Magus v1 - GM Binder
Transcript of Magus v1 - GM Binder
Magus v1.0Magus v1.0Magus v1.0Magus v1.0Magus v1.0
Magus
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Sense, Bonded Weapons, - - - — — — —2nd +2 Fighting Style, Spellcasting, Spell Recovery 2 2 2 — — — —3rd +2 Magus Discipline, Studied Warrior 2 3 3 — — — —4th +2 Ability Score Improvement 2 3 3 — — — —5th +3 Extra Attack 2 4 4 2 — — —6th +3 Spell Surge (1) 2 5 4 2 — — —7th +3 Discipline Feature 2 5 4 3 — — —8th +3 Ability Score Improvement 2 6 4 3 — — —9th +4 -- 2 7 5 3 2 — —
10th +4 Battle Focus 3 8 8 3 2 — —11th +4 Discipline Feature 3 8 4 3 3 — —12th +4 Ability Score Improvement 3 9 4 3 3 — —13th +5 -- 3 10 4 3 3 1 —14th +5 Spell Surge (2) 4 10 4 3 3 1 —15th +5 Disciplne Feature 4 11 4 3 3 2 —16th +5 Ability Score Improvement 4 11 4 3 3 2 —17th +6 -- 4 12 4 3 3 3 1
18th +6 Esoteric Arcanum (6th level) 4 12 4 3 3 3 1
19th +6 Ability Score Improvement 4 13 4 3 3 3 2
20th +6 Esoteric Arcanum (7th level) 4 13 4 3 3 3 2
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per level after 1st
Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Arcana, Acrobatics, Athletics,
History, Insight, Investigation, Nature, Perception, Stealth
(a) chain mail or (b) scale mail or (c) Leather armor
(a) a martial or simple weapon and a shield or (b) two
martial or simple weapons
(a) a light crossbow and 20 bolts or (b) longbow, and 20
arrows
(a) a dungeoneer’s pack or (b) an explorer’s pack
You can cast detect magic at will, without expending a spell
slot.
At 1st level, you learn a ritual that creates a magical bond
between yourself and one weapon. You perform the ritual
over the course of 1 hour, which can be done during a short
rest. The weapon must be within your reach throughout the
ritual, at the conclusion of which you touch the weapon and
forge the bond.
Once you have bound a weapon to yourself, you can't be
disarmed of that weapon unless you are incapacitated. As a
bonus action you can summon up to two one-handed bonded
weapons or one two-handed bonded weapon as long as you
and the weapons are on the same plane of existance.
You can have a number of bonded weapons equal to your
Intelligence modifier. If you attempt to bond a number of
weapons greater than your Intelligence modifier, you must
break the bond with one of your other weapons.
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At 2nd level, 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.
You gain a +2 bonus to attack rolls you make with ranged
weapons.
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.
While you are wearing armor, you gain a +1 bonus to AC.
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.
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction
to reduce the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0 damage). You must be
wielding a shield or a simple or martial weapon to use this
reaction.
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding
a shield.
You can draw a weapon that has the thrown property as part
of the attack you make with the weapon. In addition, when
you hit with a ranged attack using a thrown weapon, you gain
a +2 bonus to the damage roll.
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
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When you reach 2nd level, you augment your martial prowess
with the ability to cast spells.
You learn two cantrips of your choice from the Magus spell
list. You learn an additional Magus cantrips of your choice at
10th and 14th level.
The Magus Spellcasting table shows how many spell slots
you have to cast your 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.
You can cast any Magus spell you know as a ritual if that spell
has the ritual tag.
You can use an arcane focus (see the Adventuring Gear
section) or one of your Bonded Weapons as a spellcasting
focus for your Magus spells.
You know two 1st-level Magus spells of your choice.
The Spells Known column of the Magus Spellcasting table
shows when you learn more Magus spells of 1st level or
higher. Each of these spells must be of a level for which you
have spell slots. For instance, when you reach 5th level in this
class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one
of the Magus spells you know with another spell of your
choice from the Magus spell list. The new spell must be of a
level for which you have spell slots.
