228444-Magus v1.2 PF by Benjamin Huffman

Download as pdf or txt
Download as pdf or txt
You are on page 1of 12

Magus Creating a Magus

A human confronted by two orcs draws his rapier and, As you create your magus character, consider that
as he does, violet runes illuminate in the air around the relationship your character has to their eldritch society.
weapon. He dodges one of the orcs impatient attacks Does your character feel indebted to the lessons the
and punishes it with a thrust of his own that causes society has taught them? Does your character actively
the air around the orc to burst into green flames and pursue the goals of their society? Has your character
sends the orc sprawling to the ground. The second orc had a falling out with the society and, if so, why? While
becomes noticeably less enthusiastic about the fight. training to be a magus did you make any rivals and who
A dwarf looks down from the mountain peak she calls are they?
home and sees the rampant destruction of the woods Fighting may have come naturally to you and your
she has sworn to protect. As she approaches the hunting mentor struggled to impart you with the basics of
encampment responsible for the fire she calls woodland spellcasting. Or maybe the spellcasting came easily but
creatures to be her allies and her skin hardens to bark. you lacked an innate aptitude for combat. You might
Looking over the ancient heiroglyphs, a saurian have spent years in training with a mentor before being
searches frantically for details of a ritual that will left to your own devices or you may have met your
uphold the mystic seal over his ancestral home. When mentor only informally on a handful of momentous
the impossibly heavy doors swing open behind him, he occasions. You might regularly report back to your
turns to face the temples guardians as his sword erupts contacts within your eldritch society or keep a wary
into flames. distance from other magi.
Magi are mystical warriors who blend martial
prowess with esoteric knowledge and spellcasting. Magi
Quick Build
balance the pursuit of personal goals and relationships
You can make a magus quickly by following these
with their obligations to pursue the goals and ideals of
suggestions. First, Strength or Dexterity should be
the eldritch societies that initiated them into the magical
your highest ability score, followed by Intelligence
arts. Although their backgrounds may sometimes set
(Arcane Order, Shadow Court), Wisdom (Sylvan
them at odds against one another, magi are united by
Circle), or Charisma (Primordial Seal) based on your
their commitment to a cause greater than themselves
Eldritch Society. Second, choose the Sage or Soldier
and a drive to master their magical abilities.
background.

Martial Magicians
Every magus is a warrior. Magi train with arms and
Class Features
As a magus, you gain the following class features.
armor to protect what they hold dear, fight for what they
believe in, and get themselves into or out of trouble. For Hit Points
a magus, violence may not be the preferable answer but Hit Dice: 1d8 per magus level
its always a valid back up plan. Hit Points at 1st Level: 8 + your Constitution modifier
Every magus is a magician. Magi use their hard Hit Points at Higher Levels: 1d8 (or 5) + your
earned skill with spellcasting to explore the multiverse, Constitution modifier per magus level after 1st
empower their companions, and decimate their
enemies. For a magus, magic is a tool that expands their
Proficiencies
horizons and their options.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Warriors with a Purpose Tools: None

Every magus learns their abilities as part of a Saving Throws: Constitution, Intelligence
relationship to an eldritch society. On a mystical level, Skills: Choose one from Acrobatics, Arcana, Athletics,
every magus spellcasting style is shaped by their History, Insight, Investigation, and Perception.
eldritch society. On a personal level, every magus must
deal with the demands and ideology of their eldritch Equipment
society in their own way. Regardless of whether a You start with the following equipment in addition to the
magus embraces their eldritch societys traditions and equipment gained by your background.
politics, no magus can deny the influence it has on their (a) a simple weapon and a shield or (b) a martial
magic and outlook. weapon or (c) a longbow and 20 arrows
An eldritch society is not a monolithic entity but (a) leather armor or (b) scale mail
they do have beliefs and goals that the majority of the (a) an arcane focus or (b) a druidic focus or (c) a
magi in that society believe in and fight for. Magi in component pouch
the Arcane Order observe a tradition of honoring the An explorers pack
requests and wisdom of their mentors and striving to
train an apprentice that will be an even greater magus
then they are. Members of the Primordial Seal believes Eldritch Society
that the material planes are constantly under threat of
At 1st level, you choose an Eldritch Society that trained
incursion from elemental planes and they must remain
you in the ways of the magus: the Arcane Order, the
on guard to ensure its ongoing safety. Magi in the Sylvan
Knights Stygian, the Primordial Seal, the Shadow Court,
Circle seek to protect the wilderness of the world from
or the Sylvan Circle. Your choice grants you features
destruction and defiling although what exactly that
at 1st level and again at 3rd, 7th, and 14th level. Your
means varies from magus to magus.
choice also determines your spell list.

Classes | Magus
2
The Magus
__ Spell Slots per Spell Level __
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Eldritch Society, Esoteric Eye 2 __ __ __ __ __ __
2nd +2 Mystic Mark, Spellcasting 2 3 2 __ __ __ __
3rd +2 Eldritch Armament, Eldritch Society feature 2 3 3 __ __ __ __
4th +2 Ability Score Increase 3 4 3 __ __ __ __
5th +3 __ 3 5 4 2 __ __ __
6th +3 Mystic Meditation 3 5 4 2 __ __ __
7th +3 Eldritch Society feature, War Magic 3 6 4 3 __ __ __
8th +3 Ability Score improvement 3 7 4 3 __ __ __
9th +4 Aegis and Enspell improvements 3 8 4 3 2 __ __
10th +4 Spell Surge 4 8 4 3 2 __ __
11th +4 Improved War Magic 4 9 4 3 3 __ __
12th +4 Ability Score Improvement 4 10 4 3 3 __ __
13th +5 Aegis and Enspell improvements 4 11 4 3 3 1 __
14th +5 Eldritch Society feature 4 11 4 3 3 1 __
15th +5 Spell Ward 4 12 4 3 3 2 __
16th +5 Ability Score Improvement 4 13 4 3 3 2 __
17th +6 __ 4 14 4 3 3 3 1
18th +6 Greater Spell Surge 4 14 4 3 3 3 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 2
20th +6 Spell Surge and Greater Spell Surge improvements 4 16 4 3 3 3 2

