Magi (5e Class)

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Magi[edit]

A young man meditates atop a huge rock formation, while a group of bounty hunters climb the rock to try and get him, and earn the reward that was promised by an old rival, who after being defeated countless time, has decided to let others do it for him. They close in on him, but are taken by surprise, as his fist crushes the rock below him, dropping the bounty hunters to the depths of a cliff, while the man simply vanishes, reappearing at another point to continue his meditation.

A woman teaches the apprentices of her temple's practices. Showing them how to cast spells and how to fight. Some of her students who were allowed to attack her whenever they please as part of their training spring from behind her, sure they have the element of surprise. Suddenly they are stopped, by daggers pinning their shadows. Once again they couldn't match their master, but she is confident one day they will surpass her, but for now, they must receive their punishment for their failure.

A sorcerer, after being chased for so long, gives up on trying to run away, and decides to face his pursuer directly. When his enemy appears, he is taken by surprise by their speed, a quick hit to the stomach proves very powerful, but the sorcerer feels something is wrong, there's something worse. When he tries to cast a spell, he realizes he is incapable of performing the magical symbols or the arcane words to cast it, and realizes too late, the enemy before him, is much worse than predicted, and that was his first and last encounter with a "mage slayer".

Magi (plural of Magus), are powerful fighters who have learned to increase their body's power through arcane means. They are an interesting counterpart to monks, who use the magical energy of their own bodies, called Ki, magi use the energy of the environment and mix that with their spiritual energies to create impressive feats of strength, speed and combat.

Perfection of the Spirit[edit]

While monks use their physical energy, and search perfection of the body, magi believe the true perfection that must be achieved is the perfection of the spirit. They believe that all the arcane energy coursing through the multiverse should be harnessed, mixed with your own, and refined into a pure power, that fuels their bodies, and allows them the ability to use incredible features, like moving faster than the eyes can see, use a weapon to attack a creature's soul or their mind, and many other amazing things.

Creating a Magus[edit]

Why did you character become a Magus? You should come up with a good answer to this question, usually by thinking of other questions. Were they born at a magi temple, and the temple's masters taught them? Did they find a hidden temple somewhere and were granted the right to learn from the residents? What do you plan to use that which was taught to you? Do you truly seek to understand more of the arcane, and more about your own self? Or do you only wish to use these powers for your own desires? These are good questions to ask yourself when building a magus, but remember, you are the one who decides who they were, and who they will become.

Quick Build

You can make a magus quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Strength or Dexterity. Second, choose the Sage background.

Class Features

As a Magi you gain the following class features.

Hit Points

Hit Dice: 1d8 per Magi level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magi level after 1st

Proficiencies

Armor: Light Armor
Weapons: simple melee weapons, dart, shortsword
Tools:
Saving Throws: Dexterity, Intelligence
Skills: choose two from Acrobatics, Arcana, Athletics, History, Insight, Religion, and Stealth

Equipment

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

  • (a) a shortsword or (b) any melee simple weapon
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) an arcane focus or (b) a component pouch
  • (a) 10 darts or (b) two daggers
  • If you are using starting wealth, you have 5d4 gp in funds.

Table: The Magi

Level Proficiency
Bonus
Features Mana Points Shundo Distance Cantrips Known Spell Slots Slot Level
1st +2 Mystical Arts, Spellcasting - - 2 1 1st
2nd +2 Mana, Instant Movement 2 15 ft 2 2 1st
3rd +2 Magus Practice, Magus Arcana 3 15 ft 2 2 2nd
4th +2 Ability Score Improvement 4 20 ft 2 2 2nd
5th +3 Extra Attack 5 20 ft 3 2 3rd
6th +3 Mana-Empowered Strikes, Magus Practice Feature 6 20 ft 3 2 3rd
7th +3 7 25 ft 3 2 4th
8th +3 Ability Score Improvement 8 25 ft 3 2 4th
9th +4 9 25 ft 3 2 5th
10th +4 Instant Movement Improvement 10 25 ft 3 2 5th
11th +4 Magus Practice Feature, Spell Training 11 30 ft 4 3 5th
12th +4 Ability Score Improvement 12 30 ft 4 3 5th
13th +5 13 30 ft 4 3 5th
14th +5 14 30 ft 4 3 5th
15th +5 Instant Movement Improvement 15 35 ft 4 3 5th
16th +5 Ability Score Improvement 16 35 ft 4 3 5th
17th +6 Magus Practice Feature 17 35 ft 4 4 5th
18th +6 18 40 ft 4 4 5th
19th +6 Ability Score Improvement 19 40 ft 4 4 5th
20th +6 Perfect Spirit 20 40 ft 4 4 5th