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
modifier when setting the saving throw DC for Magus spell
you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
As part of a short rest, you can mediate and recover some of
your expended magic. You regain one expended spell slot, the
level of which can be no higher than half your proficiency
bonus (rounded up).
At 3rd level you chose your Magus discipline, which reflects
the unique methods you have trained in blend your Arcane
and Martial expertise. You gain additional discipline features
at 3rd, 7th, 11th, and 15th level. Those features include An
Arcane Assault feature.
At 3rd level, you learn to directly channel your spellcasting
into your fighting. You learn an Arcane Assault techninque
from your Magus Dsicpline.
Beginning at 3rd level, When you make a Strength or
Dexterity skill check in a skill that you are proficient in, you
may add your intelligence modifier.
Beginning at 5th level, You can attack twice, instead of once,
whenever you take the Attack action on your turn.
At 5th level, attacks with your bonded weapon are magical.
At 6th level you learn to quickly cast spells in the heat of
battle. You can cast a spell with a casting time of 1 action as a
bonus action. Once you use this feature you cannot do so
again until you complete a short rest.
At 14th level you can use this feature twice before
completing a short rest.
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Beginning at 10th level, You can add your Intelligence
Modifier to your initiative rolls and to Constitution checks
made to maintain concentration on a spell.
At 18th level, your study and devotion to magic has unlocked
the secrets to a potent arcane power. Choose one 6th level
spell from the Magus spell list as this arcanum.
You can cast your arcanum spell once without expending a
spell slot. You must finish a long rest before you can do so
again.
At 20th level, you choose one 7th level spell of your choice
that you can cast in this way.
Aegis are unrivaled in their defensive capability. Through
there study of protective magic, they are able to shield
themselves, and their allies, from the most dangerous of foes
in battle.
At 3rd level when you use your Bonded Weapon feature, you
can create a bond with a piece of body armor, or a shield in
addition to weapons. You may summon a bonded shield into
youur hand as a bonus action along with a one-handed
bonded weapon, and you may summon a bonded piece of
body armor onto your body as an action.
While you are wearing a piece of body armor or a shield
bonded to you in this way, you gain an additional +1 AC.
Beginning at 11th level, you also gain +1 to all saving throws.
You learn an additional spell when you reach certain levels in
this class, as shown in the Aegis Spells table. Each spell
counts as a magus spell for you, but it doesn’t count against
the number of magus spells you know.
Aegis Spells
Magus Level spell
3rd Armor of Agathys
5th warding bond
9th Counterspell
13th Stoneskin
17th Wall of Force
Beginning at 3rd level, you gain the ability to magically
protect your allies. As a reaction when an ally you can see is
hit by an attack, you may expend a spell slot to give an ally
within 30 feet of you an additional +3 AC for that attack,
potentially causing the attack to miss. In addition, The
attacker takes 1d6 force damage per level of the expanded
spell slot, up to 5d6.
Beginning at 7th level, you gain resistance to force damage
and you have advantage on saving throws against spells and
magical effects.
At 11th level, You gain an additional reaction.
Beginning at 15th level, your Arcane Shield has a range of 60
feet. Additionally, when you use you Aegis Shield ability, you
may choose to teleport to within 5 feet of your target instead
of having it deal damage to the attacker. When you do so, you
may make a weapon attack against the creature that attacked
your target. This attack deals additional damage equal to 1d6
per level of the spell slot spent, up to 5d6.
Blackblades are one of the most dreaded of the magus
disciplines. Pulling magic from the fabric of the shadowfell,
they channel negative energy and weakening magic into their
combat, debilitating their enemies into submission.
Beginning at 3rd level, Your study of the veil between life and
death has permanently altered your physiology. You gain the
following features.
You can see normally in darkness, both magical and
nonmagical, to a distance of 120 feet.
When you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead. You can’t use
this feature again until you finish a long rest.
