Sterling Vermin Adventuring Co.
Caption
Core Magus Traits
| Primary Ability | Intelligence |
|---|---|
| Hit Point Die | D8 per Magus level |
| Saving Throw Proficiencies | Constitution and Intelligence |
| Skill Proficiencies | Choose 2: Acrobatics, Arcana, Athletics, History, Insight, Investigation, Nature, Perception, or Religion |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light and Medium armor and Shields |
| Starting Equipment | Choose A or B: (A) Studded Leather Armor, Longbow, 20 Arrows, Quiver, Rapier, Component Pouch, Diamond worth 50 GP, and 4 GP; or (B) 200 GP |
Magi are gifted warriors that blend martial prowess with mystical puissance. Wielding spell and steel in tandem, Magi can render their enemies vulnerable to their magic with a look and invoke sigils to enhance their offensive and defensive abilities. Leveraging these diverse strengths, Magi can overcome even the most powerful adversaries and challenging obstacles.
Every Magi belongs to an esoteric order that shapes their abilities, enhances their sigils, and expands their magical capabilities. These orders also inform or reflect a Magus’ goals and reasons for adventuring. Some orders compel Magi to catalogue the magical wonders of the multiverse while others call on Magi to deliver harsh and unrepentant justice. Just as a Magus balances their martial talents with their magical abilities, they must also balance their personal aspirations with their order’s goals.
Becoming a Magus…
As a Level 1 Character
- Gain all the traits in the Core Magus Traits table.
- Gain the Magus’s level 1 features, which are listed in the Magus Features table.
As a Multiclass Character
- Gain the following traits from the Core Magus Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
- Gain the Magus’s level 1 features, which are listed in the Magus Features table. See the multiclassing rules to determine your available spell slots.
Magus Class Features
As a Magus, you gain the following class features when you reach the specified Magus levels. These features are listed in the Magus Features table.
Magus Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | —Spell Slots per Spell Level— | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | |||||
| 1 | +2 | Esoteric Eye, Spellcasting, Weapon Mastery | 2 | 2 | 2 | — | — | — | — |
| 2 | +2 | Fighting Style, Mystic Mark | 2 | 3 | 2 | — | — | — | — |
| 3 | +2 | Magus Subclass | 2 | 4 | 3 | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
| 5 | +3 | Arcane Ability, Sword and Sorcery | 2 | 6 | 4 | 2 | — | — | — |
| 6 | +3 | Magical Recovery | 2 | 7 | 4 | 2 | — | — | — |
| 7 | +3 | Subclass feature | 2 | 8 | 4 | 3 | — | — | — |
| 8 | +3 | Ability Score Improvement | 2 | 9 | 4 | 3 | — | — | — |
| 9 | +4 | Rite of Return | 2 | 10 | 4 | 3 | 2 | — | — |
| 10 | +4 | All-Seeing Eye | 3 | 11 | 4 | 3 | 2 | — | — |
| 11 | +4 | Sigil Surge | 3 | 12 | 4 | 3 | 3 | — | — |
| 12 | +4 | Ability Score Improvement | 3 | 13 | 4 | 3 | 3 | — | — |
| 13 | +5 | — | 3 | 14 | 4 | 3 | 3 | 1 | — |
| 14 | +5 | Subclass feature | 4 | 15 | 4 | 3 | 3 | 1 | — |
| 15 | +5 | Sorcerous Shielding | 4 | 16 | 4 | 3 | 3 | 2 | — |
| 16 | +5 | Ability Score Improvement | 4 | 17 | 4 | 3 | 3 | 2 | — |
| 17 | +6 | — | 4 | 18 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Spell Surge | 4 | 19 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 4 | 20 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Archmagus, Subclass Feature | 4 | 20 | 4 | 3 | 3 | 3 | 2 |
Level 1: Esoteric Eye
As a Bonus Action, you can observe a creature you can see. Until the end of your next turn, you have Advantage on your Magus spell attacks against it and it has Disadvantage on saving throws against your Magus spells.
You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 1: Spellcasting
With disciplined rehearsal, you can wage war and cast spells by rote. See Spellcasting for the rules on spellcasting. The information below details how you use those rules with Magus spells, which appear in the Magus spell list later in the class’s description.
