The Magus v2.2.0
The Magus v2.2.0
The Magus v2.2.0
The
Magus
As the cloaked swordsman made his
his side. This would be the easiest job the killer for
Duke had been moments ago. Before the killer could react
Hit Points
Hit Dice: 1d10 per magus level Class Features
Hit Points at 1st Level: 10 + your Constitution modifier. As a Magus, you gain the following Class Features:
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per magus level after 1st Arcane Armory
Proficiencies At 1st level, you master the enchantment that marks you as a
Armor: Light armor, medium armor, shields Magi. Over the course of 1 hour, which can be during a short
Weapons: Simple weapons, martial weapons or long rest, you can perform an enchantment ritual on one
Tools: None melee weapon, shield, or set of armor you can touch, adding
that object to your Arcane Armory. Your Arcane Armory can
Saving Throws: Constitution, Intelligence hold two such objects, but you must always have one weapon
Skills: Choose two of the following: Acrobatics, Arcana, or shield in your Armory. To add another object, you must end
Athletics, History, Investigation, Nature, Performance. the enchantment on one object of your choice.
Starting Equipment Objects in your Arcane Armory gain the following benefits:
As a Magus, you start with the following equipment, in Weapons count as magical for the purpose of overcoming
addition to the equipment granted by your background: resistances and immunities to non-magical damage.
(a) martial weapon and shield or (b) two martial weapons You can use your Intelligence, in place of your Dexterity,
(a) scale mail or (b) leather armor to calculate the Armor Class of any suit of armor.
(a) a light crossbow and 20 bolts or (b) five javelins As a reaction, you can add a shield's Armor Class bonus
(a) a dungeoneer’s pack or (b) an explorer’s pack to a saving throw you are forced to make against a spell.
As a bonus action, you can summon any objects in your
Alternately if your group uses the starting wealth rule to Armory, instantly equipping or donning them, so long as
purchase your equipment, a Magus starts with 5d4 x 10 gp. you and the objects are on the same plane of existence.
Quick Build As you gain levels in this class, the total number of objects
You can make a Magus quickly by using these suggestions. that can be enchanted as part of your Arcane Armory grows,
First, make Strength or Dexterity your highest ability score, as shown in the Arcane Armory column of the Magus table.
depending on the type of weapons you wish to use, followed Arcane Armory enchantments can be dispelled by spells
by Intelligence. Second, choose the sage background. like dispel magic, antimagic field, and other similar effects.
Spellsight Versatile Fighting
When you start your turn wielding one versatile weapon and
You have honed your senses to notice subtle signs of magic. nothing else, you choose to wield it one or two-handed until
At 1st level, you can use an action to open your senses, as if the start of your next turn. One-handed you gain a +1 bonus
you had cast detect magic. For you, this effect lasts 1 round. to both attack rolls with that weapon and your Armor Class.
You can focus your Spellsight on a creature to learn its Two-handed you gain a +2 bonus to damage rolls with it.
spellcasting ability and the level of its highest spell slot.
You can use this feature a number of times equal to your Spellcasting
Intelligence modifier (minimum of once), and you regain all
expended uses when you finish a long rest. At 2nd level, you memorize a few potent arcane spells which
you can use to enhance your martial abilities in combat.
Fighting Style Spell Slots
At 2nd level, you adopt a Fighting Style that best reflects your The Magus table shows how many spell slots you have to cast
training. You cannot select a Fighting Style more than once, spells of 1st-level and higher. To cast a spell, you must expend
even if a feature allows you to select another Fighting Style. a spell slot of the spell's level or higher, and you regain all of
Whenever you gain a level in this class, you can switch your your expended spell slots when you finish a long rest.
Fighting Style for another Fighting Style of your choice.
