You start with the following equipment, in addition to the equipment granted by your background:

Across the world, there are many paths to Knowledge. And while some work tirelessly in towers and centres of learning, some stumble upon packets of knowledge - lost plans cast carelessly across the realm of Dreams, magical tomes and lost monuments - that have the revealed the secrets of the universe to them.

Spellcasting

Somehow, you found a relic or a powerful being that ended up infusing you with knowledge. This font of inspiration, whatever its origin, gives you the drive to cast your spells. See chapter 10 of the PHB for the general rules of spellcasting and scroll down for the Magus spell list.

Cantrips

At 1st level, you know three 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 Power

The Magus table shows how much Arcane Power you have. You may spend Arcane Power equal to the Level of a spell to cast a Spell at that level. You regain all of your Arcane Power 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 3rd 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 an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your Magus spells. If you posses an arcane Focus on your person, you may use a weapon to act as a proxy for your arcane focus if you have a free hand.

Sword and Spell

From 2nd Level onwards, you become a master of wielding Sword and Spell together. Whenever you make an attack, you may instead use a spell with a casting time of an action provided you meet other criteria (ie, no other spell has been cast using an action or attack this turn). In addition, making a Ranged Spell attack in Melee does not impose disadvantage, but instead your proficiency modifier is halved for purposes of the roll. At most, you can cast 1 Spell of 1st level or higher and 1 cantrip per turn using this feature, provided you have sufficient attacks.

Discovered Arcana

At 3rd Level, your font of knowledge narrows, leaving you specialised. You may choose the Spellthief, the Arcblade, or the Loremaster Arcana, all detailed at the end of the class description. Your choice gives you features at 3rd, 7th, 11th and 15th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Brilliant Ward

Beginning at 6th level, when you make a weapon attack in the same turn as you cast a Spell, you gain Temporary Hit Points equal to half the damage done by your weapon (rounded down).

Persistent Incantation

Beginning at 9th level, you may add your Proficiency Bonus to any Concentration Saving Throws you make.

Autoinfusion

Beginning at 10th level, you may spend 2 Arcane Power to gain advantage on a Saving Throw or Skill Check.

Counterstrike

Beginning at 13th level, when an enemy casts a spell that requires concentration while within weapon range, you may take an Attack of Opportunity on the Spellcaster.

Arcane Flow

Beginning at 14th level, whenever you cast a spell of 1st level or Higher, you may teleport 20 feet in any direction.

Font of Brilliance

Beginning at 17th Level, you may add a Spell from each of the following levels: 1st, 2nd, 3rd, 4th and 5th. This spell may be from any Spell List, and these spells do not count towards your number of Spells Known. These spells count as Magus Spells to you.

Mana Feedback

Beginning at 18th level, whenever you spend Arcane Power, you may add your Intelligence Modifier to your next weapon attack roll and your next weapon damage roll.

Advanced Counterstrike

At 20th level, you may use Counterstrike when any spell is cast within weapon range. In addition, dealing damage with Counterstrike replenishes 3 Arcane Power. You may regain Arcane Power via this method a number of times equal to your Intelligence Modifier per short or long rest. You can choose not to regain Arcane Power.