Cantrips. You know two Magus cantrips of your choice. Chill Touch and Fire Bolt are recommended. Whenever you gain a Magus level, you can replace one of your cantrips from this feature with another Magus cantrip of your choice.
When you reach Magus levels 10 and 14, you learn another Magus cantrip of your choice, as shown in the Cantrips column of the Magus Features table.
Spell Slots. The Magus Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Magus spells. Chromatic Orb and Shield are recommended.
The number of spells on your list increases as you gain Magus levels, as shown in the Prepared Spells column of the Magus Features table. Whenever that number increases, choose additional Magus spells until the number of spells on your list matches the number in the Magus Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Magus, your list of prepared spells can include six Magus spells of level 1 or 2 in any combination.
If another Magus feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Magus spells for you.
Changing Your Prepared Spells. Whenever you gain a Magus level, you can replace one spell on your list with another Magus spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Magus spells.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Rapiers and Pistols.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Longbows and Longswords.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Mystic Warrior. You gain a bonus on Constitution saving throws you make to maintain Concentration equal to your Intelligence modifier (minimum +1). When you fail a Constitution saving throw to maintain Concentration on a spell, you gain Temporary Hit Points equal to twice the spell’s level plus your Intelligence modifier.
Level 2: Mystic Mark
You can take a Bonus Action to imbue yourself with magical power and resilience. When you do, choose a Magus level 1+ spell you have prepared that has a casting time of an action or a Bonus Action, expend a spell slot equal to or higher than the spell level, and choose Force damage or a damage type dealt by the spell. You gain your choice of the Aegis or Enspell benefit.
Aegis. You have Resistance to the chosen damage type.
Enspell. When you deal damage with a weapon or Unarmed Strike, you can deal the chosen damage type instead of the normal damage type for the attack.
You can only benefit from one Aegis and one Enspell at a time. While you have an Aegis or Enspell, you can use a Bonus Action to release and cast a spell chosen using this feature. Your Mystic Mark and its corresponding benefit end after 1 hour, or when you release the spell.
Level 3: Magus Subclass
You gain a Magus subclass of your choice. A subclass is a specialization that grants you features at certain Magus levels. For the rest of your career, you gain each of your subclass’s features that are of your Magus level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Magus levels 8, 12, and 16.
Level 5: Arcane Ability
When you fail an ability check, you can imbue your effort with a magical might. You add a bonus to the ability check equal to your Intelligence modifier plus the highest level unexpended spell you have, potentially turning it into a success.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest unless you expend a spell slot (no action required) to restore your use of it.
Level 5: Sword and Sorcery
When you take the Attack action and it doesn’t benefit from the Extra Attack feature, you can cast a Magus cantrip with a casting time of an action as part of the same action. When you take the Magic action on your turn, you can use a Bonus Action to make one weapon attack.
Level 6: Magical Recovery
You can regain some of your magical energy by meditating on the Tapestry and its myriad threads. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Magus level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 6 Magus, you can recover up to three levels’ worth of spell slots, regaining either one level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 9: Rite of Return
When your Mystic Mark ends without you releasing the spell, you regain the expended spell slot. Additionally, you can end your Mystic Mark as a Bonus Action, regaining the expended spell slot.
Level 10: All-Seeing Eye
As a Bonus Action you can expend a use of your Esoteric Eye to gain Truesight out to a distance of 60 feet for 10 minutes. During this time, you can use the Bonus Action granted by your Esoteric Eye without requiring or expending any uses.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Level 11: Sigil Surge
The benefits of your Mystic Mark are improved.
Aegis. At the start of each of your turns, you gain Temporary Hit Points equal to the expended spell slot level plus your Intelligence modifier.
Enspell. When you deal damage with a weapon or Unarmed Strike, you deal an additional 1d6 damage of the chosen type.
Level 15: Sorcerous Shielding
You gain the following benefits.
Magic Resistance. Choose one of the following damage types: Force, Necrotic, Psychic, or Radiant. You have Resistance to that damage type. At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options.
Spell Parry. You have Advantage on saving throws against spells and spell attacks against you have Disadvantage.