Esoteric Eye enspelled and counts as a spellcasting focus for you


for the next minute. While enspelled the weapon is
At 1st level, you have the ability to detect the ability for
considered magical and adds a +1 bonus to attack rolls
spellcasting in others. As an action, your eyes flash
and damage rolls. If the weapon is already magical, use
with obvious magical energy as your senses wake to
the bonus provided by enspell or by the magic weapon,
the mystical energies of the multiverse. Until the end
whichever is higher. The enspell ends if you lose
of your next turn, you know if each creature you can
possession of the weapon. A weapon can only benefit
see within 60 feet of you has the Spellcasting or Innate
from one enspell at a time.
Spellcasting feature or trait. Additionally, you learn each
These bonuses to hit and damage increase to +2 when
of those creatures spellcasting ability, if they have one.
you reach 9th level and +3 when you reach 13th.
You can use this feature a number of times equal to 1
+ your magus spellcasting modifier. When you finish a
long rest, you regain all expended uses. Spellcasting
Starting at 2nd level, you gain the ability to cast 1st
Mystic Mark level spells and higher. See chapter 10 of the Players
Handbook for the general rules of spellcasting.
Starting at 2nd level, you learn to place a mystic mark
Spell Slots. The Magus table shows how many spell
to enspell a weapon or to give a creature an aegis. You
slots you have to cast your spells of 1st level and higher.
can use your mystic mark a number of times equal to
To cast one of these spells, you must expend a slot of the
your magus spellcasting ability modifier. You regain any
spells level or higher. You regain all expended spell slots
expended uses when you finish a long rest.
when you finish a long rest.
For example, if you know the 1st-level spell find
Aegis familiar and have a 1st-level and a 2nd-level spell slot
You can use a bonus action to project your mystic mark available, you can cast find familiar using either slot.
onto a creature you can see within 30 feet of you. For Spells Known of 1st-Level and Higher. You know
the next minute that creature is under your aegis and three 1st-level magus spells of your choice from
receives a bonus to their armor class. This bonus your Eldritch Societys spell list. You learn additional
increases their AC by +1. If that creature is wearing spells chosen from your Eldritch Societys spell list as
magical armor use this bonus or the bonus provided by indicated in the spells known column of the magus table.
the armor, whichever is higher. The aegis ends if you or Additionally, when you gain a level in this class, you
the creature end a turn more than 120 feet away from can choose one of the spells from your Eldritch Society
one another. A creature can only benefit from one aegis spells you know and replace it with another spell from
at a time. your Eldritch Societys spell list, which also must be of a
This bonus to AC increases to +2 when you reach 9th level for which you have spell slots.
level and increases to +3 when you reach 13th level. Spellcasting Ability. Your spellcasting ability is
determined by your Eldritch Society. See the Initiate
Enspell feature of your Eldritch Society for your spellcasting
You can use a bonus action to surround a weapon ability.
in your hand with your mystic mark. This weapon is Ritual Casting. You can cast a magus spell as a ritual

Classes | Magus
3
PDF compiled, edited and designed to resemble the official Players Handbook by Ners
if that spell has the ritual tag and you know the spell. War Magic
Spellcasting Focus. Your spellcasting focus, if any, is
Beginning at 7th level, when you use your action to cast
determined by your Eldritch Society. See the Initiate
a cantrip, you can make one weapon attack as a bonus
feature of your Eldritch Society to see what, if any,
action.
spellcasting focus you may use for your magus spells.

Eldritch Armament Spell Surge


At 10th level, you can cast any magus spell you know
Starting at 3rd level, you learn to infuse your preferred
without spending a spell slot. The spell is cast as if you
weapon or shield with magical power. Choose one of the
had used a spell slot equal to the highest spell slot you
following options.
have. You can use this feature again after you complete
a long rest.
Eldritch Archer Starting at 20th level, you can use this feature twice
When you hit a creature with a ranged weapon under before regaining its use by completing a long rest.
the effect of your Enspell feature you can cause the
ammunition to explode with mystical energy dealing the
same damage type to all creatures nearby. When you do Improved War Magic
so, spend a spell slot and the creature and each other
Beginning at 11th level, when you use your action to
creature within 10 feet must succeed on a Dexterity
cast a spell, you can make one weapon attack as a
saving throw or take 2d4 + 1d4 damage for each spell
bonus action.
level higher than 1st, to a maximum of 6d4. On a
success, they take half damage.
Spell Ward
Mystic Marauder
When you hit a creature with a melee weapon attack At 15th level, the magical attacks of your enemies
with a weapon you are wielding with two hands that is unravel around you. You and friendly creatures within
under the effect of your Enspell feature, you can spend 15 feet of you have advantage on saving throws against
one spell slot to deal additional damage to the target. spells.
The extra damage is 2d6 for a 1st-level spell slot, plus
1d6 for each spell level higher than 1st, to a maximum of Greater Spell Surge
6d6. The weapon must have the two-handed or versatile
property for you to use this feature. At 18th level, choose one 6th-level spell from your
Eldritch Societys spell list. You can cast this spell once
Sorcerous Sentinel without expending a spell slot. You must finish a long
While you are wielding a shield when a creature under rest before you can do so again.
the effect of your Aegis feature is attacked you can use At 20th level, you can use this feature twice before
your reaction and spend a spell slot to strengthen their regaining its use by completing a long rest.
defenses. The creature gains a bonus to AC equivalent
to the spell slot expended against the triggering attack.
Additionally, the creature gains temporary hit points Eldritch Society
equal to your spellcasting modifier plus twice the level Eldritch societies are organizations that train initiates
of the spell slot expended. in unique styles of magic and institutions with ideals,
interests and goals. When a young magus pledges
themselves to an eldritch society they may be motivated
Spell Sword primarily by attraction to that societys magical style,
When you hit a creature with a one-handed melee ideals, or goals but must embrace all that the society
weapon under the effect of your Enspell feature you may stands for to be admitted and advance.
spend a spell slot to deal additional damage and render
the creature vulnerable to magical attacks. The extra
damage is 1d4 for a 1st-level spell slot, plus 1d4 for The Arcane Order
each spell level higher than 1st, to a maximum of 5d4.
Additionally, the creature has disadvantage on saving The Arcane Order is an Eldritch Society built on
throws against spells you cast until the end of your next mentor-student relationships. While the Order is unified
turn. in name, outside of gravely dangerous large scale
threats each member tends to operate alone or with
only their mentor or student. A magus in the Arcane
Ability Score Improvement Orders exact philosophy will vary based on their mentor
but all members of this Eldritch Society emphasize
When you reach 4th level, and again at 8th, 12th, 16th, perfection in their own skill and approaching magic as
and 19th level, you can increase one ability score of your an art to be mastered.
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you cant increase an ability
score above 20 using this feature.
Arcane Order Initiate
When you choose this Eldritch Society at 1st level, you
augment your martial prowess with the ability to cast
Mystic Meditation cantrips. This initiation will later influence your magus
spellcasting feature.
At 6th level, when you take a short rest you can choose Cantrips. You learn two cantrips of your choice from
to recover all expended uses of your Mystic Mark. You the Arcane Orders spell list. You learn an additional
can use this feature again when you complete a long cantrip of your choice from the Arcane Orders spell list
rest. at 4th level and again at 10th. These cantrips count as

