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Magus Class Guide for D&D 5E

The document outlines the Magus class in Dungeons & Dragons, describing their unique blend of martial prowess and magical abilities. It details character creation, class features, spellcasting mechanics, and the influence of various eldritch societies on a magus's abilities and outlook. Additionally, it provides a framework for players to develop their magus characters, including quick build suggestions and class progression.

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0% found this document useful (0 votes)
10 views5 pages

Magus Class Guide for D&D 5E

The document outlines the Magus class in Dungeons & Dragons, describing their unique blend of martial prowess and magical abilities. It details character creation, class features, spellcasting mechanics, and the influence of various eldritch societies on a magus's abilities and outlook. Additionally, it provides a framework for players to develop their magus characters, including quick build suggestions and class progression.

Uploaded by

u4711360255
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Magus

A Class of Martial Prowess and Magical talents

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective logos are trademarks of
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Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or
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other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016-2019 by Benjamin


Huffman and published under the Community Content Agreement for
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Dungeon Masters Guild.


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Game Design & Writing: Benjamin Huffman


Magus Creating a Magus
A human confronted by two orcs draws his rapier As you create your magus character, consider the
and, as he does, violet runes illuminate the air around relationship your character has to their eldritch society.
the weapon. One of the orcs rushes towards the man, Does your character feel indebted to the society for the
swinging its weapon wildly. As the man parries the orc’s lessons it taught them? Does your character actively
reckless attacks, he delivers a riposte that causes the air pursue the goals of their society? Has your character
around the orc to burst into green flames. Seeing its ally had a falling out with their society and, if so, why? While
sent sprawling to the ground, the second orc becomes training to be a magus did you make any rivals? Who are
decidedly less enthusiastic about the fight. they?
A dwarf looks down from the mountain peak she Fighting may have come naturally to you and your
calls home and sees the rampant destruction of the mentor struggled to impart you with the basics of
woods she has sworn to protect. As she approaches the spellcasting. Or maybe the spellcasting came easily but
hunting encampment responsible for the fire, she calls you lacked a talent for combat. You might have spent
her woodland allies to her side and her skin hardens to years in training with a mentor before being left to your

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resemble bark. own devices or you may have only met your mentor
Looking over ancient hieroglyphs, a saurian frantically informally on a handful of momentous occasions. You
searches for details of a ritual that will fortify the mystic might report back to your society contacts regularly or
seal that protects his ancestral home. The impossibly keep a safe distance from other magi.
heavy doors swing open behind him and he turns to face

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the temple’s guardians as his sword erupts with flames.
Quick Build
Magi are mystical warriors who blend martial
You can make a magus quickly by following these
prowess with esoteric knowledge and spellcasting. Magi
suggestions. First, Strength or Dexterity should be your
balance the pursuit of personal goals and relationships
highest ability score, followed by Intelligence (Arcane
with their obligations to pursue the goals and ideals
Order, Shadow Court, Sidereal Cabal), Wisdom (Sylvan
of the eldritch societies they belong to. Although their
Circle), or Charisma (Knights Stygian, Primordial Seal)
backgrounds may sometimes set them at odds against
based on your eldritch society. Second, choose the Sage
one another, magi are united by their commitment to
or Soldier background.
a cause greater than themselves and a drive to master
their magical abilities.
Class Features
Martial Magicians
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Every magus is a warrior. Magi train with arms and armor
to protect what they hold dear, fight for what they believe
As a magus, you gain the following class features.