Spells Known of 1st-Level and Higher
Arcane Warrior You know two 1st-level spells from the Magus spell list. The
You learn two cantrips of your choice from the Wizard spell Spells Known column of the Magus table shows when you
list. They count as Magus spells for you, but they don't count learn more Magus spells of your choice. Each spell must be
against your total number of Spells Known. When you gain a of a level for which you have spell slots. For instance, at 5th
level in this class, you can replace one of these cantrips with level in this class, you can learn one spell of 1st or 2nd-level.
another cantrip of your choice from the Wizard spell list.
Spellcasting Ability
Archery Intelligence is your spellcasting ability for your Magus spells,
You gain a +2 bonus to attack rolls with ranged weapons. as you commit magic to memory. You use Intelligence when
weapon to gain
this benefit.
Spellstrike
Finally, at 2nd level, you blend arcane and martial
spell attack roll, the spell takes effect when you hit a
Beginning at 14th level, when you empower your Aegis with a The elders of your Esoteric Order have instructed you in the
spell slot of 2nd-level or higher, and you reduce the damage of arcane arts. You gain the benefits listed below:
the triggering spell or magical effect to 0, you instantly regain
one of your expended spell slots that is at minimum one level You learn two cantrips of your choice from the Wizard
lower than the spell slot you expended. spell list. They count as Magus spells for you, and they use
your Intelligence as their spellcasting ability, but they don't
Greater Spellsunder count against your total number of Spells Known.
Your magic cuts through the most powerful spells. Starting at At the end of each long rest, you can replace one Magus
18th level, when you attack a spell directly, such as a resilient spell you know with another Magus spell of your choice.
sphere or wall of force, with an Arcane Armory weapon, you You gain the ability to cast any Magus spell you know as
dispel the spell as if it was targeted by a disintegrate spell. a ritual, so long as that spell has the ritual tag.
Esoteric Recovery
Esoteric Orders 7th-level Order of Arcanists feature
Choose one of the following Esoteric Orders to represent When you finish a short rest, you can regain one expended
your training: Order of Arcanists, Arcane Archers, Blade spell slot of your choice. However, you cannot use this feature
Dancers, the Eclipse, Scales, Sentinels, or Spellbreakers. to regain an expended spell slot higher than 3rd-level.
Order of Arcanists Astral Step
15th-level Order of Arcanists feature
Magi who join the Order of Arcanists often serve wizards and You can channel the residual energy of spells to slip through
other learned practitioners of the arcane. While most magi the Astral Plane. When you use your action to cast a Magus
only study magic for use in combat, those who join this Order spell of 1st-level or higher, you can immediately teleport up to
are interested in broader uses of the arcane and learn minor 30 feet to an unoccupied space you can see.
spells and rituals to aid them in their quest for knowledge.
Grand Arcanist
Arcanist Spells 20th-level Order of Arcanists feature
Arcanist's Armory combat, Arcane Archers strike at their foes from afar,
You fill your Arcane Armory with more than the armaments While most members of this Order serve as
of war. You can enchant potions, scrolls, wands, staffs, and guardians, some strike
wondrous items as part of your Arcane Armory. out into the world
Whenever you gain a level in this class, you can replace one
spell from this feature with a ranger spell of the same level. Elite
Elite
9th flame arrows XGtE, lightning arrow As a bonus action, you can enter a heightened state of arcane
13th elemental bane XGtE, freedom of movement
marksmanship which grants you the following benefits:
17th conjure volley, swift quiver When you make a ranged attack with an Arcane Armory
weapon, you can cause the attack to deal force damage.
Arcane Quiver As an action, you can choose a point within the normal
3rd-level Order of Arcane Archers feature
range of your weapon, and make one ranged weapon
When you join this Esoteric Order you are taught to use
attack against each creature within 15 feet of that point.
the signature enchantments of the Magi with bow, arrow,
When you hit a creature with a ranged weapon attack, you
and quiver. You gain the following benefits: can expend a spell slot to deal extra force damage to the
target. This extra damage is 2d6 for a 1st-level spell slot,
You can mark ranged weapons, quivers of ammunition, plus an extra 1d6 for each level of the spell slot above 1st.
and other projectiles as part of your Arcane Armory.