Classes | Magus
4
magus spells for you. service.
Spellcasting Focus. You can use an arcane focus
(found in chapter 5 of the Players Handbook) as a Knights Stygian Initiate
spellcasting focus for your magus spells. When you choose this Eldritch Society at 1st level, you
Spellcasting Ability. Intelligence is your spellcasting augment your martial prowess with the ability to cast
ability for your Arcane Order spells, since you learn cantrips. This initiation will later influence your magus
your spells through rote study and memorization. You spellcasting feature.
use your Intelligence whenever a spell refers to your Cantrips. You learn 2 cantrips of your choice from
spellcasting ability. In addition, you use your Intelligence the Knights Stygians spell list. You learn an additional
modifier when setting the saving throw for a magus cantrip of your choice from the Knight Stygians spell list
spell you cast and when making an attack roll with one. at 4th level and again at 10th. These cantrips count as
magus spells for you.
Spell save DC = 8 + your proficiency bonus + Spellcasting Focus. You can use an arcane focus
your Intelligence modifier (found in chapter 5) as a spellcasting focus for your
magus spells.
Spell attack modifier = your proficiency bonus +
Spellcasting Ability. Charisma is your spellcasting
your Intelligence modifier
ability for your Knights Stygian spells, since you learn
your spells through an intuitive connection with death.
Bonus Proficiencies You use your Charisma whenever a spell refers to your
At 1st level, you gain proficiency with the Arcana skill spellcasting ability. In addition, you use your Charisma
and one type of artisans tools of your choice. modifier when setting the saving throw for a magus
spell you cast and when making an attack roll with one.
Amethyst Mark
Starting at 3rd level, the effects of your mystic marks Spell save DC = 8 + your proficiency bonus +
are enhanced by the Arcane Orders secret lessons. your Charisma modifier
When you place your enspell on an object or aegis on a
creature a faint purple crystalline aura surrounds it. Spell attack modifier = your proficiency bonus +
Arcane Enspell. When you deal damage with your your Charisma modifier
enspelled weapon you can choose to deal force damage
instead of the normal damage type. Bonus Proficiencies
When you deal damage to a creature with your At 1st level, you gain proficiency with the Intimidation
enspelled weapon you can choose to remove your skill and the embalmers tool kit.
enspell from the weapon. When you do, the creature
must succeed on a Strength saving throw against your Embalmers Tools
spell save DC or be pushed up to 15 feet away and Embalmers tools include all the instruments, chemicals,
knocked prone. and perfumes necessary to embalm the dead. Proficiency
Arcane Aegis. When a creature deals damage to with this kit lets you add your proficiency bonus to any
an ally under the effect of your aegis you can use your ability checks you make to embalm or preserve a body.
reaction to remove the aegis from your ally. When you Embalmers tools cost 10 gold pieces and weigh 4 lbs.
do, you teleport up to 30 feet and may make a weapon
attack against the creature. Obsidian Seal
Starting at 3rd level, the effects of your mystic marks
Occult Savant are enhanced by the fell magic of the Knights Stygian.
By 7th level, through diplomacy, espionage, or occult When you place your enspell on an object or aegis on
experimentation you have learned spells belonging to a creature it is surrounded by the pungent smell of
other Eldritch Societies. Choose two spells from any decay and motes of black ash float away in an aura
Eldritch Society, including this one. The spells you surrounding the creature or object.
choose must be of a level you can cast, as shown on the Stygian Enspell. When you deal damage with your
Magus table, or a cantrip. The chosen spells count as enspelled weapon you can choose to deal necrotic
Arcane Order magus spells for you and are not included damage instead of the normal damage type.
in the Spells Known column of the Magus table. When you hit with an attack with an enspelled
weapon you can choose to remove the enspell. When
Arcane Recovery you do, the creature must succeed on a Wisdom saving
Starting at 14th level, you have learned to regain some throw against your spell save DC or be frightened by you
of your magical energy by reflecting on esoteric truths until the end of their next turn.
and formulas. Once per day when you finish a short rest, Stygian Aegis. When a creature under the effect
you can choose expended spell slots to recover. The of your aegis takes damage from an attack you can
spell slots can have a combined level that is equal to or use your reaction to remove the aegis from that
less than half your magus level (rounded up), and none creature. When you do, the attacker must succeed on
of the slots can be 6th level or higher. a Constitution saving throw or take necrotic damage
equal to the damage dealt by the triggering attack.

