Magus - The Homebrewery

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Magus

T

here 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.

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 (or 5) + your Constitution modifier per magus level after 1st Proficiencies

Armor: Light armor Weapons: Simple and martial weapons Tools: None Saving Throws: Constitution, Intelligence Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, and Perception Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) a quarterstaff (a) a scholar’s pack or (b) an explorer’s pack Leather armor A spellbook

Homebrew Class | Magus

1

The Magus Level

Proficiency Bonus

Arcane Pool

Magus Arcana

Cantrips Known

1st 2nd 3rd 4th 5th

1st

+2

Magus Bond, Martial Tradition, Spellcasting, Spellstrike





2

— — — — —

2nd

+2

Arcane Pool, Arcane Enhancement, Spell Combat

2



2

2 — — — —

Features

3rd

+2

Magus Arcana

3

1

2

3 — — — —

4th

+2

Ability Score Improvement

4

1

3

3 — — — —

5th

+3

Extra Attack

5

1

3

4

2 — — —

6th

+3

Spell Recall

6

2

3

4

2 — — —

7th

+3

Elemental Weapon

7

2

3

4

3 — — —

8th

+3

Ability Score Improvement

8

2

3

4

3 — — —

9th

+4

Knowledge Pool

9

3

3

4

3

2 — —

10th

+4

Spell Access

10

3

4

4

3

2 — —

11th

+4



11

3

4

4

3

3 — —

12th

+4

Ability Score Improvement

12

4

4

4

3

3 — —

13th

+5



13

4

4

4

3

3

1 —

14th

+5

Spell Access

14

4

4

4

3

3

1 —

15th

+5



15

5

4

4

3

3

2 —

16th

+5

Ability Score Improvement

16

5

4

4

3

3

2 —

17th

+6

Counterstrike

17

5

4

4

3

3

3

1

18th

+6

Spell Access

18

6

4

4

3

3

3

1

19th

+6

Ability Score Improvement

19

6

4

4

3

3

3

2

20th

+6

Master Magus

20

6

4

4

3

3

3

2

Spellcasting

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.

The Magus table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. You prepare the list of magus spells that are available for you to cast. To do so, choose a number of magus spells from your spellbook equal to your Intelligence modifier + half your magus level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. See the description of a Wizard’s preparation and casting of spells on page 114 of the Player’s Handbook for an example of how to prepare your spells as a magus.

Spellbook

Learning New Spells

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and below for the magus spell list.

Cantrips

At 1st level, you gain a spellbook containing three 1st-level magus spells of your choice. Your spell book is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

2

Preparing and Casting Spells

Homebrew Class | Magus

Each time you gain a magus level, you can add one magus spells of your choice to your spell book for free. Each of these spells must be of a level for which you have spell slots, as shown on the Magus table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar on page 114 of the Player’s Handbook).

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

Spellstrike

Once per round, whenever you cast a magus spell or cantrip that requires a magic melee attack roll (eg. Shocking Grasp, Vampiric Touch), you can deliver the spell through a melee weapon instead. To do so, you take the Attack action with a melee weapon and simultaneously cast any elligible magus spell you have prepared or magus cantrip you know as a bonus action. If you hit, the melee weapon attack deals its normal damage as well as the effects of the spell. If you roll a critical hit, roll all of the spell's damage dice twice and add them together. This feature cannot be used with spells that already requires a weapon melee attack roll (eg. Green-Flame Blade).

Magus Weapon Focus

If you're proficient with a melee simple or martial weapon, you can use it as a spellcasting focus for your magus spells.

Martial Tradition

At 1st level, you choose a tradition that shapes the way you combine spells and weapons in combat, each detailed at the end of the class description. The tradition you choose grants you features at certain levels.

Arcane Pool

You have 2 points in your arcane pool at 2nd level, and you gain more as you reach higher levels, as shown in the Magus table. You can never have more points in your arcane pool than shown on the table for your level. You regain all arcane pool points when you complete a long rest.

Arcane Enhancement

At certain levels you can expend points from your arcane pool as a bonus action to grant any weapon you are holding an enhancement bonus to hit and damage rolls and transform the weapon into a magic weapon for a duration of 1 minute. The enhancement bonus to hit and damage depends on the amount of arcane pool points spent, as follows. Level Weapon Enhancement

Arcane Pool Point Cost

2nd

+1

1

7th

+2

3

14th

+3

6

Spell Combat

At 2nd level, you learn how to cast spells and wield your weapon at the same time. To use this ability, you must have one free hand and be wielding a light or one-handed melee weapon. Once per round, when you take the Attack action, you can cast any non-cantrip magus spell you have prepared as a bonus action, either before or after the Attack. If the spell is a ranged attack that would suffer Disadvantage on the attack, you can make a DC 10 Constitution check as part of the bonus action to make the ranged attack normally.

