Puntos de Golpe
Competencias
Magus
| Nivel | Bonificador de Competencia | Características | Magic Maneuvers | Cantrips Known |
|---|---|---|---|---|
| 1 | + 2 | Magus Tradition Spellcasting Spellstrike | 0 | 2 |
| 2 | + 2 | Magus Tradition Spellcasting Spellstrike | 0 | 2 |
| 3 | + 2 | Magus Tradition Spellcasting Spellstrike | 2 | 2 |
| 4 | + 2 | Magus Tradition Spellcasting Spellstrike | 2 | 2 |
| 5 | + 3 | Magus Tradition Spellcasting Spellstrike | 2 | 2 |
| 6 | + 3 | Magus Tradition Spellcasting Spellstrike | 3 | 2 |
| 7 | + 3 | Magus Tradition Spellcasting Spellstrike | 3 | 2 |
| 8 | + 3 | Magus Tradition Spellcasting Spellstrike | 3 | 2 |
| 9 | + 4 | Magus Tradition Spellcasting Spellstrike | 4 | 2 |
| 10 | + 4 | Magus Tradition Spellcasting Spellstrike | 4 | 3 |
| 11 | + 4 | Magus Tradition Spellcasting Spellstrike | 4 | 3 |
| 12 | + 4 | Magus Tradition Spellcasting Spellstrike | 4 | 3 |
| 13 | + 5 | Magus Tradition Spellcasting Spellstrike | 5 | 3 |
| 14 | + 5 | Magus Tradition Spellcasting Spellstrike | 5 | 4 |
| 15 | + 5 | Magus Tradition Spellcasting Spellstrike | 5 | 4 |
| 16 | + 5 | Magus Tradition Spellcasting Spellstrike | 5 | 4 |
| 17 | + 6 | Magus Tradition Spellcasting Spellstrike | 6 | 4 |
| 18 | + 6 | Magus Tradition Spellcasting Spellstrike | 6 | 4 |
| 19 | + 6 | Magus Tradition Spellcasting Spellstrike | 6 | 4 |
| 20 | + 6 | Magus Tradition Spellcasting Spellstrike | 6 | 4 |
Spell Slots per Spell Level
| Nivel | Bonificador de Competencia | Características | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Magus Tradition Spellcasting Spellstrike | 2 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Magus Tradition Spellcasting Spellstrike | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Magus Tradition Spellcasting Spellstrike | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Magus Tradition Spellcasting Spellstrike | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Magus Tradition Spellcasting Spellstrike | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Magus Tradition Spellcasting Spellstrike | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Magus Tradition Spellcasting Spellstrike | 4 | 3 | 3 | 3 | 2 |
Hechizos de Clase
Características de Clase
Nivel 1
Nivel 10
Nivel 11
Nivel 12
Nivel 14
Nivel 15
Nivel 16
Nivel 18
Nivel 19
Nivel 2
Nivel 20
Nivel 3
Nivel 4
Nivel 5
Nivel 6
Nivel 8
Progresión de Conjurador
Progresión de Trucos
| Nivel | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Trucos Conocidos | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Competencias
light
medium
simple
martial
Equipo Inicial
Características de Clase
Magus Tradition (Level 1)
At 1st level, you choose a tradition that shapes the way you combine spells and weapons in combat, each detailed at the end of the class description. The tradition you choose grants you features at 1st level and again at 6th, 10 and 14th level.
Spellcasting (Level 1)
Your ability to draw out and amplify your essence has given you the faculty for casting spells. See Spells Rules for the general rules of spellcasting and the end of the class listing for the magus spell list.
Cantrips
At 1st level, 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.
Preparing and Casting Spells
The Magus table shows how many spell slots you have to cast your magus spells. To cast one of your magus spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of magus spells that are available for you to cast, choosing from the magus spell list. When you do so, choose a number of magus spells equal to your Intelligence modifier + half your magus level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest, at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated 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 a magus spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast any magus spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
If you're proficient with a simple or martial weapon, you can use it as a spellcasting focus for your magus spells.
Spellstrike (Level 1)
Beginning at 1st level, a magus learns to cast spells and wield his weapons at the same time. To use this ability, you must have one free hand and be wielding a one-handed melee weapon that you're proficient with. Once per round when you cast a magus spell of 1st level or higher, as a bonus action you can make a melee weapon attack.
Elemental Weapon (Level 2)
Starting at 2nd level, you learn to harness the elemental power of spells and imbue it in your weapon. Whenever you cast a magus spell of 1st level or higher that deals acid, cold, fire, lightning, or thunder damage, you can use a bonus action to imbue your weapon with the same type of damage. For 1 minute, whenever you hit with a melee spell attack or melee weapon attack, it deals an extra 1d4 damage of that type. If a spell has more than one attack, you apply this extra damage only to the first attack hit. You can end this effect early using a bonus action and you can't use this feature while it is already in effect.
