The Magus Class - Public Release! (Patreon)
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Here is my take on the ever-popular Magus (or Spellsword, Arcane Knight, etc). I’ve designed the Magus to be the Intelligence-based Arcane counterpart to the Paladin and Ranger. *(I personally think the Artificer is in a category of its own and there is room for a warrior Intelligence-based half-caster).
Magi are those that combine spell and sword, never quite mastering either, but becoming a formidable warrior in their own way. Examples of what I would consider Magi from popular fiction: Geralt of Rivia (The Witcher), Edward Elric (Full Metal Alchemist), Sora (Kingdom Hearts), and Cloud (Final Fantasy).
The Magus Class
**Class Features.** Pretty typical stuff for a half-caster class. 1d10 hit die, all weapons, all armor except for heavy. CON and INT saving throws (one “good” and one “bad”). Two skills from a thematic list.
**Arcane Armory.** One of the signature abilities of a magic swordsman, the ability to summon your weapon to you! As you gain levels, you can mark and summon more weapons, eventually doing a full “suit-up” a la *Iron Man* as a bonus action. As you gain levels this ability becomes more important for your other features.
**Spellsight.** The equivalent of the Paladin’s *Divine Sense*, *Spellsight* allows you to detect magic and sense other spellcasters.
**Fighting Style.** Most of the standard ones, and a few of my own creation. *Arcane Warrior* is the obvious counterpart to *Druidic & Blessed Warrior*.
**Spellcasting.** Again, pretty standard half-caster stuff here. Intelligence-based, Spells Known, no cantrips. The only difference is you can use weapons in your Arcane Armory as spellcasting foci.
**Spellstrike.** THE signature ability of any arcane warrior, the ability to imbue your weapons with spells. It takes a bonus action, and unlike a paladin you are able to deliver spells with effects. Not as much damage potential as a paladin since you can’t wait until a crit to do it.
**Esoteric Order.** Your subclass. You get features at the same levels Paladin subclasses do. You also get a list of thematic subclass spells that can be swapped out in a similar fashion to the *TCoE* Sorcererous Origins.
**Ability Score Improvement & Extra Attack.** Standard
**Aegis.** The ability to reduce incoming spell damage as a reaction, similar to the Monk’s ability to deflect projectiles. You can spend your limited spell slots to reduce the damage further, and if you reduce the spell to 0 damage you dispel it for all targets.
**Spellsunder.** Cut through magic, fairly straightforward.
**Arcane Strikes.** Imbue all of your attacks with the damage type of one of your Spells Known.
**Greater Aegis.** Regain a spell slot if you dispel an incoming spell.
**Greater Spellsunder.** Your strikes carry the effect of *disintegrate*.
**Magus Spell List.** Pretty straightforward list from the SRD. Mostly wizard spells.
ESOTERIC ORDERS:
**Order of Arcanists.** This Order lets you lean a little more into the spellcasting side of the Magus. You get a lot of the ribbon and out of combat abilities of a wizard (ritual casting, a more flexible spell list, etc).
**Order of Sentinels.** A defensively focused archetype that revolves around protecting your *Ward*. You get access to a ton of abjuration spells and improvements to your Aegis.
**Order of Spellbreakers.** This is your classic mage-hunter archetype that doesn’t really exist in (well) in 5e. You get improvements to your *Spellsight* that allow you to mark one target and really go after them.
But What About _____ ?!
**Bladesingers, Hexblades, and Eldritch Knights?!** I think if you are going to play a streamlined, *Player’s Handbook* only game, the Eldritch Knight does an okay job of filling this archetype. The Bladesinger (when played optimally) is just a very tanky wizard, and the Hexblade ~~should never have been published~~ is very limited in flavor.