The Magus Class
Sterling Vermin Adventuring Co.
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Protect Wild Creatures and Natural Wonders

The Sylvan Circle acts as the sword and shield of the natural world. You adventure to ensure that the world’s natural wonders are preserved and that the diversity of its flora and fauna are not threatened. Although some Sylvan Circle Magi become hardliners that see themselves at war with civilization, most work to strike a balance between the needs of the natural world and the multiverse’s various peoples.

Level 3: Agrestal Spirit

You gain the following benefits.

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

Green Hand. You gain proficiency in the Nature skill. If you are already proficient with Nature, you gain Expertise in it instead.

Wild Instincts. You can take the Disengage action as a Bonus Action. When you do, until the end of your turn your Speed increases by 15 feet and you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.

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 3: Emerald Mark

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

Aegis. When you or a willing creature you can see within 30 feet of you fails a saving throw, you can use your Reaction to give the roll a bonus equal to your Intelligence modifier (minimum +1), potentially turning the failure into a success.

Enspell. Once per turn when you hit a creature with a weapon or Unarmed Strike, you can cause the target to treat all spaces as Difficult Terrain until the end of its next turn.

Level 3: Sylvan Circle Spells

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

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

Sylvan Circle Spells

Level 7: Nature’s Mask

You always have the Polymorph spell prepared. You can cast the spell on yourself without expending a spell slot, when you do, the spell does not require Concentration and its duration changes to 8 hours. You can end the spell at any point prior to the end of its duration (no action required).

Once you cast the spell in this way, you can’t do so again until you finish a Short or Long Rest.

Level 14: Font of Life

As a Bonus Action, you can manifest sylvan energies in a 15-foot Emanation that originates from you for 1 minute. It ends early if you dismiss it (no action required) or have the Incapacitated condition.

When you manifest the Emanation and at the start of each of your subsequent turns, creatures of your choice within your Emanation regain Hit Points equal to 1d8 plus your Intelligence modifier (minimum of one). Additionally, creatures of your choice within your Emanation have Advantage on saving throws.

Once you use this feature, you must finish a Long Rest before you can do so again.

Level 20: Sylvan Savant

You gain the following benefits.

Emerald Spell Surge. You can expend the use of your Spell Surge to cast Conjure Fey or Wall of Thorns.

Font Overflowing. When you finish a Short Rest, you can regain the use of your Font of Life. Once you regain the use of it in this way, you can’t do so again until you finish a Long Rest.