Points de Vie
Maîtrises
Magus
| Niveau | Bonus de Maîtrise | Capacités | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1 | + 2 | Arcane Armory Fighting Style | 0 | 0 |
| 2 | + 2 | Arcane Armory Fighting Style | 2 | 2 |
| 3 | + 2 | Arcane Armory Fighting Style | 2 | 2 |
| 4 | + 2 | Arcane Armory Fighting Style | 3 | 3 |
| 5 | + 3 | Arcane Armory Fighting Style | 3 | 3 |
| 6 | + 3 | Arcane Armory Fighting Style | 3 | 4 |
| 7 | + 3 | Arcane Armory Fighting Style | 3 | 4 |
| 8 | + 3 | Arcane Armory Fighting Style | 3 | 5 |
| 9 | + 4 | Arcane Armory Fighting Style | 3 | 5 |
| 10 | + 4 | Arcane Armory Fighting Style | 4 | 6 |
| 11 | + 4 | Arcane Armory Fighting Style | 4 | 6 |
| 12 | + 4 | Arcane Armory Fighting Style | 4 | 7 |
| 13 | + 5 | Arcane Armory Fighting Style | 4 | 7 |
| 14 | + 5 | Arcane Armory Fighting Style | 4 | 8 |
| 15 | + 5 | Arcane Armory Fighting Style | 4 | 8 |
| 16 | + 5 | Arcane Armory Fighting Style | 4 | 9 |
| 17 | + 6 | Arcane Armory Fighting Style | 4 | 9 |
| 18 | + 6 | Arcane Armory Fighting Style | 4 | 10 |
| 19 | + 6 | Arcane Armory Fighting Style | 4 | 10 |
| 20 | + 6 | Arcane Armory Fighting Style | 4 | 11 |
Spell Slots per Spell Level
| Niveau | Bonus de Maîtrise | Capacités | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Arcane Armory Fighting Style | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Arcane Armory Fighting Style | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Arcane Armory Fighting Style | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Arcane Armory Fighting Style | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Arcane Armory Fighting Style | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Arcane Armory Fighting Style | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Arcane Armory Fighting Style | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Arcane Armory Fighting Style | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Arcane Armory Fighting Style | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Arcane Armory Fighting Style | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Arcane Armory Fighting Style | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Arcane Armory Fighting Style | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Arcane Armory Fighting Style | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Arcane Armory Fighting Style | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Arcane Armory Fighting Style | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Arcane Armory Fighting Style | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Arcane Armory Fighting Style | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Arcane Armory Fighting Style | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Arcane Armory Fighting Style | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Arcane Armory Fighting Style | 4 | 3 | 3 | 3 | 2 |
Sorts de Classe
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 14
Niveau 15
Niveau 16
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Progression des Sorts Connus
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sorts Connus | 0 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 |
Progression d'Incantation
Progression des Tours de Magie
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tours de Magie Connus | 0 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Maîtrises
light
medium
shield
simple
martial
Équipement de Départ
Capacités de Classe
Arcane Armory (Level 1)
At 1st level, you learn the signature enchantment of the Magi, the creation of your Arcane Armory. It is an extradimensional space accessible only by you, which uses the rules below:
Enchanting Object
To add an object to your Arcane Armory, you must perform a 1-hour ritual on a single weapon, shield, set of armor, or Tiny Object. You must hold it for the duration, and when complete, it disappears into your Arcane Armory until you summon it.
Your Armory can hold a maximum number of objects equal to 1 + your Magus level. One must always be a melee weapon.
If you add a new object to your Armory while it is full, you remove one object, and it falls to the ground at your feet.
Accessing your Armory
As a bonus action, you can access your Armory, summoning any number of objects from it, instantly equipping or donning objects of your choice. As part of the same bonus action, you can also shunt any number of these Armory objects, instantly doffing and storing them within your Arcane Armory.
Armory Benefits
If they were not already, Armory weapons, shields, and sets of armor are magical so long as they remain part of your Arcane Armory. Finally, when you calculate your Armor Class in light or medium armor that is part of your Arcane Armory, you can use your Intelligence in place of your Dexterity.
Fighting Style (Level 1)
At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Spellcasting (Level 2)
At 2nd level, you have learned to cast arcane spells, much like a Wizard, which you use to enhance your abilities in combat:
Cantrips
You learn two cantrips of your choice from the Magus spell list, which can be found at the end of this class description. You learn another Magus cantrip at 4th and 10th level, as shown in the Cantrips Known column of the Magus table.
Spellcasting Focus
You can use any weapon, shield, or arcane focus within your Arcane Armory as a Spellcasting Focus for the Magus spells you know. Armory weapons and shields can also be used to perform the somatic components of your Magus spells.
Spell Slots
The Magus table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast a spell you know, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots each time you finish a long rest.
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. Each Magus spell you learn must be of a level for which you have spell slots. For instance, when you reach 6th level, you learn a spell of your choice from the Magus spell list of either 1st-level or 2nd-level.
Whenever you gain a Magus level, you can choose one Magus spell you know and replace it with another Magus spell of your choice, of a level that you have spell slots for.
Spellcasting Ability
As you commit your spells to memory, Intelligence is your spellcasting ability for your Magus spells. Use Intelligence when a spell refers to your spellcasting ability, when you set a saving throw DC, or when you make a spell attack roll.
