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Ver. 1.3.1

Magus

Class

The Magus is a fearsome fighter who combines the power of magic with weaponry. As masters of both martial and magical arts, they specialize in fine-tuning their arsenal of weapons with enchantments to be as effective as possible against any foe they might encounter.

To a Magus, the simplest solution to a problem is usually the best. They're not as concerned with the intricacies or theory of magic as they are maximizing their power. They work well with the Scholar and Artificer who can contribute their vast knowledge of magical theory to the Magus's pursuit of the most effective enchantments.

Difficulty ★★☆ Intermediate
Hit Point Increment 6 or 1d10 + your CON modifier per Magus level
Magic Skill Points 4
Spell Studies
Enchantment Studies
Natural Skills

Playing as a Magus

While Adventuring

You keep your guard up, always on the lookout for danger. You might use your magic skills to search for hidden enchantments. You can carry a great deal, so you've usually got a sizeable collection of weaponry, bearing different enchantments suited for various encounters. You might lend some of these weapons to your teammates, if they're up to the challenge of using them.

During Social Interaction

You're not too interested in the science or theory behind magic, but you're very knowledgable. You're a quick-thinking problem solver who isn't afraid to use intimidation if it's the quickest way to get what you need.

In Combat

You're both powerful and cunning. You strive not just for the strongest weaponry, but the most versatile and effective. You stay close to your teammates and use your tactical knowledge to prioritize the most threatening targets, keeping your more delicate allies out of harm's way.

While Resting

A good night's sleep is essential to make sure you're in top form to deal with whatever the ruins have in store for you. You might spend time enhancing your weapons or studying new enchantments or spells.

Starting Equipment

When creating a leveled character that starts with this class, consult the Mercenary Starting Equipment table to determine what items you start with. You receive all of the items listed for your starting level and all levels below it. You can choose to replace any number of items with their equivalent value in credits (CR).

Table: Magus Starting Equipment

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Class Features

Table: The Magus Table

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Level Feature Spellstrike Slots Proficiency Bonus Caster Level
1 Magus Specialties, Spellcasting, Enchantment Studies, Alchemist's Pouch     1
2 Spell Studies, Specialty Improvement     1
3 Enchantment Proficiency   +1 1
4 Natural Skill Improvement, Enchantment Studies   +1 2
5 Arcane Crafting, Learning Experience   +1 2
6 Ability Score Improvement, Enchantment Studies   +1 3
7 Magus Bonus, Spell Studies   +2 3
8 Spellstrike 3 +2 3
9 Natural Skill Improvement, Specialty Improvement 4 +2 3
10 Spellcraft, Learning Experience 5 +2 3
11 Spell Studies, Enchantment Studies 5 +3 4
12 Enchantment Blending, Magus Bonus 6 +3 4
13 Ability Score Improvement, Enchantment Studies 6 +3 5
14 Combat Expert, Specialty Improvement 8 +4 5
15 Spell Studies, Magus Bonus, Natural Skill Improvement 8 +4 5
16 Energy Channeling 10 +4 5
17 Ability Score Improvement 12 +5 5
18 Learning Experience, Enchantment Studies 12 +5 6
19 Magus Bonus, Specialty Improvement 15 +5 6
20 Enhanced Strike, Spell Studies 15 +6 6
21 Enchantment Studies, Natural Skill Improvement 18 +6 7
22 Ability Score Improvement 18 +7 7
23 Specialty Improvement, Magus Bonus, Learning Experience 20 +7 7
24 Arcane Rush 20 +7 7
25 Enchantment Studies, Spell Studies 24 +8 8
26 Enchantment Blending, Natural Skill Improvement 24 +8 8
27 Magus Bonus, Enchantment Studies 28 +9 9
28 Ability Score Improvement x2 28 +9 9
29 Magus Bonus x2, Spell Studies, Specialty Improvement 32 +9 9
30 Magic is Might, Enchantment Studies 40 +10 10

Magus Specialties

At Level 1, choose three Natural Skills from the Magus's Natural Skills list. Gain 1 level in Enchanting (Spellcasting) as a specialty, and 1 level in your choice of one of the following:

Spellcasting

At Level 1, you may begin to learn and cast spells. Increase your caster level to 1.

