Magus Class v3.1.1
Magus Class v3.1.1
Magus Class v3.1.1
The
Magus
As the swordsman made his way
through the busy marketplace, his
eyes flashed with green for a moment.
He could see the unmistakable aura of
arcane magic surrounding the humble
dwarf shopping for wares. He had found
his target. As the warrior drew his blade,
what had appeared to be a dwarf mere
peasant seconds before reverting to its
true form. As the demon lunged forward,
the swordsman met claw with his blade.
The assassin watched as the Duke walked
the streets with a single guard at his side. As
the would-be assassin's blade darted toward
the Duke's exposed neck, glee turned to fear as
the armored guard appeared where the Duke had
been moments before. Before the killer could react,
a blade of emerald flame had pierced his chest.
The halfling knelt before the three hooded figures that
stood before her. She had spent nearly two years of her life
searching for a member of this secret order, and now she had
found three. Consumed by sorrow after her father's death
at the hands of a wicked sorcerer, the young halfling swore
she would do whatever it took to gain the power to exact her
revenge. Now that the moment was at hand, she swore fealty
to the secretive order, offering up her life in return for power. Creating
All three of the warriors described above are Magi, users of Your Magus
sword and spell, weaving both together in a deadly dance.
Those who pursue life as a Magus often give up everything in
Sword & Spell order to be accepted and trained by a master. What motivates
Known by many names throughout the multiverse, those who your Magus? Have you always had an unquenchable thirst for
are able to wield both sword and spell are collectively known knowledge and skill? Was one of your loved ones slain by an
as Magi. Rather than dedicate their lives to studying arcane evil mage, setting you on the path of revenge, no matter the
magic or mastering martial techniques, Magi are dedicated personal cost? Or, do you simply desire to increase your skill
to a middle path. Though they may never command the earth- with both sword and sorcery in tandem with one another?
shattering magic of an archmage, or go toe to toe with a true Also, decide where you acquired your training as a Magi.
master of the blade, a Magus is able to master a unique form Are you an initiate in a secret society of arcane warriors? Or,
of arcane combat only used by the members of their Order. were you trained in secret by a renegade member of an order
Their unique style of magic allows them to channel potent of powerful magi who work to control the world? Maybe you
spells through their weapon strikes, sense the presence of were raised from birth so as to perfectly develop your talent
arcane magic in the world around them, and blunt the force in the art of war alongside your arcane potential.
of even the most powerful spells with their signature Aegis.
Secret Orders Multiclassing and the Magus
If your group uses the optional multiclassing rule,
The magic of the Magi is not something everyone can learn. here is what you need to know when you choose to
Over time, these arcane warriors have organized themselves take your first level in the Magus class.
into clandestine societies, content to operate in the shadows. Ability Score Minimum. As a multiclass character,
Potential Magi are often identified from a young age and are you must have at minimum a 13 in Intelligence and
inducted into an Order only after they have proven their skill either Strength or Dexterity to take a Magus level
and dedication. While some Orders are more secretive than or take a level in another class if you are a Magus.
others, nearly every Order of Magi is thought to be nothing Proficiencies Gained. If Magus is not your initial
more than legend and myths to most of the common folk. class, here are the proficiency you gain when you
As Magi rise through the ranks of their secret society, they take your first level as a Magus: light and medium
are expected to infiltrate and form relationships with those armor, shields, and simple and martial weapons.
who wield power. They often set themselves up as personal Spell Slots. Add half your levels (rounded down)
advisors, guards, and consorts to influential nobles, powerful in the Magus class to the appropriate levels from
other classes to determine available spell slots.
archmages, and wealthy merchants. Though Magi may form
relationships, their primary loyalty remains in their Order.
The Magus
Spells
Level PB Features Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Armory, Spellsight — — — — — —
2nd +2 Fighting Style, Spellcasting, Spellstrike 2 2 — — — —
3rd +2 Esoteric Order 2 3 ─ — — —
4th +2 Ability Score Improvement 3 3 ─ — — —
5th +3 Extra Attack 3 4 2 — — —
6th +3 Aegis 4 4 2 — — —
7th +3 Esoteric Order Feature 4 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 ─ 5 4 3 2 — —
10th +4 Spellsunder 6 4 3 2 — —
11th +4 Arcane Strikes 6 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 ─ 7 4 3 3 1 —
14th +5 Mystic Aegis 8 4 3 3 1 —
15th +5 Esoteric Order Feature 8 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 9 4 3 3 3 1
18th +6 Blade of the Magi 10 4 3 3 3 1
19th +6 Ability Score Improvement 10 4 3 3 3 2
20th +6 Esoteric Order Feature 11 4 3 3 3 2
Shroud of Darkness
3rd-level Order of Shades feature
As an action, you can envelop
yourself in a Shroud
of dark illusion
magic, which lasts for 1 hour. While you are in
an area of dim light or darkness while the Shroud
is active, you can use your action to turn invisible.
