The Magus Class
Sterling Vermin Adventuring Co.

Caption


An Arcane Warrior Wielding Spell and Steel

Core Magus Traits

Primary AbilityIntelligence
Hit Point DieD8 per Magus level
Saving Throw ProficienciesConstitution and Intelligence
Skill ProficienciesChoose 2: Acrobatics, Arcana, Athletics, History, Insight, Investigation, Nature, Perception, or Religion
Weapon ProficienciesSimple and Martial weapons
Armor TrainingLight and Medium armor and Shields
Starting EquipmentChoose 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
LevelProficiency BonusClass FeaturesCantripsPrepared Spells—Spell Slots per Spell Level—
1st2nd3rd4th5th
1+2Esoteric Eye, Spellcasting, Weapon Mastery222————
2+2Fighting Style, Mystic Mark232————
3+2Magus Subclass243————
4+2Ability Score Improvement253————
5+3Arcane Ability, Sword and Sorcery2642———
6+3Magical Recovery2742———
7+3Subclass feature2843———
8+3Ability Score Improvement2943———
9+4Rite of Return210432——
10+4All-Seeing Eye311432——
11+4Sigil Surge312433——
12+4Ability Score Improvement313433——
13+5—3144331—
14+5Subclass feature4154331—
15+5Sorcerous Shielding4164332—
16+5Ability Score Improvement4174332—
17+6—41843331
18+6Spell Surge41943331
19+6Epic Boon42043332
20+6Archmagus, Subclass Feature42043332

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)

NameSchoolSpecialSource
Acid SplashEvocation—Player’s Handbook 5.5e
BaffleEnchantment—The Magus Class
Bitter WindNecromancy—The Magus Class
Caustic ClawTransmutation—The Magus Class
Chill TouchNecromancy—Player’s Handbook 5.5e
Demiplanar PitchConjuration—The Magus Class
Fire BoltEvocation—Player’s Handbook 5.5e
Mage HandConjuration—Player’s Handbook 5.5e
Phantasmal FeintIllusion—The Magus Class
Poison SprayNecromancy—Player’s Handbook 5.5e
Ray of FrostEvocation—Player’s Handbook 5.5e
Shocking GraspEvocation—Player’s Handbook 5.5e

Level 1 Magus Spells

NameSchoolSpecialSource
Burning HandsEvocation—Player’s Handbook 5.5e
Chromatic OrbEvocationMPlayer’s Handbook 5.5e
Color SprayIllusion—Player’s Handbook 5.5e
Detect MagicDivinationC, RPlayer’s Handbook 5.5e
Ensorcelled StrikeEvocation—The Magus Class
False LifeNecromancy—Player’s Handbook 5.5e
GreaseConjuration—Player’s Handbook 5.5e
Ice KnifeConjuration—Player’s Handbook 5.5e
IdentifyDivinationR, MPlayer’s Handbook 5.5e
JumpTransmutation—Player’s Handbook 5.5e
LongstriderTransmutation—Player’s Handbook 5.5e
Mage ArmorAbjuration—Player’s Handbook 5.5e
ProvokeEnchantmentCThe Magus Class
ShieldAbjuration—Player’s Handbook 5.5e
Spell AegisAbjurationCThe Magus Class
Towerfall TacticAbjurationMThe Magus Class
Weapon AegisAbjurationCThe Magus Class

Level 2 Magus Spells

NameSchoolSpecialSource
Animate ShieldTransmutationMThe Magus Class
Animate WeaponTransmutationMThe Magus Class
Arcane InvigorationAbjuration—The Magus Class
BlurIllusionCPlayer’s Handbook 5.5e
Dragon’s BreathTransmutationCPlayer’s Handbook 5.5e
Enlarge/ReduceTransmutationCPlayer’s Handbook 5.5e
Flame BladeEvocationCPlayer’s Handbook 5.5e
Hold PersonEnchantmentCPlayer’s Handbook 5.5e
Magic WeaponTransmutation—Player’s Handbook 5.5e
Melf’s Acid ArrowEvocation—Player’s Handbook 5.5e
Mind SpikeDivinationCPlayer’s Handbook 5.5e
Mirror ImageIllusion—Player’s Handbook 5.5e
Misty StepConjuration—Player’s Handbook 5.5e
Ray of EnfeeblementNecromancyCPlayer’s Handbook 5.5e