Spell
Spell
Spellstrike (Level 2)
Also at 2nd level, you learn the signature technique of a Magi: Spellstrike. Once on your turn, when you attack with a melee Arcane Armory weapon you can simultaneously cast a Magus spell, expending a spell slot as normal. The spell is channeled through your weapon instead of taking effect normally.
The spell must have a casting time of one action, and either require one spell attack roll, force at least one saving throw or affect a number of hit points worth of creatures (like sleep).
On a miss, the spell fails and has no effect. On hit, the spell takes effect instantly after your attack, using the rules below:
Area of Effect
If the spell targets an area greater than a 5-foot cube, you choose if the spell only affects your target, or if it takes effect as a 15-foot cone which includes the target, and extends out from your target directly away from you.
Saving Throws
The target of your attack makes its initial saving throw against the spell with disadvantage. If you score a critical hit, it automatically fails its initial saving throw.
Spell Attacks
If the spell requires a spell attack roll, your weapon attack roll replaces it, and it takes effect on hit.
Concentration
If the spell requires your concentration, you begin concentrating on it after it takes effect, on hit.
Cantrips
If you cast a Cantrip, your attack does not deal bonus damage from the Cantrip. Instead, your weapon attack deals the damage type of the Cantrip, and the Cantrip's non-damaging effects are applied to your target on hit.
Arcane Regeneration (Level 3)
Starting at 3rd level, you can focus on your knowledge of the arcane to regenerate magic potential. During a short rest, you can recover expended spell slots of a combined level equal to your Intelligence modifier (minimum of a single 1st-level spell slot).
Once you recover spell slots this way, you must finish a long rest before you can use this feature again.
Esoteric Order (Level 3)
At 3rd level, choose the Esoteric Order that best represents your Magus' skills: the Orders of Arcanists, Arcane Archers, Blades, Dragon Knights, Spellbreakers, or Warders.
Your Esoteric Order grants you features at 3rd level, and again when you reach 7th, 15th, and 20th level in this class.
Order Spells
Most Esoteric Orders include a list of Order Spells that you learn at the Magus levels noted in your Order's description. These Order Spells count as Magus spells for you, but they do not count against your number of Magus Spells Known.
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)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Cast a Spell, you can make a single weapon attack as a bonus action on that same turn.
Spellsight (Level 5)
Also at 5th level, you can use an action to awaken your senses to magic within 30 feet as if you had cast a detect magic spell. This lasts for 10 minutes and requires your concentration.
You can end this sense early to gain knowledge of a single object you touch as if you cast the identify spell on it.
You can use this feature once per short or long rest at no cost, after which, you must spend a spell slot to use it again.
Ethereal Step (Level 6)
Beginning at 6th level, you can harness the residual power of your spells to slip through the Ethereal Plane. Once per turn, after you Cast a Spell or use Spellstrike, you can immediately teleport to an unoccupied space you can see in range.
The range of the teleport is determined by the spell slot you spent. The distance is 10 feet for a Cantrip, plus an additional 10 feet for each level of the spell slot you spent.
Esoteric Order Feature (Level 7)
At 7th level, you gain a feature granted by your Esoteric Order.
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.
Spellsunder (Level 9)
You can use Spellstrike to cut down hostile spells. Starting at 9th level, when you see a creature cast a spell that will affect you, you can use a reaction to expend a spell slot and use an Arcane Armory weapon to attack the spell as it takes effect.
If the spell was cast at a level equal to the level of the spell slot you expended or lower, the spell fails and has no effect. If it was cast at a level higher than the slot you expended, make an attack roll with your weapon. If your attack roll exceeds 12 + twice the level of the spell, the spell fails and has no effect.
Mystical Ward (Level 10)
You can cast your spells in battle and avoid their most potent effects. Beginning at 10th level, you are immune to the effects of any Magus spell you cast, unless you wish to be affected.
Arcane Conservation (Level 11)
Beginning at 11th level, when you miss with a Spellstrike, you can regain a single spell slot at least one level lower than the spell slot you expended. However, if you do so, you cannot use Ethereal Step after this Spellstrike.
At 18th level, you regain the same spell slot you expended.
Prismatic Strikes (Level 11)
Your weapons flash with the prismatic color of arcane magic. Starting at 11th level, you can use Spellstrike to cast a Magus Cantrip whenever you make an Armory weapon attack. When you do so, your attack also deals a bonus 1d8 damage.
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.
Superior Spellsunder (Level 14)
Beginning at 14th level, if a creature within 30 feet is targeted by a spell you can see being cast, you can use your reaction to teleport to an unoccupied space within 5 feet of the target of the spell, then use Spellsunder against the hostile spell.
Esoteric Order Feature (Level 15)
At 15th level, you gain a feature granted by your Esoteric Order.
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.
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.
Esoteric Order Feature (Level 20)
At 20th level, you gain a feature granted by your Esoteric Order.
Multiclassage
Prérequis de Multiclassage
- DEX: 13 ou STR: 13
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Order of Arcane Archers
Order of Arcane Archers (Level 3)
Originally founded by a sect of elvish mage hunters, the Magi known as Arcane Archers are masters of bow, arrow and spell. While most Magi thrive in close-quarters combat, Arcane Archers strike at foes from afar, raining magic arrows down on foes. Most members of this Order are guardians, but some Arcane Archers strike out as adventurers.