Mystical Arts[edit]

At 1st level you have trained in mystical arts, a form of combat, which uses arcane energy to control the body. This form of combat utilizes unarmed combat and a few types of weapons combined with your arcane energy to fight. Mystical arts can't be used with weapons with the heavy and/or two-handed properties.

You gain the following benefits while you are unarmed or wielding only magi weapons and you aren't wearing armor or wielding a shield.

  • You can use Intelligence instead of strength for your unarmed strikes and magi weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strikes and magi weapons. This die changes as you gain magi levels, at 6th level it increases to a d6, and at 14th level it increases to a d8.
  • When you make a melee spell attack with a cantrip, or use your attack action to use your magi weapon or an unarmed strike, you can use your bonus action to make an unarmed strike. As long as you haven't used your bonus action yet during this turn.

Spellcasting[edit]

Also at 1st level, you gain the ability to cast spells.

Magi are wielders of the arcane arts. They learn through rigorous study. They use their energy to power their body, but are also quite proficient with the spells, and while they aren't the most versatile casters around, their spells still prove to be an infallible asset to magi all around the world.

Spellbook

A magi studies and records spells, in a similar method as that of the wizard. They keep them in a spellbook of their own.

Your spell book begins with 4 spells recorded into it. And you record one more spell every level.

Spell Slots

The magi table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your magi spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Preparing and Casting Spells

You prepare the list of spells that are available for you to cast. To do so, choose a number of magi spells from your spellbook equal to your Intelligence modifier + your magi level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

So when you prepare your spells, you can, for example: being a 7th level magi, if you have the 1st level Magic Missile prepared, you can cast it as a 4th level spell. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared Spells when you finish a long rest. Preparing a new list of magi spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your magi spells, as your spellcasting is connecting to communing with the world around you and the understanding of your own spirit. 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 magi 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

Ritual Casting

You can cast magi spells as a ritual if the spell has the ritual tag and it is prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your magi spells.

Mana[edit]

At 2nd level your training let's you tap into the arcane power of the world around you, called Mana. This energy is represented by mana points, your magi level determines your mana points, as shown in the mana column in the magi table.

You can use this reserve of energy to fuel various mana features. You start knowing three such features: Arcane Blow, Controlled Spirit and Wind Shield. You learn more mana features as you gain levels in the magi class.

When you spend a mana point it's unavailable until you finish a short or long rest, at the end of which you regain all your spent mana. You must spend at least 30 minutes of the rest meditating to regain mana.

Some of your mana features might require your targets to make a saving throw. The saving throw DC is the same as your spells DC.

Arcane Blow

When you make an attack using the attack action, either unarmed or with a magi weapon, you can spend 1 mana point to add 1d4 force damage to your attack. the die for this damage increases by 1 at levels 6 (1d6), 10 (1d8), 14 (1d10), and 18 (1d12).

Controlled Spirit

When you make a concentration check, you can spend 1 mana point to add your Intelligence modifier to the roll.

Wind Shield

You can spend 1 mana point, and use the Dodge action as a bonus action.

Instant Movement[edit]

Also at 2nd level you have learned a form of movement called Shundo, or, by the layman's terms: instant movement. As the name says, this technique allows the user to move instantly from a point to another. The instant movement is separated into two steps: the "entry" when you start your movement, and the "cutoff" when you finish the movement. This movement is so fast, it appears to the naked eye as teleportation.

On your turn, you can spend half of your movement to use instant movement. When you make the "entry" of your instant movement you decide which direction you will move, after deciding you can't change directions, you then instantly appear at the point of "cutoff". You don't need to use the full movement of your shundo, so, for example, if you can move up to 30 ft with shundo you could stop at 15 ft, the rest is wasted for this turn.

Instant Movement doesn't trigger attacks of opportunity when you walk out of melee from an enemy, unless the enemy has a Dexterity score at least two points higher than yours, and has a passive perception of 16 or higher.