Magus Arcana

As your eldritch combat skills improve, you master mystic techniques known as arcana that provide new ways for you to combine the powers of the martial and the arcane. At 3rd level, you gain one magus arcana of your choice. Your magus arcana options are detailed at the end of the class description. When you gain certain magus levels, you gain additional magus arcana of your choice, as shown in the Magus Arcana column of the Magus table. Additionally, when you gain a level in this class, you can choose one of the magus arcana that you know and replace it with another magus arcana that you could learn at that level.

Extra Attack

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

Spell Recall

At 6th level, you learn to transform the occult power of your arcane pool into fuel for your spellcasting. You can transform unexpended arcane pool points into one spell slot as a bonus action on your turn. The table below shows the costs of creating a spell slot of a given level. You can create spell slots no higher in level than 5th using spell recall and these spell slots only last until you complete a long rest. You can only create spell slots of a level equal to that you can cast. Spell Slot Level

Arcane Pool Point Cost

1st

2

2nd

3

3rd

5

4h

6

5th

7

Elemental Weapon

At 7th level, you learn the ability to infuse your bonded weapon with primal elemental power. Whenever you use your Arcane Enhancement, you can spend up to two enhancement bonus point and choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration of the enhancement, once per round when you hit with the weapon it deals an extra 1d6 damage of the chosen type for each enhancement point spent this way. When using this feature the final enhancement bonus to the weapon can't be lower than +1. Homebrew Class | Magus

3

Knowledge Pool

At 9th level, you gain the ability to improvise with your spellcasting. As an action, you can transform unexpended arcane pool points to cast one spell from the magus spell list as if you had prepared that spell, whether you have that spell prepared or not. The table below shows the costs of casting a spell of a given level. You can cast spells no higher in level than 5th using knowledge pool. You can only cast spells with this ability of a level equal to that you can cast. Spell Level

Arcane Pool Point Cost

1st

3

2nd

4

3rd

6

4th

7

5th

8

Spell Access

By 10th level, you have expanded your magical knowledge with the secrets of other traditions. Choose two spells of 3rd level or lower from the wizard spell list, and add them to your spellbook. The chosen spells count as magus spells for you and can be used with any of your other magus abilities. You learn two additional spells of 4th level or lower from the wizard spell list at 14th level and two additional spells of 5th level or lower at 18th level.

Counterstrike

At 17th level, you learn to instinctively disrupt the spells of other casters. When a creature within 5ft of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. If you hit the target and it is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

True Magus

At 20th level, you perfect your magus techniques, gaining the ability to use spell combat and/or spellstrike on both of your attacks, each round. You can choose to use spell combat or spellstrike twice, or use each ability once.

4

Homebrew Class | Magus

Martial Traditions Eldritch Scion

Unlike typical magi, eldritch scions do not study tomes of magic or spend time learning to combine martial and magical skills. Rather, they find that their spells and abilities come to them instinctively. Saving Throws

Instead of gaining saving throw proficiency in Constution and Intelligence, you gain the follow saving throw proficiencies: Saving Throws: Constitution, Charisma Spellcasting Ability

Instead of Intelligence, Charisma is your spellcasting ability for your magus spells, since the power of your magic relies on your ability to project your wil l into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one. Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Anytime your sorcery origin requires you to spend sorcery points, you can spend points from your arcana pool instead. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level Spell List

You use the Sorcerer spell list, instead of the Magus spell list, when determining which spells you can learn and prepare each day. You do not need a spellbook. Spell Access

Unlike other Magi, you do not have the Spell Access feature. This means that you do not choose additional spells at level 10, 14 and 18.

Homebrew Class | Magus

5

Armored Battlemage

Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the triedand-true protection of steel. These armored battlemages learn to move and cast spells in even the most restrictive armors, and have developed new methods to magically enhance their armor. Arcane Warrior

You gain proficiency with all armor and shield. In addition, you adopt a particular style of fighting as your specialty. 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 a +1 bonus to AC. Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. War Caster

At 6th level you gain the War Caster feat. If you already have that feat you can choose any other feat instead. Arcane Resistance

At 10th level, when using your Elemental Weapon feature, you can spend an enhancement bonus point and choose one of the following damage types: bludgeoning, piercing or slashing. For the duration of the enhancement, you have resistance to that type of damage. When using this feature the enhancement bonus to the weapon can't be lower than +1. Elemental Resistance

At 14th level, when using your Elemental Weapon feature, you gain resistance to the same elemental damage type you chose.

