Magus (5e, Half caster)
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Creating a
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a you gain the following class features.
- Hit Points
Set parameter to Hit Dice per level, e.g. 1d10
- Proficiencies
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Arcane Sight | — | — | — | — | — |
2nd | +2 | Fighting Style, Imbue Weapon | 2 | — | — | — | — |
3rd | +2 | Arcane Tradition, Sovereign Will | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Indomitable Will | 4 | 2 | — | — | — |
7th | +3 | Arcane Tradition feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Extra Attack | 4 | 3 | 2 | — | — |
11th | +4 | — | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Dispelling Touch | 4 | 3 | 3 | 1 | — |
15th | +5 | Arcane Tradition feature | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | Extra Attack | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Arcane Tradition feature | 4 | 3 | 3 | 3 | 2 |
Arcane Sight
The presence of strong magic registers on your senses like a brilliant light. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you see an aura around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one. You can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels.
Preparing and Casting Spells To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability Intelligence is your spellcasting ability for your wizard 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 wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spells Known at 2nd. Level and Higher You know 4 1st-level spells of your choice from the wizard spell list.
When you gain a new spell level, you can choose 1 new spell of that level or lower from the Wizards spell list. This represents the culmination of your research and study of magic.
Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots. Subject to the standard costs for a Wizard. G
Imbue Weapon
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one Magus spell slot to deal either Acid, Cold, Fire, Lightning, Thunder, or Force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you while you are wielding a shield, you can use your reaction to impose disadvantage on the attack roll.
Sovereign Will
You gain immunity to mental and emotional magics, psionics, and abilities. Skills can still affect you.
Arcane Tradition
At 3rd level, you enter into your advanced learning, all detailed at the end of this class description.The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Magi through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a magi might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even magi who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. You gain additional features at 7th, 15th, and 20th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 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.
Extra Attack
Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn. The number of attacks increases to three when you reach 17th level.
Indomitable Will
Grants Immunity to being Shaken.
Dispelling Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.
School of Abjuration
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
- Abjuration Savant
Beginning when you select this school at 3rd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
- Arcane Ward
Starting at 3rd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your magi level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
- Projected Ward
Starting at 7th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
- Improved Abjuration
Beginning at 15th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.
- Spell Resistance
Starting at 20th level, you have advantage on saving throws against spells.Furthermore, you have resistance against the damage of spells.
School of Conjuration
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
- Conjuration Savant
Beginning when you select this school at 3rd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.
- Minor Conjuration
Starting at 3rd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
- Benign Transposition
Starting at 7th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
- Focused Conjuration
Beginning at 15th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
- Durable Summons
Starting at 20th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
School of Divination
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
- Divination Savant
Beginning when you select this school at 3rd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
- Portent
Starting at 3rd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
- Expert Divination
Beginning at 7th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
- The Third Eye
Starting at 15th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest. Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8. Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. Greater Comprehension. You can read any language. See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
- Greater Portent
Starting at 20th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Multiclassing
Prerequisites. To qualify for multiclassing into the magus class, you must meet these prerequisites:
Strength: 13
Intelligence: 13
Proficiencies. When you multiclass into the magus class, you gain the following proficiencies: Simple Weapons Martial Weapons Shield Light Armor Medium Armor Arcana (Int.) Skill
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