At 10th level you learn an advanced form of your instant movement, called Koku Shundo, or "Empty Sky Instant Movement". With this technique you can use your instant movement in any surface, and even on thin air. To use this feature you must spend 1 mana point when you make an "entry", if you do that, your "entry" can be made anywhere.

At level 15 you learn an even more advanced type of shundo. This one is called Shukuchi Mukyo, or "Boundless Ground Contraction". To use this shundo you must spend all of your movement, and from 2 to 5 mana points. This shundo is made to travel great distances. The distance you can travel with one of these is equal to your current max shundo speed times the number of mana points you spent. This movement is taxing, and it can't be used turn after turn. After using this feature you can't make another shundo of this type in your next turn, you must wait for the one after that.

One thing to be noted, the restriction on how many mana points can be spent on this movement is only for scenes with separated turns, as that is the fastest one can move with shundo in 6 seconds. Outside of turn-by-turn scenes your character can spend as many points as they please.

Magi Practice[edit]

Every magi commits themselves to a specific practice form: Practice of the Arcane Body, Practice of Arcane Weapons or Practice of the Arcane Flow, all detailed at the end of the class description. Your practice grants you features at 3rd level, and again at 6th, 11th and 17th level.

Magi Arcana[edit]

At 3rd level you have trained enough to begin learning your magi arcana. These are special teachings passed down by your masters, and you have finally started developing them.

You start with 2 magi arcana, and you gain 1 more at levels 5, 8, 11, 14, 17 and 19. You can choose your magi arcana from the list below. Additionally, when you gain a level in this class you can change one of your magi arcana for another you could learn at that level, with the exception of a few that can't be forgotten after chosen.

List of Magi Arcana[edit]

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

Accelerate

You increase your base speed and the distance of your instant movement by 10 ft.

Arcane Control

Prerequisite: 13th Magi Level

You have trained harder to master your spells, you can now cast spells of lower levels with your spell slots from the Spell Training feature.

Arcane Lance

You can spend 1 mana point to make a ranged Arcane Blow. The range is of 120 ft, the attack roll is the same as an unarmed strike, and the damage is the same as the Arcane Blow's damage bonus + your Intelligence modifier.

Arcane Sensitivity

You can cast Detect Magic at will, without expending a spell slot.

Arcane Shield

Prerequisite: Practice of Arcane Weapons Magi Practice

You gain proficiency with shields, and you can use a shield in place of a weapon for any class feature that can be used with a weapon.

Combat Magician

Prerequisite: Mage Armor 1st level spell

You can cast Mage Armor on yourself at will, without expending a spell slot or material components. When using Mage Armor in this way, you can spend up to 6 mana points. For every 2 mana points spent this way, you get a +1 bonus to AC until the spell ends.

Delayed Spell

Prerequisite: 5th Magi level

You can spend 1 mana point to delay a spell when you finish casting it. The spell stays delayed for 1 hour, after that the spell is lost and the slot is lost. You can release the spell at any time with an action. To delay spells of 6th level or higher you need to spend 2 mana points.

Elemental Mage

Choose two energy types from: acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder. You can reroll 1s on the damage of spells that have one of your choices as it's damage type.

Extrasensory Perception

Prerequisite: 3rd Magi level

You can cast Detect Thoughts at will, without spending a spell slot.

Eyes Arcane

You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.

Feet of the Hare

Prerequisite: 9th Magi level

You can cast Jump on yourself at will, without expending a spell slot or material components.

Flower's Fragrance

Prerequisite: 5th Magi level

You can spend 2 mana points with a bonus action to lose 1 level of exhaustion for 1 minute. If you spend 1 to 3 more points allies within 10 to 30 ft also gain this benefit.

Flurry of Arcane Blows

Prerequisite: Practice of the Arcane Body Magi Practice

If you use your bonus action to make an attack after using your arcane blow you can spend 1 mana point to make two attacks with your bonus action.

Grasp the Air

Prerequisite: 15th Magi level

You can cast Fly on yourself once per long rest without spending a spell slot.

Intense Study

You gain proficiency in the Arcana and History skills.

Light Feet

You gain proficiency in the Stealth skill.

