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The Magus

Art by ©Paizo


ancient tomes and texts, unlocking the

over

of magic, and there are those who

power

their time perfecting the use of

spend

weapons, becoming masters without

individual

The magus is at once a student of both

equal.

blending magical ability and

philosophies,

prowess into something entirely unique, a discipline

martial

which both spell and steel are used to devastating effect.

in

he grows in power, the magus unlocks powerful forms of

As

that allow him to merge his talents further, and at the

arcana

of his art, the magus becomes a blur of steel and

pinnacle

a force that few foes would dare to stand against.

magic,

Dice: 1d8 per magus level

Hit

Points at 1st Level: 8 + your Constitution modifier

Hit

Points at Higher Levels: 1d8 (or 5) + your Constitution

Hit

per magus level after 1st

modifier

Light armor, Medium Armor

Armor:

Simple weapons, longswords, rapiers,

Weapons:

shortswords.

None

Tools:

Throws: Wisdom, Intelligence

Saving

Choose two skills from Acrobatics, Arcana, Athletics,

Skills:

start with the following equipment, in addition to the

You

granted by your background:

equipment

a longsword, (b) rapier or (c) a simple weapon

(a)

a dungeoneer’s pack or (b) an explorer’s pack

(a)

scale mail or (b) leather armor

(a)

scholar’s pack

a

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Art by ©Paizo

Magus

There are those who spend their lives poring

Class Features

a magus, you gain the following class features

As Hit Points

Proficiencies

Intimidation, and Perception

Insight, Equipment

Homebrew Class | Magus

2


Background by Undermound

ability to draw out and amplify your essence has given

Your

the faculty for casting spells. See Spells Rules for the

you

rules of spellcasting and the end of the class listing

general

the magus spell list.

for

1st level, you know two cantrips of your choice from the

At

spell list. You learn additional magus cantrips of your

magus

at higher levels as shown in the Cantrips Known

choice

of the Magus table.

column

Magus table shows how many spell slots you have to cast

The

magus spells. To cast one of your magus spells of 1st

your

or higher, you must expend a slot of the spell's level or

level

You regain all expended spell slots when you finish a

higher.

prepare the list of magus spells that are available for

You

to cast, choosing from the magus spell list. When you do

you

choose a number of magus spells equal to your

so,

modifier + half your magus level, rounded down

Intelligence

of one spell). The spells must be of a level for

(minimum

you have spell slots.

which

can change your list of prepared spells when you finish

You

long rest, at least 1 minute per spell level for each spell on

a

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Magus

The

Proficiency

Level Bonus Features

Magic

Maneuvers

Cantrips

Known

1st 2nd 3rd 4th 5th

1st +2 Magus Tradition, Spellcasting, Spellstrike — 2 2 — — — —

2nd +2 Elemental Weapon, Magic Senses — 2 2 — — — —

3rd +2 Magic Maneuvers 2 2 3 — — — —

4th +2 Ability Score Improvement 2 2 3 — — — —

5th +3 Extra Attack 2 2 4 2 — — —

6th +3 — 3 2 4 2 — — —

7th +3 Magus Tradition Feature 3 2 4 3 — — —

8th +3 Ability Score Improvement 3 2 4 3 — — —

9th +4 — 4 2 4 3 2 — —

10th +4 Spell Access (3rd) 4 3 4 3 2 — —

11th +4 Spell Deflect 4 3 4 3 3 — —

12th +4 Ability Score Improvement 4 3 4 3 3 — —

13th +5 — 5 3 4 3 3 1 —

14th +5 Spell Access (4th) 5 4 4 3 3 1 —

15th +5 Magus Tradition Feature 5 4 4 3 3 2 —

16th +5 Ability Score Improvement 5 4 4 3 3 2 —

17th +6 — 6 4 4 3 3 3 1

18th +6 Spell Access (5th) 6 4 4 3 3 3 1

19th +6 Ability Score Improvement 6 4 4 3 3 3 2

20th +6 ArchMagus 6 4 4 3 3 3 2

Spellcasting

Cantrips

your list.

Preparing and Casting Spells

long rest.