You can use your Spellstrike feature to imbue a piece of This feature lasts for 1 minute, but it ends early if you are
ammunition with a Magus spell of 1st-level or higher. incapacitated or you end it as a bonus action. Once you use
If you miss with a ranged attack that is imbued with a this feature, you must finish a long rest before you can use it
Spellstrike spell, you can use your bonus action to recall again. When you have no uses remaining, you can expend a
one imbued piece of ammunition to your quiver. 5th-level spell slot to use this feature one additional time.
Enchanted Shot Order of Blade Dancers
7th-level Order of Arcane Archers feature
The Magi known as Blade Dancers dedicate their lives to an
Any ammunition that you fire from a ranged Arcane Armory ancient technique known as the Blade Dance. This esoteric
weapon counts as magical for the purpose of overcoming trance allows a Magi to empty its mind of all emotion and
resistance and immunity to non-magical attacks. distractions so that they become one with spell and sword.
In addition, when you make an attack roll with one of these
magical pieces of ammunition and miss, you can use a bonus Blade Dancer Spells
action to magically curve the shot, re-rolling the attack roll 3rd-level Order of Blade Dancers feature
against a different target within 60 feet of the original target. Whenever you gain a level in this class, you can replace one
spell from this feature with an abjuration or transmutation
Ranged Transposition spell of the same level from the cleric or paladin spell list.
15th-level Order of Arcane Archers feature
Starting at 15th level, you can use your action to enchant a Magus Level Spells
piece of ammunition with conjuration magic and fire it at a 3rd compelled duel, zephyr strike XGtE
point within range of your weapon. When the ammunition
comes to a stop, you can instantly teleport to an unoccupied 5th blur, magic weapon
space within 5 feet of it, destroying the ammunition. 9th elemental weapon, haste
Once you use this feature you must finish a short or long 13th fire shield, freedom of movement
rest before you can use it again. If you have no uses left, you
can spend a spell slot of 1st-level or higher to use it again. 17th steel wind strike XGtE, vorpal blade Magus
Blade Dance
3rd-level Order of Blade Dancers feature
end it as a bonus action. Once you use this feature you must
finish a short or long rest before you can use it again. When
you have no uses remaining, you can expend a spell slot of
1st-level or higher to use this feature one additional time.
Fluid Steps
7th-level Order of Blade Dancers feature
of
You move about the battlefield with the grace of a flowing and spies, these Magi use their clandestine abilities to end
stream and power of a raging flood. When your Blade Dance conflicts before they begin. Known as Shades, these warriors
is active, you gain the following additional benefits: specialize in illusion magic and thrive under cover of shadow.
Your Blade Dance Armor Class bonus increases to +3. Shade Spells
When you are subjected to an effect that allows you to 3rd-level Order of the Eclipse feature
make a Dexterity saving throw to take only half damage, Whenever you gain a level in this class, you can replace one
you take no damage on a success, and half if you fail. spell from this feature with a divination or illusion spell of the
When you take damage, you can use your reaction to same level from either the cleric, warlock, or wizard spell list.
expend one spell slot and reduce that damage to you by
an amount equal to five times the level of that spell slot. Magus Level Spells
You have trained to fight in the dark. You gain darkvision out Where most magi are trained to fight alone, those who join
to 60 feet. Within that range, you can see in dim light of you the Order of Scales are bound to a Draconic Companion to
as if it were bright light, and darkness as if it were dim light. fight alongside. These magi use ancient magic to infuse their
You can't discern color in darkness, only shades of gray. If you Companion with draconic might beyond their years. Should
already have darkvision, its range increases by 30 feet. their bond grow strong enough, powerful magi can mount
Additionally, you can see through any magical darkness their Companions, and become Dragon Knights of legend.
that you create. For example, the 2nd-level spell darkness. Draconic Spells
From the Shadows 3rd-level Order of Scales feature
coming. If you hit a creature that is surprised with Spellstrike of the same level from the sorcerer or wizard spell list.
attack, the target automatically fails its saving throw against Magus Level Spells
the spell imbued within your weapon. 3rd absorb elements XGtE, command
You can also see through magical darkness of any origin.