You learn an additional spell when you reach certain levels in
this class, as shown in the Blackblade Spells table. Each spell
counts as a magus spell for you, but it doesn’t count against
the number of magus spells you know.
Blackblade Spells
Magus Level spell
3rd Bane
5th Crown of Madness
9th Slow
13th Shadow of Moil
17th Negative Energy Flood
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Beginning at 3rd level, you learn to imbue curses into your
attacks. When you hit a creature with a weapon attack with
your bonded weapon, you can expend a spell slot of 1st level
or higher impose one of the following curses on the target.
Curse of Weakness
The target has disadvantage on attack rolls until the
beginning of your next turn. When you expend a spell slot of
2nd level or higher the attack deals an additional 1d6
necrotic damage per additional level of the spell slot (up to
4d6).
Curse of Fragility
The target has disadvantage on the next saving throw it
makes before the beginning of your next turn. When you
expend a spell slot of 2nd level or higher the attack deals an
additional 1d6 necrotic damage per additional level of the
spell slot (up to 4d6).
Curse of Lethargy
The target's movement speed is reduced by 1o feet until the
beginning of your next turn and it takes an additional 1d6
necrotic damage. When you expend a spell slot of 2nd level or
higher the attack deals an additional 1d6 necrotic damage
per additional level of the spell slot (up to 5d6).
At 7th level, you gain resistance to necrotic damage and you
can add your intelligence modifier to your constitution saving
throws.
Beginning at 11th level, attacks you make with your bonded
weapons deal an additional 1d6 necrotic damage.
Beginning at 15th level, When you hit a creature with your
Cursed Strike, you regain hit points equal to 1d6 + your
proficiency bonus.
Mesmers are the masters of deception and illusion both on
and off the battlefield. Their quick reflexes and confounding
illusions create a deadly striker able to seemlessly weave in
and out of combat.
Beginning at 3rd level, your study of battlefield illusions and
deception have manifested as the following abilities.
When you are hidden from a creature and miss it with a
ranged weapon attack, making the attack doesn't reveal
your position.
you can hide when you are only lightly obscured.
you can take the hide action as a bonus action.
You learn an additional spell when you reach certain levels in
this class, as shown in the Mesmer Spells table. Each spell
counts as a magus spell for you, but it doesn’t count against
the number of magus spells you know.
Mesmer Spells
Magus Level spell
3rd Charm Person
5th Pass Without Trace
9th Blink
13th Confusion
17th Seeming
Starting at 3rd level, when you take the attack action on your
turn, you may expend a spell slot of 1st level or higher to
unleash a series of illusionary attacks with your bonded
weapon. You can make a number of additional attacks with
your bonded weapon equal to the level of the spell slot
expended up to 5 additional attacks. These attacks deal 2d6
psychic damage instead of your attack's normal damage.
Beginning at 7th level, attacks you make that have advantage
deal an additional 1d6 damage. Additionally You can take the
disengage action as a bonus action.
Beginning at 11th level, attacks you make with your bonded
weapons deal an additional 1d6 psychic damage damage.
Beginning at 15th level, Your movement speed increases by
10 feet.
Additionally, when you use your Phantasmal Flurry, attacks
have disadvantage against you until the beginning of your
next turn.
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Primordials learn to channel the fierce natural elements into
their fighting. They are said to fight with similar ferocity, truly
becoming forces of nature unto themselves.
Beginning at 3rd level, you may perform a ritual attuning
yourself to a specific element, Air, Earth, Fire or Water as
part of a long rest.
You gain the following benefits based upon the element you
are attuned to.
Air
While you are attuned to the element Air, your movement
speed increases by 10 feet and are attuned to thunder
damage .
Earth
While you are attuned to Earth, you have advantage on
strength checks and saving throws and are attuned to
bludgeoning damage.
Fire
While you are attuned to fire, You gain darkvision to a
distance of 60 feet, and have advantage on perception checks.
You are attuned to fire damage.