The extra damage die changes based on the level of the spell slot used to cast the spell. The die becomes a d6 for a slot of 2nd level, d8 for a 3rd level, d10 for a 4th level and d12 for a 5th level spell slot.
Magic Sense (Level 2)
You have honed your senses to notice subtle signs of magic in the world around you. Beginning at 1st level, you can use an action to open your senses, as if you had cast detect magic. Unlike detect magic, your Spellsight only lasts for 1 minute.
If there is a creature within range of your Spellsight, you can choose to focus your senses on it, excluding everything else. You learn the creature's spellcasting ability (if it has one) and the level of the highest spell it can cast. If the creature is hidden from divination magic, it appears as non-magical.
You can use this feature a number of times equal to 1 + your Intelligence modifier. You regain all expended uses when you finish a long rest.
Magic Maneuvers (Level 3)
Beginning at 3rd level, you learn how to use Magic Maneuvers, each detailed at the end of the class description. Each magic maneuver requires an Action to be used, unless otherwise indicated. The number of magic maneuvers you know are indicated in the Magic Maneuvers column of the class table.
A list of the available Magic Maneuvers can be found on the Optional Features page.
You can only use each magic maneuver once, and regain all expended magic maneuvers whenever you finish a short or a long rest.
Additionally, when you gain a level in this class, you can choose one of the magic maneuvers you know and replace it with another magic maneuver as long as you meet its prerequisites.
Some of your magic maneuvers require your target to make a saving throw to resist the magic maneuver's effects. The saving throw DC is calculated as follows:
Magic Maneuver
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Magus Tradition Feature (Level 6)
At 6th level, you gain a feature granted to you by your Magus Tradition.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Magus Tradition Feature (Level 10)
At 10th level, you gain a feature granted to you by your Magus Tradition.
Spell Deflect (Level 11)
At 11th level, whenever a creature you can see within 120 feet of you casts a damaging spell against you, you can use your reaction to make a spell attack roll against the caster's spell save DC. On a success, the spell against you fails and has no effect. Any effects on other targets of the spell are resolved normally.
If the spell has more than one attack targeting you, you can deflect further spell attacks from the same spell on the same turn as part of the same reaction without spending further uses of this feature, but you must make a separate spell attack for each attack deflected this way.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Magus Tradition Feature (Level 14)
At 14th level, you gain a feature granted to you by your Magus Tradition.
Maneuver Adaptability (Level 15)
At 15th Level you learn how to better use the flow of magic within yourself. You can spend an use of any of your unused Magic Maneuvers to regain one of your other expended ones, no actions required.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Dispelling Strike (Level 18)
Starting at 18th level, when you hit a creature or object that is under the effects of a spell or attack a spell directly (such as an unseen servant or tiny hut), you can attempt to dispel the spell as if you cast dispel magic at a level equal to your highest level magus spell slot.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses remaining you can expend a spell slot to use it again.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Arch Magus (Level 20)
At 20th level, you perfect your magus techniques. Whenever you use your Spellstrike, as part of the same bonus action you can attack twice, instead of once. Moreover, you can cast one of your cantrips in place of one of those attacks.
Multiclase
Requisitos de Multiclase
- DEX: 13 o STR: 13
Competencias Obtenidas
Subclases
Características de Subclase
Armored Battlemage
Armored Battlemage (Level 1)
Many battlemages focus purely on destructive evocations, but some extend their tactical studies to include use of the tried-and-true protection of steel. These armored battlemages learn to move and cast spells in even the most restrictive armors.
Magus Tradition Spells
Your magus tradition grants you spells at the magus levels listed. Each spell counts as a magus spell for you, but it doesn't count against the number of magus spells you know.
| Magus Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Armored Spellcasting (Level 1)
At 1st level, you gain proficiency with all armor and shields. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
You can perform the somatic components of spells and use Spellstrike even when you have weapons or a shield in one or both hands.
When using your Elemental Weapon feature, add force damage to the list of possible damage types.
Eldritch Protector (Level 6)
At 6th level, while under the effects of your Elemental Weapon feature, once per turn when you hit a creature with a melee weapon attack you can mark it. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature that you can see other than you, as a reaction you can grant that creature resistance to the damage dealt by the attack.
Aegis (Level 10)
At 10th level, while under the effects of your Elemental Weapon feature, as a bonus action on each of your turns you can choose one of the following damage types: bludgeoning, piercing, slashing or one of the damage types from your Elemental Weapon. The next time you take damage of the chosen type until the start of the your next turn, you have resistance to that type of damage.
