d10 |
20th | +6 | Arcane Path Capstone | 5 | 15 | 5th | 62 | 1d12 |