Base Class: Wizard
Unlike most wizards, who draw upon magic itself to manipulate and break the natural laws, magus wizards are trained to seek the aid of the wondrous magical beings that exist just beyond the veil of our realm. Dazzling, disgusting, beautiful creatures that operate on a level foreign to mortals, who can choose to act upon the call just as easily as they can smite the bargainer for their insolence. Borrowing their power and melding it with their own knowledge and expertise, a magus wizard can perform miracles to bend the rules of the world.
Level 3: Miracles
Starting at 3rd level when you select this tradition, you can copy spells from the druid spell list into your spellbook. These spells count as wizard spells for you, and you use Intelligence as your spellcasting ability for them.
Level 3: Help From a Neighbor
Your innate magical ability has been honed to reach out around you into the threads of reality and bargain with whoever pulls on the strings.
At 3rd level, you learn the Find Familiar spell. When cast, instead of summoning a servant spirit and having it take on an animal form, you bring forth a fae creature of myth (its characteristics are defined by the caster and the DM's discretion). Casting Find Familiar again allows you to change the type of fae you summon.
You choose a familiar type to summon upon casting, which grants a unique boon as well as access to a list of associated spells. These count as wizard spells for you, do not count against the number of spells you prepare, and can be cast without expending a spell slot at up to half your wizard spell level rounded down. You can cast a number of familiar spells equal to your proficiency level, regaining all expended uses after a long rest.
You can use the familiar's reaction-based ability a number of times equal to your proficiency bonus, regaining all expended uses after a long rest. You can only use this feature while your familiar is within 60 ft of you.
Elemental: A being formed from nature, who can create or dispel natural disasters at will. You can ignore difficult terrain caused by nonmagical natural environments. While you are in such terrain, you have advantage on saving throws to avoid being knocked prone or moved against your will. When a creature you can see within 30 ft of you moves, you can use your reaction to reduce their movement speed by half during their turn.
- Absorb Elements
- Earth Tremor
- Expeditious Retreat
- Fog Cloud
Bounty: Heralds of nature, who live in the fields and promise bountiful harvests. You gain advantage on Wisdom (Survival) checks. When a creature you can see within 30 ft of you would be reduced to 0 hit points, you can use your reaction to cause it to be reduced to 1 hit point instead.
- Cure Wounds
- Speak with Animals
- Entangle
- Longstrider
Glamour: Tricksters in the night, who love to lead unwitting souls astray and spirit them away. You gain advantage on Charisma (Deception) checks. When you or an ally within 30 ft of you that you can see is targeted by an attack, you can use your reaction to conjure a fleeting illusion that distracts the attacker, imposing disadvantage on the attack roll.
- Disguise Self
- Charm Person
- Faerie Fire
- Silent Image
Guardian: Beings whose motivations cannot be ascertained, who protect their chosen grounds or people fiercely. You and a number of friendly creatures of your choice equal to your proficiency bonus within 30 ft gain a +1 bonus to saving throws against being frightened or charmed. When a creature benefiting from your Guardian familiar that you can see fails a saving throw, you can use your reaction to add your proficiency bonus to the roll.
- Alarm
- Shield
- Mage Armor
- Identify
Level 6: Empowered Sight
Your magic power deepens, drawing the spirits of the other side closer to you while also empowering your familiars.
When you reach 6th level, you become aware of the other world's presence, letting you sense Fey creatures within 60 ft of you. While a fey or spirit is aware of your presence, you can communicate briefly with it, asking simple questions or receiving vague guidance. You also gain advantage on Arcana checks to detect magical creatures or phenomena.
Each familiar option receives a boost of magical power in response to your growth.
Elemental: You can ignore difficult terrain caused by magical effects as well as nonmagical natural environments. A creature targeted by your reaction ability must now make a Strength saving throw against your Spell Save DC. On a failed save, you can choose to either push or pull it up to 10 ft.
Bounty: Your reaction ability can now target creatures within 60 ft, and the targeted creature gains temporary hit points equal to your Intelligence modifier.
Glamour: You gain advantage in one additional Charisma skill check of your choice. Your distracting illusions can now affect a number of creatures equal to your proficiency bonus within 30 ft.
Guardian: The bonus to saving throws against being charmed or frightened increases to +2. When you add your proficiency bonus to the failed saving throw of a creature benefiting from your Guardian, all chosen creatures gain a +1 bonus to AC until the start of your next turn.
Level 10: Curried Favor
Your relationship with the spirits and fey has awarded you a positive reputation among the otherworldly denizens.
At 10th level, as a bonus action, you can call upon a different familiar awarded to you from your Help From a Neighbor class ability, without needing to cast Find Familiar. The new familiar appears in an unoccupied space within 30 ft of you. When you summon a new familiar this way, it cannot use its reaction-based abilities until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
While your familiar is within 100 ft of you, it has advantage on Dexterity (Stealth) checks made to hide. Creatures have disadvantage on Wisdom (Perception) checks made to notice your familiar. These benefits do not apply against creatures with truesight, creatures that can see invisible creatures, or creatures capable of casting Detect Magic.
In addition, when your familiar is within 30 ft of you, familiar spells cast using your Help From a Neighbor ability gain a +1 to spell attack rolls or to DC.
Level 14: Ancient Magus
Your mastery over the arcane and your familiar's innate ability coalesce into the ideal spiritual contract.
At 14th level, when your familiar is within 60 ft of you, you can cast spells granted by your Help From a Neighbor feature from your familiar, using its position for range and its line of sight for targeting. In addition, when you cast a familiar spell using your Help From a Neighbor feature, you may expend additional uses of the feature to increase the spell's level by 1 for each use expended, up to your highest available wizard spell slot. For example, at 14th level you can expend 4 uses to upcast a familiar spell from 3rd level to 7th level.
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