Warlock
Base Class: Warlock

Unlike other Warlocks, you draw your power from magical tomes from where you learned your magic. You cast your magic like a wizard does through understanding of the arcane laws and the weave rather through the power of your pact. Unlike a full wizard though, you have dedicated a portion of your time to learn the intricacies of combat in order to find more arcane knowledge lost in dungeons. Through the lost knowledge found, you are able to combine your martial prowess with your arcane magic, combining them into one strike.

Magus Features

Warlock Level Feature
1st Expanded Spell List, Magus Training, Spellstrike
6th Extra Attack
10th War Magic
14th Arcane Cascade

Expanded Spell List

The Magus lets you choose from an expanded list of spells when you learn a warlock spell. You gain access to the wizard's spell list and may choose to learn any spell from that spell list. Your spell casting ability also changes to intelligence.

Magus Training

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. While wielding a weapon you are proficient in you can use somatic components through it, allowing you to casts spells even if both hands are occupied.

Spellbook

You also gain a spellbook in which all spells you know are recorded. Like a wizard you start out with five first level spells in your spellbook and you prepare your spells after a long rest like a wizard does. The amount of spells you can prepare each day is equals to the amount of spells known of a warlock of your level. Each time you gain a level in this class, you can add a new spell to your spellbook for free. Much like a wizard you can learn spells from scrolls if they are in your spell list and of a spell level that you can cast for 50gp and 1 hour per spell level spent to scribe it into your spellbook.

Ritual Spells

You can also casts spells as a ritual that are recorded in your spellbook without having them prepared.

Spellstrike

You combine the might of martial power and arcane magic. Once per turn when you cast a spell with your pact slots and the spell satisfies the conditions for spellstrike, you may channel the spell through your weapon and use it to deliver your spell. Make an attack roll with your weapon and then deal its normal weapon damage along with the spell's damage and effects on the target. If you miss the attack, the spell along with the slot used to cast it are lost. If the spell can target more than one creature, only the target hit with the melee attack is affected by the spell.

Spellstrike Conditions

To be able to use a spell through spellstrike, the spell must satisfies the following conditions:

  • It must not have an area
  • It must not require a saving throw
  • It must not have a range of self
  • It must have a target

At 6th level the condition that a saving throw must not be required is lifted and at 10th level the condition that the spell has no area is lifted. In case of a spellstrike done with a spell with an area listed, the origin point of the area is the square of the target hit with the attack.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may also replace an attack with a cantrip.

In addition to that whenever you use a spellstrike, you can use your bonus action to do one weapon attack or cast a cantrip.

War Magic

You gain advantage to your constitution saving throws and any weapon you are proficient with can now be used as a spellcasting focus. You also gain a bonus to your AC equal to your intelligence modifier and a bonus to your saving throws against spells equals to your intelligence modifier, minimal 1.

Arcane Cascade

Starting at 14th level, after you have cast a spell using a spell slot or used spellstrike you can enter the arcane cascade stance for up to 1 minute. While you are in this stance, your concentration cannot be broken through damage and every weapon attack deals an additional 1d6 force damage. Additionally if you succeed in a saving throw while in the stance and would take half damage, you take no damage instead.

Once you have used this feature, you can't use it again until you have finished a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes