Magus Expanded v4.2.1
Magus Expanded v4.2.1
Magus Expanded v4.2.1
The Magus
Class: Expanded
The Magus is a master of spell and sword in equal balance. Heavyweight Fighting
Mechanically, they are an Intelligence-based half-caster that
serves as the arcane counterpart to the Paladin and Ranger You can use your weight, and the weight of your weapon,
classes. Provided here are additional options for the Magus: to land devastating blows. While you are wielding a heavy
Additional Fighting Styles. The Fighting Styles here are weapon, you gain a +1 bonus to damage rolls and you have
more exotic or specific than those in the Magus class. advantage on Strength (Athletics) checks made to Shove.
Spellsword Feats. The Feats included here let all player Mounted Warrior
characters to share in the abilities of the Magus class. While you are riding a controlled mount, both you and your
Additional Esoteric Orders. Included here are six more mount gain a +1 bonus to your Armor Class, and you can use
Esoteric Orders for a Magus to choose from at 3rd level. a bonus action on each of your turns to command the mount
to take one action from its stat block or another action.
Fighting Styles
The additional Fighting Styles listed here are available to the
Magus class, along with those included in the base class:
Spellsword Feats
The Feats here allow characters to share in the abilities of
Whenever you gain a level in this class, you can switch your the Magus class. If you use the optional rule for Feats, they
Fighting Style for another Fighting Style of your choice. can be selected instead of an Ability Score Improvement:
Brawler Alternate Mage Slayer
Your unarmed strikes deal bludgeoning damage equal to 1d6 Updated version of the Mage Slayer Feat
+ your Strength modifier on hit. If you have two free hands You have trained extensively to counter sinister spellcasters
and use your action to make only unarmed strikes you can and foil their arcane abilities. You gain the following benefits:
make a single unarmed strike as a bonus action on that turn.
When you can see or hear a creature within the reach of a
Featherweight Fighting melee weapon you are wielding cast a spell, you can make
While you are unarmed or wielding only light weapons, and an opportunity attack against it. On hit, the creature must
are not wearing medium or heavy armor, your walking speed succeed on a Constitution saving throw as if it were doing
increases by 10 feet, and you gain a +1 bonus to your damage so to maintain concentration. On a failure, its spell fails to
rolls with light melee weapons and unarmed strikes. take effect, and its slot or use of that ability is wasted.
If you damage a creature concentrating on a spell, it has
Great Weapon Fighting disadvantage on its Constitution saving throw to maintain
When you make a two-handed melee attack with a heavy its concentration. This does not stack with the first bullet.
weapon as part of your Attack action, you treat a total roll You have advantage on saving throws against spells cast
of 5 or lower on the weapon's damage dice as a 6. by creatures you can see or hear within 5 feet of you.
Alternate War Caster
Updated version of the War Caster Feat
Prerequisite: the ability to cast at least one spell
You have practiced casting spells in the midst of combat,
learning techniques that grant you the following benefits:
When you make a Constitution saving throw to maintain
concentration on a spell, you can use a reaction to add
your Spellcasting modifier (minimum of +0) to your roll.
You can perform the somatic components of spells even
when you have weapons or shields in one or both hands.
When you make an opportunity attack, you can cast a
spell instead. It must have a casting time of 1 action or
1 attack, and this spell can only target that creature.
When you hit a creature with an opportunity attack,
you can cast a spell with a casting time of On Hit.
Spellsword Adept
Prerequisite: proficiency with a martial weapon
You have trained to combine your minor magics with
weapon attacks. You gain the benefits listed below:
Increase your Strength, Dexterity, or Constitution
score by 1, up to a maximum of 20.
You learn two Cantrips of your choice from the Magus
spell list, choosing Intelligence, Wisdom, or Charisma
as your spellcasting ability for these Magus Cantrips.
At least one of these Cantrips must deal damage.
Once on each of your turns when you make a melee
weapon attack, you can imbue the magic of a Cantrip
you know into your attack. On hit, you do not deal the
normal damage of the Cantrip along with the damage of
your weapon attack. Instead, your weapon attack deals the
damage type dealt by the Cantrip, and it applies the
additional effects of the Cantrip on hit. Armorer Spells
3rd-level Order of Armorers feature
Additional Orders When you gain a level in this class, you can replace one spell
At 3rd level, the Magus gains the Esoteric Order feature. The from this feature with a conjuration or evocation spell of the
following additional Esoteric Orders are available to Magi, same level from either the Paladin or the Ranger spell list.
along with those presented with the base Magus Class: Magus Level Spells
Arcane Blademaster
20th-level Order of Spellswords feature
You stand with the great warriors of legend, a true master
of both spell and sword. As a bonus action, you can enter a
trance that enhances your combat skills to legendary levels, Traveler Spells
granting you the benefits listed below for 1 minute:
3rd-level Order of Travelers feature
You gain the knowledge and benefits of all the Fighting Whenever you gain a level in this class, you can replace one
Styles you learned through your Spellsword's Armory. spell from this feature with a conjuration or an enchantment
You can use Spellstrike as part of every attack you make. spell of the same level from the Magus or Wizard spell list.