Arcane Archer Spells
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
Arcane Quiver
You have learned to use the signature enchantments of the Magi with ranged weapons. You gain the following benefits:
You can add quivers, with ammunition, to your Armory.
The weapon you must always have in your Armory can be a ranged weapon instead of a melee weapon.
You can use Spellstrike with ranged weapons that are part of your Arcane Armory. However, any spells that have an area of effect are limited to only affect your target.
Eagle Eyed
Training has honed your sight to near-supernatural levels. You gain proficiency in Perception, and can use Intelligence in place of Wisdom for any Perception check you make.
Enchanted Shot (Level 7)
When you make an attack roll with a ranged Arcane Armory weapon and miss, you can use a reaction to magically curve your shot and re-roll that attack against a different target that you can see within 60 feet of your attack's original target.
Ranged Transposition (Level 15)
As an action, you can imbue a ranged Arcane Armory weapon with conjuration magic, and fire one piece of ammunition at a point or creature you can see within its normal range. On hit, this ranged attack produces the corresponding effect below:
If fired at a point, you instantly teleport to an unoccupied space within 5 feet of the ammunition when it hits.
If fired at a creature, the target must make a Charisma saving throw or instantly switch places with you. If there is no room for it to take your place, this feature fails.
You can use this feature once per short or long rest at no cost, after which, you must expend a spell slot to use it again.
Mystic Marksman (Level 20)
As a bonus action, you can enter a heightened state of arcane focus which grants you the following supernatural benefits:
For each ranged Armory attack you make, you can either use Enchanted Shot without using your reaction, or use Ethereal Step to teleport up to 10 feet.
Whenever you hit with a ranged Arcane Armory attack, you can expend a spell slot to deal bonus force damage equal to 2d4 per level of the spell slot spent.
This heightened state lasts for 1 minute. It ends early if you are Incapacitated or use your bonus action to end it. You can use this feature once per long rest at no cost, after which, you must expend a 5th-level spell slot to transform again.
Order of Arcanists
Order of Arcanists (Level 3)
Magi who join the Order of Arcanists often find themselves in the service of Wizards and other learned practitioners of the arcane arts. While most Magi only study magic for its uses in combat, those who join this Order explore the broader uses of arcane magic, and will go so far as to keep a spellbook and learn rituals that will aid in their quest for knowledge.
Arcane Library
Any knowledge stored within your Arcane Armory is always at your fingertips. Whenever you make an Intelligence ability check to recall knowledge from a book, tome, or scroll stored within your Arcane Armory, you treat any d20 roll lower than your Magus level as equal to your Magus level.
Also, if you add a Spell Scroll to your Arcane Armory that contains a Magus or Wizard spell of a level you have slots for, you can destroy it to add the spell to your Spellbook. You can do the same for a Spellbook, adding one spell from that book to your Spellbook each time you perform your Armory ritual.
Arcane Spellbook
Unlike other Magi who only memorize spells for use in battle, you maintain a Spellbook from which you can prepare spells:
Spellbook
You have crafted a Spellbook for yourself. You decide what it looks like, but it must be a Tiny object capable of storing written information. It contains knowledge of your Magus Spells Known, along with three extra 1st-level spells of your choice from the Magus or Wizard spell lists.
This Spellbook and the spells within replace your Spells Known. You now ignore that column of the Magus table.
Preparing Spells
Over the course of a long rest, you can spend 1 hour studying your Spellbook to prepare your spells. Choose a number of spells from this Spellbook equal to your Intelligence modifier + half your Magus level, rounded down. While prepared, they count as Magus spells for you.
Ritual Casting
You can cast the Ritual version of any spell in your Spellbook, so long as it has the Ritual tag, even if you do not have the spell prepared.
Adding New Spells
Each time you gain a Magus level, you add a single Magus or Wizard spell of your choice to your Spellbook. It must be of a level for which you have spell slots, as per your Magus level.
Esoteric Sight (Level 7)
Your Spellsight has been enhanced by esoteric secrets you have gathered. When you use Spellsight, it gains a benefit of your choice from the options below within its 30-foot range:
You gain Darkvision and can see in magical darkness.
You can read and understand any written language.
You can see invisible creatures and objects.
Stored Spells (Level 15)
During a long rest, you can perform a 1-hour ritual where you fill vacant slots in your Arcane Armory with spells from your Spellbook. Each spell takes a number of Armory slots equal to twice its level, and the total level of all the spells you store cannot exceed your Intelligence modifier (minimum of 1).
You can cast each spell once, with its normal casting time, without expending a spell slot. Once cast, they are lost.
Grand Arcanist (Level 20)
You wield arcane magic that rivals an archmage. You add one 6th-level and one 7th-level Wizard spell of your choice to your Spellbook. You can cast each of these spells once between each long rest without expending a spell slot. These are Magus spells for you and can be used with Spellstrike.
Order of Armorers
Order of Armorers (Level 3)
Magi of the Order of Armorers claim to be the students of the original Magus, the creator of the enchantment which would become the Arcane Armory. While every Order now shares in the knowledge of this enchantment, only Armorers can use it to its fullest potential. These warriors learn to summon their Arcane Armory as deadly projectiles for use in battle.
