Dialogue Tags: Wizard / Fighter

Class Features

Hit Points: 8 at level 1, +5 for each level thereafter
Armor: Light Armor, Medium Armor (except Starlit Span), Shield (Sparkling Targe)
Weapon: Simple Weapons, Martial Weapons
Saving Throws: Constitution, Intelligence

Spell Slot Progression

As a Magus, your spell slot progression deviates from that of a standard caster. Starting from 4th level, you possess a total of 4 spell slots: 2 at the highest level accessible to a caster of comparable advancement and 2 at a level lower.

Upon reaching levels 1, 2, and 3, you will be equipped with 1 first-level spell slot, 2 first-level spell slots, and 2 first-level spell slots along with 1 second-level spell slot, respectively.

Multiclassing
when multiclassing, for the purpose of spell slot progression, having levels in Magus does NOT increase your caster level. The spell slot progression for full casters and the Magus are separate, much like with the Warlock’s spell progression.

Level 1

Arcane Pool: Starting at level 1 you gain a pool Arcane Points equal to your Intelligence Modifier + your Magus level. All Arcane Points are recharged on a Long Rest. You can expend these points to use your Magus abilities.

Spell Casting: You are an arcane caster sharing the wizard's spell list. Intelligence is your Spellcasting modifier.You know 4 cantrips and learn additional ones at level 5, 10, and 17.  You know 4 first level spells and may learn 1 additional spell each time you gain a level. You may learn additional spells through scrolls. You can prepare an amount of spells equal to your Intelligence Modifier + half your level. 

Arcane Enhancement: As a bonus action, you may spend 1 Arcane Point to change your weapon's damage type to Fire, Cold, Acid, Lightning, or Thunder for 1 minute.

Magus Arcana: You may select 1 Arcana at level 1, 2, 3, and every odd level thereafter. Those Arcanas are unique to their level and can drastically alter the way you play Magus.

Hybrid Study (Subclass): You may choose from the Sparkling Targe, Inexorable Iron, Laughing Shadow, Twisting Tree and the Starlit Spans subclasses for the Magus. This will determine your starting equipment, Arcane Cascade's additional effect, Studious and Conflux spells, and subclass specific Arcanas down the line.

Conflux Spell: Your subclass choice grant you a conflux spell which can be used once per combat. All Conflux Spells are bonus action casts and can trigger Arcane Cascade. (use Conflux Refocus spell to recharge it out of combat)

Level 2

Spellstrike: Harnessing the power of Spellstrike, you gain the ability to launch a weapon attack in conjunction with casting a spell. This enables you to perform a melee weapon strike with the same roll of a preceding successful melee spell attack, as long as you haven't moved. (A Passive Toggle, when toggled on, you gain an extra attack after casting a qualified spell) (Spells cast with this feature uses your WEAPON ATTACK ROLL instead of your SPELL ATTACK ROLL)

Magus Arcana: You may select one 2nd level Magus Arcana.

Level 3 

Arcane Cascade: When you cast a non-cantrip spell, your magic flows into your weapon and causes it to deal an additional 1d4 damage for the next 10 turns. This effect increases to 1d6 at level 5, 1d8 at level 10, 1d10 at level 14, and 1d12 at level 17 . The damage type depends on the school of the spell you have casted.
- Force: Abjuration and Evocation
- Weapon: Conjuration and Transmutation
- Psychic: Divination, Enchantment, and Illusion
- Necrotic: Necromancy

Magus Arcana: You may select one 3rd level Magus Arcana.

Level 4

Ability Score Increase or Feat.

Level 5

Magus Arcana: You may select one 5th level Magus Arcana.

Arcane Cascade: Cascade damage increases to 1d6.

Enduring Blade: You may spend extra Arcane Points to increase the duration of your Arcane Enhancement.
- 1AP: 10 turns
- 2AP: 100 turns
- 3AP: 600 turns
- 4AP: until long rest

Level 6

Spell Combat: When you make a Spellstrike, you may perform an additional weapon attack as a bonus action. (You must make the spellstrike first)

Level 7

Magus Arcana: You may select one 7th level Magus Arcana.

Level 8

Ability Score Increase or Feat.

Level 9

Magus Arcana: You may select one 9th level Magus Arcana.

Level 10

Arcane Cascade: Cascade damage increases to 1d8

Level 11

Arcane Restoration: recover Arcane Pool Points equal to your intelligence modifier once per short rest.

Magus Arcana: You may select one 11th level Magus Arcana.

Level 12

Ability Score Increase or Feat.