Level 3 Magus Spells

NameSchoolSpecialSource
CounterspellAbjuration—Player’s Handbook 5.5e
Dispel MagicAbjuration—Player’s Handbook 5.5e
FireballEvocation—Player’s Handbook 5.5e
FlyTransmutationCPlayer’s Handbook 5.5e
HasteTransmutationCPlayer’s Handbook 5.5e
Lightning BoltEvocation—Player’s Handbook 5.5e
Magic CircleAbjurationMPlayer’s Handbook 5.5e
Phantom SteedIllusionRPlayer’s Handbook 5.5e
Protection from EnergyAbjurationCPlayer’s Handbook 5.5e
SlowTransmutationCPlayer’s Handbook 5.5e
Strike OrderEnchantment—The Magus Class
Vampiric TouchNecromancyCPlayer’s Handbook 5.5e
Warrior’s WayDivinationCThe Magus Class

Level 4 Magus Spells

NameSchoolSpecialSource
Assess EnemyDivination—The Magus Class
BanishmentAbjurationCPlayer’s Handbook 5.5e
Charm MonsterEnchantment—Player’s Handbook 5.5e
Conjure Minor ElementalsConjurationCPlayer’s Handbook 5.5e
Death WardAbjuration—Player’s Handbook 5.5e
Evard’s Black TentaclesConjurationCPlayer’s Handbook 5.5e
Fire ShieldEvocation—Player’s Handbook 5.5e
Ice StormEvocation—Player’s Handbook 5.5e
Leomund’s Secret ChestConjurationMPlayer’s Handbook 5.5e
Locate CreatureDivinationCPlayer’s Handbook 5.5e
StoneskinTransmutationC, MPlayer’s Handbook 5.5e
Vitriolic SphereEvocation—Player’s Handbook 5.5e
Wall of FireEvocationCPlayer’s Handbook 5.5e

Level 5 Magus Spells

NameSchoolSpecialSource
CloudkillConjurationCPlayer’s Handbook 5.5e
Conjure ElementalConjurationCPlayer’s Handbook 5.5e
Contact Other PlaneDivinationRPlayer’s Handbook 5.5e
Dispel Evil and GoodAbjurationCPlayer’s Handbook 5.5e
Hold MonsterEnchantmentCPlayer’s Handbook 5.5e
Legend LoreDivinationMPlayer’s Handbook 5.5e
Planar BindingAbjurationMPlayer’s Handbook 5.5e
Reflect MagicAbjurationMThe Magus Class
Teleportation CircleConjurationMPlayer’s Handbook 5.5e
Wall of ForceEvocationCPlayer’s Handbook 5.5e

Level 6 Magus Spells

NameSchoolSpecialSource
Blade BarrierEvocationCPlayer’s Handbook 5.5e
ContingencyAbjurationMPlayer’s Handbook 5.5e
DisintegrateTransmutation—Player’s Handbook 5.5e
Globe of InvulnerabilityAbjurationCPlayer’s Handbook 5.5e
Guards and WardsAbjurationMPlayer’s Handbook 5.5e
SunbeamEvocationCPlayer’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.

NameSourcePublisherEdition
Arcane OrderThe Magus ClassSterling Vermin Adventuring Co.5.5e
Heaven’s GuardThe Magus ClassSterling Vermin Adventuring Co.5.5e
Knights StygianThe Magus ClassSterling Vermin Adventuring Co.5.5e
Shadow CourtThe Magus ClassSterling Vermin Adventuring Co.5.5e
Sidereal CabalThe Magus ClassSterling Vermin Adventuring Co.5.5e
Sylvan CircleThe Magus ClassSterling Vermin Adventuring Co.5.5e