Base Class: Fighter
Through a combination of metamagic and martial combat, the magus deals massive damage at the cost of spell slots and arcane pool points.
Spellcasting
You gain the ability to cast spell from the wizard spell list. You also attain a spell book which represents your accumulated arcane knowledge and can add to your list of known spell by copying spell scrolls into it, following the same rules for the wizard class. You gain proficiency in the arcane skill if you don't already have it. You gain access to the magus spell book feat (dnd beyond is hard and I couldn't make it give the feat automatically. please pick the magus spell book from the feat list. be cool and don't pick anything else)
Arcane Pool Points
Once you become a Magus you gain access to arcane pool points. You also learn one meta magic feat from the sorcerers class. You learn one additional meta magic feat at 10th and again at 18th level. Your arcane pool is equal to your int modifier. You gain two additional pool points at 7th and 10th level of magus. Arcane pool points function the same way sorcerer points do, except you cannot convert pool points into spell slots or vice versa. You regain all expended pool points after you finish a short or long rest.
In addition to using sorcerer meta magic feats, pool points can also be use in any of the following magus meta magic feats:
Improved critical. At the cost of one arcane pool point a melee attack roll is a critical hit on a 19-20. This can be use before or after the attack roll but before any effects of the attack is applied.
Improved concentration. At the cost of one pool point the magus can reroll a con saving through made in order to maintain concentration and must take the new result.
Arcane infusion. At the cost of one pool point you infused your magic with a weapon to count it as magical for one minute. Additionally the next melee attack made with that weapon deals 1d6 worth of fire, cold, or lightning to the damage roll if it hits.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Spell Strike
As a bonus action the Magus may spend one arcane pool point to cast a spell which has a casting time of at most one action, and the spells effect is stored in a magical melee weapon being held in one hand. The spell must not have a range of self, and make logical sense to be cast against someone else (DM discretion). Upon a successful melee attack the spell is discharged. The target takes the normal weapon damage and also suffers the effect of the spell; if the spell has a saving throw the DC is 8+prof+str/dex (same modifier used for the attack roll) in place of your spell DC. Storing a spell requires concentration, and if at the end of the Magus' turn the stored spell has not been discharged make a con save DC 10+ the spells level. On a failed save the spell is lost and must be recast.
Arcane Critical
Rolling a natural 20 on a melee attack roll regains the Magus one arcane pool point.
Improved Arcane Pool
Starting at 7th level you gain access to two additional pool points. You gain another two points at 10th level.
Enhanced Arcane Infusions
Starting at 10th level the damage dice for your arcane infusion increases from 1d6 to 2d6.
Metamagic Permanence
At 15th level you may commit half of your total pool points to permanently apply one of your bonus meta magic feats. At the end of a long rest by spending half of your pool points (rounded down) you may choose one of your three bonus meta magic feats to always have active until your next long rest. The pool points spent this way cannot be regain until you finish a long rest.
Improved Arcane Critical
Starting at 18th level when a natural 20 is rolled on a melee attack roll, regain all arcane pool points. Any points spent on metamagic permanence cannot be regained this way.
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