Homebrew Class | Magus

3


is your spellcasting ability for your magus spells,

Intelligence

you learn your spells through dedicated study and

since

You use your Intelligence whenever a spell

memorization.

to your spellcasting ability. In addition, you use your

refers

modifier when setting the saving throw DC for a

Intelligence

spell you cast and when making an attack roll with

magus

save DC = 8 + your proficiency bonus + your

Spell

modifier

Intelligence

attack modifier = your proficiency bonus + your

Spell

modifier

Intelligence

can cast any magus spell you know as a ritual if that spell

You

the ritual tag.

has

you're proficient with a simple or martial weapon, you can

If

it as a spellcasting focus for your magus spells.

use

1st level, you choose a tradition that shapes the way you

At

spells and weapons in combat, each detailed at the

combine

of the class description. The tradition you choose grants

end

features at 1st level and again at 7th and 15th level.

you

at 1st level, a magus learns to cast spells and wield

Beginning

weapons at the same time. To use this ability, you must

his

one free hand and be wielding a one-handed melee

have

that you're proficient with. Once per round when you

weapon

a magus spell of 1st level or higher, as a bonus action you

cast

make a melee weapon attack.

can

can also use this feature with any magus cantrip that

You

a spell attack against a single target. If the cantrip

requires

a ranged spell attack, it becomes a melee spell

requires

instead and its range becomes touch.

attack

2nd level, as an action, you can open yourself to the Weave,

At

you to feel the magical power around you. For 1

allowing

you can see a faint aura around any visible creature

minute,

object up to 60 feet that bears magic. You can sense the

or

of a magic item hidden on a person, such as in a

presence

or tucked into a boot. You can also sense a spell after

pocket

just before it is being cast. You know the spell's school of

or

and in which direction it is, but you don't know who

magic

it. Your sense is blocked by 1 foot of stone, 1 inch of

cast

metal, a thin sheet of lead, or 3 feet of wood or dirt.

common

can use this feature a number of times equal to 1 +

You

Intelligence modifier. You regain all expended uses

your

at 2nd level, you learn to harness the elemental

Starting

of spells and imbue it in your weapon. Whenever you

power

a magus spell of 1st level or higher that deals acid, cold,

cast

lightning, or thunder damage, you can use a bonus action

fire,

imbue your weapon with the same type of damage. For 1

to

whenever you hit with a melee spell attack or melee

minute,

attack, it deals an extra 1d4 damage of that type. If a

weapon

has more than one attack, you apply this extra damage

spell

to the first attack hit. You can end this effect early using

only

bonus action and you can't use this feature while it is

a

extra damage die changes based on the level of the

The

slot used to cast the spell. The die becomes a d6 for a

spell

of 2nd level, d8 for a 3rd level, d10 for a 4th level and d12

slot

a 5th level spell slot.

for

at 3rd level, you learn how to use Magic

Beginning

each detailed at the end of the class description.

Maneuvers,

magic maneuver requires an Action to be used, unless

Each

indicated. The number of magic maneuvers you

otherwise

are indicated in the Magic Maneuvers column of the

know

table.

class

can only use each magic maneuver once, and regain all

You

magic maneuvers whenever you finish a short or a

expended

Spellcasting Ability

Magic Sense

one.

Ritual Casting

Spellcasting Focus

you finish a long rest.

when Elemental Weapon

Magus Tradition

Spellstrike

already in effect.

Magic Maneuvers

long rest.

4

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Art by yuchenghong


when you gain a level in this class, you can

Additionally,

one of the magic maneuvers you know and replace it

choose

another magic maneuver as long as you meet its

with

prerequisites.

of your magic maneuvers require your target to

Some

a saving throw to resist the magic maneuver's effects.

make

Maneuver save DC = 8 + your proficiency bonus +

Magic

Intelligence modifier

your

at 5th level, you can attack twice, instead of once,

Starting

you take the Attack action on your turn. Moreover,

whenever

can cast one of your cantrips in place of one of those

you

attacks.

10th level, you have expanded your magical knowledge

By

the secrets of other traditions. You can choose one spell

with

3rd level or lower from the wizard spell list, and add it to

of

list of spells prepared.

your

chosen spells count as magus spells for you and can

The

used with any of your other magus abilities, but they don't

be

can add one additional spell of 4th level or lower from

You

wizard spell list at 14th level and one additional spell of

the

11th level, whenever a creature you can see within 120

At

of you casts a damaging spell against you, you can use

feet

reaction to make a spell attack roll against the caster's

your

save DC. On a success, the spell against you fails and

spell

no effect. Any effects on other targets of the spell are

has

normally.

resolved

the spell has more than one attack targeting you, you can

If

further spell attacks from the same spell on the same

deflect

without spending further uses of this feature, but you

turn

make a separate spell attack for each attack deflected

must

can use this feature a number of times equal to your

You

bonus, and regain all expended uses when you

proficiency

20th level, you perfect your magus techniques. Whenever

At

starts, you can regain up to 3 expended Magic

combat

you can use your Elemental Weapon feature

Additionally,

a free action instead of a bonus action.

as

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This

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are

Art by Al Jerek Torrijas

Spell Deflect

The saving throw DC is calculated as follows:

Extra Attack

this way.

