Magus of the Weave (5e Class)

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Magus[edit]

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: All Armor
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) chain 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 Fighting Style, Spellcasting - 1 1
2nd +2 Arcane Combat - 2 2
3rd +2 Secrets of the Magi, Weave Pool 3 2 2 1
4th +2 Ability Score Increase 4 2 3 2
5th +3 - 5 3 3 2 1
6th +3 Secrets of the Magi 6 3 3 2 2
7th +3 - 7 3 3 2 2
8th +3 Ability Score Increase 8 3 3 2 2 1
9th +4 Secrets of the Magi 9 3 3 2 2 2
10th +4 Extra Attack 10 3 3 2 2 2
11th +4 - 11 4 3 2 2 2 1
12th +4 Ability Score Increase, Secrets of the Magi 12 4 3 2 2 2 2
13th +5 - 13 4 3 2 2 2 2
14th +5 - 14 4 3 2 2 2 2 1
15th +5 Secrets of the Magi 15 4 3 2 2 2 2 1
16th +5 Ability Score Increase 16 4 3 2 2 2 2 1
17th +6 - 17 4 3 2 2 2 2 1 1
18th +6 Secrets of the Magi 18 4 3 2 2 2 2 1 1
19th +6 Ability Score Increase 19 4 3 2 2 2 2 1 1
20th +6 Master of the Weave 20 4 3 2 2 2 2 1 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 three 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

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.

Fighting Style[edit]

At 1st 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.

Arcane Combat[edit]

At 2nd 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 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.

Secrets of the Magi[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 3rd level, a magus selects one secret and gains more secrets at higher levels. He will select another one at 6th level, and again 9th, 12th, 15th, 18th level.

Weave Pool[edit]

At 3rd level, a magus learns how to tap into the weave and harness and manipulate the raw arcane power. You have 3 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.

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.

Extra Attack[edit]

Beginning at 10th level, you can attack two times, whenever you take the Attack action on your turn.

Master of the Weave[edit]

Upon reaching 20th level you have become a master of the weave, you have attained the rank of Archmagi to your fellow magi.

You have learned to use the weave to protect yourself from harmful spells, you gain Spell Resistance. You also have resistance to the damage from spells.

Weave Pool Abilities[edit]

You can use your weave points to fuel these arcane abilities.

Arcane Strike[edit]

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[edit]

You can expend 1 weave point to take the Disengage or Dash action as a bonus action on your turn.

Weave Channeling[edit]

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.

Secrets of the Magi[edit]

Starting at 3rd level, a magus selects one secret and gains more secrets at higher levels. He will select another one at 6th level, and again 9th, 12th, 15th, 18th level. Most secrets can only be chosen once but there are other secrets may be chosen multiple times, these special ones that can be chosen multiple times with say in their description. Some secrets do have prerequisites that you must meet before choosing them.

Alter the Weave[edit]

When you select this secret you can select one metamagic ability of your choice. This secret can be chosen multiple times.

Arcane Shield[edit]

A magus with this secret has learn how to manipulate the weave to protect himself from those who would harm him. You expend 1 weave point to cast shield at will, without expending a spell slot.

Concentrated[edit]

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Enchanting Influence[edit]

You have learned to lace your words with some of the arcane energies of the weave. You gain proficiency in the Deception and Persuasion skills.

Expand Spell Slots[edit]

Prerequisite: 18th level

When you select this secret you gain a number of spell slots. You add one 6th, one 7th, one 8th, and one 9th level spell slots.

Expert Combatant[edit]

Prerequisite: 18th level

You have learned how to push your body beyond the normal limits for a moment. On your turn, you can use the Action Surge ability, this allows you take one additional action. You can use this ability once per long rest.

Eyes of the Shadow Weave[edit]

You learned to manipulate the shadow weave to allow you to see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Fighting Style[edit]

A magus adopts another 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.

Ritual Casting[edit]

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.

Specialized Tradition[edit]

You focus more on specializing in a specific school of magic. You choose one of the eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Once you’ve chosen the school it cannot be changed. The gold and time you must spend to copy a spell from your chosen school into your spellbook is halved.

Spell Thief[edit]

Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the class table, or a cantrip. This secret can only be selected twice.

Weave Shroud[edit]

Prerequisite: 12th level

You now have proficiency with stealth, and you can expend 1 weave point to cast invisibility at will, without expending a spell slot.

Metamagic List[edit]

Careful Spell[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

When you cast a spell, you can spend 1 weave point to cast it without any somatic or verbal components.

Transmuted Spell[edit]

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[edit]

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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