Level 13

Magus Arcana: You may select one 13th level Magus Arcana

Level 14

Extended Spellstrike: You may store an echo of your spell inside your weapon, you may cast this spell again without using a spell slot. The spell is stored for 1 minute, or until you cast another spell. (Can't actually track what spell is cast at the moment, so currently: when you make a spellstrike with a leveled spell, your next leveled spell can be casted for free)

Level 15

Magus Arcana: You may select one 15th level Magus Arcana

Level 16

Ability Score Increase or a Feat

Level 17

Magus Arcana: You may select one 17th level Magus Arcana

Level 18

Broad Study: You may select 4 of the following in any combination:
- Spell slots: one level 1 spell slot and one level 2 spell slot
- Sneak Attack: one sneak attack die (not sure if this is working)
- Battlemaster Maneuvers: 1 superiority die and 1 BM maneuver

Level 19

Magus Arcana: You may select one 19th level Magus Arcana

Level 20

True Magus: You become proficient in 1 more saving throw of your choice

Unerring Spellstrike: When you miss an attack, you may spend 5 Arcane Points to hit instead.

Additional Arcanas are to be implemented / fixed in a later updates




Subclasses

Inexorable Iron
Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield.

Cascade Augmentation
When you enter Arcane Cascade, you gain temporary HP equal to 5 + Proficiency bonus at the end of each of your turns.

Extra Studious Spells
You learn the spell Enlarge/Reduce at level 3. 

You learn the spell Staggering Smite at level 7

You learn the spell Harm at level 11

Conflux Spell
Thundering Strike: Slam your weapon down, potentially knocking your target and surrounding enemies prone.

Extra Arcanas
  • 3rd Level, Devastating Spellstrike: When you hit a creature with a Spellstrike, you may cause the attack to explode, dealing your Arcane Cascade damage to nearby creatures.
  • 9th Level, Sustaining Steel: The temporary HP gained from your Cascade Augmentation is doubled.


Sparkling Targe
You've studied the applications of magic, training yourself to perform not just offensive maneuvers but defensive tactics as well. When magic flows through you, your shield can block impossible things, even a dragon's breath or a rain of magic missiles.

Shield Proficiency
You gain proficiency in shields.

Cascade Augmentation
When you enter Arcane Cascade, you gain damage reduction equal to half of your magus level.

Extra Studious Spells
You learn the spell Warding Bond at level 3.

You learn the spell Stoneskin at level 7.

You learn the spell Globe of Invulnerability at level 11.

Conflux Spell
Shielding Strike: Slam your shield forward, increasing your AC and Saving throws by 2 for 1 turn, and potentially taunting your target.

Extra Arcana
  • 3rd Level, Emergency Targe: As a reaction you may spend 1 AP to  you raise your shield, gaining resistance to the triggering damage and Temporary Hit Points equal to 10 + your Level until the start of your next turn.

  • 9th Level, Dazzling Block: As a reaction you may spend 1 AP to raise your shield and emit a blast of blinding light, blinding the attacker and those behind them in a cone.


Laughing Shadow
Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.

Cascade Augmentation
When you enter Arcane Cascade you gain an additional 5ft of walking speed or 10ft if you have an empty offhand. In addition, your weapon attacks deal additional damage equal to your Arcane Cascade + Intelligence modifier once per turn.

Extra Studious Spell
You learn the spell Crown of Madness at level 3.

You learn the spell Phantasmal Killer at level 7.

You learn the spell Wind Walk at level 11.

Conflux Spell
Dimensional Assault: Teleport 30ft and make a weapon attack against a target.

Extra Arcana
  • 3rd Level, Distracting Spellstrike: You gain proficiency with the Deception skill, and you make it with intelligence instead of charisma. In addition, when you make a Spellstrike, you may knock your target off balance (Deception against your target’s passive Perception).

  • 9th Level, Dimensional Disappearance: When you cast the Misty Step, Thunderstep, Dimension Door, or Farstep, you can spend 2 Arcane Point and become invisible for 1 hour (600 turns). The Invisibility can not be broken through casting spells or attacking for the first turn.


Twisting Tree
The staff is perhaps one of the simplest of weapons, but this simplicity belies its elegance and versatility. To you, a staff is a casting implement and martial weapon alike—the foundation of a fighting style.

Arcane Cascade Augmentation
When you enter Arcane Cascade, you can channel some magic into your staff, increasing its damage to 1d8 (1d10) and granting it an extra 5 feet of reach.

Extra Studious Spells
You learn the spell Spike Growth at level 3.

You learn the spell Guardian of Nature at level 7

You learn the spell Flesh to Stone at level 11.

Conflux Spell
Spinning Staff: Spin your staff around you, potentially flinging enemies within 10ft of you away.

Extra Arcana
  • 3rd Level, Student of the Staff: You may push a creature 10 feet away from you whenever you make an attack with a staff.

  • 9th Level, Lunging Spellstrike: You may extend the range of a melee attack spell to 30 feet and also the subsequent Spellstrike with it. (*Known issue - this ability is abusable by toggling the passive selection on and off, have not figured out how to prevent that yet)


Starlit Span
With magic, the sky's the limit, and you can't be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.

Armor Proficiency
You lose proficiency in Medium Armor.

Spellstrike Augmentation
When you make a Spellstrike, you may make it with a ranged weapon instead.

Extra Studious Spell
You also learn the spell Scorching Ray at level 3.

You learn the spell Dimension Door at level 7.

You learn the spell Arcane Gate at level 11.

