Fighter
Base Class: Fighter

There are a great many ways to learn magic; some learn through rigorous study, others through forging pacts with entities of immense power. But some are born with magic etched into their very blood. A Magus is a warrior whose innate sorcery is small but potent—too weak to rival a true sorcerer, yet far too strong to ignore. Through training, instinct, and discipline, they learn to channel that spark of power through their weapons, blending steel and spell into a single devastating art.

Spellcasting

Beginning when you choose this archetype at 3rd level, you augment your martial prowess with sorcery. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

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

Spell Slots
The Magus Spellcasting table shows how many spell slots you have to cast your sorcerer 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.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast the Shield spell using either slot.

Spells Known of 1st-Level and Higher
You know two 1st-level sorcerer spells of your choice.

The Spells Known column of the Magus Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma 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

Sorcerous Techniques

Also at 3rd level, you possess an inner well of sorcerous energy, which serves to fuel special magical techniques. You have a number of sorcery points equal to your proficiency bonus + 1. You can never have more than that, unless you gain them through a feat or via multiclassing. You regain any expended sorcery points at the end of a short or long rest.

Techniques. You learn three Sorcerous Techniques of your choice. Each of these techniques replace a weapon attack you'd make as part of the Attack action. You can only do so once per action. You learn an additional technique of your choice at 7th, 10th, and 15th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

Saving Throws. When a technique requires a creature to make a saving throw, the DC equals your spell save DC.

At Higher Levels. At 10th level, whenever a Sorcerous Technique requires you to roll dice to determine damage or temporary hit points, you roll one additional die.

Arc Flash

Cost: 2 Sorcery Points
You release a crackling burst of lightning, forcing each creature of your choice within 10 feet of you to make a Dexterity saving throw. On a failed save, a creature takes 1d8 lightning damage and cannot take reactions until the beginning of your next turn. On a successful save, it takes half damage and suffers no other effect.

Branding Strike

Cost: 1 Sorcery Point
Make a melee weapon attack. On a hit, the attack deals its normal damage plus an extra 1d8 radiant damage, and the target gets branded with glowing sigils, emitting dim light in a 10-foot radius. It can't turn invisible until the start of your next turn.

Caustic Dart

Cost: 1 Sorcery Point
You fling a bolt of corrosive energy at one creature within 30 feet. Make a ranged spell attack. On a hit, the target takes 1d8 acid damage and the next attack roll made against the target before the beginning of your next turn has advantage.

Deathly Touch

Cost: 1 Sorcery Point
Your hand turns pale and ghost-like as you reach out towards a creature within 5 feet of you. Make a melee spell attack. On a hit, the target takes 1d10 necrotic damage and cannot regain hit points until the beginning of your next turn.

Flickering Strike

Cost: 2 Sorcery Points
Make a melee weapon attack. Right before or after making it, you can choose to teleport up to 15 feet to an unoccupied space you can see. If the attack hits, the target takes an extra 1d8 force damage and you can teleport again, to another unoccupied space you can see within 15 feet.

Gravity Lash

Cost: 1 Sorcery Point
You strike with a lash of controlled gravitational force against a creature you can see within 10 feet. Make a melee spell attack. On a hit, the target takes 1d10 force damage and you can choose to pull it to an unoccupied space within 5 feet of you.

Miasmic Burst

Cost: 1 Sorcery Point
A foul burst of toxic magic erupts from your body. Each creature of your choice within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes 1d12 poison damage and gains disadvantage on the next attack roll it makes before the beginning of your next turn. On a successful save, it takes half damage and suffers no other effect.

Mystic Binding

Cost: 2 Sorcery Points
Choose a creature you can see within 30 feet. The target must make a Dexterity saving throw. On a failed save, it is grappled by spectral chains of magical force until the end of your next turn.

Prismatic Ward

Cost: 2 Sorcery Points
You cause elemental energy to briefly surge around you. Choose one of the following damage types: acid, cold, fire, force, lightning, poison, or psychic damage. Until the beginning of your next turn, you have resistance to the chosen damage type.

Seismic Stomp

Cost: 1 Sorcery Point
You stomp the ground, sending a shockwave outward. Each creature of your choice within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, it takes half damage and isn’t knocked prone.

Snapfreeze

Cost: 1 Sorcery Point
Choose a creature you can see within 10 feet. The target must make a Constitution saving throw, as you send a pulse of freezing cold through it. On a failed save, the target takes 1d12 cold damage and has its movement speed reduced by half until the beginning of your next turn. On a successful save, the target takes half damage and its movement speed is unaffected.

Spell Cleaver

Cost: 2 Sorcery Points
An arcane blade delivers a slash charged with disruptive magic. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 force damage. If this damage forces the target to make a Constitution saving throw to maintain concentration on a spell, it makes the saving throw with disadvantage.

Spellshift

Cost: 2 Sorcery Points
Choose a creature you can see within 30 feet of you. Both of you immediately teleport, switching places with one another, and the target gains 1d10 temporary hit points. If the target is unwilling, it can make a Wisdom saving throw, resisting the effect on a success. If an unwilling creature fails its saving throw to resist the effect, it takes 1d10 force damage, instead of gaining temporary hit points.

Warding Flourish

Cost: 1 Sorcery Point
You weave magical energy into a barrier of force. Until the beginning of your next turn, you gain a +2 bonus to your Armor Class.

Wind Blast

Cost: 2 Sorcery Points
You unleash a blast of compressed air, forcing one creature of your choice within 10 feet of you to make a Constitution saving throw. On a failed save, it takes 1d10 thunder damage and is pushed 10 feet away from you.

Witchflame

Cost: 1 Sorcery Point
You cause green flames and sparks to dance upon your skin. Until the beginning of your next turn, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d6 fire damage. A creature can only take this damage once per turn.

Arcane Renewal

At 7th level, your high endurance extends to your magical abilities. After using Second Wind, the sorcery point cost of your next Sorcerous Technique is reduced to 0.

Mystic Fortitude

At 10th level, your innate magical abilities make it easier for you to resist spells. When you use your Indomitable feature to reroll a saving throw against a spell, you can spend 1 sorcery point in place of expending a use of the feature. If the spell allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw after using this feature, and only half damage if you fail.

Eternal Spark

At 15th level, your reservoir of magical power has no end. Whenever you roll for initiative with no sorcery points remaining, you regain 3 sorcery points.

Sorcerous Onslaught

At 18th level, you unleash a devastating sequence of magically infused strikes. When you take the Attack action, you can choose to apply a Sorcerous Technique to each attack you make as part of it. You cannot use the same Sorcerous Technique more than once.

You can use this feature once per long rest.

Previous Versions

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