Assign initial values to your magical skills. As a Magus, you have 4 points to spend on these skills, and you can choose from all forms of magic except Temporal.

Enchantment Studies

While most classes study spells and enchantments together, the Magus receives specialized training in enchantments. At each level where you receive this bonus, consult the Spell Study Guide.

You may choose to learn an enchantment of lesser rarity with this ability. For example, whenever you have the option to learn a Rare enchantment, you may choose to learn an Uncommon or Common enchantment instead. If you do, you lose the opportunity to learn a Rare enchantment at that level.

Alchemist's Pouch

The Magus keeps a reserve of the most common arcane materials, which are necessary to cast enchantments, with them at all times.

You may designate a small container in your inventory as your Alchemist's Pouch. Once per day, you may use your Alchemist's Pouch to satisfy the material costs of a Common enchantment, or a Common component of a complex enchantment, you cast at or below your skill level in that form of magic.

Spell Studies

At each level where you receive this bonus, you may learn new spells from the Spell Study Guide. This usually, but not always, occurs at each level where your caster level increases.

You may choose to learn a spell of lesser rarity with this ability. For example, whenever you have the option to learn a Rare spell, you may choose to learn an Uncommon or Common spell instead. If you do, you lose the opportunity to learn a Rare spell at that level.

Specialty Improvement

At each level you receive this bonus, choose one of your specialties and increase its level by 1. Specialties can't be increased above 3.

If you don't have any specialties that can be improved when you receive this bonus, you may gain 1 point in a new specialty of your choice..

Enchantment Proficiency

Starting at Level 3, you begin to rigorously train your enchantment skills. Add your Proficiency Bonus to Cast Enchantment skill checks in any form of magic. Your Proficiency Bonus increases with your level according to the Magus table.

Natural Skill Improvement

At each level you receive this bonus, increase each of your natural skills by one level.

This feature can't increase any skill higher than 7 unless you're level 20 or higher. This feature cannot be used to become Legendary.

TIP: To increase a skill beyond 7 at an earlier level, use the Skill Improvement General Feat.

Arcane Crafting

At Level 5, you gain improved crafting skills and learn to combine them with your enchantments. You gain two unique enchanting abilities:

Learning Experience

At each level you receive this bonus, choose one of your knowledges and increase its level by 1, or gain 1 point in a new knowledge subject of your choice. If your Intelligence score is 15 or greater, you may do this twice each time you receive this bonus. If it's 20 or greater, you may do this three times.

Knowledges can't be increased beyond 10 at any level.

Ability Score Improvement

At each level where you receive this bonus, increase one of your ability scores by 2, or two different scores by 1 each.

Ability scores can't be increased beyond 20 using this feature until your overall level reaches 15, and no ability score can be increased beyond 30 at any level.

After updating your score, be sure to update the relevant modifiers, including skills and other calculated stats that factor in the increased scores.

Magus Bonus

At each level where you receive this bonus, gain a +1 class bonus to one of the following:

Spellstrike

At Level 8, you gain the ability to infuse spells into your attacks. Your Spellstrike ability allows you to cast damage-dealing spells as cantrips on your attacks.

When you make a Spellstrike attack, you may cast any spell you know that deals damage as a cantrip on the attack. You may use Quick spells as spellstrikes on one-handed attacks, and Quick or Standard spells on two-handed attacks. Spells you cast this way are automatically amplified to the highest level that doesn't require you to make a spellcasting skill check.

Spellstrikes don't consume energy, but you have a limited number of uses of this ability per day according to your level in the Magus table. You recover one Spellstrike per hour of resting, and all your Spellstrikes if you rest for 8 hours uninterrupted.