Mythic Swordsmith
Your mythic founder was known for crafting their own blades for use in battle, and their knowledge has been passed to you. You gain proficiency in Arcana and with smith's tools.
Whenever you make a smith's tools check you can add your Intelligence modifier (minimum of +1) to your roll. Finally, the time it would take for you to craft any weapon is halved.
Armorer Spells
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
Awakened Armory
As a bonus action, you can expend a spell slot to awaken your Arcane Armory, and a number of one-handed melee weapons from your Armory, equal to 1 + the level of the spell slot spent appear and levitate around you in your space.
This effect lasts for 1 minute, but it ends early if you use a bonus action to end it or you are Incapacitated. When it ends, all weapons in your space return to your Armory. While your Armory is awakened, you gain these benefits and drawbacks:
The weapons gain the Thrown (20/60) property, and you use your Intelligence for their attack and damage rolls.
Levitating weapons do not benefit from your Fighting Styles, but they can be used to make Spellstrikes.
As an action, you can make one Thrown weapon attack with each weapon that is levitating in your space.
As a bonus action, you can recall any Armory weapons that were thrown. They return to levitate in your space.
You have disadvantage on any saving throws you make to maintain your concentration on spells.
Improved Focus (Level 7)
Your signature Armory technique has become second nature to you. You no longer have disadvantage on saving throws to maintin concentration while using Awakened Armory.
Also, while your Awakened Armory is active, the normal and long range of your Thrown weapons becomes (40/120).
Dancing Parry (Level 15)
When you are hit by an attack while using Awakened Armory, you can use a reaction to deflect the strike. You gain a bonus to your Armor Class against that attack equal to the number of weapons levitating in your space, possibly making it miss.
Mythic Strike (Level 20)
You can unleash the ambient magic of your Arcane Armory against your foes. Once per turn when you hit a creature with an Arcane Armory weapon, you can end your Arcane Armory enchantment on that weapon, causing it to erupt outward in an explosion of arcane power.
Creatures of your choice within 20 feet of your target must make a Dexterity saving throw, taking 8d6 force damage on a failed save, and half as much damage on a success.
Order of Blades
Order of Blades (Level 3)
Magi of this Order dedicate their lives to the art of the Blade Dance. This mystical trance allows the Magi to empty their mind of any emotions or distractions and become one with their blade. Masters of this trance are deadly whirlwinds of magic and steel.
Traditionally, Magi of the Blade only take on a single apprentice in their lifetime, teaching them the art of the Blade Dance.
Art of the Dance
Your Order's style of combat is an art. You gain proficiency in Performance, and whenever you make a Performance check, you can use either Strength or Dexterity in place of Charisma.
Moreover, if you are not wearing any armor, your Armor Class is equal to 10 + your Dexterity modifier + your Intelligence modifier.
Blade Dance
You are able to enter the legendary combat trance of your Order, the Blade Dance. So long as you are not wearing heavy armor or using a heavy weapon, you can use a bonus action to enter the Blade Dance. It lasts 1 minute, and grants you these benefits:
Your walking speed increases by 10 feet.
You gain a +1 bonus to your Armor Class.
You add your Intelligence modifier (minimum of +1) to all Acrobatics, Athletics, and Performance checks.
Once per turn, when you deal damage with an Armory weapon, you can roll its damage dice twice (including Spellstrike dice), and use the higher result.
Your Blade Dance ends if you are incapacitated, if you don heavy armor or a heavy weapon, or if you use a bonus action to end it. Once you enter a Blade Dance you must complete a short or long rest before you can do so again. When you have no uses of this feature remaining, you can expend a spell slot of 1st-level or higher to enter the Blade Dance again.
Blades Spells
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Blade Song & Dance
The Order of Blades was designed to be a balanced take on the Bladesinger concept. The effects of the Magus' Blade Dance and Wizard's Bladesong don't stack, should you allow a multiclassed character.
Fluid Steps (Level 7)
Your Order's emphasis on fluidity and martial skill has honed your reflexes. You gain proficiency in Dexterity saving throws, and you add your Proficiency Bonus to initiative rolls.
Also, your Blade Dance Armor Class bonus becomes +2.
Deadly Dance (Level 15)
You have become an expert of the Blade Dance, and while in this trance, you gain the following additional benefits:
Evasion
When you are forced to make a Dexterity saving throw to take half damage, you take no damage on a success, and only have damage on a failed save.
Greater Spellsunder
When you use Spellsunder, you add your Intelligence modifier (minimum of +1) to the attack roll.
Master of the Art
Your Armor Class bonus becomes +3.
Master of Blades (Level 20)
You have reached the apex of your Order and been granted the title of Master of Blades. You are always considered to be under the effects of your Blade Dance so long as you are not wearing heavy armor or wielding a heavy weapon.
Also, when you take the Attack action while in your Blade Dance, you make one additional attack as part of that action.
Order of Conduits
Order of Conduits (Level 3)
Strange and esoteric, even for Magi, the Order of Conduits is a sect of warriors who combine the arcane techniques of the Magi with martial arts. By mastering their physical body, they learn to infuse themselves with arcane power, channeling the wondrous magic of the Magi directly through their physical form. Where other Magi must rely on their Arcane Armory, those known as Conduits rely on nothing but their fists and inner arcane power to overcome their foes.