The Knights Stygian Face of Fear


The Knights Stygian take it upon themselves to seek out Starting at 7th level, you gain advantage on saving
and cleanse the world of its corruption. These magi seek throws against being frightened. When a creature
to protect the innocent, defend the weak, and ensure within 30 feet of you makes a saving throw against being
justice is done. They do this by wielding necromantic frightened you can use your reaction to give that roll
magic that simultaneously terrifies their living foes and disadvantage.
turns their defeated foes into foot soldiers in the magis

Classes | Magus
5
PDF compiled, edited and designed to resemble the official Players Handbook by Ners
Necromantic Surge Constitution saving throw against your spell save DC or
At 14th level, you can cast the spell animate dead it loses any resistance or immunity it had to the damage
without expending a spell slot as if you had used a spell type you had chosen. This effect persists until the end of
slot equal to the highest spell slot you have. Once you your next turn.
cast animate dead in this way, you cant do so again until Primordial Aegis. When a creature deals damage to
you finish a long rest. an ally under your aegis you can use your reaction to
Whenever you create an undead using a necromancy remove the aegis. When you do, choose acid, cold, fire,
spell, it has additional benefits: lightning, or thunder. That ally has resistance to that
damage type for the next minute.
The creatures hit points maximum is increased by an
amount equal to your magus level. Elemental Alignment
The creature adds your proficiency bonus to its At 7th level, your intimate working of elemental magic
weapon damage rolls. has imbued you with abilities related to one specific
element. You gain one of the following features of your
The Primordial Seal choice.
Air. Your base movement speed increases by 10 ft. and
The Primordial Seal is an ancient Eldritch Society you have advantage on initiative rolls.
that claims to be responsible for the ongoing safety of Earth. You have 2 additional hit points per magus
the material realms. According to their own lore, long level. Each time you gain a level in this class you gain an
ago the material realms were constantly besieged by additional 2 hit points.
the elemental realms until a seal was placed, forever Fire. You have darkvision out to a distance of 120 feet
separating them from one another. Today magi in the and have proficiency with Dexterity saving throws.
Primordial Seal travel the land to ensure the old magics Water. You can breathe air and water and have a swim
hold up and to gather power for the dreaded day the speed equivalent to your walking speed. Additionally,
seal fails. you have advantage on saving throws against being
restrained or grappled and ability checks made to resist
Primordial Seal Initiate or escape a grapple.
When you choose this Eldritch Society at 1st level, you
augment your martial prowess with the ability to cast Elemental Attunement
cantrips. This initiation will later influence your magus At 14th level, you learn to harmonize with the element
spellcasting feature. you chose when you took the Elemental Alignment
Cantrips. You learn two cantrips of your choice from feature. You can cast a spell associated with your
the Primordial Seals spell list. You learn an additional chosen element and listed below without expending a
cantrip of your choice from the Primordial Seals spell spell slot. You cannot lose concentration on the spell by
list at 4th level and again at 10th. These cantrips count taking damage. You can use this feature again when you
as magus spells for you. complete a long rest.
Spellcasting Ability. Charisma is your spellcasting Air. Investiture of Wind.
ability for your Primordial Seal spells, since you learn Earth. Investiture of Stone.
your spells through raw connection to the natural Fire. Investiture of Flame.
elements. You use your Charisma whenever a spell Water. Investiture of Ice.
refers to your spellcasting ability. In addition, you use
your Charisma modifier when setting the saving throw
for a magus spell you cast and when making an attack The Shadow Court
roll with one. Magi in the Shadow Court belong to clans of
conspirators who have seek to shape local and regional
Spell save DC = 8 + your proficiency bonus + politics as well as wage a clandestine war amongst one
your Charisma modifier another for secrets and objects of power. Although those
Spell attack modifier = your proficiency bonus + outside the Eldritch Society know it as a singular group,
your Charisma modifier the Shadow Court is in fact composed of multiple clans
that blend stealth, fighting prowess, and magical ability.
Magi in the Shadow Court are secretive by nature and
Bonus Proficiency & Language
are forbidden from revealing their clans goals and
At 1st level, you gain proficiency with the Survival skill.
activities to all but their most trusted companions.
Additionally, you can speak, read, and write Primordial.

