Magus (5e Class)
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Magus of the Weave[edit]
(Improved)
There are those who spend their lives poring over ancient tomes and texts, unlocking the magical powers of the Weave, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The Magus of the Weave is a student of both philosophies, blending the raw magical abilities of the weave and martial prowess into something entirely unique, a discipline in which both spells and steel are blended to an unmatched devastating effect.
Creating a Magus of the Weave[edit]
- Quick Build
You can make a Magus quickly by following these suggestions. First, strength or dexterity should be among one of your highest ability scores, as well as your intelligence ability score. Second select a background. Third, choose a rapier if you chose dexterity as your highest physical ability score, or longsword if you chose strength as your highest physical ability score.
Class Features
As a Magus you gain the following class features.
- Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per class level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple and Martial
Tools: None
Saving Throws: Constitution and Intelligence
Skills: Choose two from the following: Acrobatics, Arcana, Athletics, History, Investigation, Perception and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor, hand crossbow, and 20 crossbow bolts
- (a) two simple weapons or (b) a martial weapon
- (a) an arcane focus or (b) a component pouch
- (a) a explorer's pack or (b) a scholar's pack
- spellbook
Proficiency | —Spell Slots per Spell Level— | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Bonus | Features | Weave Points | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | ||||
1st | +2 | Arcane Combat, Spellcasting | - | 2 | 2 | — | — | — | — | — | — | ||||
2nd | +2 | Magus Archetype, Weave Pool | 2 | 2 | 2 | — | — | — | — | — | — | ||||
3rd | +2 | Fighting Style, Read the Weave | 3 | 2 | 3 | 1 | — | — | — | — | — | ||||
4th | +2 | Ability Score Increase | 4 | 2 | 4 | 2 | — | — | — | — | — | ||||
5th | +3 | Alter the Weave | 5 | 3 | 4 | 2 | 1 | — | — | — | — | ||||
6th | +3 | Magus Archetype Feature | 6 | 3 | 4 | 3 | 1 | — | — | — | — | ||||
7th | +3 | Extra Attack | 7 | 3 | 4 | 3 | 2 | — | — | — | — | ||||
8th | +3 | Ability Score Increase | 8 | 3 | 4 | 3 | 3 | 1 | — | — | — | ||||
9th | +4 | - | 9 | 3 | 4 | 3 | 3 | 1 | — | — | — | ||||
10th | +4 | Alter the Weave, Magus Archetype Feature | 10 | 3 | 4 | 3 | 3 | 1 | — | — | — | ||||
11th | +4 | - | 11 | 4 | 4 | 3 | 3 | 2 | 1 | — | — | ||||
12th | +4 | Ability Score Increase, Secrets of the Magi | 12 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | ||||
13th | +5 | - | 13 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | ||||
14th | +5 | Magus Archetype Feature | 14 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | ||||
15th | +5 | Alter the Weave | 15 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | ||||
16th | +5 | Ability Score Increase | 16 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | ||||
17th | +6 | - | 17 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
18th | +6 | Magus Archetype Feature | 18 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
19th | +6 | Ability Score Increase | 19 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
20th | +6 | Master of the Weave | 20 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 1 |
Spellcasting[edit]
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. A magus uses the Wizard spell list to choose his spells that he knows and to later learn as he grows in power.
- Cantrips
At 1st level, you know two cantrips of your choice from your spell list. You learn additional cantrips of your choice at higher levels.
- Spellbook
At 1st level, you have a spellbook containing six 1st-level spells of your choice. Your spellbook is the repository of the spells you know, except your cantrips, which are fixed in your mind.
- Preparing and Casting Spells
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 spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Intelligence modifier + your magus level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level magus, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. 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 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 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 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 a spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spells. While you are in combat the weapon you are wielding can function as a arcane focus.
- Learning Spells of 1st Level and Higher
Each time you gain a magus level, you can add two spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Magus Class table. On your adventures, you might find other spells that you can add to your spellbook.
Arcane Combat[edit]
At 1st level, a magus learns to blend the style of casting spells and attacking with his weapon at the same time. To use this ability, the magus must have one hand free, while wielding a one handed melee weapon in the other hand. When you take the attack action you may cast a spell with a casting time of 1 action or less and with a range of touch or self as your bonus action, this spell can be cast before or after you make your attacks with your melee weapon. While you cast the spell you provoke attack of opportunity from your nearby enemies, but you can choose to take disadvantage on your attack rolls with your melee weapon to prevent the attack of opportunity from your enemies.
Magus Archetype[edit]
A magus begins to learn secrets that the Arch Magi have developed through each passing generation. Each magus has his own style where the techniques created by their masters have been kept secret and handed down to worthy students to aid them in their journey.
Starting at 2rd level, a magus selects one secret and gains more secrets at higher levels. He will select another one at 6th level, and again 10th, 14th, and 18th levels.
Weave Pool[edit]
At 2nd level, a magus learns how to tap into the weave and harness and manipulate the raw arcane power. You have 2 weave points, and you gain more as you reach higher levels, as shown in the Weave Points column of the class table. You can never have more weave points than shown on the table for your level. You can use these weave points to fuel various arcane abilities. You regain all spent weave points when you finish a long rest.
Fighting Style[edit]
At 3rd level, a magus adopts a particular style of fighting as their 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.
• Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
• Defense: While you are wearing armor, you gain a +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.
• Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding simple or martial weapon to use this reaction.
Read the Weave[edit]
At 3rd level, a magus has learned to see and read the magic of the weave. You can cast Detect Magic at will without using a spell slot. You have can also cast Identify at will without using a spell slot a number of times per day equal to your Intelligence modifier.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Alter the Weave[edit]
Starting at 5th level, you gain the ability to twist the weave and alter your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 15th level.
Extra Attack[edit]
Beginning at 7th level, you can attack two times, whenever you take the Attack action on your turn.
Master of the Weave[edit]
Upon reaching 20th level, a magus who has mastered the weave can now prepare a number of additional spells equal to his proficiency bonus.
Prepared Spell = Intelligence modifier + Proficiency bonus + your magus level
Magus Archetype[edit]
Shadowcraft Magus[edit]
A Shadowcraft Magus is one of the most common of the magi. As practitioner of the dark magical energies of the shadow weave, you’ve spent your time focusing on unlocking the hidden secrets that are held in this dark arcane power. You gain the following features:
- • Knowledge of the Shadow Weave
Upon choosing this archetype you’ve learned the secrets of the shadow weave. A magus who has chosen to walk the path of shadows, gains resistance to necrotic damage. You also add Darkness and Vampiric Touch into your Spellbook for free.
- • Eyes of the Shadow Weave
At 2nd level, you have learned to manipulate the shadow weave to enhance your vision to allow you to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- • Shadow Warp
Starting at 6th level, When you are in dim light or darkness you can warp the shadows around yourself, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
- • Shadowcraft Weapon
Beginning at 10th level, you can expend 2 weave points to weave together threads of shadow to create a weapon of your choice to solidified in your hand. It deals 2d8 necrotic damage on a hit and has the finesse, and light. In addition, this weapon is consider magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and when you use this weapon to attack a target that is in dim light or darkness, you make the attack roll with advantage. When you activate this feature it lasts for 1 minute.
You can spend 8 weave points and one long rest to perform a ritual with any non-heavy weapon. After the ritual, the weapon is considered magical and its damage becomes 2d8, as well as it has the property of elegant. When dealing damage with this weapon, you can choose the type of damage that will be dealt, choose between the type of weapon damage and necrotic. Your connection with the weapon will disappear in the event of your death, while the weapon will appear next to your body. You cannot have more than one tied weapon, when you perform a ritual with another weapon, the one that was tied appears next to you
If you drop this weapon, it dissipates at the end of the turn. Thereafter you can use a bonus action to cause the weapon to reappear in your hand.
- • Shroud of Shadows
Starting at 14th level, you’ve learned to wrap the shadows and the weave around yourself, you gain proficiency with Stealth, and you can expend 1 weave point to use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
- • Greater magic
At 18th level, you gain a number addition spell slots and your maximum of weave points equal Lvl Magus + Intelligence modificator. You gain one 8th, and one 9th level spell slots
Silver Flame Magus[edit]
A Silver Flame Magus is one of the most common of the magi. They dedicate their time to the mastering the potential application of enhancing their martial ability with the weave. You gain the following features:
- • Knowledge of the Weave
Upon choosing this archetype you’ve learned the secrets of the weave. A magus who has chosen study the raw magical powers of the weave, gains resistance to radiant damage. You also add Branding Smite and Searing Smite into your Spellbook for free.
- • Silver Flame Strike
Beginning at 2nd level, when you hit a creature with a melee weapon attack you use the weave to cause your weapon to erupt in silver flames, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
- • Arcane Edge
At 6th level, you can expend 2 weave point so your weapon attacks score a critical hit on a roll of 19 or 20. This feature lasts for 1 minute.
- • Weave Barrier
At 10th level, you weave a barrier of magical energies around yourself, you can expend 1 weave point to add your Intelligence modifier to your AC. Using this feature lasts for 1 minute.
- • Extra Attack
Beginning at 14th level, you can attack three times, whenever you take the Attack action on your turn.
- • War Magi
At 18th level, you gain proficiency in Strength saves. You also may choose another fighting style.
Weave Pool Abilities[edit]
You can use your weave points to fuel these arcane abilities.
- Arcane Strike
You can expend 1 weave point to make all of your attacks until end of turn count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Arcane Reflects
You can expend 1 weave point to take the Disengage or Dash action as a bonus action on your turn.
- Weave Channeling
As a bonus action, you can expend a number of mana points to create a spell slot of 5th level or lower. The amount of mana points this costs is equal to twice the level of the spell slot you expend.
- Arcane Blink
You gain the ability to teleport around the battlefield in a blink of an eye. When you use the Attack action, you may expend 1 weave point and teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with this action, you may make one additional attack against a third creature.
Metamagic List[edit]
- 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 weave 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.
- Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 weave point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 weave point to make the range of the spell 30 feet.
- Empowered Spell
When you roll damage for a spell, you can spend 1 weave 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 Metamagic option during the casting of the spell.
- Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 weave point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 weave 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 weave point to cast it without any somatic or verbal components.
- Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 weave point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
- Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of weave points equal to the spell’s level to target a second creature in range with the same spell (1 weave point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Magus class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 intelligence
Proficiencies. When you multiclass into the Magus class, you gain the following proficiencies: Light armor, simple and martial weapons.
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