Hit Points
Hit Dice: 1d8 per magus level
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in, and get themselves into or out of trouble. For magi, Hit Points at 1st Level: 8 + your Constitution modifier
though violence may not be their preferred solution to a Hit Points at Higher Levels: 1d8 (or 5) + your
given problem, it is always a valid backup plan. Constitution modifier per magus level after 1st
Every magus is a magician. Magi use their hard-
earned spellcasting abilities to explore the multiverse,
Proficiencies
empower their companions, and decimate their
Armor: Light armor, medium armor, shields
enemies. For a magus, magic is a tool that expands their
Weapons: Simple weapons, martial weapons
horizons and their options.
Tools: None
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Warriors with a Purpose Saving Throws: Constitution, Intelligence


Skills: Choose one from Acrobatics, Arcana, Athletics,
All magi learn their abilities in order to fulfill their History, Insight, Investigation, and Perception.
obligations to their eldritch society. On a mystical
level, every magus’ spellcasting style is shaped by their Equipment
eldritch society. On a personal level, every magus must You start with the following equipment in addition to the
deal with the demands and ideology of their eldritch
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equipment gained by your background.


society in their own way. Regardless of whether a
magus embraces their eldritch society’s traditions and • (a) a simple weapon and a shield or (b) a martial
politics, no magus can deny the influence it has on their weapon or (c) a longbow and 20 arrows
magic and outlook. • (a) leather armor or (b) scale mail
Eldritch societies are not monolithic entities, but they • (a) an arcane focus or (b) a druidic focus or (c) a
do have beliefs and goals that the majority of the magi component pouch
within them believe in and fight for. Magi in the Arcane • An explorer’s pack
Order observe a tradition of honoring the requests and
wisdom of their mentors and, subsequently, striving to
train an apprentice to become an even greater magus Eldritch Society
then they are. Members of the Primordial Seal believe
At 1st level, you choose an eldritch society that trained
that the material planes are constantly under threat
you in the ways of the magus: the Arcane Order, the
of incursion from the elemental planes and they must
Knights Stygian, the Primordial Seal, the Shadow Court,
remain on guard to ensure the world’s safety. Magi in
Sidereal Cabal, or the Sylvan Circle. Your choice grants
the Sylvan Circle seek to protect the wilderness of the
you features at 1st level and again at 3rd, 7th, and 14th
world from destruction and defilement, although what
level. Your choice also determines your spell list.
exactly that entails varies from magus to magus.

Classes | Magus
2
The Magus
— Spell Slots per Spell Level —
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Eldritch Society, Esoteric Eye 2 — — — — — —
2nd +2 Mystic Mark, Spellcasting 2 3 2 — — — —
3rd +2 Eldritch Armament, Eldritch Society feature 2 3 3 — — — —
4th +2 Ability Score Increase 3 4 3 — — — —
5th +3 — 3 5 4 2 — — —
6th +3 Mystic Meditation 3 5 4 2 — — —
7th +3 Eldritch Society feature, War Magic 3 6 4 3 — — —
8th +3 Ability Score improvement 3 7 4 3 — — —
9th +4 3 8 4 3 2 — —

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Aegis and Enspell improvements
10th +4 Spell Surge 4 8 4 3 2 — —
11th +4 Improved War Magic 4 9 4 3 3 — —
12th +4 Ability Score Improvement 4 10 4 3 3 — —
13th +5 Aegis and Enspell improvements 4 11 4 3 3 1 —

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14th +5 Eldritch Society feature 4 11 4 3 3 1 —
15th +5 Spell Ward 4 12 4 3 3 2 —
16th +5 Ability Score Improvement 4 13 4 3 3 2 —
17th +6 — 4 14 4 3 3 3 1
18th +6 Greater Spell Surge 4 14 4 3 3 3 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 2
20th +6 Spell Surge and Greater Spell Surge improvements 4 16 4 3 3 3 2

