Fighter
Base Class: Fighter

When you reach your 3rd level of fighter, you augment your martial prowess with the ability to cast spells into your weapon attacks. 

 

Spellcasting

3rd lvl Magus Feature
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Magus Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. 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.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Magus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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

Magus Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Arcane Armoury

3rd lvl Magus feature

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded to the weapon you are proficient in that weapon type and may use it as a spellcasting focus. You cannot be bonded to more than one weapon at a time. 

Spell Strike

3rd lvl Magus feature

As a bonus action, you can cast one spell or cantrip with a casting time of 1 action or 1 bonus action. Instead of casting the spell immediately, the effects of the spell are channelled into the next attack you take with your bonded weapon. The spell must require a spell attack roll, or force a saving throw. The spell effects turn into a single target effect, regardless of if the spell is multi=target or affects an area. This cannot be activated with a spell scroll or other source of magic other than the caster's own spell slots. 

Before you take the attack action, you can choose to take a -3 penalty to the attack roll. On a hit, the target suffers the effects of your attack as well as the effects of the spell. 

Any spell cast into a weapon only lasts for 10 minutes. 

On a miss, the spell charge remains in the weapon. 

You can use this feature a number of times equal to your proficiency modifier, regaining all expended uses at the end of a long rest. 

Spell Combat

7th Lvl Magus feature. 
You learn how to dual wield your magic and weapon. When you take the Attack action, you may replace one of the extra attacks granted by your Extra Attack feature with a cantrip. If you do so, you must take a -3 penalty to the next weapon attack you make. 

Magic Absorbtion

10th lvl Magus feature
When you roll initiative and have no charges of Spell Strike remaining, you regain a charge. 

Magic Exchange

15th lvl Magus feature
You learn how to exchange your spell slots for energy for another attack. When you attack a creature, you may expend a spell slot to gain one additional attack against that creature. You can do so only once per turn. 

True Magus

18th lvl Magus feature

Your martial and spellcasting prowess grows more powerful. You no longer take the -3 penalty on you Spell Strike or Spell Combat. 

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