Magus

A magus has blended arcane study and combat training, allowing them to perfectly interweave swings of a sword with spells, while shielding themselves with their magic.
The Magus
Magus Level
Proficiency Bonus
Features
Quickcast Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
1st+2Arcane Mantle, Magic Sense, Unarmored Defense
2nd+2Fighting Style, Spellcasting222
3rd+2Magus Discipline, Spellstrike (1st-level)233
4th+2Ability Score Improvement243
5th+3Extra Attack2542
6th+3Magus Discipline feature, Quickcast1st2642
7th+3Arcane Ward1st2743
8th+3Ability Score Improvement1st3743
9th+42nd38432
10th+4Magus Discipline feature2nd38432
11th+4Nullifying Shield, Spellstrike (2nd-level)2nd39433
12th+4Ability Score Improvement2nd39433
13th+53rd3104331
14th+5Magus Discipline feature3rd4104331
15th+5Transposition3rd4114332
16th+5Ability Score Improvement3rd4114332
17th+64th41243331
18th+6Enhanced Magic Sense, Spellstrike (3rd-level)4th41243331
19th+6Ability Score Improvement4th41343332
20th+6Mantle Mastery4th41343332

Hit Points

Hit Dice: 1d8 per Magus level
Hit Points: 10 + 8 times your level

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: One instrument of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Performance, and Stealth

Multiclassing

Ability Score Minimum: Dexterity 1, Intelligence 1
Proficiencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) one martial melee weapon or (b) two simple melee weapons
  • (a) a longbow and 20 arrows or (b) any simple ranged weapon
  • (a) a dungeoneer's kit, (b) an explorer's kit, or (c) a scholar's kit
  • leather armor and an instrument
For information on equipment, you may check the equipment page.

Arcane Mantle

1st-level Magus feature
You have learned to wreath yourself in a mantle of arcane energy. While your arcane mantle is active, you gain supernatural speed and agility.
You can use a minor action to activate your arcane mantle, which lasts for 1 minute, or until you are incapacitated. You can deactivate your arcane mantle at any time you choose (no action required).
While your arcane mantle is active, you gain the following benefits:
Arcane Shield. When you are hit by an attack, you can use a free reaction to gain a bonus to your AC against that attack equal to your Intelligence (minimum of +1), potentially causing the attack to miss.
Fast Movement. Your walking speed increases by 10 feet.
Enhanced Focus. You gain a bonus to any Constitution saving throw you make to maintain concentration. The bonus equals your Intelligence (minimum of +1).
You can use this feature once per short rest, and additional times by expending a spell slot.

Magic Sense

1st-level Magus feature
You have learned to sense magic through your touch. When you touch an object or creature, you sense the presence of any magic within it, as well as its school of magic, if any.

Unarmored Defense

1st-level Magus feature
While you are wearing no armor and not wielding a shield, you may calculate your AC as 10 + your Dexterity + your Intelligence score.

Fighting Style

2nd-level Magus feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
In addition, you cannot have disadvantage on attacks against a creature that you can sense with blindsight.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll damage for an attack you made with a two-handed or versatile melee weapon that you wielded with two hands, you can reroll any of the weapon's damage dice. You must use the new rolls.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
In addition, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Spellcasting