Water
While you are attuned to water, you gain temporary hit points
equal to your magus level when you complete a short or long
rest. Additionally, you are attuned to cold damge.
You learn an additional spell when you reach certain levels in
this class, as shown in the Primordial Spells table. Each spell
counts as a magus spell for you, but it doesn’t count against
the number of magus spells you know.
Primordial Spells
Magus Level spell
3rd Create or Destroy Water
5th Gust of Wind
9th Erupting Earth
13th Wall of Fire
17th Conjure Elemental
Starting at 3rd Level, when you hit a creature with an Attack
with your bonded weapon, you can expend one spell slot to
deal damage to the target, in addition to the weapon's
damage. The extra damage is 2d6 for a 1st-level spell slot,
plus 1d6 for each Spell Level higher than 1st, to a maximum
of 6d6. The damage increases by 1d6 if the target is an
Elemental or Fey. This attack deals damage of the type
associated with your elemental attunment.
At 7th level, you gain the ability to protect yourself from
elemental energies. As part of your elemental attunement
ritual, you gain resistance to damage of the type associated
with your elemental attunement.
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At 11th level, attacks you make with your bonded weapons
deald an additional 1d6 damage of the type associated with
your elemental attunement.
Beginning at 15th level, your weapon attacks with your
bonded weapon ignore damage resistances. Additionally,
when you hit a creature with your primeval smite, you can
trigger an additional effect.
Air
The target is pushed back 10 feet.
Earth
The target is knocked prone.
Fire
The target takes an additional 1d6 fire damage.
Water
You gain 2d6 temporary hit points.
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Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell's casting and make
a weapon attack with it against one creature within the
weapons range. On a hit, the target suffers the weapon
attack's normal effects, and your weapon performs an
additional phantom attack on a of your choice creature within
5 feet of the initial target. The second creature takes psychic
damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the ranged attack deals an
extra 1d6 psychic damage to the target on a hit, and the force
psychic to the second creature increases to 1d6 + your
spellcasting ability modifier. Both damage rolls increase by
1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).
Evocation cantrip
Casting Time: 1 action
Range: self, special
Components: S, M (a ranged weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell's casting and make
a ranged attack with it against one creature within 30 feet of
you. On a hit, the target suffers the weapon attack's normal
effects; in addition, the target becomes enveloped in static
energy until the end of it's next turn. If the target does not
move at least 5 feet before the end of it's next turn, that
creature takes an additional 1d6 lightning damage and the
spell ends.
At Higher Levels. At 5th level, the ranged attack deals an
extra 1d6 lightning damage to the target on a hit, and the
lightning damage it takes if it does not move increases by
1d6. Both damage rolls increase by 1d6 at 11th level (2d6
and 3d6) and 17th level (3d6 and 4d6).
3rd-level Evocation
Casting Time: 1 bonus action
Range: self, 15 foot cone
Components: V, S, M (a melee weapon worth at least 1 sp)
Duration: Concentration, up to 1 minute
The next time you make a melee weapon attack during the
spell’s duration, the weapon channels pure magical energy in
it's strike. Make the attack roll as normal, On hit, the attack
knocks the target prone and deals an additional 2d8 force
damage. If the attack misses the target takes half as much
force damage.
Whether you hit or miss, each creature within a 15 foot
cone behind the the target must make a Constitution saving
throw. Each of these creatures takes 2d8 force damage and
are knocked prone on a failed save, or half as much damage
on a successful one.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage for both effects of the
spell increases by 1d8 for each slot level above 3rd.
2nd-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a melee weapon worth at least 1 sp)
Duration: Concentration, up to 1 minute
Pulling all latent heat out of your weapon, You magically
transform your weapon into an icy spear. This spear lasts
until the spell ends, at which point it transforms back into the
original weapon. It counts as a simple melee weapon with
which you are proficient. It deals 2d8 cold damage on a hit
and has the finesse, light and thrown properties (range
20/60). It retains any of the original weapon's magical
properties. In addition, when you hit a creature with the
spear, their movement speed is reduced by 10 until the
beginning of your next turn
If you drop the weapon or throw it, it dissipates at the end
of the turn. Thereafter, while the spell persists, you can use a
bonus action to cause the spear to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or
4th-level spell slot, the damage increases to 3d8. When you
cast it using a 5th- or 6th-level spell slot, the damage
increases to 4d8. When you cast it using a spell slot of 7th
level or higher, the damage increases to 5d8.