5th dragon's breath XGtE, warding bond
Cloud the Mind 9th elemental weapon, fear
15th-level Order of the Eclipse feature
You can erase yourself from the minds of your foes. As an 13th dominate beast, elemental bane XGtE
action, you can force a creature you can see within 30 feet to 17th awaken, dominate person
make an Intelligence saving throw. On a failure, the target
cannot see, hear, smell, or sense you in any way for 1 minute. Draconic Companion
On a successful save, a creature is immune to this effect for 3rd-level Order of Scales feature
24 hours. This effect ends early if you damage the creature in Your soul has been bound to that of a Draconic Companion.
any way, touch it, or force it to make a saving throw. You choose its Essence from the following options: acid, cold,
Once you successfully use this feature successfully, you fire, lightning, poison, or thunder. Its Essence determines the
must finish a short or long rest before you can use it again. type of dragon and color of its scales, and cannot be changed.
Hour of the Eclipse Your Companion uses the stat block on the next page, which
20th-level Order of the Eclipse feature uses your proficiency bonus (PB) in several places.
You have ascended to the apex of your Order and virtually The Draconic Companion is friendly to you and your allies,
become one with darkness. You gain the following benefits: and obeys your commands. In combat, it acts on your turn. It
can move and use its reaction on its own, but it can only take
You can conjure your Shroud of Darkness at will. the Dodge action unless you use a bonus action to order it to
While your Shroud is active, you can use your action
take an action from its stat block, or another combat action. If
to cast invisibility and pass without trace at the same
you are incapacitated, your Companion can act on its own.
time, targeting only yourself, without expending
If your Draconic Companion has died within the last hour,
a spell slot. When cast in this way, these
you can use your action to touch it and expend a spell slot of
spells don't require concentration.
1st-level or higher to return it to life at maximum hit points.
Once you cast these spells in this
During a long rest, you can spend 1 hour summoning and
Wyrmsoul
3rd-level Order of Scales feature
lightning, poison, or thunder damage, you can cause the The bond between you and your Draconic Companion has
spell to deal your Companion's Essence damage instead. deepened considerably, increasing both of your powers. You
You know the thaumaturgy cantrip. gain resistance to your Companion's Essence damage type.
You can also increase your Companion's power so that it
Infusion of Might rivals that of a small dragon. When you use Infusion of Might
7th-level Order of Scales feature
to empower your Companion, it gains additional benefits:
Your bond grants your Draconic Companion power. As an It becomes Large in size and it can bear you as a rider.
action, you can touch your Companion to empower it with It gains additional temporary hit points equal to your
draconic might for 1 hour, granting it the following benefits: Magus level (for a total of twice your Magus level).
It becomes Medium in size, though it cannot bear a rider. When you command it to take the Claw attack Action,
It gains temporary hit points equal to your Magus level. it can make two Claw attacks instead of one.
You roll d6s for its Claw attack damage in place of d4s. The damage of its Essence breath becomes 6d6.
As a bonus action, you can command your Companion to Grand Dragon Rider
exhale Essence breath in a 15-foot cone, forcing creatures 20th-level Order of Scales feature
in that area to make a Dexterity saving throw. Targets take Your Companion has reached the apex of its draconic power.
3d6 damage of its Essence damage type on a failed save, Your Draconic Companion now uses the stat block for a Red
and half as much damage on a successful save. Dragon Wyrmling, and when you use your Infusion of Might
Once you empower your Draconic Companion you must feature, it uses the stat block of a Young Red Dragon.
finish long rest before you can do so again. When you have no However, when your Companion uses either of these stat
uses remaining, you can expend a spell slot of 2nd-level or blocks, it retains its Armor Class, hit points, and Hit Dice,
higher to empower your Draconic Companion again. and replaces mentions of fire with its Essence damage type.