Tourmaline Mark
Starting at 3rd level, the effects of your mystic marks Shadow Court Initiate
are enhanced by the Primordial Seals elemental power. When you choose this Eldritch Society at 1st level, you
When you place your enspell on an object or aegis on a augment your martial prowess with the ability to cast
creature an intense aura of vacillating colors surround it. cantrips. This initiation will later influence your magus
Primordial Enspell. When you enspell your weapon it spellcasting feature.
roars with primordial strength and you may choose one Cantrips. You learn 2 cantrips of your choice from
of the following damage types: acid, cold, fire, lightning, the Shadow Courts spell list. You learn an additional
or thunder. While your weapon remains enspelled it cantrip of your choice from the Shadow Courts spell list
deals that damage type instead of its normal damage at 4th level and again at 10th. These cantrips count as
type. magus spells for you.
When you hit with an attack with this weapon you Spellcasting Focus. You can use an arcane focus
can choose to remove the enspell from the weapon. (found in chapter 5) as a spellcasting focus for your
When you do, the creature you hit must succeed on a magus spells.
Spellcasting Ability. Intelligence is your spellcasting
Classes | Magus
6
ability for your Shadow Court spells, since you learn The Sylvan Circle
your spells through rote study and memorization. You
Magi in the Sylvan Circle are drawn together by their
use your Intelligence whenever a spell refers to your
reverence for the natural world. Members of this
spellcasting ability. In addition, you use your Intelligence
Eldritch Society become a magus to protect sacred
modifier when setting the saving throw for a magus
lands and creatures. Although this society is more
spell you cast and when making an attack roll with one.
informal compared to others, magi in the Sylvan Circle
meet with one another regularly in small groups they
Spell save DC = 8 + your proficiency bonus +
call covens to discuss matters of local and regional
your Intelligence modifier
concern as well as to share information.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier Sylvan Circle Initiate
When you choose this Eldritch Society at 1st level, you
Bonus Proficiencies augment your martial prowess with the ability to cast
At 1st level, you gain proficiency with the Deception and cantrips. This initiation will later influence your magus
Stealth skills. spellcasting feature.
Cantrips. You learn two cantrips of your choice from
Jade Seal the Sylvan Circles spell list. You learn an additional
Starting at 3rd level, the effects of your mystic marks cantrip of your choice from the Sylvan Circles spell list
are enhanced by the Shadow Courts deadly techniques. at 4th level and again at 10th. These cantrips count as
When you place your enspell on an object or aegis on a magus spells for you.
creature it is engulfed in an aura of faint smoke. Spellcasting Focus. You can use an druidic focus
Shadow Enspell. In addition to weapons you can (found in chapter 5 of the Players Handbook) as a
also empower your unarmed strikes with your enspell. spellcasting focus for your magus spells.
While your unarmed strikes are enspelled, you can use Spellcasting Ability. Wisdom is your spellcasting
Dexterity instead of Strength for the attack and damage ability for your Sylvan Circle spells, since you learn your
rolls of your unarmed strikes and you can roll a d6 in spells through intuitive connection with the natural
place of the normal damage of your unarmed strike. world. You use your Wisdom whenever a spell refers
When you hit with an attack with an enspelled to your spellcasting ability. In addition, you use your
weapon or unarmed strike you can choose to remove Wisdom modifier when setting the saving throw for a
the enspell. When you do, the creature must succeed on magus spell you cast and when making an attack roll
a Constitution saving throw against your spell save DC with one.
or be blinded until the start of their next turn.
Shadow Aegis. When a creature under the effect of Spell save DC = 8 + your proficiency bonus +
your aegis takes damage from an attack you can use your Wisdom modifier
your reaction to remove the aegis from that creature. Spell attack modifier = your proficiency bonus +
When you do, that creature becomes invisible until the your Wisdom modifier
end of its next turn or when it casts a spell or makes an
attack, whichever happens first.
Bonus Proficiencies
At 1st level, you gain proficiency with the Nature skill
Clan Secret and your choice of poisoners kit or herbalism kit.
At 7th level, your allegiance to one of the clans that
makes up the Shadow Court imparts special abilities.
Choose a clan of your choice and gain its benefit. Emerald Mark
Kraken. You gain a swim speed equivalent to your Starting at 3rd level, the effects of your mystic marks
base movement speed. When you take the Attack action are enhanced by the Sylvan Circles esoteric practices.
you can spend a spell slot to make additional unarmed When you place your enspell on an object or aegis on a
attacks. The number of additional unarmed attacks you creature a verdant green aura surrounds it.
can make as part of that action equals the level of the Sylvan Enspell. When you deal damage with your
spell slot expended. enspelled weapon you can choose to deal poison
Raven. You can cast the spells feather fall and fly damage instead of the normal damage type.
without expending a spell slot. When you use this When you deal damage to a creature using a weapon
feature to cast the spell fly you must complete a long youve enspelled you can choose to remove your enspell
rest before you can use this feature to cast either spell from that weapon. When you do, roots spring from
again. the ground and tether the creature to the earth. The
Spider. You gain a climb speed equivalent to your base creature must succeed on a Strength saving throw
movement speed. You can cast the spell web without against your spell save DC or the creature is restrained
spending a spell slot. You can cast web in this way again until the end of their next turn.
after you complete a short or a long rest. Sylvan Aegis. When an ally under the effect of your
aegis fails a saving throw you can use your reaction to
remove your aegis from that ally. When you do the aegis
Cheat Death transmutes to vital energy and washes over the ally. The
At 14th level, you gain the ability to defy death. When
ally may reroll the saving throw with advantage.
an attack would reduce you to 0 hit points you can
choose to cheat death to remain at 1 hit point instead.
Additionally, you become invisible and cannot interact Natures Mask
with other creatures or objects for one minute. You At 7th level, you can cast the spell polymorph targeting
cannot use this feature again until you complete a long yourself only without spending a spell slot. Once you use
rest. this feature, you must finish a long rest before you can
use it again.