Once per turn, you can use a Martial Exploit you know
without expending an Exploit Die, or cast a Magus spell Magus Level Spells
of 2nd-level or lower without expending a spell slot. 2nd expeditious retreat, featherfall
The distance of your Ethereal Jaunt is doubled. 5th hold person, misty step
This trance ends early if you use a bonus action to end it 9th haste, slow
or you are incapacitated. Once you use this trance, you must
finish a long rest before you can use it again. If you have no 13th banishment, dimension door
uses left you can expend a 5th-level spell slot to use it again. 17th hold monster, modify memory
Order of Travelers Temporal Shift
Practitioners of what many consider a forbidden ninth school 3rd-level Order of Travelers feature
of magic, Magi of the Order of Travelers augment their skills You can alter the passage of time to undo any mistakes and
with Chronomancy magic, the magic of time. As they grow in missteps you may make. Whenever you fail an ability check,
their understanding of these secret magic, Travelers become miss an attack roll, or fail a saving throw, you can use your
increasingly detached from their place in time, and turning to reaction to re-roll your d20. You must use this new result.
become strange wanderers who safeguard the flow of time. You can use this feature a number of times equal to your
Legends speak of Travelers so skillful in their use of time Intelligence modifier (a minimum of once), and you regain all
magic who can conjure future versions of themselves to aid of your expended uses when you finish a long rest. If you have
in combat and offer cryptic knowledge from the future. How no uses of this feature remaining, you can expend a spell slot
will your Traveler Magus safeguard the flow of time? of 1st-level or higher to use this feature again.
Visions of the Past Conjure Self
3rd-level Order of Travelers feature 15th-level Order of Travelers feature
You have learned to see echoes of past events in the present. You have become so adept at the manipulation of time that
You gain proficiency in History, and whenever you make an you can conjure versions of yourself from the future to aid
Intelligence (History) check while in the location where the you. As an action, you can expend a spell slot of 3rd-level or
subject of your Intelligence (History) check took place, you higher to conjure a version of yourself from the future.
can add double your proficiency bonus to your roll. Your Future Self shares your initiative in combat and acts
Chronological Drift immediately after you. They act independently and will aid
7th-level Order of Travelers feature you to the best of their abilities. Your Future Self has a total
Your use of time magic has caused your physical form to be number of hit points equal to your maximum hit points and
detached from the normal flow of time. Your age cannot be they use your ability scores. They share features from your
changed by spells or magical effects, and for every 10 years race, class, and other sources, including independent uses
that pass, your physical body only ages 1 year. of Temporal Shift. However, you share your spell slots.
At 15th level, you only age 1 year for every 100 years that You can ask your Future Self one question concerning the
pass, and at 20th level, your body stops aging completely. future, and they answer you using the guidelines provided in
the commune spell. Their knowledge is limited to things that
Greater Shift you may know in the future as determined by the DM.
7th-level Order of Travelers feature The time your Future Self remains depends on the spell
Your knowledge of Chronomancy magic allows you to adjust slot you expended: 3rd-level (1 minute), 4th-level (1 hour), or
the effects of time for the creatures around you. You can use 5th-level (8 hours). They return to their time at the end of the
Temporal Shift whenever a creature that you can see within duration, or sooner if they are reduced to 0 hit points.
30 feet fails an ability check, misses an attack roll, or fails a There can only ever be one version of your Future Self in
saving throw. It must use the new result of its d20 roll. your current time at once. Conjuring a second Future Self
Also, at the beginning of each round of initiative in combat, causes any others to instantly return to their time.
so long as you are not incapacitated or surprised, you can use Untethered Traveler
your reaction to roll initiative again, using the new result. 20th-level Order of Travelers feature
Your use of Chronomancy has caused you to become adrift in
the flow of time, seeing and experiencing it radically different
Chronomancy: The Magic of Time from those around you. As an action, you can cast a modified
Introducing time travel to any story, especially one version of the time stop spell where you and your Future Self
in a game where outcomes are determined by dice can both act, but you each only get one additional turn.
rolls, can be risky. Before playing a Traveler Magus, Once you use this feature you must finish a long rest before
talk with your DM about the implications of these
features, especially how they will run Conjure Self.
you can cast this modified version of time stop again. If you
have no uses of this feature left, you can expend a 5th-level
spell slot to cast this modified version of time stop again
The Magus
Expanded
A multitude of additional options for the Magus
class! Includes five Fighting Styles, three new
and alternate Feats, and six Esoteric Orders!
Artist Credits:
Covers - Paul Scott Canavan - Royal Scions
Page 1 - Joshua Raphael - Inquisitive Prodigy
Page 2 - Aurore Folny - Ayesha Tanaka, Armorer
Page 3 - F. Setiawan - Kellan's Lightblades
Page 4 - Darren Tan - Mishra, Tamer of Mak Fawa
Page 5 - Eric Deschamps - Sorin, Grim Nemesis
Page 6 - Daarken - Ihsan's Shade
Page 7 - Billy Christian - Arcane Blademaster
Page 8 - Alexandr Leskinen - Stonesplitter Bolt
Page 9 - Brian Valeza - Sword of Hours