Sentinel's Bond
3rd-level Order of Sentinels feature
with your Ward and become the target. You must
once) and you regain all expended uses when you
finish a long rest. When you have no uses left, you
your Ward, you roll d12s in place of any d8s you
The magic of your Bond has reached its apex, protecting
you alongside your Ward. When you use your Sentinel's
and will stand side by side with their allies against any foe. You have risen to the highest rank in the Order of Sentinels
Sentinel Spells and stand as an impenetrable arcane shield for those under
3rd-level Order of Sentinels feature
your protection. You gain the following benefits:
Whenever you gain a level in this class, you can replace one You can use your Sentinel's Bond reaction an unlimited
spell from this feature with another abjuration spell of the number of times without expending a spell slot.
same level from the cleric, paladin, or wizard spell list. When you use your Aegis to reduce the damage of a spell
Magus Level Spells that also targets your Ward, you can treat any dice you roll
3rd compelled duel, sanctuary
to reduce the damage of the spell as their maximum roll.
The range of your Sentinel features increase to 30 feet.
5th aid, warding bond When you start your turn within 30 feet of your Ward, you
9th beacon of hope, protection from energy both gain temporary hit points equal to your Intelligence
modifier (minimum of 1).
13th faithful hound, death ward
17th antilife shell, circle of power Order of Spellbreakers
Magi who join the Order of Spellbreakers are known for their
Armored Guardian ruthless dedication in achieving their goals. This fraternity of
3rd-level Order of Sentinels feature
warriors and mage hunters use their arcane abilities to slay
Unlike most Magi you have trained to take a hit. When you any who abuse magic potential. While most Spellbreakers are
join this Order, you gain proficiency with heavy armor, and discerning as they pour out judgment upon their foes, some
your walking speed is not reduced by wearing heavy armor. have sworn to destroy any creatures who wield the arcane.
Spellbreaker Spells Mantle of Protection
3rd-level Order of Spellbreakers feature 7th-level Order of Spellbreakers feature
Whenever you gain a level in this class, you can replace one You have warded yourself with the secret abjuration rituals of
spell from this feature with another enchantment or illusion your Order. Whenever you are forced to make a saving throw
spell of the same level from the warlock or wizard spell list. to resist the effects of a spell or another magical effect, you
Magus Level Spells can roll a d4 and add it to the result to your saving throw.
When your Mark forces you to make a saving throw to
3rd bane, detect evil and good resist a spell or magical effect, this bonus becomes 1d6.
5th blindness/deafness, silence
Arcane Reflection
9th bestow curse, magic circle 15th-level Order of Spellbreakers feature
13th banishment, confusion You have learned to use your Aegis to reflect the magic of
your foes onto them. When you use your Aegis to reduce the
17th dispel evil and good, planar binding damage of an incoming spell to zero, you can reflect the spell
back on the caster in place of regaining an expended spell
Baleful Mark slot. When you do, you can immediately cast the spell as part
3rd-level Order of Spellbreakers feature of the same reaction, using your Magus Spellcasting, without
You have honed your senses beyond those of other Magi. As
expending a spell slot, but you must target the original caster.
a bonus action, you can expend a use of Spellsight to place a If the spell you reflect requires concentration, you must
Baleful Mark upon a creature within range, designating it as concentrate on the spell in order to maintain its effects.
your Mark. This Mark is only visible to you, and while it is
active, you gain the following benefits against your Mark: Master Spellbreaker
You know the exact direction and distance to your Mark, 20th-level Order of Spellbreakers feature
so long as you are both on the same plane of existence. You have risen through the ranks of your secretive Order to
When you damage your Mark it has disadvantage on its become an unparalleled hunter of those who wield arcane
saving throw to maintain its concentration on a spell. and mystical power. You gain the following benefits:
When you force your Mark to make a saving throw you Your Baleful Mark lasts until you choose to end it or you
can end the Mark to impose disadvantage on its roll. use your Spellsight to Mark another creature.