6

Homebrew Class | Magus

Sword Saint

A sword saint spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors. Chosen Weapon

At 1st level you choose one kind of melee weapon (Shortswords, Longswords, Handaxes, etc). You become proficient with that kind of weapon. You can bond with only one weapon of the chosen kind by performing a special ritual while you hold the weapons. You perform the ritual over the course of 1 hour, which can be done during a short rest. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Canny Defense

Beginning at 1st level, while you are wielding your bonded weapon, wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. Fighting Style

You adopt a particular style of fighting as your specialty. You gain the Dueling Fighting Style. You can't take a Fighting Style option more than once, even if you later get to choose again. 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. Arcane Critical

Beggining at 6th level, when attacking with your bonded weapon, your weapon attacks score a critical hit on a roll of 19 or 20. Improved Critical

At 10th level, when you score a critical hit with your chosen weapon, you can spend 2 points from your arcane pool to roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Warp Strike

At 14th level your Chosen Weapon gains the thrown property (30/120). If you make a ranged attack within normal reach of your Chosen Weapon, as a bonus action you can spend one use of this feature to make a Spellstrike as part of the ranged attack and teleport to an unoccupied space that you can see that is 5 feet from the target. Additionaly, as a bonus action you may spend one use of this feature to throw your Chosen Weapon up to 30 feet to an unoccupied space you can see and immediately teleport to it, making it immediately return to your hand afterwards. You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses after you finish a long rest. Homebrew Class | Magus

7

Eldritch Archer

The Eldritch Archer rains magical attacks down on her foes. Ranged Caster

Whenever a Magus feature requires you to use a melee weapon, you must instead use a two-handed ranged weapon that you are proficient with. Your spells elligible for Spellstrike are spells that requires a ranged attack roll against a single target. Fighting Style

Beggining at 1th level, you adopt a particular style of fighting as your specialty. You gain the Archery Fighting Style. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. Magic Arrow

At 6th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Multiattack

At 10th level you gain the following feature: Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Improved Ranged Spellstrike

At 14th level, you can use a ranged spellstrike to deliver a line- or sphere-shaped spell. Make the spell attack using your weapon or spell attack modifier, whichever is greater. If you hit, the spell deals its normal damage as well as the weapon damage together. At 17th level, unlike other Magi you do not gain the Counterstrike feature.

8

Homebrew Class | Magus

Magus Arcana

If a magus arcana has prerequisites, you must meet them to learn it. You can learn the magus arcana at the same time that you meet its prerequisites. Arcane Accuracy

You can expend 1 point from your arcane pool as part of an Attack to gain advantage on your next attack roll. This must be spent before you make your attack roll. Close Range

You can deliver ray spells (such as ray of frost, ray of enfeeblement, and scorching ray) as melee spell attacks (making them eligible for your spellstrike magus ability). If the ray spell targets more than one creature, you make only one melee spell attack to deliver one of the rays; additional rays may target other creatures normally, but those attacks are made at disadvantage.

Maneuver Mastery

You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class (at page 73 of the Player’s Handbook). If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throws DC equals 8 + your proficiency bonus + your Strength or Dexterity modifiers (your choice). To use one of your maneavers, you expend 1 point from your arcane pool to gain 1 superiority dice, which is used to fuel that maneuver. This superiority dice is a d8. You may use superiority dice you gained from other classes to fuel these maneuvers, but you may not use the superiority dice generated from your arcane pool to fuel any other maneuvers. Mystic Arcanum

You may reroll a Constitution check made to maintain Concentration on a spell that you just failed. You must keep the result of your second roll. Once you use this ability, you cannot use it again until you complete a short rest or a long rest.

Prerequisite: 12th level Choose one 6th-level spell from the magus 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 do so again. If you are 14th level, you may select a 7th-level spell instead, if you are 16th level, you may select an 8th level spell, and if you are 18th level, you may select a 9th level spell. You may select this Arcanum more than once, selecting a new arcanum spell each time.