Conflux Spell
Shooting Stars: Hit a ranged attack against a target and encase it in Faerie Fire.

Extra Arcana:
  • 3rd Level, Starlit Eyes: You gain blindsight and immunity to the blinded condition.

  • 9th Level, Meteoric Shot: Your ranged Spellstrike leaves a trail of energy behind it, dealing 2* Arcane Cascade in force damage and half of your weapon's damage to all creatures in a line. 2 AP.



Magus Arcanas
This list does not include the subclass specific Arcanas.

Level 1
- Familiar: Learn the Find Familiar spell.
- Raise a Tome:  When you wield a shield, you gain advantage in Arcana, History, Investigation, Religion, and Nature checks. [Required for Shielded Tome]
- Magus's Analysis: Learn True Strike if you don’t know it. You may cast True Strike as a bonus action for 1 AP.

Level 2
- Expansive Spellstrike: You may Spellstrike with any spell, not just spells that include spell attacks.
- Spell Parry: You may cast Shield with 1 AP instead of a 1st level spell slot. [Required for Preternatural Parry]
- Spell Blending: Learn 2 spells from a pool of non-Magus spells.

Level 3
- Body of Mist: You may cast Misty Step with 1 AP.
- Steady Spellcasting: Gain advantage on concentration checks.

Level 5
- Cascade Countermeasure: As a reaction, spend 3 AP to cast Counter Spell at 3rd level.
- Knowledge is Power: You add your Intelligence Modifier to your weapon's damage.
- Thundering Retaliation: Upon getting attacked, you may use a reaction and 1 AP to cast Thunderwave at the creature who struck you.
- Shielded Tome: Gain +1 to AC and Saving Throws when wielding a shield.

Level 7
- Resonant Blade: While dual wielding, when you miss a spellstrike, you may attempt it again with an offhand weapon.
- Spell Swipe:  You may cleave up to a maximum of 2 targets with a melee weapon whenever you make a Spellstrike.
- Arcane Cloak: You may use Hide as a bonus action and gain a bonus to persuasion and stealth equal to your intelligence modifier.
- Capture Magic: When a spell is casted on you, you can use their magic to enter Arcane Cascade and recharge your Conflux Spell. (the spell has to target you, AOE spells does not trigger)

Level 9
- Cascading Ray: When performing a Spellstrike, you may spend 1 AP to fire a ray of magical force dealing force damage equal to two rolls of your Arcane Cascade at a target of your choosing.
- Runic Impression: When applying Arcane Enhancement, you may spend an additional 1 AP cost to add 1 of 5 property runes to your weapon when applying Arcane Enhancement.
- Bloodthirsty: regain 1d4 hit points when you hit a creature with this weapon.
- Deathdrinking: regain 2d8 hit points when you kill a creature with this weapon.
- Speed: You may make one free attack per turn with this weapon.
- Wounding: Inflict 1d6 bleed damage per round when you hit a creature with this weapon.
- Hooked: You may perform trip attack with this weapon.

Level 11
- Elemental Burst: When applying Arcane Enhancement, you add 1d8 additional elemental damage to your weapon, and create an elemental explosion dealing the additional damage to creatures around your target on crit. this damage increases to 1d10 at level 14 and 1d12 at level 17.
- Charge of the Magi: You may use a Bonus Action to rush up to 30ft in a direction and pull all enemies near your path toward you.
- Rapid Recharge: Once per combat, you may recover Arcane Points equal to half of your Intelligence Modifier.
- Overwhelming Spellstrike: for 2 AP, you may ignore your foe's resistance to your damage for 1 turn.

Level 13
- Arcane Shroud: Your spell has a powerful aftereffect, briefly granting you a certain spell depending on the spell you cast.
- ABJ: Stoneskin
- EVO: Fireshield
- CON: Blink
- TRN: Farstep
- DIV: Greater Invisibility
- ECH: Heroism
- ILL: Greater Invisibility
- NEC: False Life (3rd level)
- Hasted Assault: You may spend 2 Arcane Points to gain an additional action on your turn which can be used for making a single weapon attack, dash, disengage, or hide.
- Preternatural Parry: requires spell parry. When you use spell parry, and the attacker is within your reach, you may make a counter attack against them.
- Resounding Cascade: You share your bonus damage from Arcane Cascade to all allies within 10ft of you.

Level 15
- Bane Blade: You may apply the maximum Bane effect on targets of your spellstrike, reducing their attack rolls and saving throws by 4.
- Expanded Cascade: Requires Resounding Cascade. You may also extend your subclass's Arcane cascade benefit to your allies.

Level 17
- Conflux Wellspring: whenever you cast a leveled spell, you regain 1 Conflux Focus point
- Elemental Eruption: Requires Elemental Burst. Elemental Burst now triggers on every attack and its radius is increased to 10 ft.

Level 19
- Supreme Spellstrike: Requires Hasted Assault. You always gain the benefit of Hasted Assault
- Whirlwind Spell: Requires Spell Swipe and melee weapon. When you hit a spellstrike, you can instead target everyone within your reach with your weapon attack.

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