Magus 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 they grow in power, the magus unlocks powerful forms of arcana that allow them to merge their talents further, and at the pinnacle, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against. The Magus Level Proficiency

Bonus Magus

Points Features Cantrips

Known Spells

Known 1st 2nd 3rd 4th 5th 1st +2 ─ Spellcasting Ability,

Spell & Sword Fighting 2 2 2 — — — — 2nd +2 1 Weapon Casting,

Font of Arcana 2 3 3 — — — — 3rd +2 1 Magus Archetype 2 4 3 1 — — — 4th +2 2 Ability Score Improvement 3 5 4 1 — — — 5th +3 2 ─ 3 5 4 2 ─ — — 6th +3 3 Magus Arcana,

War Magus feature 3 6 4 3 1 — — 7th +3 3 ─ 3 6 4 3 1 ─ — 8th +3 4 Ability Score Improvement, 3 7 4 3 2 ─ — 9th +4 4 Lore Magus feature 3 8 4 3 3 1 ─ 10th +4 5 Magus Arcana 4 8 4 3 3 2 ─ 11th +4 5 ─ 4 9 4 3 3 2 ─ 12th +4 6 Ability Score Improvement, 4 10 4 3 3 2 1 13th +5 6 ─ 4 10 4 3 3 3 1 14th +5 7 Magus Archetype feature 4 10 4 3 3 3 2 15th +5 7 Magus Arcanum (first 6th level) 4 11 4 3 3 3 2 16th +5 8 Ability Score Improvement, 4 11 4 3 3 3 2 17th +6 8 Magus Archetype feature 4 11 4 3 3 3 2 18th +6 9 Magus Arcanum (7th level) 4 12 4 3 3 3 2 19th +6 9 Ability Score Improvement, 4 12 4 3 3 3 3 20th +6 10 Magus Arcanum (second 6th level),

Syphon Arcana 4 12 4 3 3 3 3 1

Class Features As a magus, you gain the following class features Hit Points Hit Dice: 1d8 per magus level

1d8 per magus level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magus level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: All Melee Weapons without two-handed/heavy property

All Melee Weapons without two-handed/heavy property Tools: None Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, History, Perception, Religion, Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain shirt, and a longsword or (b) leather armor, and a rapier

(a) a component pouch or (b) an arcane focus

(a) a dungeoneer's pack or (b) a scholar's pack

Two daggers Spellcasting You are a student of Arcane Magic, however, the pressures of combat readiness has forced you to hewn your mind and memorise these spells, without the aid of a spellbook. See chapter 10 for the general rules of spellcasting, the Sorcerer spell list shall be at the end of this class. Cantrips At 1st level, you know two cantrips of your choice from the Sorcerer spell list. You learn additional Magus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table. Spell Slots The Magus table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these magus spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Sorcerer 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 for which you have spell slots. 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 Sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your magus 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 magus spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magus spells. Spell & Sword Fighting At 1st level, you are a master of magic & blade, you gain an unusual form of Two-Weapon fighting: Spell & Sword Fighting. When you use your action to cast a spell or cantrip, you can use a bonus action to attack with a one-handed light weapon you are holding with your other hand. Your main hand that casts the spell must be empty or holding a spell focus. Alternatively (as a form of one-handed weapon fighting), you may use your action to attack with a one-handed weapon and cast a cantrip (with a cast time of one action) as a bonus action. Your off-hand must be empty or holding a spell focus. Weapon Casting At 2nd level, you further progress into the way's of the magus, by utilising your weapon as a tool of channeling magic. As a bonus action, you may use your sword as a spell focus and activate "Weapon Casting". When you hit as part of your action this turn you may use a spell that has a casting time of one action, and requires a ranged or melee spell attack, and add the spell to your damage roll (without requiring a spell attack roll, your weapon attack replaces the spell attack). If the spell requires you to roll damage, you roll this damage alongside your weapons normal damage die. If the spell has an effect, you also resolve this alongside your weapons normal damage die. You may not use Magus Arcana with Weapon Casting. Font of Arcana Additionally at 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by magus points, which allow you to create a variety of magical effects. Magus Points You have 1 Magus Point, and you gain more as you reach higher levels, as shown in the Magus Points column of the Magus table. You can never have more Magus Points than shown on the table for your level. You regain all spent magus points after you finish a long rest. 2

Flexible Casting You can use your magus points to gain additional spell slots, or sacrifice spell slots to gain additional magus points. You learn other ways to use your magus points as you reach higher levels. Creating Spell Slots: You can transform unexpended magus points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 4th. Creating Spell Slots Spell Slot Level Magus Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Converting Spell Slots into Magus Points: As a bonus action on your turn, you can expend one spell slot and gain a number of magus points equal to the slot's level. Magus Archetype At 3rd level, you choose an archetype that you dedicate your time to emulate: War Magus, or Lore Magus. All detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 14th, and 17th level. Magus Arcana: Starting at 6th level, you gain the ability to twist your spells to suit your needs. You gain one of the following Magus Arcana options of your choice. You gain another one of the following Magus Arcana options at level 10. Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 magus point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Empowered Spell When you roll damage for a spell, you can spend 1 magus point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Magus Arcana or Greater Magus Arcana option during the casting of the spell. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 magus points to give one target of the spell disadvantage on its first saving throw made against the spell. Subtle Spell When you cast a spell, you can spend 1 magus point to cast it without any somatic or verbal components. Magus Arcanum Starting at 15th level, you tap further into your wellspring of magic which reveals a power called an arcanum. Choose one 6th-level spell from the Sorcerer spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more Magus spells of your choice that can be cast in this way: one 7th-level spell at 18th level, an additional 6th-level spell at 20th level. Syphon Arcana At 20th level, you have studied a method of absorbing arcane power from dying creatures. Whenever you reduce a creature to 0 hit points with a melee weapon attack, you regain Magus Points equal to 1/4 of the creatures total hit dice amount. (rounded down, minimum of 0) Magus Archetypes War Magus Your study of the sword favors that of your studys of magic. As such, you have gained martial prowess over those who purely study spells. Improved Weapon Casting At 3rd level, you may use Magus Arcana whilst using the Weapon Casting skill. Fighting Style Also at 3rd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 3