Esoteric Eye e considered magical and adds a +1 bonus to attack


rolls and damage rolls. If the weapon already grants
At 1st level, you can detect the arcane abilities of
a magical bonus to attack and damage, use whichever
others. As an action, your eyes visibly flash with magic
bonus is higher. The enspell ends if you lose possession
as your senses wake to the mystical energies of the
of the weapon. A weapon can only benefit from one
multiverse. Until the end of your next turn, you know
enspell at a time.
if each creature you can see within 60 feet of you has
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These bonuses to hit and damage increase to +2 when
the Spellcasting or Innate Spellcasting feature or
you reach 9th level and +3 when you reach 13th.
trait. Additionally, you learn each of those creatures’
spellcasting ability, if they have one.
You can use this feature a number of times equal to Spellcasting
1 + your magus spellcasting modifier. You regain all
expended uses when you finish a long rest. Starting at 2nd level, you gain the ability to cast spells
of 1st level and higher. See chapter 10 of the Player’s
Handbook for the general rules of spellcasting.
Mystic Mark
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Starting at 2nd level, you learn to place a mystic mark. Spell Slots
You can use this mark to enspell a weapon or to grant The Magus table shows how many spell slots you have
a creature an aegis. You can use your mystic mark a to cast your spells of 1st level and higher. To cast one of
number of times equal to your magus spellcasting ability these spells, you must expend a slot of the spell’s level
modifier. You regain all expended uses when you finish or higher. You regain all expended spell slots when you
a long rest. finish a long rest.
For example, if you know the 1st-level spell find
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familiar and have a 1st-level and a 2nd-level spell slot


Aegis
available, you can cast find familiar using either slot.
As a bonus action you can project your mystic mark onto
a creature you can see within 30 feet of you. For the next
minute the target is under the protection of your aegis Spells Known of 1st-Level and Higher
and receives a bonus to its armor class. This bonus You know three 1st-level magus spells of your choice
increases their AC by +1. If the target is wearing armor from your eldritch society’s spell list. You learn
that grants a magical bonus to AC, use whichever bonus additional spells chosen from your eldritch society’s
is higher. The aegis ends if you or your target end a turn spell list as indicated in the Spells Known column of the
more than 120 feet away from one another. A creature Magus table.
can only benefit from one aegis at a time. Additionally, when you gain a level in this class, you
This bonus to AC increases to +2 when you reach 9th can choose one of the magus spells you know and
level and increases to +3 when you reach 13th level. replace it with another spell from your eldritch society’s
spell list, which also must be of a level for which you
have spell slots.
Enspell
As a bonus action, you surround a weapon you’re
holding with your mystic mark. This weapon is Spellcasting Ability
enspelled and counts as a spellcasting focus for you Your spellcasting ability is determined by your eldritch
for the next minute. While enspelled, the weapon is society. See the Initiate feature of your eldritch society for
your spellcasting ability.

Classes | Magus
3
Ritual Casting Mystic Meditation
You can cast a magus spell as a ritual if that spell has
the ritual tag and you know the spell. Starting at 6th level, when you take a short rest you
can choose to recover all expended uses of your Mystic
Mark. You must complete a long rest before you can use
Spellcasting Focus
this feature again.
Your spellcasting focus, if any, is determined by your
eldritch society. See the Initiate feature of your eldritch
society to see what, if any, spellcasting focus you may War Magic
use for your magus spells.
Beginning at 7th level, when you use your action to
cast a cantrip, you can make one weapon attack as a
Eldritch Armament bonus action.
Starting at 3rd level, you learn to infuse your preferred
weapon or shield with magical power. Choose one of the Spell Surge

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following options.
Starting at 10th level, you can cast any magus spell you
Eldritch Archer know without expending a spell slot. The spell is cast as
When you hit a creature with a ranged weapon under if you had used a spell slot equal to the highest spell slot
the effect of your Enspell feature you can cause the you have.

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ammunition to explode with mystical energy, dealing the Once you use this feature, you must finish a long rest
same damage type the attack would normally cause to before you can use it again. You can use this feature
all creatures within 10 feet of the target. When you do twice between long rests starting at 20th level.
so, expend a spell slot and the creature and each other
creature within 10 feet must succeed on a Dexterity
saving throw or take 2d4 + 1d4 damage for each spell
Improved War Magic
level higher than 1st, to a maximum of 6d4. On a Starting at 11th level, when you use your action to cast a
success, they take half damage. spell, you can make one weapon attack as a bonus action.