Classes | Magus
7
PDF compiled, edited and designed to resemble the official Players Handbook by Ners
Font of Life False Life Phantom Steed
At 14th level, you can use a bonus action and spend Hex Revivify
a spell slot to create an aura of regeneration. When Inflict Wounds Slow
you do, you regain your magus level + 1d12 hit points Ray of Sickness Speak with Dead
per level of spell slot you spent and each creature you Sleep Vampiric Touch
choose within 30 feet of you regains half that amount. Tashas Hideous
You can use this feature again after you complete a short Laughter 4th Level
or long rest. Banishment
2nd Level Blight
Blindness/Deafness Death Ward
Magus Spell Lists Darkness Dominate Beast
The Arcane Order Darkvision
Crown of Madness
Evards Black Tentacles
Phantasmal Killer
Cantrips (0 Level) 3rd Level Gentle Repose
Arcing ArrowSV Blink Phantasmal Force 5th Level
Blade Ward Clairvoyance Ray of Enfeeblement Cloudkill
Dancing Lights Counterspell See Invisibility Contagion
Green-Flame BladeSCAG Dispel Magic Shatter Hallow
Mage Hand Fireball Silence Insect Plague
Message Fly Spider Climb Passwall
Minor Illusion Haste Web Raise Dead
Prestidigitation Hypnotic Pattern
Spell Shattering StrikeSV Leomunds Tiny Hut 3rd Level 6th Level
Sword BurstSCAG Magic Circle Animate Dead Circle of Death
True Strike Slow Bestow Curse Create Undead
Vortex DartSV Tongues Dispel Magic Disintegrate
Fear Eyebite
1st Level 4th Level Feign Death Harm
Alarm Arcane Eye Gaseous Form Magic Jar
Color Spray Banishment Hunger of Hadar
Comprehend Languages Confusion
Detect Magic Dimension Door
False Life Evards Black Tentacles
The Primordial Seal
Feather Fall Fabricate Cantrips (0 Level) GraspEE
Find Familiar Hallucinatory Terrain Acid Splash Melfs Acid Arrow
Grease Leomunds Secret Chest Arcing ArrowSV Pyrotechnics
Identify Locate Creature Booming BladeSCAG Scorching Ray
Magic Missile Create BonfireEE Shatter
Shield 5th Level Control FlamesEE Snillocs Snowball
Sleep Animate Objects Green-Flame BladeSCAG SwarmEE
Tensers Floating Disk Bigbys Hand GustEE Warding WindEE
Contact Other Plane Mold EarthEE 3rd Level
2nd Level Creation Rime StrikeSV Call Lightning
Blur Hold Monster Shape WaterEE Erupting EarthEE
Cloud of Daggers Passwall Fireball
Crown of Madness Scrying 1st Level Flame ArrowsEE
Darkness Teleportation Circle Absorb ElementsEE Gaseous Form
Darkvision Alarm Lightning Bolt
Enlarge/Reduce 6th Level Burning Hands Meld into Stone
Hold Person Arcane Gate CatapultEE Sleet Storm
Invisibility Contingency Chromatic Orb TIdal WaveEE
Levitate Disintegrate Detect Magic Wall of SandEE
Misty Step Drawmijs Instant Earth TremorEE Wall of WaterEE
Nystuls Magic Aura Summons Feather Fall Water Walk
Phantasmal Force Magic Jar Ice KnifeEE Wind Wall
Rope Trick True Seeing Ring of FireSV
See Invisibility Stormy StepSV 4th Level
The Knights Stygian Thunderwave Conjure Minor
Witchbolt Elementals
Cantrips (0 Level) Control Water
Blade Ward 1st Level 2nd Level Elemental BaneEE
Bloodletting BiteSV Arms of Hadar Aganazzars ScorcherEE Fire Shield
Chill Touch AspirSV Arcane Lock Ice Storm
Death ShroudSV Bane Dust Devil Stone Shape
Mending Corpse MaskSV Earthbind Storm SphereEE
Resistance Detect Poison and Flaming Sphere Watery SphereEE
Spare the Dying Disease Gust of Wind Wall of Fire
Thaumaturgy Dissonant Whispers Knock 5th Level
True Strike DrainSV Maximilians Earthen Cone of Cold

Classes | Magus
8
Conjure Elemental Investiture of FlameEE Purify Food and Drink
Control WindsEE Investiture of IceEE Speak with Animals 4th Level
ImmolationEE Investiture of StoneEE Spore CloudSV Blight
Transmute RockEE Investiture of WindEE Conjure Woodland
Wall of Stone Move Earth 2nd Level Beings
Otilukes Freezing Alter Self Death Ward
6th Level sphere Animal Messenger Dominate Beast
Chain Lightning Wall of Ice Barkskin Giant Insect
Flesh to Stone Wind Walk Beast Sense Grasping Vine
Darkvision Locate Creature
Enhance Ability Polymorph
The Shadow Court Gust of Wind Stone Shape
Lesser Restoration
Cantrips (0 Level) 3rd Level Locate Animals or Plants 5th Level
Corrupted Ki KataSV Blink Moonbeam Awaken
Dancing Lights Clairvoyance Pass without Trace Commune with Nature
Death ShroudSV Dispel Magic Protection from Poison Contagion
Mage Hand Fear SkywriteEE Greater Restoration
Message Feign Death Spike Growth Insect Plague
Minor Illusion Gaseous Form Warding WindEE Reincarnate
Nerve Pinching KataSV Major Image 3rd Level Tree Stride
Ten Thousand MasksSV Nondetection Conjure Animals
Sending Daylight
1st Level Vampiric Touch Dispel Magic 6th Level
Alarm Water Breathing Meld into Stone Find the Path
Disguise Self Plant Growth Heal
Expeditious Retreat 4th Level Protection from Energy Heroes Feast
Feather Fall Confusion Revivify Sunbeam
Fog Cloud Dimension Door Speak with Plants Transport via Plants
Grease Freedom of Movement Stinking Cloud Wall of Thorns
Illusory Script Greater Invisibility Water Breathing
Jump Hallucinatory Terrain Water Walk
Longstrider Leomunds Secret Chest
Silent Image Locate Creature
Sleep Phantasmal Killer
Spell Citations
For ease of reference spells that cannot be found in
Unseen Servant Polymorph
the Players Handbook have abbreviations next to their
entry on the spell lists denoting where they are featured.
2nd Level 5th Level Spells marked with SCAG can be found in the Sword Coast
Blur Dominate Person
Adventurers Guide while spells marked with EE can be
Darkness Dream
found in the Elemental Evils Player Companion. Spells
Darkvision Hold Monster
marked with SV can be found at the end of this document.
Find Traps Mislead
Hold Person
Invisibility
Modify Memory
Passwall
New Spells
Knock Scrying Arcing Arrow
Locate Object Seeming Transmutation cantrip
Mirror Image
Misty Step 6th Level Casting Time: 1 action
Pass Without Trace Eyebite Range: 60 feet
Protection from Poison Find the Path Components: V, M (a weapon)
Rope Trick Guards and Wards Duration: Instantaneous
See Invisibility Programmed Illusion Class: Magus (Arcane Order & Primordial Seal)
Silence True Seeing
Wind Walk As part of the action used to cast this spell, you must
make a ranged attack with a weapon against one
The Sylvan Circle creature within the spells range, otherwise the spell
Cantrips (0 Level) 1st Level fails. On a hit, the target suffers the attacks normal
Booming BladeSCAG Animal Friendship effects. On a miss, choose a second creature within
Druidcraft Create or Destroy Water range and make a ranged weapon attack with the same
Fungal BloomSV Cure Wounds weapon against that creature. On a hit, the second
Give LifeSV Detect Poison and creature suffers the attacks normal effects but the
Light Disease attack deals lightning damage.
Magic StoneEE Ensnaring Strike This spells damage increases when you reach higher
Resistance Entangle levels. At 5th level, the ranged attack deals an extra 1d8
Rime StrikeSV Fog Cloud lightning damage whether it hits the original target or
Spare the Dying Goodberry the second creature. This damage increases by 1d8
Thornwhip Hail of Thorns again at 11th level and 17th level.
Wardens RebukeSV Jump
Longstrider

Classes | Magus
9
PDF compiled, edited and designed to resemble the official Players Handbook by Ners
Aspir Corrupted Ki Kata
1st-level evocation Transmutation cantrip

Casting Time: 1 action Casting Time: 1 action


Range: 60 feet Range: 5 feet
Components: V, S, M (a blue ribbon) Components: S
Duration: Instantaneous Duration: Instantaneous
Class: Magus (Knights Stygian), Warlock Class: Magus (Shadow Court)

You drain the mystical energy of a spellcasting creature. You make the hand sign of corruption and strike at a
Choose one creature within range that you can see. That creature within range. As part of the action used to cast
creature must succeed at an Intelligence saving throw this spell, you must make an unarmed strike attack
or lose a 1st-level spell slot if it has any. If the creature against one creature within the spells range, otherwise
loses a 1st-level spell slot, you regain an expended 1st- the spell fails. On a hit, the target suffers the attacks
level spell slot. normal effects. If the creature is surprised, blinded, or
At Higher Levels. When you cast this spell using a incapacitated the creature is poisoned until the end of
spell slot of 2nd level or higher, the creature loses its your next turn.
highest level spell slot it has up to the level of spell slot This spells damage increases when you reach higher
you used to cast this spell and you regain an expended levels. At 5th level, the unarmed strike attack deals an
spell slot of the level that creature lost. extra 1d12 poison damage. This damage increases by
1d12 again at 11th level and 17th level.
Bloodletting Bite
Necromancy cantrip Death Shroud
Necromancy cantrip
Casting Time: 1 action
Range: 90 feet Casting Time: 1 action
Components: V, S, M (a weapon) Range: 60 feet
Duration: Instantaneous Components: V, S
Class: Magus (Knights Stygian) Duration: Concentration, up to 1 minute
Class: Magus (Shadow Court)
As part of the action used to cast this spell, you must
make a weapon attack against one creature within the You make the hand sign of endings and focus your will
spells range, otherwise the spell fails. On a hit, the on a creature within range. That creature gains a death
target suffers the attacks normal effects, and if the shroud. When you deal damage to that creature with an
target has less than half of its maximum hit points attack you can discard all death shrouds you placed on
remaining it takes an additional 1d12 necrotic damage. the creature to deal an additional 2d4 damage per death
This spells damage increases when you reach higher shroud.
levels. At 5th level, the additional damage dealt by this At 5th level, the creature gains two death shrouds, at
attack becomes 2d12. This damage increases by 1d12 11th level, the creature gains three death shrouds, and
again at 11th level (3d12) and 17th level (4d12). at 17th level, the creature gains four death shrouds.

Drain
1st-level necromancy
Corpse Mask
1st-level transmutation Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S, M (a red ribbon)
Range: Self Duration: Instantaneous
Components: V, S Class: Magus (Knights Stygian)
Duration: 1 hour
Class: Magus (Knights Stygian), Warlock, Wizard Stretching out your hand and pointing your finger at a
creature within range, a flash of negative energy briefly
Touching the corpse of a humanoid you transform your connects the two of you. The targeted creature must
physical appearance - including your clothing, armor, succeed on a Constitution saving throw or take 3d4
weapons, and other belongings on your person - to look necrotic damage. If the creature fails its saving throw,
like the corpse did in life minutes before its death. You you gain a number of temporary hit points equivalent to
retain all of your own ability scores, features, traits, and the damage the creature takes. You lose any temporary
other abilities. hit points granted by this spell after one minute.
While disguised as the dead you also instinctively At Higher Levels. When you cast this spell using a
mimic its mannerisms. Creatures familiar with the spell slot of 2nd level or higher, each level beyond the
deceased humanoid can attempt to ascertain if you are first adds 2d4 to the damage dealt by this spell.
in fact the deceased by usings its action to make an
Intelligence (Investigation) check against your spell save Fungal Bloom
DC. Conjuration cantrip
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the duration increases Casting Time: 1 action
to 8 hours. When you cast this spell using a spell slot of Range: 60 feet
5th level or higher, the duration increases to 24 hours. Components: V, M (ranged weapon)
Duration: Instantaneous

Classes | Magus
10
Class: Magus (Sylvan Circle) creature within the spells range, otherwise the spell
fails. On a hit, the target suffers the attacks normal
You send arrow towards an enemy in range and upon effects, and the creatures movement speed is halved
hitting its mark explodes into a shower of fungal until the end of its turn as the air around it turns frigid.
spores. As part of the action used to cast this spell, you At 5th level the ranged attack deals an extra 1d8 cold
must make a ranged attack with a weapon against one damage. This damage increases by 1d8 again at 11th
creature within the spells range, otherwise the spell level and 17th level.
fails. On a hit, the target suffers the attacks normal
effects, and a fungal bloom appears in three unoccupied Ring of Fire
spaces of your choice adjacent to the creature. These 1st-level conjuration
fungal blooms remain until the end of your next turn.
When a creature moves through a fungal bloom the Casting Time: 1 action
fungal bloom is destroyed and the creature takes 1d6 Range: Self
poison damage. Components: V, S, M (flint and tinder)
This spells damage increases when you reach higher Duration: Concentration, up to 1 minute
levels. At 5th level, the ranged attack deals an extra 1d6 Class: Magus (Primordial Seal)
poison damage to the target, and the fungal bloom deals
an additional 1d6 poison damage when destroyed by A wall of flames erupts out of the ground in a ring
a creature who moves through it. Both damage rolls around you with a radius of 15 feet and a height of 10
increase by 1d6 at 11th level and 17th level. feet. Creatures who start their turn in the ring of fire
or pass through it on their turn take 1d6 fire damage.
Give Life Creatures within the ring of fire who willingly try to
Transmutation cantrip move through the fire to escape must succeed on a
Wisdom saving throw to do so. Creatures who are
Casting Time: 1 action immune to fear or fire automatically succeed on this
Range: Touch saving throw.
Components: V, S At Higher Levels. When you cast this spell using a
Duration: Instantaneous spell slot of 2nd level or higher, the damage of the ring
Class: Cleric, Magus (Sylvan Circle), Shaman of fire increases by 1d6 for each slot level above 1st.