Level 18: Spell Surge
In times of need you can surge with arcane power, grasping at magic typically beyond your ability. Choose one level 6 Magus spell as your surge spell. You can cast your surge spell once without expending a spell slot. When you do, you regain one spell slot of your choice that is 5th level or lower.
Once you cast your surge spell you must finish a Long Rest before you can cast it in this way again.
Level 19: Epic Boon
You gain an Epic Boon or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20: Archmagus
You gain the following benefits.
Ability Score Enhancement. Choose Strength or Dexterity. Your Intelligence and the chosen ability score increase by 2, to a maximum of 23.
Rapid Recovery. You can use your Magical Recovery twice, regaining both uses when you finish a Long Rest.
Magus Spell List
This section presents the Magus spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Cantrips (Level 0 Magus Spells)
| Name | School | Special | Source |
|---|---|---|---|
| Acid Splash | Evocation | — | Player’s Handbook 5.5e |
| Baffle | Enchantment | — | The Magus Class |
| Bitter Wind | Necromancy | — | The Magus Class |
| Caustic Claw | Transmutation | — | The Magus Class |
| Chill Touch | Necromancy | — | Player’s Handbook 5.5e |
| Demiplanar Pitch | Conjuration | — | The Magus Class |
| Fire Bolt | Evocation | — | Player’s Handbook 5.5e |
| Mage Hand | Conjuration | — | Player’s Handbook 5.5e |
| Phantasmal Feint | Illusion | — | The Magus Class |
| Poison Spray | Necromancy | — | Player’s Handbook 5.5e |
| Ray of Frost | Evocation | — | Player’s Handbook 5.5e |
| Shocking Grasp | Evocation | — | Player’s Handbook 5.5e |
Level 1 Magus Spells
| Name | School | Special | Source |
|---|---|---|---|
| Burning Hands | Evocation | — | Player’s Handbook 5.5e |
| Chromatic Orb | Evocation | M | Player’s Handbook 5.5e |
| Color Spray | Illusion | — | Player’s Handbook 5.5e |
| Detect Magic | Divination | C, R | Player’s Handbook 5.5e |
| Ensorcelled Strike | Evocation | — | The Magus Class |
| False Life | Necromancy | — | Player’s Handbook 5.5e |
| Grease | Conjuration | — | Player’s Handbook 5.5e |
| Ice Knife | Conjuration | — | Player’s Handbook 5.5e |
| Identify | Divination | R, M | Player’s Handbook 5.5e |
| Jump | Transmutation | — | Player’s Handbook 5.5e |
| Longstrider | Transmutation | — | Player’s Handbook 5.5e |
| Mage Armor | Abjuration | — | Player’s Handbook 5.5e |
| Provoke | Enchantment | C | The Magus Class |
| Shield | Abjuration | — | Player’s Handbook 5.5e |
| Spell Aegis | Abjuration | C | The Magus Class |
| Towerfall Tactic | Abjuration | M | The Magus Class |
| Weapon Aegis | Abjuration | C | The Magus Class |
Level 2 Magus Spells
| Name | School | Special | Source |
|---|---|---|---|
| Animate Shield | Transmutation | M | The Magus Class |
| Animate Weapon | Transmutation | M | The Magus Class |
| Arcane Invigoration | Abjuration | — | The Magus Class |
| Blur | Illusion | C | Player’s Handbook 5.5e |
| Dragon’s Breath | Transmutation | C | Player’s Handbook 5.5e |
| Enlarge/Reduce | Transmutation | C | Player’s Handbook 5.5e |
| Flame Blade | Evocation | C | Player’s Handbook 5.5e |
| Hold Person | Enchantment | C | Player’s Handbook 5.5e |
| Magic Weapon | Transmutation | — | Player’s Handbook 5.5e |
| Melf’s Acid Arrow | Evocation | — | Player’s Handbook 5.5e |
| Mind Spike | Divination | C | Player’s Handbook 5.5e |
| Mirror Image | Illusion | — | Player’s Handbook 5.5e |
| Misty Step | Conjuration | — | Player’s Handbook 5.5e |