Conduit Spells
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
Ascetic Resilience
You can forgo the traditional power of your Arcane Armory to infuse yourself with arcane fortitude. When you roll initiative, you gain temporary hit points equal to the number of unused slots in your Arcane Armory.
As a bonus action, you can expend a spell slot of 1st-level or higher to gain these temporary hit points again.
Arcane Conduit
You have forgone the typical martial techniques of the Magi to hone your physical form. When not wearing armor, wielding a shield, or wielding a weapon, you gain the benefits below:
Martial Arts
You gain the Brawling Fighting Style. If you already know it, you gain the Featherweight Fighting Style instead. Moreover, you can use your Dexterity, in place of Strength, for attack and damage rolls of your unarmed strikes.
Arcane Fists
Your unarmed strikes are magical, they can be used for your Spellstrike attacks, and they fulfill the material component requirements for your Conduit Spells.
Unarmored Defense
Your Armor Class equals 10 + your Dexterity and Intelligence modifiers.
Ethereal Arts (Level 7)
You incorporate ethereal magics into your signature style of martial arts. When you hit a creature with an unarmed strike, you can knock your target back 5 feet in a line (so long as it is your size or smaller), or instantly teleport to an unoccupied space you can see within 5 feet of your target.
Also, your unarmed strikes now deal 1d8 damage on hit.
Enchanted Physique (Level 15)
Arcane magic suffuses your body. When you have temporary hit points from Ascetic Resilience, you gain resistance to all bludgeoning, piercing, and slashing damage, and you have advantage on saving throws to maintain concentration.
Ascended Conduit (Level 20)
As a bonus action, you can overcharge your body with arcane power, unlocking the true power of your Order. When you do so, you gain the benefits listed below for the next minute:
When you take the attack action and make only unarmed strikes, you can make two additional unarmed strikes as part of that attack action (for a total of four attacks).
You gain a flying speed equal to your walking speed.
Whenever you teleport with a Magus feature or spell, you can touch a creature equal to you in size (or smaller) and teleport it with you. This includes Grappled creatures.
You can use this feature once per long rest at no cost, after that, you must expend a 5th-level spell slot to use it again.
Order of Dragon Knights
Order of Dragon Knights (Level 3)
Magi of this legendary Esoteric Order have their soul bound to a Draconic Companion. Using ancient magic, they infuse their Companion with draconic might beyond its years, and should their bond grow strong enough, they can mount their Draconic Companion, becoming a Dragon Knight of legend.
Draconic Companion
Your soul has been bound to a powerful Draconic Companion through the rites of your Order. It uses the following rules:
Draconic Essence
Choose either acid, cold, fire, lightning, or poison to be the Essence of your Companion. Once chosen it cannot be changed short of an ancient dragon's magic. This Essence determines many of its features.
Statistics
The Draconic Companion is Friendly to you and your allies, and fervently loyal to you. It uses the stat block on this page, which uses your Magus Spell save DC, Spell Attack Modifier, and Proficiency Bonus (PB) in several places. It is too fragile to bear any creature as a rider, despite its size.
Combat
In combat, your Companion shares your initiative and acts during your turn. As a bonus action, you can order it to take an action from its stat block or another action. When you take the Attack action, you can forgo one attack to order it to attack. It can move and use its reaction on its own, but it will only take the Dodge action unless you give it an order.
If you are Incapacitated, your Companion acts on its own and will defend you and itself to the best of its abilities.
Arcane Stasis
Should you choose to, you can enchant your Companion as you would an object in your Arcane Armory, giving you the ability to summon and shunt it to your Armory.
Death
If your Companion is reduced to 0 hit points, it makes Death Saving Throws like a player character would.
If your Companion dies, you can perform a 1-hour ritual, which can be during a short or long rest, and restore it to life with 1 hit point. As part of this ritual, you can spend its Hit Dice, as if it were a short rest, adding these hit points to the number of hit points it regains.If your Companion dies, you can perform a 1-hour ritual, which can be during a short or long rest, and restore it to life with 1 hit point. As part of this ritual, you can spend its Hit Dice, as if it were a short rest, adding these hit points to the number of hit points it regains.
Wyrmsoul
The esoteric bonding rite of your Order has infused your soul with a measure of draconic power. You learn to speak, read, and write Draconic, the language of dragons.
Also, when you cast a spell that deals acid, cold, fire, lightning, or poison damage, you can cause it to deal the damage type of your Companion's Essence instead of its damage type.
Dragon Knight Spells
You learn certain spells at the Magus levels in the table below. These spells do not count against your Spells Known and can't be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Greater Companion (Level 7)
Companion grow through your bond. Your Draconic Companion becomes Medium in size. It can also bear you as a rider so long as you are Medium or smaller. Though while another creature is riding it, its flying speed is halved.
Finally, your Draconic Companion's Claw attacks become magical, and they use d6s in place of d4s for their damage.
Elemental Breath (Level 15)
Your Companion can channel its Essence into a blast of pure elemental power. As an action, it can exhale a 30-foot cone of elemental breath. Targets in that area must make a Dexterity saving throw against your Magus Spell save DC. Targets take 10d6 Essence damage on a failure, and half on a success.