This invisibility lasts for the duration of your Shroud,
but it ends if you attack a creature or force a creature
to make a saving throw.
Once you conjure your Shroud you must finish a short
or long rest before you can use your Shroud again. If you
have no uses left, you can spend a spell slot of 1st-level
or higher to use cover yourself with your Shroud again. One with
the Darkness
Eyes of Night 20th-level Order of Shades feature
3rd-level Order of Shades feature You have ascended to the apex of your Order and virtually
You have trained to fight in the dark. You can see through become one with darkness. You can conjure your Shroud of
magical and nonmagical darkness out to a range of 30 feet. Darkness at will, and while your Shroud is active you gain the
The range of this special sight increases when you reach benefits of both the invisibility and pass without trace spells.
certain levels in this class: it becomes 60 feet at 7th level,
90 feet at 15th level, and finally 120 feet at 20th level. Order of Spellbreakers
From the Shadows Magi who join the Order of Spellbreakers are known for their
7th-level Order of Shades feature ruthless dedication in achieving their goals. This fraternity of
You are adept at bringing down foes when they are unaware. warriors and mage hunters use their arcane abilities to slay
When you hit a creature that is surprised with a Spellstrike any who abuse magic power. While most Spellbreakers are
attack, it automatically fails its saving throw against the spell. discerning when they deliver judgment upon their foes, some
swear to destroy any and all creatures who wield the arcane.
Cloud the Mind
15th-level Order of Shades feature
As an action, you can force a creature you can see within 30 Spellbreakers & other Mages
feet to make an Intelligence saving throw. On a failed save, it While most Spellbreakers harbor a deep distrust for
can't see, hear, smell, or sense you in any way for 1 minute. spellcasters of all kinds, they will work alongside
On a successful save, a creature is immune to this effect for other spellcasters to hunt down a dangerous foe.
24 hours. This effect ends early if you damage the creature in If you are playing a Spellbreaker Magus and have
any way, touch it, or force it to make a saving throw. a spellcaster in your party, make sure to come to an
Once you successfully use this feature, you must finish a arrangement that allows you to work as a team.
short or long rest before you can use it again.
Spellbreaker Spells Mantle of Protection
3rd-level Order of Spellbreakers feature 7th-level Order of Spellbreakers feature
Whenever you gain a level in this class, you can replace one You have warded yourself with the secret abjuration rituals of
spell from this feature with another enchantment or illusion your Order. Whenever you are forced to make a saving throw
spell of the same level from the Warlock or Wizard spell list. to resist the effects of a spell or another magical effect, you
Magus Level Spells can roll a d4 and add it to the result to your saving throw.
When your Mark forces you to make a saving throw to
3rd bane, detect evil and good resist a spell or magical effect, this bonus becomes 1d6.
5th blindness/deafness, silence
Mirrored Aegis
9th bestow curse, magic circle 15th-level Order of Spellbreakers feature
13th banishment, confusion You have learned to use your Aegis to reflect the magic of
your foes onto them. If you expend a spell slot to empower
17th dispel evil and good, planar binding your Aegis and reduce the damage of the spell or effect to
zero, you can reflect the spell back at the caster instead of
Baleful Mark regaining one of your expended spell slots.
3rd-level Order of Spellbreakers feature When you do, you instantly cast the spell as part of the
You have honed your senses beyond those of other Magi. As same reaction, using your Magus Spellcasting ability, without
a bonus action, you can expend a use of Spellsight to place a expending a spell slot, but you must target the original caster.
Baleful Mark upon a creature within range, designating it as If the spell you reflect requires concentration, you must
your Mark. This Mark is only visible to you, and while it is concentrate on the spell in order to maintain its effects.
active, you gain the following benefits against your Mark:
Master Spellbreaker
You know the exact direction and distance to your Mark, 20th-level Order of Spellbreakers feature
so long as you are both on the same plane of existence. You have risen through the ranks of your secretive Order to
When you damage your Mark it has disadvantage on its become an unparalleled hunter of those who wield arcane
saving throws to maintain its concentration on spells. and mystical power. You gain the following benefits:
When you force your Mark to make a saving throw you
can end the Mark to impose disadvantage on its roll. Your Baleful Mark lasts until you choose to end it or you
Your Mark lasts for 1 hour and ends early if you end it as use your Spellsight to Mark another creature.
a bonus action, or you place a Mark on another creature. When you roll initiative, so long as you are not surprised,
you can use your Spellsight before any creature acts.
