The Magus Class
Sterling Vermin Adventuring Co.

Caption

Defend the Arcane Architecture of the Multiverse

The Arcane Order seeks to catalog the magical wonders of the multiverse and defend the Tapestry from existential threats. You travel the world with an eye out for lost artifacts, magical monuments, and mystic secrets. Although some in the Arcane Order collect such prizes in a quest for power, most do so out of intellectual curiosity or the desire to preserve such treasures for future generations.

Level 3: Amethyst Mark

The effects of your mystic marks are enhanced by your greater understanding of the Arcane Order’s esoteric knowledge. When you use your Mystic Mark feature, a faint purple, crystalline aura surrounds you and you gain the following effects based on the benefit or benefits chosen.

Aegis. When a willing creature you can see within 30 feet of you is hit by an attack, you can use your Reaction to swap places via teleportation. You suffer the effects of the attack instead of the creature and you have Resistance to damage dealt by the attack.

Enspell. Once per turn when you hit a creature with a weapon or Unarmed Strike, you can force it to make a Charisma saving throw against your spell save DC. On a failure, the creature is teleported 10 feet horizontally in a direction of your choosing.

Level 3: Arcane Order Magic

You can use an Arcane Focus as a Spellcasting Focus for your Magus spells.

In addition, your training in the Arcane Order ensures you always have certain spells ready; when you reach a Magus level specified in the Arcane Order Spells table, you thereafter always have the listed spells prepared.

Arcane Order Spells

Level 3: Mystic Insights

You gain the following benefits.

Additional Cantrips. You know two cantrips of your choice from the Wizard spell list. These cantrips count as Magus cantrips for you but don’t count against your number of cantrips known.

Arcana Adept. You gain proficiency in the Arcana skill. If you are already proficient with Arcana, you gain Expertise in it instead.

Eldritch Eye. You can take a Bonus Action to cast the Detect Magic spell or the Identify spell. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum once), and you regain all expended uses when you finish a Long Rest.

Level 7: Lesser Spell Surge

You can cast a Magus spell you have prepared without expending a spell slot, as if you had expended your highest level spell slot. Once you do, you cannot do so again until you finish a Long Rest.

Level 7: Occult Savant

Choose two spells of a level you can cast from the Wizard spell list. You always have the chosen spells prepared. Whenever you gain a Magus level, you can replace one of the chosen spells with another spell from the Wizard spell list of a level you can cast.

Level 14: Arcane Vortex

As a Magic action, choose a point you can see within 60 feet of yourself, warping space in a 20-foot-radius Sphere around it. You and your allies within the area can each teleport up to 30 feet in a direction of your choice. All other creatures in the area must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 6d8 Force damage, is pulled up to 15 feet closer to the point, and can’t use its Speed to move away from that point until the start of your next turn. On a successful save, a creature takes half as much damage only.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Level 20: Master of the Arcane

You gain the following benefits.

Amethyst Spell Surge. You can expend the use of your Spell Surge to cast Chain Lightning or Contingency.

Vexing Vortices. When you finish a Short Rest, you can regain the use of your Arcane Vortex. Once you regain the use of it in this way, you can’t do so again until you finish a Long Rest.