Martial Archetype Battle Magus

The Battle Magus are naturally adept at controlling the weave of magic all around us to manipulate opponents and damage their foes to deadly effect. Among soldiers these mystics are some of the mightiest in their ranks protecting their allies and bringing down elemental fury to vanquish their adversaries.

Mystical Sharpness

When you choose this archetype at 3rd level, you gain the ability to infuse your weapon attacks with magic. All of your weapon attacks count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Magus Talents

At third level you learn to harness the magic inside of you to manipulate the natural world. You gain 3 Magus points and an additional Magus point every time you gain a fighter level. Magus points are used to fuel Magus talents. When you gain this feature you gain three Magus talents of your choosing (see Magus Talents Options detailed below). You gain an additional Magus Talent option of your choice when you reach certain levels in this class: 5th, 7th, 10th, 15th, and 18th level. (all Magus points are restored after a long rest).

Magus Talent Options

You may only use one Magus Talent per turn unless otherwise specified. If an option requires a saving throw, your Magus Talent save DC equals 8 + your proficiency bonus + your Charisma modifier.

Swift Retreat

When you are hit with an attack you may use your reaction and spend 3 Magus Points to teleport to an unoccupied space you can see within 30 ft.

Elemental Strike

You weave elemental power into your attack. When you choose to take the attack action you may choose Acid, Cold, Fire, Lighting, Poison, or Thunder damage, your attacks this turn deal that damage type and deal an extra point of that damage type for each Magus point spent (no less than 1 point).

Arcane Fortification

As a reaction to being targeted for an attack you may spend 2 Magus Points to gain a + 5 bonus to your armor class until the start of your next turn.

Ally Mending

As a bonus action you may spend 2 Magus Points to heal someone within 10 feet of you 1d4 +your charisma modifier in hitpoints. For every 2 additiional Magus Points spent in this way you may heal the target another 1d4 of hitpoints.









Tactical Redirection

When an opponent misses an attack against you or an ally, you may spend 2 Magus Points and force them to reroll their attack against a target of your choice within range.

Item Swap

You may use an action and spend 2 Magus Points to make an opponent within 30 feet of you make a Strength saving throw or swap out an item you are holding and they are holding magically.

Illusory Tactics

You may use an action to spend five Magus Points to make an opponent see what you want them to, on a failed Wisdom saving throw you may inflict the fear, charmed, or paralyzed condition on them for the next minute they may retry the Wisdom saving throw each time they take damage.

Multiplicity Offense

When you take the attack action you may use 5 Magus Points to cause two duplicates of you to appear for a split second. Make attack rolls against two other targets within thirty feet even if they are not in range of the original attack. For Every 3 extra Magus Points spent this way you may cause another duplicate to appear, to a maximum of three.

Elemental Sheilding

As a reaction to taking Acid, Cold, Fire, Lighting, Poison, or Thunder damage you may spend a Magus point and gain resistance to that damage type until the start of your next turn.

Spell Omnipotence

If an ally casts a spell that would cause an opponent to make a saving throw and the opponent would succeed you may use a Magus Point to make them reroll against your Magus Talent save DC.

Magic Mastery

You may only pick this trait at level 5 or higher. When you choose this Talent you learn two cantrips from the sorcerer spell list a first level spell(2 Magus Points to cast) and a second level spell(3 Magus Points to cast). Charisma is your spellcasting modifier.

Magnetic Personality

You may spend one Magus Point to grant yourself advantage on any charisma based skill check.

Mystic Interrupion

You begin to understand how to disrupt the weave of other's spells. Use your reaction to spend 2 Magus Points as a reaction to seeing a creature casting a spell. Make a Charisma check. DC = 10 + the spell's level. On a succesful check the opponent's spell slot is wasted and their spell doesn't take effect, on a failed check the spell occurs as normal.

Mystic Counter

When an enemy makes an attack action against you use your reaction and 2 Magus Points to deal 2d6 force damage to the attacking enemy.

Death Stare

When you kill a creature on your turn you may use a bonus action and 1 Magus Point to cause a creature who can see you make a Wisdom saving throw or become afraid of you on a failure.