SIGNING IN

Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

INT , CON

Magus

Niveau Proficiency Bonus Eigenschappen 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

Niveau Proficiency Bonus Eigenschappen 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

Klassespreuken

Acid Splash Blade Ward booming blade|tce Dancing Lights Fire Bolt green-flame blade|tce Light Lightning Lure Mage Hand Magic Stone Message Minor Illusion Poison Spray Prestidigitation Ray of Frost Shocking Grasp Sword Burst Thaumaturgy thunderclap|xge True Strike Alarm Burning Hands chaos bolt|xge Color Spray Comprehend Languages earth tremor|xge Expeditious Retreat Feather Fall Find Familiar Fog Cloud Frost Fingers Grease ice knife|xge Identify Jump Longstrider Mage Armor Magic Missile Shield tasha's caustic brew|tce Tenser's Floating Disk Thunderwave Unseen Servant Witch Bolt aganazzar's scorcher|xge Cloud of Daggers Darkness Darkvision Enhance Ability Enlarge/Reduce Flaming Sphere Gust of Wind Invisibility Levitate Magic Mouth Mirror Image Melf's Acid Arrow Misty Step Scorching Ray Silence Skywrite Shatter Spider Climb Web Blink catnap|xge Dispel Magic Feign Death Fireball flame arrows|xge Fly Gaseous Form Haste Hypnotic Pattern Lightning Bolt Nondetection Phantom Steed Sending Sleet Storm Slow Stinking Cloud tidal wave|xge Vampiric Touch Water Walk Water Breathing Arcane Eye Dimension Door elemental bane|xge Evard's Black Tentacles Greater Invisibility Ice Storm Phantasmal Killer Polymorph Stoneskin storm sphere|xge vitriolic sphere|xge Wall of Fire Bigby's Hand Cloudkill Cone of Cold immolation|xge Mislead Rary's Telepathic Bond Scrying steel wind strike|xge Telekinesis Wall of Stone acid splash|xphb blade ward|xphb dancing lights|xphb fire bolt|xphb light|xphb mage hand|xphb message|xphb minor illusion|xphb poison spray|xphb prestidigitation|xphb ray of frost|xphb shocking grasp|xphb thaumaturgy|xphb true strike|xphb alarm|xphb burning hands|xphb color spray|xphb comprehend languages|xphb expeditious retreat|xphb feather fall|xphb find familiar|xphb fog cloud|xphb grease|xphb identify|xphb jump|xphb longstrider|xphb mage armor|xphb magic missile|xphb shield|xphb tenser's floating disk|xphb thunderwave|xphb unseen servant|xphb witch bolt|xphb cloud of daggers|xphb darkness|xphb darkvision|xphb enhance ability|xphb enlarge/reduce|xphb flaming sphere|xphb gust of wind|xphb invisibility|xphb levitate|xphb magic mouth|xphb mirror image|xphb melf's acid arrow|xphb misty step|xphb scorching ray|xphb silence|xphb shatter|xphb spider climb|xphb web|xphb blink|xphb dispel magic|xphb feign death|xphb fireball|xphb fly|xphb gaseous form|xphb haste|xphb hypnotic pattern|xphb lightning bolt|xphb nondetection|xphb phantom steed|xphb sending|xphb sleet storm|xphb slow|xphb stinking cloud|xphb vampiric touch|xphb water walk|xphb water breathing|xphb arcane eye|xphb dimension door|xphb evard's black tentacles|xphb greater invisibility|xphb ice storm|xphb phantasmal killer|xphb polymorph|xphb stoneskin|xphb wall of fire|xphb bigby's hand|xphb cloudkill|xphb cone of cold|xphb mislead|xphb rary's telepathic bond|xphb scrying|xphb telekinesis|xphb wall of stone|xphb

Klasse-eigenschappen

Niveau 1

Magus Tradition
Spellcasting
Spellstrike

Niveau 10

Magus Tradition Feature

Niveau 11

Spell Deflect

Niveau 12

Ability Score Improvement

Niveau 14

Magus Tradition Feature

Niveau 15

Maneuver Adaptability

Niveau 16

Ability Score Improvement

Niveau 18

Dispelling Strike

Niveau 19

Ability Score Improvement

Niveau 2

Elemental Weapon
Magic Sense

Niveau 20

Arch Magus

Niveau 3

Magic Maneuvers

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack

Niveau 6

Magus Tradition Feature

Niveau 8

Ability Score Improvement

Caster-voortgang

Caster-voortgang: artificer

Cantrip-voortgang

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Bekend 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Vaardigheden

Armor

light

medium

Weapons

simple

martial

Skills

Startuitrusting

(a) a rapier, (b) a longsword, or (c) a longbow and a quiver of 20 arrows or (d) any simple weapon
Als alternatief kun je beginnen met: 5d4×10|5d4 × 10|Starting Gold

Klasse-eigenschappen

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 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.

Multiklassen

Multiklasse-vereisten

  • DEX: 13 of STR: 13

Verworven Vaardigheden

Armor light , medium
Weapons simple , martial

Subklasses

Armored Battlemage
RannieryJesuinoTheMagus
Blade Saint
RannieryJesuinoTheMagus
Eldritch Shooter
RannieryJesuinoTheMagus

Subklasse-eigenschappen

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.

Armored Battlemage Spells
Magus LevelSpell

3rd

absorb elements, magnify gravity

5th

find steed

9th

pulse wave

13th

fire shield

17th

wall of force

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.

Blade Saint Spells
Magus LevelSpell

3rd

zephyr strike

5th

kinetic jaunt

9th

thunder step

13th

freedom of movement

17th

steel wind strike

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.

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.