Your Mark lasts for 1 hour and ends early if you end it as
When you roll initiative, so long as you are not surprised,
a bonus action, or you place a Mark on another creature. you can use your Spellsight before any creature acts.
Your bonus to saving throws from Mantle of Protection
Ever Watchful becomes 2d4 (or 2d6 when used against your Mark).
7th-level Order of Spellbreakers feature
When you hit your Mark with an Arcane Armory weapon
Your hunt for those that abuse the arcane arts is unending. attack, you can consume the Mark as part of your attack,
When you roll initiative with no uses of Spellsight remaining, causing your attack (including any imbued spell) to deal
you immediately regain one use. maximum damage to your Mark, instead of rolling.
Magus Spell List
Whenever you learn a Magus spell, consult the list of spells
below. They are organized by spell level, not character level.
All spells below are from the Player's Handbook, Xanathar's
Guide to Everything*, or Tasha's Cauldron of Everything**.
Spells compatible with Spellstrike are marked with an (s).
1st-Level 3rd-Level
absorb elements*
corrosive bolt (s)M
detect magic
haste
expeditious retreat
magic circle
false life
sleet storm
feather fall
slow (s)
fog cloud
sonic wave (s)M
grease (s)
tidal wave (s)*
identify
thunder step*
jump
wall of sand*
mage armor
wall of water*
magic missile
wind wall Magus Spells
protection from good & evil
The following spells are available exclusively to the Magus
ray of sickness (s)
4th-Level
shield
accursed touch (s)M
class and are presented in order of ascending spell level.
sleep (s)
banishment (s)
Arcane Lance
thunderwave (s)
death ward
1st-level evocation
torrent (s)M
dimension door
darkness
watery sphere (s)* Torrent
darkvision
1st-level evocation
earthen grasp (s)*
5th-Level
Casting Time: 1 action
enlarge/reduce (s)
animate objects
Range: Self (30 foot line)
hold person (s)
arcane hand
Components: V, S, M (a mirror)
invisibility
cone of cold (s)
Duration: Instantaneous
knock
contagion (s)
levitate (s)
dispel evil & good (s)
A burst of elemental water erupts from you in a line 30 feet
magic weapon
far step*
long and 5 feet wide in a direction you choose, forcing any
mirror image
hold monster (s) creature in that area to make a Strength saving throw. On a
misty step immolation (s)*
failed save, a creature takes 1d12 cold damage, is knocked
protection from poison
scrying
back 10 feet in a straight line, and falls prone. Any creature
ray of enfeeblement (s)
steel wind strike*
that is Large, or larger, has advantage on its saving throw.
scorching ray
teleportation circle
At Higher Levels. When you cast this spell using a spell
shatter (s)
vorpal blade (s)M
slot of 2nd-level or higher, the damage increases by 1d12 and
snowball swarm (s)*
wall of force
it knocks back creatures an additional 10 feet for each slot
spider climb wall of stone level above 1st.
Aura of Frost Sonic Wave
2nd-level conjuration 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (15 foot radius) Range: Self (30-foot cone)
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Arcane frost, snow, and wind swirl about you in an aura with As you forcefully clasp your palms together, a shockwave of
a 15-foot radius, and until the spell ends, the aura moves with thunderous force shoots forth from you, forcing creatures in
you, centered on you. when a creature enters the area for the a 30-foot cone must make a Constitution saving throw. On a
first time on a turn or starts its turn there, it must make a failure, a creature takes 4d8 thunder damage and is deafened
Constitution saving throw. On a failed save, it takes 2d8 cold for 1 minute. The creature can repeat its saving throw at the
damage and its speed is reduced by 20 feet. On a success, it end of each of its turns, ending the effect on a success. On a
takes half as much damage and its speed isn't reduced. success, it takes half as much damage and is not deafened.