Painful Touch

Prerequisite: Practice of the Arcane Flow Magi Practice

Once per long rest you can cast Inflict Wounds at 1st level without spending a spell slot.

Perfect Sight

Prerequisite: 15th Magi level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 ft of you and within line of sight.

Prodigy Caster

Prerequisite: Sagitta Magica magi arcana

You can cast Magic Missile as a 1st level spell at will, without expending a spell slot. At 5th level, you can spend 1 mana point to cast it as a 3rd level spell. At 9th level, you can spend 2 mana points to cast it as a 5th level spell.

Raisoku Shundo (Lightning Speed Instant Movement)

Prerequisite: Magia Erebra 7th level spell

When you use the lightning form of Magia Erebra, you can add the speed bonus you gain, to your instant movement's base speed. You can also change directions while using your shundo.

Sagitta Magica (Magic Archer)

Prerequisite: Magic Missile 1st level spell

When you cast the Magic Missile spell you add your Intelligence modifier for the damage of each arrow instead of the usual +1. You can also change the damage type of the spell when you cast it.

Sealing Black Bands

Prerequisite: 11th Magi level

You can spend 2 mana points with an action to have a target, within 60 ft, make a Wisdom saving throw. On a success nothing happens, on a failure the creature can't cast spells for 1 minute. Magical effects that the DM may rule as not being spells aren't affected. A creature can remake the saving throw at the start of each of it's turns to end the effect. This can be used once per long rest.

Snake's Mobility

You can cast Expeditious Retreat on yourself at will, without expending a spell slot.

Untethered From the Earth

Prerequisite: 9th Magi level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Wind Pressure Barrier

Prerequisite: Windflower Wind Barrier 4th level spell

You can cast the Windflower Wind Barrier spell once per long rest without spending one of your spell slots.

Worldwide Teachings

You can read all writing.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

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

Mana-Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spell Training[edit]

At 11th level, your arcane training has bared fruit. You gain 1 6th level spell slot, which you can only use to cast 6th level spells. At levels 13, 15 and 17 you gain extra spell slots, respectively of 7th, 8th and 9th levels. These follow the same rule as the 6th level slot.

Perfect Spirit[edit]

At 20th level, when you roll for initiative and have no mana points remaining, you regain 4 mana points.

Magi Practices[edit]

There are three common practices in the magi temples scattered around the multiverse. Magi are taught equally in most temples, until they are adept enough for their masters to teach them more advanced techniques connected to their specific temple.

Practice of the Arcane Body[edit]

Magi practitioners of the Arcane Body form are masters at increasing their physical prowess, becoming extremely powerful unarmed fighters, untouchable in the battlefield, fast as lightning and most important, they know how to use their enemies' strength against them.

Melody of Battle

At 3rd level, you learned how to make a reinforcement effect through your mana. With a bonus action you activate the Melody of Battle, while this effect is active, you add half of your Intelligence modifier (rounded up) to your AC, as long as you aren't wearing armor, although this effect can stack with the Mage Armor and Shield spells, and can be used even if you are wielding a shield. Also, while this effect is active, if you had any levels of exhaustion, ignore 1 level of it. This effect costs 2 mana points, and lasts for 1 minute.

Also, your mystical arts damage die grows like the Monk's martial arts damage column in the Monk's table, but this different growth only applies to your unarmed strikes, not your magi weapons.

Magic Fist

Starting at 6th level, you have learned the signature techniques of the Arcane Body form. When you make an unarmed strike, you can spend 2 mana points to make a "Crushing Fist" attack. If you hit, you deal 3d6 of damage, you deal an additional 1d6 of damage for each mana point above the 2 you spend, to a maximum of 6d6 with 5 mana points. You choose what type of damage the attack causes, usually based on your temple's style (a temple that trained magi in the cold mountains might have taught you the "Crushing Fist of Majestic Snow" which deals cold damage, while a temple that trains their disciples in the way of light might have taught you the "Crushing Fist of Majestic Cherry Blossoms" which deals radiant damage).

This feature can only be used once per round, and you can't combine this feature with the Arcane Blow mana feature.

Shundo Expert

At 11th level you've truly grasped the earth, and is on your path to become a master at Shundo. Increase your instant movement speed by 10 ft, and the following two increases follow this increase. Also, now other creatures can only make attack of opportunity against you while doing instant movement if their Dexterity score is at least 4 points higher than yours, and they have a passive perception of 18 or higher.

Final Trump Card

At 17th level, you have learned the most important teaching of the Arcane Body form: it's not how you use your power in a battle, it's how you use your adversary's power against them. You can use your reaction to spend 4 mana points when you are targeted by a spell that deals damage so you can redirect it to the original caster. You must make a roll using your Intelligence modifier, to beat a DC of 10 + the level of the spell you're trying to redirect. You can also spend a spell slot, doing so you treat the redirected spell as 1 level higher and you gain advantage on your roll (no mater which level of spell slot you use, this bonus is the same). The redirected spell's new point of origin is you, if it had a saving throw, it uses your spell DC now, if it needs an attack roll, you make that roll with advantage. You can only use this feature once per long rest.

Practice of Arcane Weapons[edit]

While magi are all trained in combat with weapons, none are more proficient than those who trained the Arcane Weapons form. These magi are masters at both melee and ranged combat. Their swords can cut spirits, their hammer can crush minds and their bows can pin even a shadow.

Bound Weapon

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. 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. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Bound weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Weapon Proficiency

Also at 3rd level you gain proficiency with all melee martial weapons and with short and long bows. Short bows are an exception for the rules of mystical arts, they are the only Two-Handed weapon that you gain that feature's benefits while wielding.

Weapon's Target

At 6th level you gain one of the following features of your choice:

  • Slash the Soul. You can spend 2 mana points and use your attack action with a weapon that deals slashing damage to make a "Soul Slashing" strike. If you hit a creature with this you deal force damage instead of slashing damage, you also add 1d8 force damage on a hit, and the creature must make a Wisdom saving throw or become unconscious until the end of your next turn.
  • Smash the Mind. You can spend 2 mana points and use your attack action with a weapon that deals bludgeoning damage to make a "Mind Crushing" strike. If you hit a creature with this you deal psychic damage instead of bludgeoning damage, and the creature must make a Intelligence saving throw or become stunned for 1d4+1 rounds, ending the effect at the start of their turn.
  • Pierce the Shadow. You can spend 2 mana points and use your attack action with a weapon that deals piercing damage to make a "Shadow Biding" strike. If you hit a creature with this you deal radiant damage instead of piercing damage, and the creature must make a Dexterity saving throw or become paralyzed for 1d4+1 rounds, ending the effect at the start of their turn.
From Offense, to Defense

At 11th level, you gain one of the following features of your choice:

  • Arcane Riposte. You can enter a riposting stance with a bonus action by spending 1 mana point. While in this stance you can use your reaction to make a riposte against an attack aimed at you. If you are attacked, you can make an immediate attack against your aggressor.
  • Earth Shield. You can hit the ground below you with a bonus action by spending 2 mana points. Your mana infused hit cracks the ground and raises rocks before you. These rocks stay up for a number of rounds equal to your Strength modifier plus your Intelligence modifier. You, and any other creature within 5 ft of you gain Half Cover while behind the rocks. If you spend 1 extra mana point, the rocks grant Three-Quarters Cover to you and any other creature within 10 ft of you while behind the rocks.
  • Shadow Parry. You can make a parry by spending 1 mana point. If you are hit by an attack, you can use your reaction to parry the attack. You roll 1d10 + your Dexterity modifier, and subtract the result from the damage you've taken. you can spend 1 extra mana point to add an extra 1d10 to your roll.
Perfect Cut

At 17th level, you can create a blade of pure mana, capable of cutting through anything. Using it against another creature you make a spell attack roll. If you hit the creature must make a Wisdom saving throw, on a failure the creature fall to 0 hit points, on a success they take 10d10 force damage. If you use this attack on the environment, it will cut through 30 ft of wood, 20 ft of stone or 10 ft of metal. This feature costs 3 mana points and can only be used once per long rest.

Practice of the Arcane Flow[edit]

Most magi train to fight with their bodies, and use their spells as support. Not the practitioners of the Arcane Flow form, they have a deeper connection with their arcane arts. They learn a bigger variety of spells, are able to perfectly turn mana into pure arcane energy to use it for their spells, and even disrupt the magic in others, making them known as "mage slayers".

