Magus

This is an adaptation of the Magus class from Pathfinder 2nd Edition

Combining the physicality and technique of a warrior with the ability to cast arcane magic, you seek to perfect the art of fusing spell and strike. While the hefty tome you carry reflects hours conducting arcane research, your enemies need no reminder of your training. They recognize it as you take them down.

WIP: Scholar of Surging Maelstroms, Scholar of Flinging Fragments

Key Stats
INT
STR
Hit Die
D8d8
HP
13
Saves
INT+
WIL–
Armor
Cloth, Leather, Mail
Weapons
STR / Melee
Gear:Hand Axe, Rusty Mail, Telescope
LVL 1
Arcane Study.

You know cantrips from the school of your choice amongst Fire, Ice, Lightning, or Wind.

Arcane Cascade.

When you cast a spell, gain Arcane Cascade if you do not already have it. Arcane Cascade lasts until the encounter ends.

Spellstrike.

While you have Arcane Cascade, you may expend it as part of a weapon attack. If you do, the attack deals an additional INT d4 damage.

LVL 2
Mana and Unlock Tier 1 Spells.

You unlock Tier 1 spells in the school you know and gain a mana pool to cast them. This mana pool’s maximum is always equal to INT + LVL and recharges on a safe rest

Steel and Spell.

After you cast a spell, your next weapon attack this round is not penalized by Rushed Attacks. This applies for making a weapon attack and then casting a spell as well.

LVL 3
Subclass.

Choose a Magus Subclass.

LVL 4
Martial Theorem.

Choose a Martial Theorem

Key Stat Increase.

+1 STR or INT

Tier 2 Spells.

You may now cast tier 2 spells and upcast spells at tier 2.

LVL 5
Secondary Stat Increase.

+1 DEX or WIL

Upgraded Cantrips.

Your cantrips grow stronger.

LVL 6
Studious Spell.

Gain a Studious Spell

Tier 3 Spells.

You may now cast tier 3 spells and upcast spells at tier 3.

Spellstrike (2).

Increase your Spellstrike damage to INT d6.

LVL 7
Martial Theorem (2).

Choose a Martial Theorem

Subclass.

Gain your Magus subclass feature.

Spellbook.

Gain 2 tier 2 (or lower) spells from among the schools you would have had access to but did not choose.

LVL 8
Alertness.

+INT initiative

Key Stat Increase.

+1 STR or INT

Tier 4 Spells.

You may now cast tier 4 spells and upcast spells at tier 4.

LVL 9
Studious Spell (2).

Gain a Studious Spell

Secondary Stat Increase.

+1 DEX or WIL

Martial Theorem (3).

Choose a Martial Theorem

LVL 10
Spellstrike (3).

Increase your Spellstrike damage to INT d8.

Upgraded Cantrips.

Your cantrips grow stronger.

Tier 5 Spells.

You may now cast tier 5 spells and upcast spells at tier 5.

LVL 11
Subclass.

Gain your Magus subclass feature.

Spellbook (2).

Gain 2 spells of tier 5 (or lower) from among schools you would have had access to but did not choose.

LVL 12
Key Stat Increase.

+1 STR or INT

Martial Theorem (4).

Choose a Martial Theorem

Tier 6 Spells.

You may now cast tier 6 spells and upcast spells at tier 6.

LVL 13
Magic Sense.

Passively sense the presence of magic nearby. You can identify if an item is magical at a glance.

Secondary Stat Increase.

+1 DEX or WIL

LVL 14
Studious Spell (3).

Gain a Studious Spell

Tier 7 Spells.

You may now cast tier 7 spells and upcast spells at tier 7.

Spellstrike (4).

Increase your Spellstrike damage to INT d10.

LVL 15
Subclass.

Gain your Magus subclass feature.

Upgraded Cantrips.

Your cantrips grow stronger.

LVL 16
Martial Theorem (5).

Choose a Martial Theorem

Key Stat Increase.

+1 STR or INT.

Tier 8 Spells.

You may now cast tier 8 spells and upcast spells at tier 8.

LVL 17
Spellbook (3).

Gain 2 spells of tier 8 (or lower) from among schools you would have had access to but did not choose.

Secondary Stat Increase.

+1 DEX or WIL.

LVL 18
Spellstrike (5).

Increase your Spellstrike damage to INT d12.

Tier 9 Spells.

You may now cast tier 9 spells and upcast spells at tier 9.

LVL 19
Epic Boon.

Choose an Epic Boon

LVL 20
Stat Increase.

+1 to any 2 of your stats.

Upgraded Cantrips.

Your cantrips grow stronger.

Spellbook (4).

Gain 3 spells from among schools you would have had access to but did not choose.

Martial Theorems
Elemental Infusion

When you crit with a weapon attack, choose one:

  • Apply Smoldering to the target.
  • Apply Slowed to the target.
  • Apply Charged to yourself.
Cantrip Enhancement

Your damaging cantrips deal an additional +INT damage.

Cascade Countermeasure

While in Arcane Cascade, increase your Armor by 2xINT.

Deft Mind

While in Arcane Cascade, your Opportunity Attacks do not have disadvantage.

Explosive Cascade

When you use Spellstrike, deal half of the bonus Spellstrike damage to a foe adjacent to your target.

Magus’ Analysis

When you Assess, roll with advantage. (1/encounter) Gain the benefits of both Create an Opening and Anticipate Danger.

Spirit Sheathe

Store your weapon in a pocket demiplane. Your first weapon attack each combat has advantage as you pull it into reality.

Combat Caster

Your ranged spells are not disadvantaged from targeting an adjacent opponent.

Flamebound Warrior

When you roll initiative, cast Enchant Weapon for free. If you do not already know Enchant Weapon, you learn the spell.

Studious Spells

Each studious spell costs 2 mana to use.

Blur

Reaction: When you are targeted by an attack, the enemy gains disadvantage 2.

Enlarge

2 Actions: Become Large (if already Large, become Huge) for 1 minute. Gain LVL Temp HP. While Large, your Reach increases by 1 and your attacks deal an additional +STR damage.

Mudskipper’s Blessing

Action: Gain the ability to breathe underwater and climb on walls for 10 min.

Sure Strike

(1/encounter) Free Action: Your next attack has advantage.

Tether

(1/encounter) Action: An enemy within Range 6 is Restrained until they make a STR save.

Variable Gravity

Action: Choose one to gain for yourself for 10 min:

Lightweight. You gain the ability to jump up to 6 Squares away, or 6 Squares vertically.

Heavyweight. You cannot be forcibly moved.