Spellcraft

Main Page: Spellcraft

At Level 10, you grow tired of only using enchantments out of books and decide to try your hand at creating your own. You gain the ability to inscribe spells and simple enchantments. As a Magus, your Spellcraft skill is equal to half your caster level, rounded down.

Enchantment Blending

At Level 12, you gain the ability to put two simple enchantments on the same item. You take a -5 circumstance penalty to enchant an item for each other simple enchantment already on it. This penalty is reduced to -2 if all enchantments are from the same school of magic.

At Level 26, you gain the ability to put three enchantments on the same item.

Combat Expert

At Level 14, your expertise allows you to multitask in combat. Your turn length increases by one frame.

Energy Channeling

At Level 16, you can use your Spellstrikes to briefly amplify enchantments on your weapons and armor.

Weapon Channeling: When you make an attack with an enchanted weapon, you expend a Spellstrike slot to amplify its enchantment to the next highest factor if the resulting level is equal to or lower than your caster level.This ability can be combined with a regular Spellstrike attack.

Armor Channeling: As a single action, you expend one Spellstrike to amplify the enchantment on armor or a wearable item to the next highest factor for one round. The resulting level must be equal to or lower than your caster level. You must be wearing the item or be able to touch it.

No skill check is required to use this ability. If there are multiple enchantments on the item, you must amplify all of them and spend one Spellstrike slot per enchantment. This ability can't be used on complex enchanted items or artifacts.

Enhanced Strike

Starting at Level 20, your Spellstrike and Energy Channeling abilities can produce more powerful effects. You gain the following new abilities:

Arcane Rush

At Level 24, the sheer power of your magical abilities courses through you and gives you a rush of adrenaline. You gain the ability to enter Rage.

As a Magus, entering Rage takes one frame and consumes two Spellstrike slots. You remain enraged until combat ends or until the end of your turn if you did not attack during that turn.

While raging, you gain the following effects:

As a Magus, enchantments on all items you're wearing or holding are automatically amplified to their next-highest factor while raging. In addition, any weapons bearing enchantments with the Augment keyword have their normal damage type changed to the type dealt by the enchantment.

Magic is Might

At Level 30, you're one of the strongest magical fighters of the modern age. You gain the following benefits:

Magus Class Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

⬆ Weapon Carrier

✪75

You're used to carrying around a large arsenal of weaponry. Your Carry Weight increases by 1, but not greater than 10.

Steadfast Fighter

✪50

You can use the weight of the items you're carrying to your advantage.

Add the total weight of items in your inventory to the outcome of checks to resist forced movement.

Shield Mage

✪20

You try your hand at not just enchanted weapons, but shield as well.

Gain one level in the Blocking (Defense) specialty.

Unusual Materials

: ✪80

Prerequisite: Magus Level 7

Your Alchemist's Pouch can supply materials for Uncommon enchantments.


: ✪180

Prerequisite: Magus Level 18

Your Alchemist's Pouch can supply materials for Rare enchantments.

Arcane Harmony

: ✪25

Prerequisite: Magus Level 5

You can attune to two magical items simultaneously.


: ✪50

Prerequisite: Magus Level 12

You can attune to three magical items simultaneously.

Duelist

✪180

Prerequisite: Magus Level 10

You focus your attention on a single enemy, forcing them to engage in a one-on-one fight with you.

As an action, you can mark a creature within your reach as your adversary. You and that creature have advantage on attack rolls against one another. Enemies other than your adversary have disadvantage on attacks against you, and your adversary has disadvantage on attacks against targets other than you.

You can't choose a new adversary until you or your current adversary are killed or incapacitated.

Resonant Spellstrike

✪90

Prerequisite: Magus Level 10

Gain a +5 bonus on Spellstrike spellcasting checks if the weapon you're using is enchanted with the same school of magic as the spell you're casting.

Ranged Spellstrike

: ✪120

Prerequisite: Spellstrike, Magus Level 10

You can use Spellstrikes with ranged weapons.

You can perform a Spellstrike with a Quick spell on a ranged attack that takes one frame, or with a Standard spell on a two-frame ranged attack (such as with a partially-drawn long bow.)