Ever Watchful Your bonus to saving throws from Mantle of Protection
7th-level Order of Spellbreakers feature becomes 2d4 (or 2d6 when used against your Mark).
Your hunt for those that abuse the arcane arts is unending. When you hit your Mark with an Arcane Armory weapon
When you roll initiative with no uses of Spellsight remaining, attack, you can consume the Mark as part of your attack,
you immediately regain one use. causing your attack (including any imbued spell) to deal
maximum damage to your Mark, instead of rolling.
Magus Spell List
Below are the spells available to Magi. They are organized
by spell level, not character level. The spells below are found
in the Player's Handbook, Xanathar's Guide to Everything*,
and Tasha's Cauldron of Everything**.
Spells marked with an M are exclusive to the Magus, and
spells compatible with Spellstrike are marked with an (s).
1st-Level 3rd-Level
absorb elements* corrosive bolt (s)M
arcane lance (s)M counterspell
armor of agathys dispel magic
burning hands (s) elemental weapon
caustic brew (s)* erupting earth (s)*
chromatic orb (s)* fireball (s)
color spray (s) fly
detect magic haste
earth tremor (s)* lightning bolt (s)
expeditious retreat magic circle
faerie fire (s) protection from energy
feather fall sleet storm
fog cloud slow (s)
grease (s) sonic wave (s)M
ice knife (s)* tidal wave (s)*
identify tiny hut
jump thunder step*
mage armor wall of sand*
magic missile wall of water* Magus Spells
protection from good & evil wind wall
ray of sickness (s) The following spells are available exclusively to the Magus
shield 4th-Level class and are presented in order of ascending spell level.
sleep (s) accursed touch (s)M
thunderwave (s) banishment (s) Arcane Lance
torrent (s)M death ward 1st-level evocation
witch bolt (s) dimension door Casting Time: 1 action
zephyr strike* elemental bane (s)* Range: 90 feet
fire shield Components: V, S, M (a clear 1-inch crystal)
2nd-Level freedom of movement Duration: Instantaneous
acid arrow (s) greater invisibility
arcane scorcher (s)* ice storm (s) You conjure a lance of pure arcane energy in your hand and
aura of frost M polymorph (s) make a ranged spell attack against a creature you can see
blindness/deafness (s) resilient sphere (s) within range. On hit, the target takes 5d4 force damage.
blur sickening radiance (s)* At Higher Levels. When you cast this spell using a spell
chromatic blade M stoneskin slot of 2nd-level or higher, the damage increases by 2d4 for
cloud of daggers (s) vitriolic sphere (s)* each slot level above 1st.
darkness wall of fire Torrent
darkvision watery sphere (s)*
earthen grasp (s)* 1st-level evocation
enlarge/reduce (s) 5th-Level Casting Time: 1 action
hold person (s) animate objects Range: Self (30-foot line)
invisibility cone of cold (s) Components: V, S, M (a mirror)
knock contagion (s) Duration: Instantaneous
levitate (s) dispel evil & good (s)
magic weapon far step* A burst of elemental water erupts from you in a line 30 feet
mirror image hold monster (s) long and 5 feet wide in a direction you choose, forcing any
misty step immolation (s)* creature in that area to make a Strength saving throw. On a
protection from poison scrying failure, it takes 1d12 cold damage and is knocked back 10
ray of enfeeblement (s) steel wind strike* feet in a straight line and falls prone. On a success, it takes
scorching ray teleportation circle half as much damage and is not moved or knocked prone. A
shatter (s) vorpal blade (s)M Huge or larger creature has advantage on its saving throw.
snowball swarm (s)* wall of force At Higher Levels. When you cast this spell using a spell
spider climb wall of stone slot of 2nd-level or higher, the damage increases by 1d12 and
it knocks back 10 additional feet for each slot level above 1st.
Aura of Frost Sonic Wave
2nd-level conjuration 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (10-foot radius) Range: Self (30-foot cone)
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Arcane frost, snow, and wind swirl about you in an aura with You forcefully clasp your hands and a shockwave of booming
a 10-foot radius, and until the spell ends, the aura moves with force shoots forth from you and emits a boom audible out to
you, centered on you. When a creature other than you, enters 500 feet. All creatures in a 30-foot cone must succeed on a
the area for the first time on a turn or starts its turn there, it Constitution saving throw or take 4d8 thunder damage, fall
must succeed on a Constitution saving throw or it takes 2d8 prone, and be deafened for 1 minute. On a success, creatures
cold damage and have its speed reduced by 20 feet until the take half damage and are not knocked prone or deafened.
beginning of its next turn. On a successful save, it takes half A creature can repeat this saving throw at the end of each
as much cold damage and its speed isn't reduced. of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 3rd-level or higher, a creature that fails its save takes slot of 4th-level or higher, the damage increases by 1d8, and
an additional 1d8 cold damage and has its speed reduced by the cone increases by 5 feet for each slot level above 3rd.
an additional 10 feet for each spell level above 2nd.
