Magus

A human confronted by two orcs draws his rapier and, as he does, violet runes illuminate in the air around the weapon. He dodges one of the orc’s impatient attacks and punishes it with a thrust of his own that causes the air around the orc to burst into green flames and sends the orc sprawling to the ground. The second orc becomes noticeably less enthusiastic about the fight.

A dwarf looks down from the mountain peak she calls home and sees the rampant destruction of the woods she has sworn to protect. As she approaches the hunting encampment responsible for the fire she calls woodland creatures to be her allies and her skin hardens to bark. Looking over the ancient heiroglyphs, a saurian searches frantically for details of a ritual that will uphold the mystic seal over his ancestral home. When the impossibly heavy doors swing open behind him, he turns to face the temple’s guardians as his sword erupts into flames.

Magi are mystical warriors who blend martial prowess with esoteric knowledge and spellcasting. Magi balance the pursuit of personal goals and relationships with their obligations to pursue the goals and ideals of the eldritch societies that initiated them into the magical arts. Although their backgrounds may sometimes set them at odds against one another, magi are united by their commitment to a cause greater than themselves and a drive to master their magical abilities.

## Martial Magicians

Every magus is a warrior. Magi train with arms and armor to protect what they hold dear, fight for what they believe in, and get themselves into or out of trouble. For a magus, violence may not be the preferable answer but it’s always a valid back up plan.

Every magus is a magician. Magi use their hard earned skill with spellcasting to explore the multiverse, empower their companions, and decimate their enemies. For a magus, magic is a tool that expands their horizons and their options.

## Warriors With a Purpose

Every magus learns their abilities as part of a relationship to an eldritch society. On a mystical level, every magus’ spellcasting style is shaped by their eldritch society. On a personal level, every magus must deal with the demands and ideology of their eldritch society in their own way. Regardless of whether a magus embraces their eldritch society’s traditions and politics, no magus can deny the influence it has on their magic and outlook.

## Magus Leveling Table

An eldritch society is not a monolithic entity but they do have beliefs and goals that the majority of the magi in that society believe in and fight for. Magi in the Arcane Order observe a tradition of honoring the requests and wisdom of their mentors and striving to train an apprentice that will be an even greater magus then they are. Members of the Primordial Seal believes that the material planes are constantly under threat of incursion from elemental planes and they must remain on guard to ensure its ongoing safety. Magi in the Sylvan Circle seek to protect the wilderness of the world from destruction and defiling although what exactly that means varies from magus to magus.

## Creating a Magus

As you create your magus character, consider that relationship your character has to their eldritch society. Does your character feel indebted to the lessons the society has taught them? Does your character actively pursue the goals of their society? Has your character had a falling out with the society and, if so, why? While training to be a magus did you make any rivals and who are they?

Fighting may have come naturally to you and your mentor struggled to impart you with the basics of spellcasting. Or maybe the spellcasting came easily but you lacked an innate aptitude for combat. You might have spent years in training with a mentor before being left to your own devices or you may have met your mentor only informally on a handful of momentous occasions. You might regularly report back to your contacts within your eldritch society or keep a wary distance from other magi.

### Quick Build

You can make a magus quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence (Arcane Order, Shadow Court), Wisdom (Sylvan Circle), or Charisma (Primordial Seal) based on your Eldritch Society. Second, choose the Sage or Soldier background.

# Class Features

As a magus, you gain the following class features.

### Hit Points

**Hit Dice:** 1d8 per magus level

**Hit Points at 1st Level:** 8 + your Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per magus level after 1st

### Proficiencies

**Armor:** Light armor, medium armor, shields

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Constitution, Intelligence

**Skills:** Choose one from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Perception.

### Equipment

You start with the following equipment in addition to the equipment gained by your background.

* (a) a simple weapon and a shield or (b) a martial weapon or (c) a longbow and 20 arrows
* (a) leather armor or (b) scale mail
* (a) an arcane focus or (b) a druidic focus or (c) a component pouch
* An explorer’s pack

## Eldritch Society

At 1st level, you choose an Eldritch Society that trained you in the ways of the magus:

* The Arcane Order
* The Knights Stygian
* The Primordial Seal
* The Shadow Court
* The Sylvan Circle

Your choice grants you features at 1st level and again at 3rd, 7th, and 14th level. Your choice also determines your spell list.

## Esoteric Eye

At 1st level, you have the ability to detect the ability for spellcasting in others. As an action, your eyes flash with obvious magical energy as your senses wake to the mystical energies of the multiverse. Until the end of your next turn, you know if each creature you can see within 60 feet of you has the Spellcasting or Innate Spellcasting feature or trait. Additionally, you learn each of those creature’s spellcasting ability, if they have one.

You can use this feature a number of times equal to 1 + your magus spellcasting modifier. When you finish a long rest, you regain all expended uses.

## Mystic Mark

Starting at 2nd level, you learn to place a mystic mark to enspell a weapon or to give a creature an aegis. You can use your mystic mark a number of times equal to your magus spellcasting ability modifier. You regain any expended uses when you finish a long rest.

**Aegis**

You can use a bonus action to project your mystic mark onto a creature you can see within 30 feet of you. For the next minute that creature is under your aegis and receives a bonus to their armor class. This bonus increases their AC by +1. If that creature is wearing magical armor use this bonus or the bonus provided by the armor, whichever is higher. The aegis ends if you or the creature end a turn more than 120 feet away from one another. A creature can only benefit from one aegis at a time.

This bonus to AC increases to +2 when you reach 9th level and increases to +3 when you reach 13th level.

**Enspell**

You can use a bonus action to surround a weapon in your hand with your mystic mark. This weapon is enspelled and counts as a spellcasting focus for you for the next minute. While enspelled the weapon is considered magical and adds a +1 bonus to attack rolls and damage rolls. If the weapon is already magical, use the bonus provided by enspell or by the magic weapon, whichever is higher. The enspell ends if you lose possession of the weapon. A weapon can only benefit from one enspell at a time.

These bonuses to hit and damage increase to +2 when you reach 9th level and +3 when you reach 13th.

## Spellcasting

Starting at 2nd level, you gain the ability to cast 1st level spells and higher. See chapter 10 of the Player’s Handbook for the general rules of spellcasting.

**Spell Slots.** The Magus table shows how many spell slots you have to cast your 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 find familiar and have a 1st-level and a 2nd-level spell slot available, you can cast find familiar using either slot.

**Spells Known of 1st-Level and Higher.** You know three 1st-level magus spells of your choice from your Eldritch Society’s spell list. You learn additional spells chosen from your Eldritch Society’s spell list as indicated in the spells known column of the magus table.

Additionally, when you gain a level in this class, you can choose one of the spells from your Eldritch Society spells you know and replace it with another spell from your Eldritch Society’s spell list, which also must be of a level for which you have spell slots.

**Spellcasting Ability.** Your spellcasting ability is determined by your Eldritch Society. See the Initiate feature of your Eldritch Society for your spellcasting ability.

**Ritual Casting.** You can cast a magus spell as a ritual if that spell has the ritual tag and you know the spell.

**Spellcasting Focus.** Your spellcasting focus, if any, is determined by your Eldritch Society. See the Initiate feature of your Eldritch Society to see what, if any, spellcasting focus you may use for your magus spells.

## Eldritch Armament

Starting at 3rd level, you learn to infuse your preferred weapon or shield with magical power. Choose one of the following options.

### Eldritch Archer

When you hit a creature with a ranged weapon under the effect of your Enspell feature you can cause the ammunition to explode with mystical energy dealing the same damage type to all creatures nearby. When you do so, spend a spell slot and the creature and each other creature within 10 feet must succeed on a Dexterity saving throw or take 2d4 + 1d4 damage for each spell level higher than 1st, to a maximum of 6d4. On a success, they take half damage.

### Mystic Marauder

When you hit a creature with a melee weapon attack with a weapon you are wielding with two hands that is under the effect of your Enspell feature, you can spend one spell slot to deal additional damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. The weapon must have the two-handed or versatile property for you to use this feature.

### Sorcerous Sentinel

While you are wielding a shield when a creature under the effect of your Aegis feature is attacked you can use your reaction and spend a spell slot to strengthen their defenses. The creature gains a bonus to AC equivalent to the spell slot expended against the triggering attack.

Additionally, the creature gains temporary hit points equal to your spellcasting modifier plus twice the level of the spell slot expended.

### Spell Sword

When you hit a creature with a one-handed melee weapon under the effect of your Enspell feature you may spend a spell slot to deal additional damage and render the creature vulnerable to magical attacks. The extra damage is 1d4 for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4.

Additionally, the creature has disadvantage on saving throws against spells you cast until the end of your next turn.

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

## Mystic Meditation

At 6th level, when you take a short rest you can choose to recover all expended uses of your Mystic Mark. You can use this feature again when you complete a long rest.

## War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

## Spell Surge

At 10th level, you can cast any magus spell you know without spending a spell slot. The spell is cast as if you had used a spell slot equal to the highest spell slot you have. You can use this feature again after you complete a long rest.