At Higher Levels. When you cast this spell using a spell The spell emits a thunderous boom audible out to 500 feet.
slot of 3rd-level or higher, a creature that fails its save takes At Higher Levels. When you cast this spell using a spell
an additional 1d8 cold damage and has its speed reduced by slot of 4th-level or higher, the damage increases by 1d8, and
an additional 10 feet for each spell level above 2nd. the cone increases by 5 feet for each slot level above 3rd.
Chromatic Blade Accursed Touch
2nd-level evocation 4th-level transmutation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (a charred wooden hilt) Components: V, S, M (a basilisk scale)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You evoke an elemental blade in a free hand, choosing one of You attempt to transmute a creature into stone. As an action,
the following damage types: acid, cold, fire, lightning, poison, you touch a creature, forcing it to make a Constitution saving
or thunder. The elemental blade appears as if it were made of throw. On a failed save, the creature is restrained as its flesh
the chosen element, and lasts for the duration. If you let go of begins to harden. On a successful save, it isn't affected.
the blade, it disappears, but you can evoke the blade again as A creature restrained by this spell must make another
a bonus action without expending a spell slot. Constitution saving throw at the end of each of its turns. If
Whenever you would make a melee attack, you can instead it successfully saves against this spell three times, the spell
make a melee spell attack with the elemental blade against a ends. If it fails three saves, it is turned to stone and petrified.
target within 10 feet. On a hit, the target takes 3d6 damage of The successes and failures don't need to be consecutive; keep
the type you chose when you cast this spell. track of both until the creature fails or passes three saves.
While in your hand, your elemental blade sheds bright light If the creature is physically broken while petrified, it suffers
in a 10-foot radius and dim light for an additional 10 feet. from similar deformities if it reverts to its original state.
At Higher Levels. When you cast this spell using a spell If you maintain your concentration for the entire duration,
slot of 3rd level or higher, the damage dealt on hit increases the creature is turned to stone until the effect is removed.
by 1d6 for every two slot levels above 2nd. At Higher Levels. When you cast this spell using a spell
Corrosive Bolt
slot of 5th level or higher, the number of saves it must fail
before it is petrified is reduced by 1 for each level above 4th.
3rd-level evocation
Casting Time: 1 action Vorpal Blade
Range: 90 feet 5th-level transmutation
Components: V, S, M (the skin of a poisonous snake) Casting Time: 1 action
Duration: Instantaneous Range: Touch
You conjure a spear of caustic acid and make a ranged spell Components: V, S, M (the finger bone of a necromancer)
attack against a creature or object you can see within range. Duration: Instantaneous
On hit, your target takes 3d10 acid damage and its Armor You conjure a blade of pure negative energy in your empty
Class is reduced by 5. This spell cannot cause a creature to hand and make a melee spell attack against a creature within
have an Armor Class lower then 10. your reach, attempting to behead it. The creature takes 6d8
A creature can use an action to scrape the acid from this slashing damage, and if it has 50 hit points (or fewer) left, you
spell off the target, returning its Armor Class to normal. instatnly cut off one of its heads.
At Higher Levels. When you cast this spell using a spell The creature instantly dies if it cannot survive without the
slot of 4th-level or higher, the damage increases by 1d10 and lost head. A creature is immune to this spell if it is immune to
it further reduces the target's Armor Class by 1 for each slot slashing damage, or if it doesn't have or need a head.
level above 3rd. At Higher Levels. When you cast this spell using a spell
slot of 6th-level or higher, the the damage increases by 1d8,
and the hit point threshold to behead the creature increases
by 10 for each slot level above 5th.
The Magus
Master Spell and Sword with a new Intelligence-
based, Half-Caster for 5e! Combine the arcane
with martial skill with seven Esoteric Orders:
Artist Credits: