PDF/READ Eid Mubarak Full Pdf
COPY THIS LINK ===> https://read.goodebook.club/?ympe0625slenco=1069256102
COPY THIS LINK ===> https://read.goodebook.club/?ympe0625slenco=1069256102
Transform your PDFs into Flipbooks and boost your revenue!
Leverage SEO-optimized Flipbooks, powerful backlinks, and multimedia content to professionally showcase your products and significantly increase your reach.
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
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
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 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
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 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
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 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
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 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
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 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
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
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.
document was lovingly created
This
GM Binder.
using
you would like to support the GM Binder developers,
If
joining our Patreon community.
consider
WWW.GMBINDER.COM