Mystic Marauder e Spell Ward


When you hit a creature with a melee weapon attack
with a weapon you are wielding with two hands that is Starting at 15th level, the magical attacks of your
under the effect of your Enspell feature, you can expend enemies unravel around you. You and friendly creatures
a spell slot to deal additional damage to the target. within 15 feet of you have advantage on saving throws
The extra damage is 2d6 for a 1st-level spell slot. The against spells.
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damage increases by 1d6 for each slot level above 1st,
to a maximum of 6d6. The weapon must have the two-
handed or versatile property for you to use this feature. Greater Spell Surge
At 18th level, choose one 6th-level spell from your
Sorcerous Sentinel eldritch society’s spell list. You can cast this spell once
While you are wielding a shield, when a creature under the without expending a spell slot.
effect of your Aegis feature is attacked you can use your Once you use this feature, you must finish a long rest
reaction to expend a spell slot and strengthen the target’s before you can use it again. You can use this feature
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defenses. The target gains a bonus to AC equivalent to the twice between long rests starting at 20th level.
spell slot expended. This bonus is only applied against the
triggering attack. Additionally, the target gains temporary
hit points equal to your spellcasting modifier + twice the Eldritch Society
level of the spell slot expended. Eldritch societies are organizations that train initiates in
unique styles of magic. Each of these institutions has its
Spell Sword own ideals, interests and goals. When a magus pledges
When you hit a creature with a one-handed melee themselves to an eldritch society they may be motivated
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weapon under the effect of your Enspell feature you primarily by an attraction to that society’s magical style,
may expend a spell slot to deal additional damage ideals, or goals, but must embrace all that the society
and render the creature vulnerable to magical attacks. stands for to be admitted and advance.
The extra damage is 1d4 for a 1st-level spell slot. The
damage increases by 1d4 for each slot level above 1st,
to a maximum of 5d4. Additionally, the creature has
The Arcane Order
disadvantage on saving throws against spells you cast The Arcane Order is an eldritch society built on mentor-
until the end of your next turn. student relationships. While the Order is unified in
name, each member tends to operate alone or with
only their mentor or apprentice—though in times of
Ability Score Improvement extreme circumstance, members will come together
When you reach 4th level, and again at 8th, 12th, 16th, to face grave, large scale threats. Each magus of the
and 19th level, you can increase one ability score of your Arcane Order takes a unique philosophical approach to
choice by 2, or you can increase two ability scores of their teachings, often adopting or adapting the ideals of
your choice by 1. As normal, you can’t increase an ability their mentor. All scholars of the Arcane Order, however,
score above 20 using this feature. emphasize exceptional technique and approach magic
as an art to be mastered.

Classes | Magus
4
Arcane Order Initiate The Knights Stygian
When you choose this eldritch society at 1st level, you
augment your martial prowess with the ability to cast The Knights Stygian take it upon themselves to seek
cantrips. out and cleanse the world of its corruption. These
Cantrips. You learn two cantrips of your choice from magi seek to protect the innocent, defend the weak,
the Arcane Order’s spell list. You learn an additional and ensure justice is done. They do this by wielding
Arcane Order cantrip of your choice at 4th level and again necromantic magic that simultaneously terrifies their
at 10th. These cantrips count as magus spells for you. living foes and turns their defeated foes into foot
Spellcasting Focus. You can use an arcane focus soldiers in the magi’s service.
(found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells. Knights Stygian Initiate
Spellcasting Ability. Intelligence is your spellcasting When you choose this eldritch society at 1st level, you
ability for your Arcane Order spells, since you learn augment your martial prowess with the ability to cast
your spells through rote study and memorization. You cantrips.
use your Intelligence whenever a spell refers to your Cantrips. You learn two cantrips of your choice from

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spellcasting ability. In addition, you use your Intelligence the Knights Stygian’s spell list. You learn an additional
modifier when setting the saving throw DC for a magus Knights Stygian cantrip of your choice at 4th level and
spell you cast and when making an attack roll with one. again at 10th. These cantrips count as magus spells
for you.
Spell save DC = 8 + your proficiency bonus + Spellcasting Focus. You can use an arcane focus