2nd-level Magus feature
You have learned to seamlessly blend blade and spell.
Cantrips. You know two cantrips of your choice from the magus spell list. You learn additional magus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table.
Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Magus spell list.
Spell Slots. The Magus table shows how many spell slots you have to cast your magus spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st Level and Higher. You know two 1st-level spells of your choice from the magus spell list.
The Spells Known column of the Magus table shows when you learn more magus spells of your choice. Each of these spells must be of a level for which you have spell slots. For inmantle, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the magus spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your magus spells, since you learn your spells through study and memorization.. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence score when setting the saving throw DC for a magus spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence score
Spell attack modifier = your proficiency bonus + your Intelligence score
Spellcasting Focus. You can use a weapon you are proficient with, or an arcane focus as your spellcasting focus.
(117/117)
Level
Spell
School
Domain
Tags
CantripAcid SplashConjurationArcane
CantripBlade WardAbjurationArcane
CantripBooming BladeEvocationArcaneAir
CantripCreate BonfireConjurationPrimalFire
CantripCrystal SpearEvocationPrimalEarth
CantripDancing LightsEvocationArcane
CantripFire BoltEvocationArcaneFire
CantripFrostbiteEvocationPrimalWater
CantripGreen-Flame BladeEvocationArcaneFire
CantripLightEvocationDivine
CantripLightning LureEvocationArcaneAirFire
CantripMage HandConjurationArcane
CantripMinor IllusionIllusionArcane
CantripPoison SprayConjurationPrimal
CantripPrestidigitationTransmutationArcane
CantripQuaking BlowEvocationArcaneEarth
CantripRay of FrostEvocationArcaneWater
CantripRime BladeEvocationArcaneWater
CantripShocking GraspEvocationArcaneAirFire
CantripSword BurstConjurationArcane
CantripThunderclapEvocationPrimalAir
CantripTrue StrikeDivinationDivine
1stAbsorb ElementsAbjurationPrimalAirEarthFireWater
1stArcane WeaponTransmutationArcaneAirEarthFireWater
1stArmor of IceAbjurationArcaneWater
1stBlazing StrikeEvocationArcaneFireSmite
1stBurning HandsEvocationArcaneFire
1stCatapultTransmutationArcane
1stCaustic SprayEvocationArcane
1stChromatic OrbEvocationArcaneAirEarthFireWater
1stColor SprayIllusionArcane
1stDetect MagicDivinationArcaneRitual
1stDisguise SelfIllusionArcane
1stEarth TremorEvocationPrimalEarth
1stEarthen BarrierTransmutationPrimalEarth
1stExpeditious RetreatTransmutationArcane
1stFaerie FireEvocationArcane
1stFalse LifeNecromancyArcane
1stFeather FallTransmutationArcane
1stFog CloudConjurationPrimalAirWater
1stFrost StrikeAbjurationArcaneSmiteWater
1stGreaseConjurationArcane
1stGround SurfTransmutationPrimalEarth
1stIce KnifeConjurationArcaneWater
1stInflict WoundsNecromancyDivine
1stJumpTransmutationArcane
1stLongstriderTransmutationArcane
1stMage ArmorAbjurationArcane
1stMagic WeaponTransmutationArcane
1stSapping StrikeNecromancyArcaneSmite
1stSearing SmiteEvocationDivineFireSmite
1stSeismic SenseTransmutationPrimalEarth
1stShieldAbjurationArcane
1stSilent ImageIllusionArcane
1stThunderous SmiteEvocationDivineAirSmite
1stThunderwaveEvocationPrimalAir
1stZapping StrikeConjurationArcaneAirFireSmite
1stZephyr StrikeTransmutationPrimalAir
2ndAidAbjurationDivine
2ndAlter SelfTransmutationArcane
2ndBinding IceEvocationArcaneWater
2ndBlurIllusionArcane
2ndClay ArmorTransmutationPrimalEarth
2ndCloud of DaggersConjurationArcane
2ndDarknessEvocationArcane
2ndDarkvisionTransmutationArcane
2ndDetect ThoughtsDivinationPsionic
2ndEarthbindTransmutationPrimal
2ndEarthen GraspTransmutationPrimalEarth
2ndEnhance AbilityTransmutationDivine
2ndEnlarge/ReduceTransmutationArcane
2ndEthereal StrikeTransmutationArcaneSmite
2ndFiery WhipEvocationArcaneFire
2ndInvisibilityIllusionArcane
2ndLevitateTransmutationArcane
2ndMirror ImageIllusionArcane
2ndMisty StepConjurationArcane
2ndScorching BlastEvocationArcaneFire
2ndScorching RayEvocationArcaneFire
2ndSee InvisibilityDivinationArcane
2ndShadow BladeIllusionArcane
2ndSpider ClimbTransmutationArcane
2ndTelekinetic GripTransmutationPsionic
2ndWarding WindEvocationPrimalAir
2ndWebConjurationArcane
3rdBlinkTransmutationArcane
3rdDaylightEvocationDivine
3rdDispel MagicAbjurationArcane
3rdElemental WeaponTransmutationPrimalAirEarthFireWater
3rdFearIllusionArcane
3rdFlaming StrideTransmutationArcaneFire
3rdFlyTransmutationArcane
3rdGrim ApparitionsNecromancyArcane
3rdHasteTransmutationArcane
3rdLightning BoltEvocationArcaneAirFire
3rdMajor ImageIllusionArcane
3rdNondetectionAbjurationArcane
3rdProtection from EnergyAbjurationArcaneAirEarthFireWater
3rdSlowTransmutationArcane
3rdThunder StepConjurationArcane
4thBanishmentAbjurationArcane
4thCloak of ShadowNecromancyArcane
4thCrystal BurstTransmutationPrimalEarth
4thDimension DoorConjurationArcane
4thElemental BaneTransmutationPrimalAirEarthFireWater
4thFire ShieldEvocationArcaneFireWater
4thFreedom of MovementAbjurationDivine
4thGreater InvisibilityIllusionArcane
4thStaggering SmiteEvocationDivineSmite
4thStoneskinAbjurationArcane
5thBanishing SmiteAbjurationDivineSmite
5thCone of ColdEvocationArcaneAir
5thCreationIllusionArcane
5thFar StepConjurationArcane
5thImmolationEvocationArcaneFire
5thSteel Wind StrikeConjurationArcane
5thTelekinesisTransmutationPsionic