Placing your hand on another creature you can transfer Spell Shattering Strike
your own life force to them. You spend and roll one of Evocation cantrip
your hit dice and the creature regains that many hit
points. Casting Time: 1 action
Range: 5 feet
Nerve Pinching Kata Components: V, M (a weapon)
Transmutation cantrip Duration: Instantaneous
Class: Magus (Arcane Order)
Casting Time: 1 action
Range: 5 feet As part of the action used to cast this spell, you must
Components: S make a melee attack with a weapon against one
Duration: Instantaneous creature within the spells range, otherwise the spell
Class: Magus (Shadow Court) fails. On a hit, the target suffers the attacks normal
effects, and if the target is concentrating on a spell this
You make the hand sign of paralysis and strike at a attack deals an additional 1d8 force damage.
creature within range. As part of the action used to cast This spells damage increases when you reach higher
this spell, you must make an unarmed strike attack levels. At 5th level, the melee attack deals an extra 1d8
against one creature within the spells range, otherwise force damage to the target and the additional damage if
the spell fails. On a hit, the target suffers the attacks the target is concentrating on a spell increases to 2d8.
normal effects. If the creature is surprised, blinded, or Both damage rolls increase by 1d8 at 11th and 17th
incapacitated the creatures movement speed becomes level.
0 and it cannot take reactions until the end of your next
turn. Spore Cloud
This spells damage increases when you reach higher 1st-level transmutation
levels. At 5th level, the unarmed strike attack deals an
extra 1d8 psychic damage. This damage increases by Casting Time: 1 action
1d8 again at 11th level and 17th level. Range: 60 feet
Components: S, M (a poison mushroom)
Rime Strike Duration: Concentration, up to 1 minute
Evocation cantrip Class: Magus (Sylvan Circle)

Casting Time: 1 action You exhale a faint cloud of spores towards a creature
Range: 90 feet within range. As the spores land on the target
Components: V, M (a weapon) they bloom and blossom forming a fungal or floral
Duration: Instantaneous parasite that weakens the creature to poison and
Class: Magus (Primordial Seal & Sylvan Circle) disease. Creatures targeted by this spell must make a
Constitution saving throw. If the creature fails and does
As part of the action used to cast this spell, you must not have resistance or immunity to poison damage,
make a ranged attack with a weapon against one the creature gains vulnerability to poison damage and

Classes | Magus
11
PDF compiled, edited and designed to resemble the official Players Handbook by Ners
disadvantage on saving throws against poison and Wardens Rebuke
disease until this spell ends. If the creature fails and Evocation cantrip
has resistance or immunity to poison damage or the
poisoned condition, the creature loses its resistance Casting Time: 1 action
or immunity to poison damage and immunity to the Range: 5 feet
poisoned condition until this spell ends. Components: V, M (a weapon)
At Higher Levels. When you cast this spell using Duration: Instantaneous
a spell slot of 2nd level or higher, you can target one Class: Magus (Sylvan Circle)
additional creature for each slot level above 1st.
As part of the action used to cast this spell, you must
Stormy Step make a melee attack with a weapon against one
1st-level evocation creature within the spells range, otherwise the spell
fails. On a hit, the target suffers the attacks normal
Casting Time: 1 action effects, and the earth moves threateningly beneath
Range: Self its feet until the start of your next turn. If the target
Components: V, S, M (a small metal rod) willingly attacks a creature other than you before then,
Duration: Instantaneous it immediately takes 1d6 bludgeoning damage as the
Class: Magus (Primordial Seal) earth rises up to rebuke it, and the spell ends.
This spells damage increases when you reach higher
You fly up to 30 feet as lightning flashes around you levels. At 5th level, the melee attack deals an extra 1d6
striking out at creatures as you pass them. Each damage to the target, and the bludgeoning damage the
creature you move adjacent to as part of this action target takes for attacking another creature increases
must succeed on a Dexterity saving throw or take 1d8 to 2d6. Both damage rolls increase by 1d6 at 11th level
lightning damage. On a success, creatures take half and 17th level.
damage instead. If you do not land on a surface at the
end of this spell you immediately fall. Magus & Multiclassing
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage of this spell Magi follow all the normal rules for multiclassing. The
increases by 1d8 for each slot level above 1st. following tables function as additions to those listed on
page 163 and 164 of the Players Handbook.
Ten Thousand Masks
Conjuration cantrip Multiclassing Prerequisites
Class Ability Score Minimum
Casting Time: 1 action Magus Constitution 13 and Intelligence (Arcane
Range: Self Order, Shadow Court), Wisdom (Sylvan
Components: V, S
Circle) or Charisma (Knights Stygian,
Duration: Instantaneous
Class: Magus (Shadow Court) Primordial Seal) 13

Multiclassing Proficiencies
You make the hand sign of deception and focus your will
on your own being. You can make a disguise kit ability Class Proficiencies Gained
check without having access to a disguise kit. If you do Magus Light armor, medium armor, shields,
not add your proficiency modifier to this ability check, simple weapons, martial weapons
you add half your proficiency modifier.

Vortex Dart
Evocation cantrip

Casting Time: 1 action


Range: 60 feet
Components: V, M (a weapon)
Duration: Instantaneous
Class: Magus (Arcane Order)

As part of the action used to cast this spell, you must


make a ranged attack with a weapon against one
creature within the spells range, otherwise the spell
fails. On a hit, the target suffers the attacks normal
effects, and each Large or smaller creature within 10
feet of the target must succeed on a Strength saving
throw or be pulled to the nearest unoccupied space
adjacent to the target.
At 5th level, the ranged attack deals an extra 1d6 force
damage to the target. This force damage increases by
1d6 again at 11th level and 17th level.

Classes | Magus
12

You might also like