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your Intelligence modifier (found in chapter 5 of the Player’s Handbook) as a
spellcasting focus for your magus spells.
Spell attack modifier = your proficiency bonus + Spellcasting Ability. Charisma is your spellcasting
your Intelligence modifier ability for your Knights Stygian spells, since you learn
your spells through an intuitive connection with death.
Bonus Proficiencies You use your Charisma whenever a spell refers to your
At 1st level, you gain proficiency with the Arcana skill spellcasting ability. In addition, you use your Charisma
and one set of artisan’s tools of your choice. modifier when setting the saving throw DC for a magus
spell you cast and when making an attack roll with one.
Amethyst Mark e Spell save DC = 8 + your proficiency bonus +
Starting at 3rd level, the effects of your mystic marks
your Charisma modifier
are enhanced by your greater understanding of the
Arcane Order’s esoteric knowledge. When you place
Spell attack modifier = your proficiency bonus +
your mystic mark on an object or creature, a faint purple,
your Charisma modifier
crystalline aura surrounds it.
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Arcane Enspell. When you deal damage with your
enspelled weapon, you can choose to deal force damage Embalmer’s Tools
instead of its normal damage type. Embalmer’s tools include all the instruments, chemicals,
When you deal damage to a creature with your and perfumes necessary to embalm the dead. Proficiency
enspelled weapon, you can choose to remove your with this kit lets you add your proficiency bonus to any
enspell from the weapon to unleash a wave of magical ability checks you make to embalm or preserve a body.
energy. When you do so, the target must succeed on a Embalmer’s tools cost 10 gold pieces and weigh 4 lb.
Strength saving throw against your spell save DC or be
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pushed up to 15 feet away and knocked prone.


Arcane Aegis. When a target protected by your aegis Bonus Proficiencies
takes damage from a creature you can use your reaction At 1st level, you gain proficiency with the Intimidation
to remove the aegis from that ally. When you do, you skill and embalmer’s tools.
may teleport up to 30 feet and make a weapon attack
against the attacking creature. Obsidian Seal
Starting at 3rd level, the effects of your mystic marks
Occult Savant are enhanced by the fell magic of the Knights Stygian.
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By 7th level, through diplomacy, espionage, or occult When you place your mystic mark on an object or
experimentation you have gleaned how to use spells creature, it is surrounded by an aura that emits drifting
normally used by other eldritch societies. Alternatively, motes of black ash and the acrid smell of decay.
you’ve spent time further deciphering the obscure Stygian Enspell. When you deal damage with your
teachings of the Arcane Order. You learn two spells of enspelled weapon you can choose to deal necrotic
your choice from any eldritch society’s spell list. These damage instead of its normal damage type.
spells must be of a level you can cast, as shown on the When you hit with an attack with an enspelled weapon
Magus table, or cantrips. The chosen spells count as you can choose to remove the enspell, unleashing an
Arcane Order magus spells for you and do not count unholy wave of pure terror. When you do, the target
towards the Spells Known column of the Magus table. must succeed on a Wisdom saving throw against your
spell save DC or be frightened by you until the end of
Arcane Recovery their next turn.
Starting at 14th level, you have learned to regain some Stygian Aegis. When a creature protected by your aegis
of your magical energy by reflecting on esoteric truths takes damage from an attack you can use your reaction
and formulae. Once per day when you finish a short rest, to remove the aegis from that creature, releasing necrotic
you can choose to recover some of your expended spell energy upon the attacker. When you do, the attacker must
slots. The spell slots can have a combined level that is succeed on a Constitution saving throw against your spell
equal to or less than half your magus level (rounded up), save DC or take necrotic damage equal to the damage
and none of the slots can be 6th level or higher. dealt by the triggering attack.

Classes | Magus
5

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