Expanded Spell List

In their many years of training, arcane flow magi have learned more and more spells. You learn the following spells, and they don't count for your spells known total.

Expanded Spell list
Magi Level Spell
3rd Inflict Wounds
5th Spider Climb
9th Melf's Minute Meteors
13th Death Ward
17th Telekinesis
Mana Flow

Also at 3rd level, you have become truly adept at controlling mana. So adept, you can turn mana into spell slots. You can spend an amount of mana points and regain a spell slot.

Creating Spell Slots
Spell Slot Level Mana Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

You can also turn spells slots into mana points. You gain a number of mana points equal to the expended spell slot's level.

Disrupting Flow

At 6th level, when you hit a creature with an arcane blow you can spend 1 extra mana point to disrupt the creature's ability to cast spells. They must make a Constitution saving throw, on a failure they can't provide Verbal and Somatic components to spells. On a success nothing happens. This effect lasts for a number of rounds equal to your Intelligence modifier (minimum 1).

Control the Flow

At 11th level, you are able to control the arcane energy around you to protect you and your allies close to you. When you make a saving throw against an area of effect, you can spend 2 mana points to give yourself and a number of creatures equal to your Intelligence modifier advantage on the saving throw. This only affects creatures within 30 ft of you. You can only use this feature once per short or long rest.

Crush the Flow

At 17th level you can inflict a terrible condition to the flow of arcane energy inside a creature. Use your action to spend 3 mana points and to make a melee spell attack against a creature, if you hit the creature's arcane flow is in complete disarray. The next time the creature casts a spell or uses a feature that the DM considers as magical in nature, you can use your reaction to interrupt the creature's action and burst their flow of energy. The target must make a Constitution saving throw, on a failure they take 10d10 force damage, and can't cast spells or use other magical features for 1d6 + 2 rounds. On a success, they take only half damage, and can't use spells or magical features for 1d4 + 1 rounds.

Magi Spell List[edit]

The list below shows the spells a magi can learn as they gain more levels in the class.

Cantrips

Blade Ward, Booming Blade, Control Flames, Dancing Lights, Fire Bolt, Green-Flame Blade, Lightning Lure, Mage Hand, Prestidigitation, Ray of Frost, Shocking Grasp, Sword Burst, True Strike

1st Level

Absorb Elements, Catapult, Chromatic Orb, Color Spray, Comprehend Languages, Detect Magic, Earth Tremor, Expeditious Retreat, Feather Fall, Healing Wind, Ice Knife, Jump, Longstrider, Mage Armor, Magic Missile, Shield, Sleep, Witch Bolt

2nd Level

Aganazzar's Scorcher, Blindness/Deafness, Blur, Cloud of Daggers, Darkness, Darkvision, Earthbind, Enhance Ability, Hold Person, Invisibility, Levitate, Magic Weapon, Mirror Image, Shadow Blade, Shatter, Warding Wind

3rd Level

Counterspell, Dispel Magic, Erupting Earth, Fireball, Fly, Glyph of Warding, Haste, Lightning Bolt, Magic Circle, Nondetection, Protection from Energy, Slow, Wall of Water, Water Walk

4th Level

Confusion, Elemental Bane, Fire Shield, Greater Invisibility, Ice Storm, Stoneskin, Valkyrie Strike, Windflower Wind Barrier

5th Level

Cone of Cold, Control Winds, Hold Monster, God Hammer, Immolation, Wall of Force

6th Level

Chain Lightning, Contingency, Eyebite, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, True Seeing

7th Level

Crown of Stars, Delayed Blast Fireball, Etherealness, Magia Erebra, Mordenkainen's Sword, Reverse Gravity, Symbol, Whirlwind

8th Level

Antimagic Field, Earthquake, Feeblemind, Incendiary Cloud, Mind Blank, Power Word Stun

9th Level

Foresight, Gate, High Ancient Strike, Invulnerability, Time Stop, Prismatic Wall

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the magi class, you must meet these prerequisites: Intelligence 13.

Proficiencies. When you multiclass into the magi class, you gain the following proficiencies: Simple Melee Weapons.

Author's Note: Ignore the changes I've made recently, this class was made so me and my friends could experience something close to a certain character we like, but in truth, that character is very overpowered, so while trying to get close to him, I made this class too powerful. The current format is acceptable for me.


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