The Magus Class
Sterling Vermin Adventuring Co.

Caption

Haunt the Unrighteous

When corruption spreads across the world like an infected sore and ne’er-do-wells hold the keys to the kingdoms, the Knights Stygian offer a cure that is as complete as it is brutal. These Magi believe that the means justify the ends, channeling dark magic to avenge injustices and bring evil to heel.

Level 3: Doombringer

You gain the following benefits.

Deathsight. You know when creatures you can see are Bloodied. In addition, you can see creatures with the Invisible condition if they are Bloodied, and you do not suffer Disadvantage on attacks against them as a result of the Invisible condition.

Unnatural Vitality. As a Bonus Action you can expend a spell slot to regain expended Hit Dice equal to twice the spell slot’s level.

Reaper’s Reward. Once per turn when you hit a creature with a weapon or Unarmed Strike, you can expend and roll a Hit Die. You regain Hit Points, and deal additional Necrotic damage to the creature, equal to a roll of the Hit Die.

Level 3: Knights Stygian Magic

You can use a Memento Mori as a Spellcasting Focus for your Magus spells.

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

Knights Stygian Spells

Level 3: Obsidian Mark

The effects of your mystic marks are enhanced by your greater understanding of the Knights Stygian’s esoteric knowledge. When you use your Mystic Mark feature, you emit drifting motes of black ash and the acrid smell of decay, and you gain the following effects based on the benefit or benefits chosen.

Aegis. When a creature you can see within 30 feet of you is hit by an attack, you can force the attacker to make a Constitution saving throw as a Reaction. On a failed save, the attacker takes Necrotic damage equal to half the damage of its attack.

Enspell. Once per turn when you hit a creature with an attack with a weapon or Unarmed Strike, you can deal an additional 1d4 Necrotic damage. If the target is Bloodied, the additional damage increases to 2d4.

Level 7: Face of Fear

You gain the following benefits.

Dreadful Incantation. When you cast a level 1+ Necromancy spell or a spell from your Knights Stygian Magic, you can choose one creature within 60 feet of you that can see you. That creature must make a Wisdom saving throw against your spell save DC, gaining the Frightened condition until the start of your next turn on a failed save.

Fearless. You have Immunity to the Frightened condition.

Mortal Terror. Whenever you would deal Necrotic damage with a Magus spell or feature, you can deal your choice of Psychic or Necrotic damage.

Level 14: Open the Iron Gates

As a Bonus Action you can fling open the gates between life and death, filling the air with shadows and ash. When you do, you manifest a 30-foot Emanation that originates from you for the next minute.

When a creature starts its turn in your Emanation, you can deal 1d6 Necrotic damage to it. If the creature is Bloodied, you can deal 3d6 Necrotic damage instead. In addition, you can take a Bonus Action to make a creature of your choice within your Emanation that is Bloodied take a Wisdom saving throw against your spell save DC. On a failed save, the creature has the Frightened condition until the start of your next turn.

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

Level 20: Darkest Knight

You gain the following benefits.

Obsidian Spell Surge. You can expend the use of your Spell Surge to cast Circle of Death or Create Undead.

Stygian Sentinel. When you finish a Short Rest, you can regain the use of your Open the Iron Gates. Once you regain the use of it in this way, you can’t do so again until you finish a Long Rest.