Spell Access

a long rest.

finish Arch Magus

Maneuvers.

count against the number of magus spells you have prepared.

5th level or lower at 18th level.

Homebrew Class | Magus

5


Background by Avant Choi

battlemages focus purely on destructive evocations, but

Many

extend their tactical studies to include use of the tried-

some

protection of steel. These armored battlemages

and-true

to move and cast spells in even the most restrictive

learn

magus tradition grants you spells at the magus levels

Your

At each indicated magus level, add the listed spells to

listed.

1st level, you gain proficiency with all melee martial

At

all armor and shields.

weapons,

can perform the somatic components of spells and use

You

even when you have weapons or a shield in one or

Spellstrike

using your Elemental Weapon feature, add force

When

to the list of possible damage types.

damage

7th level, you gain proficiency in the Persuasion skill.

At

you have advantage on Intimidation(Charisma)

Additionally,

Persuasion(Charisma) checks made to draw attention to

or

yourself.

7th level, when using your Elemental Weapon feature, you

At

choose one of the following damage types: bludgeoning,

can

or slashing. For the duration of the feature, you have

piercing

to that type of damage.

resistance

while under the effects of your Elemental

Additionally,

feature, whenever you hit a creature with a melee

Weapon

attack it has disadvantage on attack rolls against

weapon

other than you until the start of your next turn.

targets

15th level, whenever you use a Magic Maneuver, you gain

At

hit points equal to your level in this class,

temporary

any temporary hit points you already have from this

replacing

feature.

whenever a creature you can see within 10

Additionally,

of you takes damage, you can use your reaction to

feet

all damage, and you take the damage instead. This

prevent

to you can't be reduced or prevented in any way.

damage

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are

Magus Traditions

Armored Battlemage

Art by Ming Xiao

armors.

Magus Tradition Spells

your spells prepared.

Battlemage Spells

Armored

Magus Level Spells

3rd

5th

9th

13th

17th

Absorb Elements, Magnify Gravity

Find Steed

Pulse Wave

Fire Shield

Wall of Force

Armored Spellcasting

both hands.

Arcane Presence

Arcane Knight

Eldritch Protector

Homebrew Class | Magus

6


blade saint spends his life focusing his training and

A

into a rapturous perfection of the use of a single

meditation

which is usually but not always a sword, channeling

weapon,

arcane might through it in dizzying and deadly dance

his

magus tradition grants you spells at the magus levels

Your

At each indicated magus level, add the listed spells to

listed.

1st level choose one kind of one-handed melee weapon

At

Longswords, Handaxes, etc). You become

(Shortswords,

can bond with one weapon of that kind which can be

You

an artifact nor Sentient. You perform a special ritual

neither

the course of 24 hours, which do not need to be

over

and can be done during short rests. Once you

consecutive

bonded a weapon to yourself, you can't bond yourself to

have

weapon and you can't be disarmed of that weapon

another

you are incapacitated. You can summon that weapon

unless

a bonus action on your turn, causing it to teleport instantly

as

your hand, even if it isn't on the same plane of existence.

to

you perform this ritual, you can't perform it again for 1

After

week.

the weapon is bonded to you, it becomes Sentient

While

you must choose a name for it. (See the Dungeon

and

Guide, page 214 on how to create a Sentient item).

Master's

you perform the ritual again, you always transfer

Whenever

same consciousness to another weapon.

the

can only use your Elemental Weapon feature when

You

your Chosen Weapon, and you must not be wielding

wielding

weapon or shield, but while under the effects of

another

Weapon your weapon becomes magical for the

Elemental

of overcoming resistance and immunity and you get

purpose

bonus to your attack rolls equal to half your proficiency

a

at 1st level, while you are wielding your bonded

Beginning

wearing no armor and not wielding a shield, your AC

weapon,

10 + your Dexterity modifier + your Intelligence

equals

modifier.

7th level, you can add half your proficiency bonus (round

At

to any Dexterity or Intelligence check you make that

up)

you have advantage on Persuasion (Charisma)

Additionally,

when making cordial requests or exhibiting proper

checks

7th level, during your turn while under the effects of your

At

Weapon feature, if you make a weapon attack

Elemental

a creature, that creature can't make opportunity

against

against you for the rest of your turn .

attacks

addition, during your turn if you move at least half your

In

you gain a +2 AC bonus until the end of your next turn.

speed,

15th level your Chosen Weapon gains the thrown property

At

and cannot be destroyed. While your chosen

(30/120)

is within 30 feet of you, as a bonus action you may

weapon

one use of this feature to teleport to it, making it

spend

return to your hand afterwards. If you end this

immediately

within 5 feet of a creature you may cast a cantrip

movement

may use this feature a number of times equal to 1 +

You

Intelligence modifier bonus. You regain all expended

your

Blade Saint

Arcane Grace

doesn't already use your proficiency bonus.

the of even the greatest of mundane warriors.

beyond abilities Magus Tradition Spells

etiquette.

Arcane Waltz

your spells prepared.

Saint Spells

Blade

Magus Level Spells

3rd

5th

9th

13th

17th

Chosen Weapon

Command

Shadow Blade

Thunder Step

Freedom of Movement

Steel Wind Strike

Warp Strike

against it as part of the same action.

proficient with that kind of weapon.

uses after you finish a long rest.

rounded down.

bonus Canny Defense

Homebrew Class | Magus

7

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Art by Ina Wong


Background by TylerEdlinArt

magus tradition grants you spells at the magus levels

Your

At each indicated magus level, add the listed spells to

listed.

1st level, you gain proficiency with all ranged martial

At

including firearms.

weapons,

a Magus feature requires you to use a melee

Whenever

you must instead use a two-handed ranged weapon

weapon,

a Magic Maneuver requires you to make a melee

Whenever

attack, you must make a ranged weapon attack

weapon

If it requires you to make a melee spell attack, you

instead.

make a ranged spell attack instead.

must

using Spellstrike, you need no free hands as long as

When

wielding a two-handed ranged weapon. Additionally, if

you're

use Spellstrike with a cantrip that requires a ranged spell

you

it doesn't become a melee weapon attack and its range

attack,

7th level, you choose to gain proficiency with either the

At

or the Tinker's tool. Additionally, you learn two

Woodcarver's

of your choice between Control Flames, Gust, Mold

cantrips

and Shape Water.

Earth

7th level, you gain the ability to shoot ammunition made of

At

energy. While you're under the effects of your

elemental

Weapon feature, whenever you make a ranged

Elemental

attack, you can convert your weapon damage type to

weapon

same type you chose for Elemental Weapon, and it

the

magical for the purpose of overcoming resistance

becomes

immunity. If you do so, your attack doesn't use any

and

ammunition.

15th level, whenever you make a ranged weapon attack

At

Elemental Ammo, your attack ignores half and three-

using

cover, and if it hits you can make an attack roll

quarters

another target creature you can see within 30 feet of

against

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This

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Art by Diniece Henderson

Eldritch Shooter

Eldritch rains magical attacks down on her foes.

The Shooter Magus Tradition Spells

your spells prepared.

Shooter Spells

Eldritch

Magus Level Spells

3rd

5th

9th

13th

17th

Ranged Caster

Hellish Rebuke

See Invisibility

Conjure Barrage

Mordenkainen's Faithful Hound

Conjure Volley

that you are proficient with.

change.

doesn't Elemental Affinity

Elemental Ammo

Ricochet Shot

the first target if the direct path between them is not blocked.

Homebrew Class | Magus

8


3rd level

Prerequisite:

can move 10 feet and do a jump, immediately teleporting

You

the landing location. You can cover a number of feet up to

to

Intelligence score with this jump. If this jump would

your

you into another creature's space, instead you appear in

take

unoccupied space within 5 feet of it. If you end this

an

next to a creature, you can cast a cantrip against

movement

it.

11th level, the distance covered by the jump increases to

At

times your Intelligence score. At 17th level, if this jump

two

take you into another creature's space, it must attempt

would

Strength saving throw or be knocked prone.

a

3rd level

Prerequisite:

a cantrip that requires an attack against a target

Cast

within range. On a successful hit, the target suffers

creature

cantrip's normal effects. Regardless if you hit or miss,

the

image becomes blurred until the end of your next turn.

your

the duration, creatures that rely on sight have

For

11th level, instead of becoming blurred, you are

At

under the effects of the Invisibility spell until the

considered

of your next turn. At 17th level, you are considered under

end

effects of the Greater Invisibility spell until the end of

the

3rd level

Prerequisite:

octarine tentacles spring from your hand towards

Numerous

target within 15 feet. Upon impact, they attempt to close the

a

between you and your target.

distance

a melee spell attack against the target. If the attack

Make

and the target is a Large or smaller creature, you pull the

hits

10 feet closer to you. If the attack hits and the target

creature

is Huge or larger, you can pull yourself 10 feet closer

creature

it. After that, you can cast a cantrip against the target.

to

11th level, the range of the attack, the distance you can

At

other creatures (or yourself) all increases by 5 feet. At

pull

level they increase by an additional 5 feet.

17th

3rd level Blade Saint

Prerequisite:

a bonus action, you may choose a creature within 10 feet

As

your target. You have advantage on your next attack roll

as

that creature this turn. If that attack hits, you may add

against

11th level, if that attack hits you can make an additional

At

weapon attack against it. At 17th level, you may cast a

melee

instead of making a making an additional melee

cantrip

attack against it.

weapon

3rd level Armored Battlemage

Prerequisite:

part of the action to use this magic maneuver, you can

As

up to 30 feet in a straight line with opportunity attacks

move

by this movement made at disadvantage. After

provoked

you can make a melee spell attack at a target

moving,

within 5 feet. On a hit, the creature takes lightning

creature

equal to 2d8 and if it's a Large or smaller creature

damage

can push it away up to 15 feet.

you

11th level, the damage increases by 1d8. At 17th level, it

At

by an additional 1d8.

increases

3rd level

Prerequisite:

a melee spell attack at a creature within 15 feet. On a

Make

you deal 2d8 slashing damage and the target must

hit,

on a Dexterity saving throw or become Restrained

succeed

11th level, the damage increases by 1d8. At 17th level, it

At

by an additional 1d8.

increases

3rd level Eldritch Shooter

Prerequisite:

a ranged weapon attack against a target creature

Make

range. On a successful hit, the target suffers the

within

normal effects, the next attack roll against this target

attack's

advantage and its speed is halved until the end of your

has

turn. next

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At

deals

dama

Art by Anna Podedworna

next turn.

your Far Reach

Illusory Feint

your Intelligence modifier to its damage.

Jaunt

Magic Maneuvers

Dark Pounce

Lashing Bind

until the end of its next turn.

Fade Strike

Wrought Wound

disadvantage when attacking you.

Homebrew Class | Magus

9


11th level Armored Battlemage

Prerequisite:

a creature is hit within 15 feet you, as a Reaction you

When

a protective barrier around it. The creature gains 3d6

create

hitpoints for 1 minute. If damage reduces these

temporary

to 0 the barrier explodes. Each enemy within 5 feet

hitpoints

the creature must succeed on Strength saving throw or

of

3d6 magical force damage, and be pushed 5 feet away if

take

are Large or smaller.

they

17th level, both temporary hitpoints and damage dies

At

by 2d6, and enemies are pushed an additional 5 feet.

increase

11th level

Prerequisite:

a melee weapon attack against a target creature. On a

Make

your attack produces a blast of magic force. The first

hit,

in a 30 feet long and 5 feet wide line behind the

creature

hit must succeed on a Dexterity saving throw or take

target

force damage.

3d8

17th level you can target the first two creatures behind

At

target, instead of one.

the

11th level Eldritch Shooter

Prerequisite:

can fly up to your speed and cast a cantrip that requires a

You

spell attack against a target creature within reach.

ranged

opportunity attacks you provoke during this movement

Any

made at disadvantage, and after the movement you can

are

safely in an unoccupied space of your choice within 5

land

of the location directly beneath you.

feet

17th level you can fly up to twice your speed instead.

At

11th level

Prerequisite:

a reaction, you can project a magical force around your

As

that lasts until the end of your next turn. For the

hand

of the magic maneuver, ranged attacks against you

duration

made at disadvantage. If any ranged attack misses you

are

the end of the next turn, this effect ends and you can

before

the damage of the attack to a creature within 10 feet of

deal

you.

17th level the effect ends only after two missed ranged

At

instead of one.

attacks

11th level Blade Saint

Prerequisite:

coalesce an aquamarine blade of distilled pain, having

You

a melee weapon attack, and treat your target's AC as

Make

+ their Dexterity modifier. On a hit you deal 2d12 psychic

10

11th level

Prerequisite:

imbue your blade with the quality of the Elemental Plane

You

Air, and make vicious rising slash. Make a melee weapon

of

against a target creature. On a successful hit, the

attack

suffers the attack's normal effects, is suspended 5 feet

target

the air and becomes Restrained until the end of your

into

17th level, you can then cast a cantrip against the target

At

resolving all effects.

after

17th level

Prerequisite:

flash forward with a blur of speed, advancing upon your

You

with a series of lunges. You can move up to your speed in

foe

straight line and cast a cantrip against up to 3 creatures

a

5 feet of you during this movement. Any attacks of

within

provoked by this movement are made at

opportunity

17th level Eldritch Shooter

Prerequisite:

a target creature within reach of your ranged

Choose

You can choose up to 4 other targets, as long as each

weapon.

is within 30 feet of the previous one. Make a ranged

target

attack against each of those targets. Any of these

weapon

can be used with your Elemental Ammo feature.

attacks

17th level Blade Saint

Prerequisite:

a target creature you can see within 120 feet of you.

Choose

teleport to an unoccupied space within 5 feet it, and then

You

a cantrip that requires an attack against it. On a

cast

hit, the target suffers the catrip's normal effects

successful

becomes frightened until the end of your next turn.

and

Arcane Barrier

Arcane Advance

Dissociative Strike

disadvantage.

Chain Shot

Ghostly Dirk

Ether Vault

Spell Flux

Psi Blade

the unique property of phasing through armor and carapace.

damage.

17th level, the damage increases by 1d12.

At Windward Blade

next turn.

Homebrew Class | Magus

10

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art by Bogna Gawrońska


17th level Armored Battlemage

Prerequisite:

call upon the wind to aid you. Each creature you choose

You

20 feet must make a Strength saving throw. On a

within

save, they are pulled up to 15 feet closer to you in a

failed

17th level

Prerequisite:

condenses on your hand, elongating into a lance of

Light

brightness, and then you throw it. Make a melee

dazzling

attack against a creature you can see within 30 feet. On

spell

hit the creature takes 4d6 radiant damage, and must

a

on a Constitution saving throw or become blinded

succeed

emanate bright light in a 30 feet radius until the end of

and

next turn.

its

17th level

Prerequisite:

a melee weapon attack against a creature within reach.

Make

a successfull hit, the target suffers the attack's normal

On

and each creature other than you within 15 feet of it

effects

make a Dexterity saving throw or take that attack's

must

be pushed 10 feet away and be knocked prone.

damage,

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Art by Anna Podedworna

Grasp of the Wind

Magus Spells

line take 3d8 magic bludgeoning damage.

straight and Lance of Light

Projected Attack

(0 Level)