Magus Discipline

3rd-level Magus feature
You choose an discipline that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 6th, 10th, 14th, and 18th level.
The discipline options are listed below:
Blood Knight
Elementalist
Mindblade
Spellbreaker

Spellstrike

3rd-level Magus feature
You can cast a 1st-level magus smite spell without expending a spell slot. Once you use this feature, you may not do so again until the start of your next turn.
At 11th level, you can cast a 2nd-level magus smite spell without expending a spell slot, and at 18th level, you can cast a 3rd-level magus smite spell.

Ability Score Improvement

4th-level Magus feature
You increase one ability score of your choice by 1. As normal, you can't increase an ability score above 5 using this feature.
You gain additional ability score improvements at 8th, 12th, 16th, and 19th levels.

Extra Attack

5th-level Magus feature
After you take the attack action on your turn for the first time, you can take it again as a free action.

Quickcast

6th-level Magus feature
When you cast a magus spell with a casting time of 1 standard action that targets only yourself, you can cast it as a minor action instead.

Arcane Ward

7th-level Magus feature
You can direct your magic to absorb damage while your arcane mantle is active. When you take damage, you can use a free reaction to expend one spell slot and reduce the damage you take by 10 times the level of the expended spell slot.

Nullifying Shield

11th-level Magus feature
You have learned to enhance your arcane shield to nullify magical effects. When you are forced to make a saving throw against a spell or other magical effect, you may use a reaction to gain a bonus to the saving throw equal to your Intelligence score (minimum of +1).

Transposition

15th-level Magus feature
As a minor action, you may attempt to instantly swap positions with another creature you can see within 60 feet of you. An unwilling creature may resist this effect if it succeeds on a Wisdom saving throw against your spell save DC.
You may use this feature twice. You regain all expended uses after finishing either a short rest or a long rest.

Enhanced Magic Sense

18th-level Magus feature
You have learned to broaden your senses to detect magic in an area around you, rather than just through touch. You can sense the presence, and school, if any, of magic within 30 feet of you.
Additionally, creatures affected by any magical effects may not benefit from being hidden while within 30 feet of you, and you sense their position as if you could see them.

Arcane Mastery

20th-level Magus feature
Maintaining your arcane mantle has become trivial for you. You may use your Mantle feature an unlimited number of times, and it lasts until either you choose to end it (no action), or become incapacitated.
Additionally, while your arcane mantle is active, you gain a bonus to all saving throws equal to your Intelligence score (minimum of +1).