Your Companion can use its Elemental Breath a number of times equal to your Intelligence modifier (minimum of once), and it regains all expended uses when it finishes a long rest.
If it has no uses left, it can expend one of your spell slots of 3rd-level or higher to use its Elemental Breath again.
Mythic Companion (Level 15)
The power of your draconic bond unlocks your Companion's potential. As an action, your Draconic Companion can change its size, choosing to be Small, Medium, or Large.
When it is Large in size, its speed is no longer halved while it bears you, and only you, as a rider.
Finally, once per turn, when you order your Companion to attack, it can make two Claw attacks instead of one.
Grand Dragon Knight (Level 20)
Your legendary power flows through your bond, awakening the true power of your Draconic Companion. Your Draconic Companion uses the Exalted Companion stat block:
Exalted Companion
Order of Hexblades
Order of Hexblades (Level 3)
Magi known as Hexblades augment their skill in combat with sinister curses. Wielding the dark powers of the Shadowfell, these warriors siphon life-essence from foes and monsters to create their own sentient weapon. A true Hexblade will stop at nothing to face another skilled warrior on the battlefield.
Hex Warrior
You can use the sinister magicks of your Order to awaken a nascent Hexblade. During a long rest, you can perform a dark 1-hour ritual, transforming one melee Arcane Armory weapon into your Hexblade. It remains your Hexblade until you use this ritual again, and gains the following benefits:
Enchanted Armament
You can use Intelligence, in place of Strength or Dexterity for its attack and damage rolls, and on hit, you can choose for it to deal necrotic damage.
Life Drain
When you deal necrotic damage to a Hostile creature that is not Construct or Undead, you can siphon its life, gaining temporary hit points equal to half that damage.
Malevolent Curse
When you attack a creature under the effects of a Hexblade Spell with your Hexblade, you score a critical hit on a roll of 19 or 20 on the d20.
Hexblade Spells
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Accursed Armory (Level 7)
You store the life you drain from your foes and use it to fuel your sinister magic. When you use your Hexblade's Life Drain, you can forgo gaining temporary hit points and instead store it as life essence in your Arcane Armory. Each empty slot in your Arcane Armory can hold 10 life essence. It remains until you expend it on these abilities:
Sinister Spells
Whe you cast a Hexblade Spell, you can expend life essence instead of expending a spell slot, 10 per slot level. You can't use Life Drain with spells cast with life essence.
Vile Resilience
If a creature under the effects of one of your Hexblade Spells forces you to make a saving throw, you can expend 10 life essence to gain advantage on your saving throw roll.
Sinister Sentience (Level 15)
Your dark magick has awakened a sinister sentience within your Hexblade, granting it the vile benefits listed below:
Sentience
Your Hexblade gains an Intelligence, Wisdom, and Charisma score of 10, a personality which begins as a dark mirror of your own, and its own alignment.
Telepathy
Your Hexblade understands any languages you speak, and can hear out to a 60-foot radius. It can also speak Telepathically with any creature in that same range.
Mental Bond
While wielding your Hexblade, it lends you its mental abilities. You can concentrate on two spells at one time, but one must be a Hexblade Spell. However, when you are forced to make a saving throw to maintain concentration, you make one saving throw for both spells at disadvantage.
Awakened Hexblade (Level 20)
You have reached the apex of your Order and mastered the dark magick to awaken the true potential of your Hexblade. The Hexblade's Intelligence, Wisdom, and Charisma scores become 16, and the range of its hearing and Telepathy also increases to 120 feet. Fully realized, it is highly resistant to moving between weapons, and will only do so willingly if a more powerful host weapon becomes available.
Finally, your Hexblade gains the benefits below against creatures under the effects of your Hexblade Spells:
You can choose for Spellstrike damage to be necrotic.
Its attacks ignore resistance to necrotic damage, and treat immunity to necrotic damage as resistance.
Order of Shades
Order of Shades (Level 3)
The secretive Order of infiltrators, assassins, and spies, these Magi use their clandestine abilities to end conflict before they begin. Known as Shades, these warriors specialize in illusion magic and thrive under the cover of shadow. Shade Magi will only strike when they know their success is assured.
Shade Spells
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Shroud of Darkness
As an action, you can envelop yourself in a Shroud of illusion magic, which lasts for 1 hour. While this Shroud is active, you can use a bonus action to turn invisible if you are in an area of dim light or darkness. This invisibility lasts for the duration of your Shroud, but it ends early if you attack, touch, or force a creature to make an ability check or saving throw.
Once you conjure your Shroud you must complete a short or long rest before you can use your Shroud again. When you have no uses remaining, you can spend a spell slot of 1st-level or higher to conjure your Shroud of Darkness again.
Umbral Sight
You have trained to fight in the dark. You gain darkvision to a range of 60 feet. If you have darkvision from another feature, the range of your darkvision increases by 30 feet.
From the Shadows (Level 7)
You are adept at bringing down foes when they are unaware. When you hit a creature that is surprised with a Spellstrike attack, it automatically fails its saving throw against the spell.
Moreover, if you use Ethereal Step while you are in dim light or darkness, the distance you can teleport is doubled.
Improved Shroud (Level 7)
Your magic conceals you from creatures of shadow. If your Shroud of Darkness is active while you are in darkness, you are invisible to anything that relies on darkvision to see you.