Spells must have the Targeting or Projectile keyword and meet the criteria for use with melee Spellstrikes. The effective range of the spell used is replaced with that of the weapon used, and the attack becomes a projectile regardless of the spell's normal targeting mechanism.


: ✪80

Prerequisite: Enhanced Strike

You can perform Ranged Spellstrikes with Channeled spells on three-frame ranged attacks, such as with a fully-drawn bow.

Alchemical Charge

✪100

Prerequisite: Magus Level 12, Unusual Materials I

As an action, you may spend 1 minute to alchemically re-energize yourself. You expend one use of your Alchemist's Pouch to recover up to three Spellstrike slots.

Arcane Materials

✪150

Prerequisite: Magus Level 12

You excel at enchanting items constructed from magically-conductive materials.

Enchantments you cast on items made of Gold, Silver, Ætherite, Æther Crystal, or Nocturnum gain a +3 bonus to cast.

Magical Focus

✪150

Prerequisite: Magus Level 12

See: Magical Focus

You gain the ability to create a Focus, an object such as a wand or staff that stores spells for later use. You learn the Create Focus spell. Your focus can store up to 30 energy total.

⬆ Powerful Focus

✪30

Prerequisite: Magical Focus

Increase the energy capacity of your focus by 20.

Focus Spellstrike

✪80

Prerequisite: Magical Focus

If your focus is a weapon, you can release spells from it in the form of spellstrikes. (Instead of casting a spell, you release one stored in your focus that was cast earlier.)

Metamagical Experimentation

✪80

Prerequisite: Magus Level 15

You've tinkered with the school of Metamagic, one of the most difficult arcane arts.

Gain two levels in the Metamagic specialty. You may learn three common Metamagic enchantments from the Spell Study Guide.

Trained Fighter

✪200

Prerequisite: Magus Level 16

You've trained with a variety of weaponry and developed a preference for a certain type.

Choose a Mercenary archetype and gain access to its archetype feats. Add your Magus Proficiency Bonus to attacks using the chosen weapon type.(You do not receive the Mercenary's core class features using this feat. Archetype feats that rely on a core feature from another class can't be taken without multiclassing.)

Material Boost

✪160

Prerequisite: Magus Level 16, Arcane Materials

When performing a Spellstrike with a Silver, Ætherite, Æther Crystal, or Nocturnum weapon, the spell is automatically amplified to its next-highest factor.

Triple Strike

✪200

Prerequisite: Enhanced Strike

You can perform up to three Spellstrikes with the same attack.

Forbidden Knowledge

✪300

Prerequisite: Magus Level 20

In your adventures, you've picked up a spell that you're not supposed to know.

You may learn one Classified spell or enchantment from the Spell Study Guide.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Weapon Carrier ✪75 Details ▶
  Steadfast Fighter ✪50 Details ▶
  Shield Mage ✪20 Details ▶
Unusual Materials ✪80 Magus Level 7 Details ▶
Arcane Harmony ✪25 Magus Level 5 Details ▶
  Duelist ✪180 Magus Level 10 Details ▶
  Resonant Spellstrike ✪90 Magus Level 10 Details ▶
Ranged Spellstrike ✪120 Spellstrike, Magus Level 10 Details ▶
  Alchemical Charge ✪100 Magus Level 12, Unusual Materials I Details ▶
  Arcane Materials ✪150 Magus Level 12 Details ▶
  Magical Focus ✪150 Magus Level 12 Details ▶
Powerful Focus ✪30 Magical Focus Details ▶
  Focus Spellstrike ✪80 Magical Focus Details ▶
  Metamagical Experimentation ✪80 Magus Level 15 Details ▶
  Trained Fighter ✪200 Magus Level 16 Details ▶
  Material Boost ✪160 Magus Level 16, Arcane Materials Details ▶
  Triple Strike ✪200 Enhanced Strike Details ▶
  Forbidden Knowledge ✪300 Magus Level 20 Details ▶