2nd-level Abjuration
Casting Time: 1 reaction, which you take in response to
being damaged by a creature within 60 feet of you that you
can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You raise your arm, creating a magical mirror that reflects
some of the damage you would take back onto the creature
that damaged you. Roll 3d8, the total is amount of damage
you would take is reduced . Additionally, the creature that
damaged you must make a Wisdom saving throw. On a failed
save, they take force damage equal to the damage prevented
by this spell.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the amounted rolled increases by
1d8 for each slot level above 2nd.
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Cantrips (0 Level)
Blade WardControl FlamesCreate BonfireBooming BladeDancing LightsEcho Strike*Green-Flame BladeLightLightning LureMage HandMendingMessageMinor IllusionMold EarthPrestidigitationShape WaterStatic Shot*Sword BurstTrue Strike
1st Level
Absorb ElementsAlarmBurning HandsCatapultChromatic OrbCommandCompelled DualComprehend LanguagesColor SprayDisguise SelfExpeditious RetreatFaerie FireFalse LifeFeather FallFog CloudGreaseHellish RebukeHeroismIdentifyJumpLongstriderMage ArmorMagic MissleSearing SmiteShieldSleepSilent ImageSnareTasha's Caustic BrewTenser's Floating DiskThunderous SmiteUnseen ServantWitch Bolt
Zephyr Strike
2nd Level
Aganazzar's ScorcherAlter SelfArcane LockBlindness/DeafnessBlurCloud of DaggersContinual FlameCordon of ArrowsDarknessDarkvisionEnhance AbilityEnlarge/ReduceFind SteedFind TrapsFlaming SphereHeat MetalHold PersonIce SpearInvisibilityKnockLevitateLocate ObjectMagic WeaponMelf's Acid ArrowMirror ImageMisty StepNystul’s Magic AuraPhantasmal ForceReflect*Rope TrickScorching RaySee InvisibilityShadow BladeShatterSpider ClimbWarding BondWeb
3rd Level
BlinkCounterspellConjure BarrageDispel MagicElemental WeaponFearFireballFlame ArrowsFlyForce Sweep*Gaseous FormGlyph of WardingHasteHypnotic PatternLightning ArrowLightning BoltMagic CircleNondetectionPhantom SteedSendingSlowThunder StepTongues
4th Level
Arcane EyeBanishmentDimension DoorFind Greater SteedFire ShieldFreedom of MovementGreater InvisibilityLocate CreatureOtiluke's Resilient SpherePhantasmal KillerPolymorphStoneskin
5th Level
Banishing SmiteCone of ColdConjure VolleyContagionFar StepHold MonsterLegend LorePasswallSkill EmpowermentSteel Wind StrikeSwift Quiver
6th Level
Blade BarrierChain LightningContingencyGlobe of InvulnerabilityGuards and WardsInvestiture of FlameInvestiture of IceInvestiture of StoneInvestiture of WindPrimordial WardTasha's Otherworldly GuiseTenser's Transformation
7th Level
Crown of StarsDelayed Blast FireballEtherealnessPrismatic SprayProject ImageSequesterSymbol
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Alden Reynolds
https://www.artstation.com/artwork/Pk84o
Tomasz Chistowski
https://chistowski.tumblr.com/image/164929962059
Guild Wars 2
https://wiki.guildwars2.com/images/4/4a/Mesmer_04_concept_art.png
Unknown https://www.teahub.io/photos/full/110-
1105345_fantasy-battle.jpg
Sanha Kim https://www.artstation.com/artwork/nvBo6
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