Cantrips

Acid Splash

Blade Ward

Booming Blade

Dancing Lights

Fire Bolt

Green-Flame Blade

Light

Lightning Lure

Mage Hand

Magic Stone

Message

Minor Illusion

Poison Spray

Prestidigitation

Ray of Frost

Shocking Grasp

Sword Burst

Thaumaturgy

Thunderclap

True Strike

Level

1nd

Alarm

Burning Hands

Chaos bolt

Color Spray

Comprehend Languages

Earth Tremor

Expeditious Retreat

Feather Fall

Find Familiar

Fog Cloud

Frost Fingers

Grease

Ice Knife

Identify

Jump

Longstrider

Mage Armor

Magic Missile

Shield

Tasha's Caustic Brew

Tenser’s Floating Disk

Thunderwave

Unseen Servant

Witch Bolt

2nd Level

Aganazzar’s Scorcher

Cloud of Daggers

Darkness

Darkvision

Enhance Ability

Enlarge/Reduce

Flaming Sphere

Gust of Wind

Invisibility

Levitate

Magic Mouth

Mirror Image

Melf’s Acid Arrow

Misty Step

Scorching Ray

Silence

Skywrite

Shatter

Spider Climb

Web

Level 3rd

Blink

Catnap

Dispel Magic

Feign Death

Flame Arrows

Fly

Gaseous Form

Hypnotic Pattern

Lightning Bolt

Nondetection

Phantom Steed

Sending

Sleet Storm

Slow

Stinking Cloud

Tidal Wave

Vampiric Touch

Water Walk

Water Breathing

LEVEL

4th

Arcane Eye

Dimension Door

Elemental Bane

Evard’s Black Tentacles

Greater Invisibility

Ice Storm

Phantasmal Killer

Polymorph

Stoneskin

Storm Sphere

Vitriolic Sphere

Wall of Fire

5th LEVEL

Bigby’s Hand

Cloudkill

Cone of Cold

Immolation

Mislead

Rary's Telepathic Bond

Scrying

Steel Wind Strike

Telekinesis

Wall of Stone

Homebrew Class | Magus

11


is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Special

Thanks

Thanks

Additional

metaBot: Your homebrew inspired

me to make all of the Magic

Maneuvers.

messy6 and Leuku: Your guides

inspired me to remake the entire

class, thus making The Magus v3.

Rafael Franco

For helping me with nice ideas for the class and

subclasses features.

Raul Rosá

For helping me with a lot of essential balancing

and concept feedbacks.

/u/TigrisCallidus

For giving an extensive and detailed review on

every bit of text this homebrew has, and

suggesting a lot of good like-minded ideas.

Vinicius Linhares

For helping me with everything, especially the

design and images, and for always listening to

me talk endlessly about the homebrew.

None of this would have been possible without

your help.

WWW.GMBINDER.COM


Points.

Arcana

Arcana.

Magus

Recall.

Spell

Counterstrike.

Attack.

Extra

Magus.

Master

Scion, for now.

Eldritch

Removed Counterspell from the spell list.

[v3.1]

Spellstrike no longer uses weapon attack modifier.

[v3.3]

Removed 5th level requirement for using

[v3.3]

cantrips.

with

Spells known (now prepared spells)

[v3.3]

spellcasting to default half caster (artificer-like)

Changed

progression.

subclasses.

Nerfed

fighting style, and kept only 3 features in

Removed

subclass.

each

Eldritch Archer ➜ Eldritch Shooter.

Reworked

Sword Saint ➜ Blade Saint.

Reworked

Added a Sentient Weapon to add more flavor.

[v3.1]

Simplified Warp Strike wording.

[v3.1]

Removed Hold Person from 5th level spell,

[v3.3]

Shadow Blade instead.

added

Added attack roll bonus while you have

[v3.3]

Weapon active.

Elemental

Armored Battlemage.

Buffed

Elemental Weapon and Spellstrike, and moved

Reworked

to lv1 and 2.

them

Changed Elemental Weapon frequency from

[v3.1]

per short rest ➜ when you cast an elemental

1

spell.

Added art credits to the arts and removed arts that I

[v3.1]

find the artist.

couldn't

Subclass now at 1st lv, rearranged the levels of

[v3.2]

features.

other

Each subclass has exclusive magic maneuvers now.

[v3.2]

Blade Saint now can perform Chosen Weapon ritual

[v3.2]

magic weapons.

on

Buffed Spell Access to give one extra spell known

[v3.2]

of replacing 2 known.

instead

armor proficiency.

Medium

Casting to Spellcasting.

Ritual

Sense.

Magic

Grace.

Arcane

Extra attack at 5th level.

[v3.3]

Deflect.

Spell

Archmagus.

New ribbon features for each subclass.

[v3.2]

spells to the spell list.

More

spells related to effects previously granted

Mainly

Magus Arcana, like Fly, Comprehend

by

etc...

Languages,

Added more elemental spells.

[v3.1]

Added a separate spell list to each subclass.

[v3.1]

Added more Magic Maneuvers (previously Battle

[v3.2]

Spells)!

lv 2nd

Pounce.

Dark

Reach.

Far

Jaunt.

Bind.

Lashing

Wound.

Wrought

Fade Strike.

[v3.2]

Illusory Feint.

[v3.2]

Strike.

Dissociative

Flux.

Spell

Blade. Psi

Blade.

WindWard

Arcane Barrier.

[v3.2]

Ether Vault.

[v3.2]

lv 16th

Advance.

Arcane

of the Wind.

Grasp

of Light.

Lance

Attack.

Projected

Ghostly Dirk.

[v3.2]

Changelog v3.3

Removed

Added

Changed

9th lv

[v3.2] Chain Shot.

[v3.2] Reworked Spell Deflect.


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