Arcane Presence (Level 14)
At 14th level, whenever you use a Magic Maneuver, you gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have from this feature.
Additionally, whenever a creature you can see within 10 feet of you takes damage, you can use your reaction to prevent all damage, and you take the damage instead. This damage to you can't be reduced or prevented in any way.
Blade Saint
Blade Saint (Level 1)
A blade saint spends their life focusing their training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.
Magus Tradition Spells
Your magus tradition grants you spells at the magus levels listed. Each spell counts as a magus spell for you, but it doesn't count against the number of magus spells you know.
| Magus Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Chosen Weapon (Level 1)
At 1st level a ritual that creates a magical bond between yourself and one melee which you are proficient with. 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 to make it your Chosen Weapon.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can only use your Elemental Weapon feature when wielding your Chosen Weapon in one hand and nothing else. While under the effects of Elemental Weapon you gain the following benefits:
Your walking speed increases by 10 feet.
Your weapon becomes magical for the purpose of overcoming resistance and immunity
You gain a +1 bonus to your attack rolls and a +2 to your Armor Class so long as you are not wearing heavy armor.
Canny Defense (Level 1)
Beginning at 1st level, while you are wielding your bonded weapon, wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.
Warp Strike (Level 6)
At 6th level your Chosen Weapon gains the thrown property (30/120) and cannot be destroyed. While your chosen weapon is within 30 feet of you, as a bonus action you may spend one use of this feature to teleport to it, making it immediately return to your hand afterwards. If you end this movement within 5 feet of a creature you may cast a cantrip against it as part of the same action.
You may use this feature a number of times equal to 1 + your Intelligence modifier bonus. You regain all expended uses after you finish a long rest.
Arcane Grace (Level 10)
At 10th level, while under the effects of your Elemental Weapon feature, as a bonus action on each of your turns you can take the Dodge action. After you are targeted by an attack or damaging effect that requires a Dexterity saving throw, your Dodge ends.
If the attack misses or you pass the Dexterity saving throw, as a reaction you can move up to half your speed with opportunity attacks provoked by this movement made at disadvantage.
Arcane Waltz (Level 14)
At 14th level, while under the effects of your Elemental Weapon feature you gain the following benefits:
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and half if you fail.
When you successfully deflect a spell using your Spell Deflect magus feature, you can reflect the spell back on the caster. When you do, you can immediately cast the spell at its lowest level as part of the same reaction, without expending a spell slot, but you must target the original caster.
Eldritch Shooter
Eldritch Shooter (Level 1)
The Eldritch Shooter rains magical attacks down on her foes.
Magus Tradition Spells
Your magus tradition grants you spells at the magus levels listed. Each spell counts as a magus spell for you, but it doesn't count against the number of magus spells you know.
| Magus Level | Spell |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Ranged Caster (Level 1)
At 1st level, you gain proficiency with all ranged martial weapons, including firearms.
Whenever a Magus feature requires you to use a melee weapon, you must instead use a two-handed ranged weapon that you are proficient with.
Whenever a Magic Maneuver requires you to make a melee weapon attack, you must make a ranged weapon attack instead. If it requires you to make a melee spell attack, you must make a ranged spell attack instead.
When using Spellstrike, you need no free hands as long as you're wielding a two-handed ranged weapon. Additionally, if you use Spellstrike with a cantrip that requires a ranged spell attack, it doesn't become a melee weapon attack and its range doesn't change.
Elemental Ammo (Level 6)
At 6th level, you gain the ability to shoot ammunition made of elemental energy. While you're under the effects of your Elemental Weapon feature, whenever you make a ranged weapon attack, you can convert your weapon damage type to the same type you chose for Elemental Weapon, and your attack ignores half and three-quarters cover. If you do so, your attack doesn't use any ammunition.
Additionally, when casting any cantrip that requires a spell attack and has the same damage type of your current Elemental Ammo, you can use your weapon's range instead of the cantrip's normal range. If you do so, increase that cantrip's damage by 1 dice.
Elemental Affinity (Level 10)
At 10th level, while under the effects of your Elemental Weapon feature, as a bonus action on each of your turns you can infuse one of your attacks with magical energy. If that attack hits, the next attack roll made against this target before the end of your next turn has advantage.
Ricochet Shot (Level 14)
At 14th level, whenever you make a ranged weapon attack using Elemental Ammo, your attack ignores disadvantage due to effects that rely on sight, as if you had blindsight. Once per turn, if one of your attack hits, as a bonus action you can make an attack roll at disadvantage against another target creature you can see within 30 feet of the first target if the direct path between them is not blocked.