| Ray of Enfeeblement | Necromancy | C | Player’s Handbook 5.5e |
Level 3 Magus Spells
| Name | School | Special | Source |
|---|---|---|---|
| Counterspell | Abjuration | — | Player’s Handbook 5.5e |
| Dispel Magic | Abjuration | — | Player’s Handbook 5.5e |
| Fireball | Evocation | — | Player’s Handbook 5.5e |
| Fly | Transmutation | C | Player’s Handbook 5.5e |
| Haste | Transmutation | C | Player’s Handbook 5.5e |
| Lightning Bolt | Evocation | — | Player’s Handbook 5.5e |
| Magic Circle | Abjuration | M | Player’s Handbook 5.5e |
| Phantom Steed | Illusion | R | Player’s Handbook 5.5e |
| Protection from Energy | Abjuration | C | Player’s Handbook 5.5e |
| Slow | Transmutation | C | Player’s Handbook 5.5e |
| Strike Order | Enchantment | — | The Magus Class |
| Vampiric Touch | Necromancy | C | Player’s Handbook 5.5e |
| Warrior’s Way | Divination | C | The Magus Class |
Level 4 Magus Spells
| Name | School | Special | Source |
|---|---|---|---|
| Assess Enemy | Divination | — | The Magus Class |
| Banishment | Abjuration | C | Player’s Handbook 5.5e |
| Charm Monster | Enchantment | — | Player’s Handbook 5.5e |
| Conjure Minor Elementals | Conjuration | C | Player’s Handbook 5.5e |
| Death Ward | Abjuration | — | Player’s Handbook 5.5e |
| Evard’s Black Tentacles | Conjuration | C | Player’s Handbook 5.5e |
| Fire Shield | Evocation | — | Player’s Handbook 5.5e |
| Ice Storm | Evocation | — | Player’s Handbook 5.5e |
| Leomund’s Secret Chest | Conjuration | M | Player’s Handbook 5.5e |
| Locate Creature | Divination | C | Player’s Handbook 5.5e |
| Stoneskin | Transmutation | C, M | Player’s Handbook 5.5e |
| Vitriolic Sphere | Evocation | — | Player’s Handbook 5.5e |
| Wall of Fire | Evocation | C | Player’s Handbook 5.5e |
Level 5 Magus Spells
| Name | School | Special | Source |
|---|---|---|---|
| Cloudkill | Conjuration | C | Player’s Handbook 5.5e |
| Conjure Elemental | Conjuration | C | Player’s Handbook 5.5e |
| Contact Other Plane | Divination | R | Player’s Handbook 5.5e |
| Dispel Evil and Good | Abjuration | C | Player’s Handbook 5.5e |
| Hold Monster | Enchantment | C | Player’s Handbook 5.5e |
| Legend Lore | Divination | M | Player’s Handbook 5.5e |
| Planar Binding | Abjuration | M | Player’s Handbook 5.5e |
| Reflect Magic | Abjuration | M | The Magus Class |
| Teleportation Circle | Conjuration | M | Player’s Handbook 5.5e |
| Wall of Force | Evocation | C | Player’s Handbook 5.5e |
Level 6 Magus Spells
| Name | School | Special | Source |
|---|---|---|---|
| Blade Barrier | Evocation | C | Player’s Handbook 5.5e |
| Contingency | Abjuration | M | Player’s Handbook 5.5e |
| Disintegrate | Transmutation | — | Player’s Handbook 5.5e |
| Globe of Invulnerability | Abjuration | C | Player’s Handbook 5.5e |
| Guards and Wards | Abjuration | M | Player’s Handbook 5.5e |
| Sunbeam | Evocation | C | Player’s Handbook 5.5e |
Magus Subclasses
A Magus subclass is a specialization that grants you features at certain Magus levels, as specified in the subclass.
| Name | Source | Publisher | Edition |
|---|---|---|---|
| Arcane Order | The Magus Class | Sterling Vermin Adventuring Co. | 5.5e |
| Heaven’s Guard | The Magus Class | Sterling Vermin Adventuring Co. | 5.5e |
| Knights Stygian | The Magus Class | Sterling Vermin Adventuring Co. | 5.5e |
| Shadow Court | The Magus Class | Sterling Vermin Adventuring Co. | 5.5e |
| Sidereal Cabal | The Magus Class | Sterling Vermin Adventuring Co. | 5.5e |
| Sylvan Circle | The Magus Class | Sterling Vermin Adventuring Co. | 5.5e |
