Base Class: Sorcerer
There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against
Martial Training
When you join the Order of the Magi at 3rd level, you gain proficiency with Light armor and Martial weapons.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your Sorcerer spells.
You also gain proficiency in one of the following skills of your choice: Acrobatics and Perception.
Innate Sorcery Expanded
While Innate Sorcery is active, you gain the following additional benefits:
Spellstrike: Whenever a Magus casts a spell with a range of “Touch” or "Self" (eg Shocking Grasp or Vampiric Strike) from the Sorcerer spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. You make one attack with the weapon used in the spell’s casting. If successful, this melee attack deals its normal damage as well as the effects of the spell.
Agility. You have Advantage on Dexterity (Acrobatics) checks and Opportunity Attacks made against you are at Disadvantage.
Bladework. Whenever you attack with a weapon with which you have proficiency, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity.
Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Charisma modifier to the total.
Innate Sorcery Expanded
While Innate Sorcery is active, you gain the following additional benefits:
Spellstrike. Whenever a Magus casts a spell with a range of “Touch” or "Self" (eg Shocking Grasp or Vampiric Strike) from the Sorcerer spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. You make one attack with the weapon used in the spell’s casting. If successful, this melee attack deals its normal damage as well as the effects of the spell.
Agility. Your Movement Speed increases by 10. You have Advantage on Dexterity (Acrobatics) checks and Opportunity Attacks made against you are at Disadvantage.
Bladework. Whenever you attack with a weapon with which you have proficiency, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity.
Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Charisma modifier to the total.
Metamagic Adaptation
You are adept at modifying your Metamagic Options for use in bolstering your melee attacks. You may choose from the options below in place of the base Metamagic Option:
Careful Spell: 1 Sorcery Point
You give yourself advantage on one attack roll this turn
Distant Spell: 1 Sorcery Point
You can make one melee attack's range 30 feet.
Empowered Spell: 1 Sorcery Point
When you roll damage for a melee attack, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.
You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Heightened Spell: 2 Sorcery Points
When you make a melee attack that hits the target creature, you can spend 2 Sorcery Points make the target creature make a Charisma savings throw. If failed, the target has Disadvantage on all spell savings throws until the start of your next turn.
Quickened Spell: 2 Sorcery Points
For one turn, your Speed is doubled, you gain s a +2 bonus to Armor Class, have Advantage on Dexterity saving throws, and make one additional action. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
Seeking Spell: 1 Sorcery Point
If you make an attack roll for a melee attack and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Subtle Spell: 1 Sorcery Point
You can bond with a weapon and you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
You only spend the Sorcery Point for the initial bonding.
Transmuted Spell: 1-3 Sorcery Points
You touch a nonmagical weapon. For one minute, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again. The bonus increases to +2 at level 10 for 2 Sorcery Points and +3 at level 14 for 3 Sorcery Points.
You additionally can spend 1 extra Sorcery Point to add one of the listed types to your weapon's attack: Acid, Cold, Fire, Lightning, Poison, Thunder.
Twinned Spell: 1 Sorcery Point
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within your reach. On a hit, the second creature takes the weapon’s damage and any additional affects of the first target.
Level 3: Aegis Defense
Whenever you take damage, the ward takes damage instead, applying any Resistances or Vulnerabilities you have before reducing the ward’s HP. If the damage reduces the ward to 0 HP, you take any remaining damage. While the ward has 0 HP, it can’t absorb damage, but its magic remains.
Whenever you use a Sorcery Point or cast a Sorcerer spell with a spell slot, the ward regains a number of HP equal to twice the level of the spell slot. Alternatively, as a Bonus Action, you can expend a Sorcery Point or spell slot, and the ward regains HP equal to twice the level of the Sorcery Points or spell slot expended.
Once you create the ward, you can’t create it again until you finish a Long Rest.
Level 6: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Sorcerer cantrips that has a casting time of an action in place of one of those attacks as well as an off-hand attack.
Extra Magus Attack
You gain an additional Bonus Action. This Bonus Action may only be used to case an additional Sorcerer cantrip during the Attack Action as per the Extra Attack feature.
Level 18: Aegis Ward
You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/2/2026 1:53:19 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
7/2/2026 2:14:20 PM
|
1
|
0
|
--
|
Coming Soon
|
|
|
7/2/2026 2:40:11 PM
|
1
|
0
|
--
|
Coming Soon
|
|
|
7/2/2026 2:42:53 PM
|
1
|
0
|
--
|
Coming Soon
|
|
|
7/2/2026 2:52:48 PM
|
1
|
0
|
--
|
Coming Soon
|
|
|
7/2/2026 3:03:39 PM
|
1
|
0
|
--
|
Coming Soon
|
Comments