Cloud the Mind (Level 15)
You can penetrate the minds of your foes with your potent illusion magic. As an action, you can force one creature you can see within 30 feet to make an Intelligence saving throw against your Magus Spell save DC. On a failed save, it can't see, hear, smell, or sense you in any way for 1 minute. On a success, it is immune to this effect for 24 hours. This effect immediately ends if you attack, touch, or force the creature to make an ability check or saving throw.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can expend a spell slot to use this feature again.
One with the Darkness (Level 20)
You have ascended to the apex of your Order and can become one with the darkness itself. You can conjure your Shroud of Darkness at will, and while your Shroud is active you gain the benefits of both the invisibility and pass without trace spells, without concentration.
Finally, you can use a bonus action on each of your turns to teleport up to 60 feet to a space you can see that is in an area of dim light or darkness.
Order of Spellbreakers
Order of Spellbreakers (Level 3)
Magi who join the Order of Spellbreakers are known for their ruthless dedication to achieving their goals. This fraternity of arcane warriors and mage hunters use their Order's abilities to slay any who abuse magic power. While most Spellbreakers are discerning as they deliver judgment, some swear an oath to destroy any who utilize the arcane arts.
Baleful Mark
As a bonus action on your turn, you can place a Baleful Mark on a creature you can see. It remains until you Mark another creature, the target dies, or it is removed by dispel magic, remove curse, or a similar spell.
This Mark is only visible to you, and while it is active, you gain the benefits listed below:
You know the exact direction of your Mark, so long as you both remain on the same plane of existence.
You learn its spellcasting ability and the level of the highest level spell it can cast, if any.
If your Mark attempts to cast a spell while it is within your reach, you can use your reaction to make an opportunity attack against it.
Whenever you damage your Mark, it has disadvantage on its subsequent saving throw to maintain concentration.
Spellbreaker Spells
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Spellbreakers & other Mages
While most Spellbreakers harbor a deep distrust for mages of all kinds, some are known work alongside other spellcasters to hunt down a dangerous foe.
If you are playing a Spellbreaker Magus and have a spellcaster in your party, make sure to come to an arrangement that allows you to work as a team.
Mantle of Defense (Level 7)
You can steel yourself to better resist the magic of your hated foes. Whenever your Mark forces you to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).
Crippling Mark (Level 7)
If you see your Mark make an ability check or saving throw while it is within 30 feet of you, you can use your reaction to end your Baleful Mark and impose disadvantage on its roll.
However, when you end your Baleful Mark in this way, you cannot Mark that creature again until you finish a long rest.
Reflective Spellsunder (Level 15)
You can use the magic of your Order to reflect your enemy's magic back upon themselves. When you use Spellsunder and cause the spell to fail, you can force the creature that cast the spell to become the new target of their own spell.
The spell uses the caster's spell attack roll and Spell save DC. If it requires concentration, you must concentrate on it.
Master Spellbreaker (Level 20)
You have risen through the ranks of your Order to become an unparalleled hunter of mages. You gain the benefits below:
When you roll initiative, so long as you are not surprised, you can mark a creature you can see with Baleful Mark.
You have advantage on any weapon attack rolls you make as part of Spellstrike and Spellsunder against your Mark.
When you hit your Mark with a Spellstrike attack, you can end your Baleful Mark to cause your attack, including the spell, to deal maximum damage. After you do so, you can't Mark that creature again until you finish a long rest.
Order of Spellswords
Order of Spellswords (Level 3)
Exceptionally rare, even among Magi, members of the Order of Spellswords master both advanced swordplay and magic. They dedicate their life to the pursuit of excellence in combat and little else. Combining the secret magic of their Order and advanced martial techniques, there are few warriors that can match the enchanted blade of a Spellsword in direct combat.
Martial Exploits
You have studied various martial exploits to augment your Order's magical abilities. You gain the following features:
Exploit Dice
The Spellsword Exploits table shows how many Exploit Dice you have to use your Exploits. To use an Exploit, you expend an Exploit Die, and you regain all your expended Exploit Dice when you finish a short or long rest.
High Degree
Your Magus level limits the technicality of Exploits you are able to learn and use. This limit is reflected in the High Degree column of the Spellsword Exploits table.
Exploits
You learn two Martial Exploits of your choice from those available to the Alternate Fighter. You can only use a single Exploit per ability check, attack, or saving throw, and you can't use an Exploit and Spellstrike at the same time.
When you gain a Magus level, you can replace one Exploit you know with another Martial Exploit of your choice.
Saving Throws
If a Martial Exploit requires a creature to make a saving throw, it uses your Magus Spell save DC.
Swift Armory
You wield your Arcane Armory with the same skill that you wield your weapons. You can Access your Armory, conjuring and shunting objects as part of each attack you make.
Mystic Precision (Level 7)
You mix magic and martial skill. When you hit a creature with a weapon attack, then make a Spellstrike attack against it on the same turn, you gain a bonus to your Spellstrike attack roll equal to the level of the spell slot spent (+0 for Cantrips).
Ethereal Warrior (Level 15)
Rather than develop new magics, Spellswords are masters of the fundamentals. Whenever you Access your Arcane Armory, you can use Ethereal Step to teleport up to 10 feet.
Arcane Blademaster (Level 20)
You are a mythic master of both spell and sword. Once on each of your turns, you can use a Martial Exploit you know without expending an Exploit Die or Spellstrike a 1st-level Magus spell you know without expending a spell slot.
Order of Travelers
Order of Travelers (Level 3)
Practitioners of what many consider a forbidden ninth school of magic, Magi of the Order of Travelers augment their skills with Chronomancy magic, the magic of time. As they grow in their understanding of these secret magic, Travelers become increasingly detached from their place in time, and turning to become strange wanderers who safeguard the flow of time.
Legends speak of Travelers so skillful in their use of time magic who can conjure future versions of themselves to aid in combat and offer cryptic knowledge from the future. How will your Traveler Magus safeguard the flow of time?
Traveler Spells
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Temporal Shift
You can briefly shift time to undo small mistakes or misteps. When you miss with an attack roll, or fail an ability check or saving throw, you can use your reaction to reroll your d20. If you do so, you must use the new result of your roll.
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can expend a spell slot to use this reaction again.
Visions of the Past
You have learned to see echoes of past events in the present. You gain proficiency in either History or Investigation.
Moreover, if you make a History or Investigation check in the location where the subject of your check took place, you are considered proficient if you were not already. If you are proficient, you instead add double your Proficiency Bonus to the result of your ability check.
Chronomancy: The Magic of Time
Introducing time travel to any story, especially one in a game where outcomes are determined by dice rolls, can be risky. Before playing a Traveler Magus, talk with your DM about the implications of these features, especially how they will run Conjure Self.
Adrift in Time (Level 7)
You have become detached from the passage of time. Your age can't be changed by spells or magic, and for every 10 years that pass, your physical body only ages 1 year.
Greater Shift (Level 7)
Your mastery of Chronomancy allows you to manipulate time for those near you. You can use your Temporal Shift reaction when a creature you can see within 30 feet misses an attack roll, or fails an ability check or saving throw.
Conjure Self (Level 15)
As an action, you can spend a spell slot of 3rd-level or higher to conjure a version of yourself from the future to aid you. It uses the following rules while it remains with you:
Statistics
Your Future Self has the same statistics as you, including ability scores and features from your class, race, or other sources. However, they share your pool of spell slots.
Combat
In Combat, your Future Self shares your initiative and acts during your turn. However, they act independently of you, and will aid you to the best of their abilities.
Knowledge
You can ask your Future Self a single question concerning the future. They will answer using the guidelines in the commune spell. However, their knowledge is limited to things you may know in the future, determined by the DM.
Duration
After 1 hour, or when they are reduced to 0 hit points, your Future Self returns to their own time.
There can only ever be one version of your Future Self in your current time at once. Conjuring a second Future Self causes any others to instantly return to their time.
Untethered Traveler (Level 20)
You have mastered the combat applications of Chronomancy magic. Once in between every long rest, you can cast the time stop spell without expending a spell slot. If your Future Self is within range, they can act during the spell with you.
When you have no uses of this feature left, you can expend a 5th-level spell slot to cast time stop in this way again.
Order of Warders
Order of Warders (Level 3)
Magi who join the Order of Warders almost always do so for noble reasons. Combing their talent for the arcane with their signature style of defensive combat to serve as guardians for mages, nobles, and other important figures. While they are ultimately loyal to their Order, Warders make fierce friends and will stand side by side with their allies against any foe.
Warder Spells
You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:
| Magus Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Warder's Bond
You are taught the signature protective style of your Order. You gain proficiency in heavy armor. Also, at the end of a long rest, you can touch a willing creature, forging a mystical bond that designates it as your Ward until your next long rest.
When your Ward is targeted by an attack or forced to make a saving throw and you are within 10 feet of it, you can use a reaction to instantly switch places and become the target of the triggering attack or effect. You must be able to see your Ward to use this reaction.
At certain Magus levels, the range of this reaction increases: at 7th level (30 feet), at 15th level (60 feet), and finally at 20th level the range is limited only by your line of sight.
Arcane Aegis (Level 7)
You can temporarily infuse your Warder's Bond with arcane power to absorb damage. When you use your Warder's Bond reaction and you take damage, you can expend a spell slot as part of the same reaction to reduce that damage by 2d8 per level of the spell slot you expended.
Moreover, whenever you start your turn within 10 feet of your Ward, you can grant one of you temporary hit points equal to your Intelligence modifier (minimum of 1).
Bond Perfected (Level 15)
The magic of your Bond has reached its apex. When you use your Warder's Bond reaction you are considered resistant to any damage you take from the triggering attack or effect.
In addition, while you are within 10 feet of your Ward you are both immune to the charmed and frightened conditions. If either of you is charmed or frightened and is within 10 feet of the other, the effects of the condition are temporarily suppressed, so long as you remain within 10 feet.
High Warder (Level 20)
You have risen to the highest rank in the Order of Warders and stand as a stalwart arcane shield for any who are under your protection. At the end of each long rest, you can bond up to five willing creatures as your Wards with Warder's Bond. All other rules for your Warder's Bond still apply for you.
Also, when you use your Warder's Bond reaction because your Ward was targeted by a spell, you can use Spellsunder as part of the same reaction. When you do so, you have advantage on your Spellsunder attack roll. If your Spellsunder fails, you can still use Arcane Aegis to reduce the damage.