Accursed Touch
Chromatic Blade 4th-level transmutation
2nd-level evocation Casting Time: 1 action
Casting Time: 1 bonus action Range: Touch
Range: Self Components: V, S, M (a basilisk scale)
Components: V, S, M (a charred wooden hilt) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes You attempt to transmute a creature into stone. As an action,
You evoke an elemental blade in a free hand, choosing one of you touch a creature, forcing it to make a Constitution saving
the following damage types: acid, cold, fire, lightning, poison, throw. On a failed save, the creature is restrained as its flesh
or thunder. The elemental blade appears as if it were made of begins to harden. On a successful save, it isn't affected.
the chosen element, and lasts for the duration. If you let go of A creature restrained by this spell must make another
the blade, it disappears, but you can evoke the blade again as Constitution saving throw at the end of each of its turns. If
a bonus action without expending a spell slot. it successfully saves against this spell three times, the spell
Whenever you would make a melee attack, you can make ends. If it fails three saves, it is turned to stone and petrified.
a melee spell attack with the elemental blade against a target The successes and failures don't need to be consecutive; keep
within your reach. On hit, it takes elemental damage of the track of both until the creature fails or passes three saves.
chosen type equal to 2d6 + your spellcasting modifier. If the creature is physically broken while petrified, it suffers
While in your hand, the blade sheds bright light in a 10-foot from similar deformities if it reverts to its original state.
radius and dim light an additional 10 feet beyond that. If you maintain your concentration for the entire duration,
At Higher Levels. When you cast this spell using a spell the creature is turned to stone until the effect is removed.
slot of 4th level or higher, the damage increases by 1d6 for At Higher Levels. When you cast this spell using a spell
every two slot levels above 2nd. slot of 5th level or higher, the number of saves it must fail
Corrosive Bolt
before it is petrified is reduced by 1 for each level above 4th.
3rd-level evocation Vorpal Blade
Casting Time: 1 action 5th-level transmutation
Range: 90 feet Casting Time: 1 action
Components: V, S, M (the skin of a poisonous snake) Range: Touch
Duration: Instantaneous Components: V, S, M (the finger bone of a necromancer)
You conjure a spear of caustic acid and make a ranged spell Duration: Instantaneous
attack against a creature or object you can see within range. You conjure a blade of pure negative energy in your empty
On hit, your target takes 4d10 acid damage and its Armor hand and make a melee spell attack against a creature within
Class is reduced by 2. This spell cannot cause a creature to your reach, attempting to behead it. On hit, the creature takes
have an Armor Class lower than 10. slashing damage equal to 6d8 + your spellcasting modifier.
A creature can use an action to scrape the acid from this If this damage reduces the creature to 50 hit points or
spell off the target, returning its Armor Class to normal. fewer, you instantly cut off one of its heads of your choice
At Higher Levels. When you cast this spell using a spell The creature instantly dies if it cannot survive without the
slot of 4th-level or higher, the damage increases by 1d10 and lost head. The creature's head is not removed if it is immune
it further reduces the target's Armor Class by 1 for each slot to slashing damage, or if it doesn't have or need a head.
level above 3rd.
The Magus
Master Spell and Sword with a new Intelligence-
based, Half-Caster for 5e! Combine arcane spells
with martial skill with seven Esoteric Orders:
Artist Credits:
Covers - Aleksi Briclot - The Harbinger
Page 1 - Tommy Arnold - Pondering Mage
Page 3 - A. Pisano - Vorpal Sword (Variant)
Page 4 - Svetin Velinove - Willbender
Page 5 - Paul Scott Canavan - Royal Scions
Page 6 - Clint Cearley - Catti-Brie
Page 7 - M. Villeneuve - Shanna, Sisay's Legacy
Page 8 - Brian Valeza - Mitzy, the Shivan Dragon
Page 9 - Daarken - Zurgo and Ojutai
Page 10 - Viko Menezes - Belt of Giant Strength
Page 11 - Daarken - Ihsan's Shade
Page 12 - Caio Monteiro - Vorpal Sword
Page 13 - Joe Slutcher - Embercleave