Critical Strike

Arcane Strike

Concentrate

Prerequisite: 12th level When you score a critical strike with a melee weapon attack, you may cast a spell or cantrip with a range of touch as part of that attack as a free action. Once you use this ability, you cannot use it again until you complete a short or long rest. Dispelling Strike

Prerequisite: 9th level When you hit a target with a melee weapon attack, you can spend 3 points from your arcane pool as a bonus action to imbue a melee weapon with disruptive arcane energies. The target is affected as if subjected to a dispel magic spell.

Once per round when you hit a creature with a melee weapon attack, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You can expend points from your arcane pool to deal damage of the chosen type to the target, in addition to the weapon's damage. You may use your spellstrike magus ability with this arcana. You may also use this ability with Two-Weapon Fighting (described at page 195 of the Player’s Handbook), if you otherwise qualify for Two-Weapon Fighting. For the purpose of Two-Weapon Fighting, your hand counts as a light melee weapon when using this ability. Extra Damage

Arcane Pool Point Cost

When you roll damage for a spell, you can expend 1 point from your arcane pool to reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

2d8

2

3d8

3

4d8

5

5d8

6

Familiar

6d8

7

Empowered Magic

You learn the find familiar spell and can cast it as a ritual. Hasted Assault

Prerequisite: 6th level As a bonus action, you can expend 3 points from your arcane pool to gain the effect of the Haste spell until the end of your next turn. Quickened Magic

When you cast a spell that has a casting time of 1 action, you can expend 2 points from your arcane pool to change the casting time to 1 bonus action for this casting.

Homebrew Class | Magus

9

Reflection

Prerequisite: 15th level As a reaction, you may expend 10 points from your arcane pool to interrupt a creature in the process of casting a spell of 7th level or lower within 60 feet of you, as if you cast the counterspell spell. If the interrupted spell would have targeted someone other than the caster, you can choose to have it reflected back on the interrupted caster, as if she was the intended target. Subtle Magic

When you cast a spell, you can expend 1 point from your arcane pool to cast it without any somatic or verbal components. Spell Shield

As a reaction, you can expend 1 point from your arcane pool to impose disadvantage on an attack roll that targets you. Wand Mastery

Whenever you use an enchanted wand to cast a spell, you calculate the DC for any saving throws against those spells as 8 + your proficiency bonus + your Intelligence bonus. Wand Wielder

You can activate a wand or staff in place of casting a spell when using your spell combat and spellstrike magus abilities.

10

Homebrew Class | Magus

Magus Spells Cantrips (0 Level) Acid Splash Blade Ward Booming Blade Chill Touch Dancing Lights Fire Bolt Frostbite Green-Flame Blade Light Lightning Lure Mage Hand Minor Illusion Poison Spray Prestidigitation Ray of Frost Shocking Grasp Sword Burst Thunderclap True Strike

1nd Level Burning Hands Chromatic Orb Color Spray Detect Magic Earth Tremor Expeditious Retreat Feather Fall Fog Cloud Grease Ice Knife Jump Longstrider Magic Missile

Ray of Sickness Shield Silent Image Tenser’s Floating Disk Thunderwave Unseen Servant Witchbolt

2nd Level Aganazzar’s Scorcher Cloud of Daggers Darkness Enhance Ability Enlarge/Reduce Flaming Sphere Gust of Wind Invisibility Levitate Magic Weapon Mirror Image Melf’s Acid Arrow Misty Step Ray of Enfeeblement Scorching Ray Shatter Snilloc’s Snowball Swarm Spider Climb Web

3rd Level Blink Counterspell Dispel Magic Flame Arrows Fireball

Fly Gaseous Form Haste Lightning Bolt Major Image Melf’s Minute Meteors Phantom Steed Sleet Storm Slow Stinking Cloud Tidal Wave Vampiric Touch Water Breathing Wind Wall

4th LEVEL Arcane Eye Dimension Door Elemental Bane Evard’s Black Tentacles Fire Shield Greater Invisibility Ice Storm Phantasmal Killer Polymorph Stoneskin Storm Sphere Vitriolic Sphere Wall of Fire

Mislead Telekinesis Wall of Force Wall of Stone

6th LEVEL Arcane Gate Chain Lightning Disintegrate Flesh to Stone Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Otiluke’s Freezing Sphere Sunbeam True Seeing Wall of Ice

7th LEVEL Delayed Blast Fireball Firestorm Prismatic Spray Whirlwind

8th LEVEL Earthquake Incendiary Cloud Sunburst

5th LEVEL

9th LEVEL

Bigby’s Hand Cloudkill Cone of Cold Immolation

Meteor Swarm Prismatic Wall Shapechange

Homebrew Class | Magus

11
Magus - The Homebrewery

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