Base Class: Fighter
Magus spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.
Spellcasting
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.
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 shield using either slot.
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 |
Bonded Weapons
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. Choose two types of weapons to be your bonded weapons: one melee weapon and one ranged 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 a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, one of each type. You can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with the one of the same type.
Spell Combat
Starting at 5th level, you can cast one of your spells in place of one of your extra attacks.
Spellstrike
At 7th level, you learn how to deliver your spells through your bonded weapons strikes.
Melee Spellstrike. When you casts Inflict Wounds or Vampiric Touch, you can deliver the spell through your melee bonded weapon you are wielding as part of a melee weapon attack. Instead of the melee spell attack normally allowed to deliver the spell, you can make one free melee weapon attack with your melee bonded weapon as part of casting this spell. On a hit, this melee weapon attack deals its normal damage as well as the effects of the spell.
Ranged Spellstrike. When you casts a spell that calls for a ranged spell attack, you can deliver the spell through your ranged bonded weapon you wield as part of a ranged weapon attack. Instead of the ranged spell attack normally allowed to deliver the spell, you can make one free ranged weapon attack with your ranged bonded weapon as part of casting this spell. The attack does not increase the spell’s range. On a hit, this ranged weapon attack deals its normal damage as well as the effects of the spell.
The valid spells for Ranged Spellstrike are Chaos Bolt, Chromatic Orb, Guiding Bolt, Ice Knife, Ray of Sickness, Witch Bolt, Acid Arrow and Ray of Enfeeblement.
Magus Strike
When you reach 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast or you have advantage on the next spellstrike attack roll you make against that crature before the end of your next turn.
Lesser Arcane Recovery
At 15th level, you have learned to regain some of your magical energy by studying your own knowledge on spellcasting. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than fourth your fighter level (rounded up).
For example, if you’re a 15th-level fighter, you can recover up to four levels worth of spell slots. You can recover either one 3rd-level spell slot and one 1st-level spell slot or two 2nd-level spell slots.
Improved Spellstrikes
Finally at 18th level, you can now use Melee Spellstrikes with Primal Savagery and Shocking Grasp, and Range Spellstrikes with Chill Touch, Fire Bolt and Ray of Frost.
-
View User Profile
-
Send Message
Posted Jun 21, 2024I don't understand why the capstone allows Cantrip Spellstrikes and the 7th level ability allows Spellslot ones.
Personally I'd switch them and also not limit what spells can be cast through a spellstrike to specific spells.