Starting at 20th level, you can use this feature twice before regaining its use by completing a long rest.

## Improved War Magic

Beginning at 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

## Spell Ward

At 15th level, the magical attacks of your enemies unravel around you. You and friendly creatures within 15 feet of you have advantage on saving throws against spells.

## Greater Spell Surge

At 18th level, choose one 6th-level spell from your Eldritch Society’s spell list. You can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.

At 20th level, you can use this feature twice before regaining its use by completing a long rest.

# Eldritch Society

Eldritch societies are organizations that train initiates in unique styles of magic and institutions with ideals, interests and goals. When a young magus pledges themselves to an eldritch society they may be motivated primarily by attraction to that society’s magical style, ideals, or goals but must embrace all that the society stands for to be admitted and advance.

## The Arcane Order

The Arcane Order is an Eldritch Society built on mentor-student relationships. While the Order is unified in name, outside of gravely dangerous large scale threats each member tends to operate alone or with only their mentor or student. A magus in the Arcane Order’s exact philosophy will vary based on their mentor but all members of this Eldritch Society emphasize perfection in their own skill and approaching magic as an art to be mastered.

### Arcane Order Initiate

When you choose this Eldritch Society at 1st level, you augment your martial prowess with the ability to cast cantrips. This initiation will later influence your magus spellcasting feature.

**Cantrips.** You learn two cantrips of your choice from the Arcane Order’s spell list. You learn an additional cantrip of your choice from the Arcane Order’s spell list at 4th level and again at 10th. These cantrips count as magus spells for you.

**Spellcasting Focus.** You can use an arcane focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your magus spells.

**Spellcasting Ability.** Intelligence is your spellcasting ability for your Arcane Order spells, since you learn your spells through rote 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 for a magus 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
### Bonus Proficiencies

At 1st level, you gain proficiency with the Arcana skill and one type of artisan’s tools of your choice.

### Amethyst Mark

Starting at 3rd level, the effects of your mystic marks are enhanced by the Arcane Order’s secret lessons. When you place your enspell on an object or aegis on a creature a faint purple crystalline aura surrounds it.

**Arcane Enspell.**

When you deal damage with your enspelled weapon you can choose to deal force damage instead of the normal damage type. When you deal damage to a creature with your enspelled weapon you can choose to remove your enspell from the weapon. When you do, the creature must succeed on a Strength saving throw against your spell save DC or be pushed up to 15 feet away and knocked prone.

**Arcane Aegis.**

When a creature deals damage to an ally under the effect of your aegis you can use your reaction to remove the aegis from your ally. When you do, you teleport up to 30 feet and may make a weapon attack against the creature.

### Occult Savant

By 7th level, through diplomacy, espionage, or occult experimentation you have learned spells belonging to other Eldritch Societies. Choose two spells from any Eldritch Society, including this one. The spells you choose must be of a level you can cast, as shown on the Magus table, or a cantrip. The chosen spells count as Arcane Order magus spells for you and are not included in the Spells Known column of the Magus table.

### Arcane Recovery

Starting at 14th level, you have learned to regain some of your magical energy by reflecting on esoteric truths and formulas. 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 half your magus level (rounded up), and noneof the slots can be 6th level or higher.

## The Knights Stygian

The Knights Stygian take it upon themselves to seek out and cleanse the world of its corruption. These magi seek to protect the innocent, defend the weak, and ensure justice is done. They do this by wielding necromantic magic that simultaneously terrifies their living foes and turns their defeated foes into foot soldiers in the magi’s service.

### Knights Stygian Initiate

When you choose this Eldritch Society at 1st level, you augment your martial prowess with the ability to cast cantrips. This initiation will later influence your magus spellcasting feature.

**Cantrips.** You learn 2 cantrips of your choice from the Knights Stygian’s spell list. You learn an additional cantrip of your choice from the Knights Stygian’s spell list at 4th level and again at 10th. These cantrips count as magus spells for you.

**Spellcasting Focus.** You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magus spells.

**Spellcasting Ability.** Charisma is your spellcasting ability for your Knights Stygian spells, since you learn your spells through an intuitive connection with death. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw for a magus spell you cast and when making an attack roll with one.

**Spell save DC =** 8 + your proficiency bonus + your Charisma modifier
**Spell attack modifier =** your proficiency bonus + your Charisma modifier
### Bonus Proficiencies

At 1st level, you gain proficiency with the Intimidation skill and the embalmer’s tool kit.

### Obsidian Seal

Starting at 3rd level, the effects of your mystic marks are enhanced by the fell magic of the Knights Stygian. When you place your enspell on an object or aegis on a creature it is surrounded by the pungent smell of decay and motes of black ash float away in an aura surrounding the creature or object.

**Stygian Enspell.**

When you deal damage with your enspelled weapon you can choose to deal necrotic damage instead of the normal damage type. When you hit with an attack with an enspelled weapon you can choose to remove the enspell. When you do, the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened by you until the end of their next turn.

**Stygian Aegis.**

When a creature under the effect of your aegis takes damage from an attack you can use your reaction to remove the aegis from that creature. When you do, the attacker must succeed on a Constitution saving throw or take necrotic damage equal to the damage dealt by the triggering attack.

### Face of Fear

Starting at 7th level, you gain advantage on saving throws against being frightened. When a creature within 30 feet of you makes a saving throw against being frightened you can use your reaction to give that roll disadvantage.

### Necromantic Surge

At 14th level, you can cast the spell animate dead without expending a spell slot as if you had used a spell slot equal to the highest spell slot you have. Once you cast animate dead in this way, you can’t do so again until you finish a long rest.

Whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature’s hit points maximum is increased by an amount equal to your magus level.
* The creature adds your proficiency bonus to its weapon damage rolls.

## The Primordial Seal

The Primordial Seal is an ancient Eldritch Society that claims to be responsible for the ongoing safety of the material realms. According to their own lore, long ago the material realms were constantly besieged by the elemental realms until a seal was placed, forever separating them from one another. Today magi in the Primordial Seal travel the land to ensure the old magics hold up and to gather power for the dreaded day the seal fails.

### Primordial Seal Initiate

When you choose this Eldritch Society at 1st level, you augment your martial prowess with the ability to cast cantrips. This initiation will later influence your magus spellcasting feature.

**Cantrips.** You learn two cantrips of your choice from the Primordial Seal’s spell list. You learn an additional cantrip of your choice from the Primordial Seal’s spell list at 4th level and again at 10th. These cantrips count as magus spells for you.

**Spellcasting Ability.** Charisma is your spellcasting ability for your Primordial Seal spells, since you learn your spells through raw connection to the natural elements. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw for a magus spell you cast and when making an attack roll with one.

**Spell save DC =** 8 + your proficiency bonus + your Charisma modifier
**Spell attack modifier =** your proficiency bonus + your Charisma modifier
### Bonus Proficiency & Language

At 1st level, you gain proficiency with the Survival skill. Additionally, you can speak, read, and write Primordial.

### Tourmaline Mark

Starting at 3rd level, the effects of your mystic marks are enhanced by the Primordial Seal’s elemental power. When you place your enspell on an object or aegis on a creature an intense aura of vacillating colors surround it.

**Primordial Enspell.** When you enspell your weapon it roars with primordial strength and you may choose one of the following damage types: acid, cold, fire, lightning, or thunder. While your weapon remains enspelled it deals that damage type instead of its normal damage type.

When you hit with an attack with this weapon you can choose to remove the enspell from the weapon. When you do, the creature you hit must succeed on a Constitution saving throw against your spell save DC or it loses any resistance or immunity it had to the damage type you had chosen. This effect persists until the end of your next turn.

**Primordial Aegis.** When a creature deals damage to an ally under your aegis you can use your reaction to remove the aegis. When you do, choose acid, cold, fire, lightning, or thunder. That ally has resistance to that damage type for the next minute.

### Elemental Alignment

At 7th level, your intimate working of elemental magic has imbued you with abilities related to one specific element. You gain one of the following features of your choice.

**Air.** Your base movement speed increases by 10 ft. and you have advantage on initiative rolls.

**Earth.** You have 2 additional hit points per magus level. Each time you gain a level in this class you gain an additional 2 hit points.

**Fire.** You have darkvision out to a distance of 120 feet and have proficiency with Dexterity saving throws.

**Water.** You can breathe air and water and have a swim speed equivalent to your walking speed. Additionally, you have advantage on saving throws against being restrained or grappled and ability checks made to resist or escape a grapple.

### Elemental Attunement

At 14th level, you learn to harmonize with the element you chose when you took the Elemental Alignment feature. You can cast a spell associated with your chosen element and listed below without expending a spell slot. You cannot lose concentration on the spell by taking damage. You can use this feature again when you complete a long rest.

**Air.** Investiture of Wind

**Earth.** Investiture of Stone

**Fire.** Investiture of Flame

**Water.** Investiture of Ice

## The Shadow Court

Magi in the Shadow Court belong to clans of conspirators who have seek to shape local and regional politics as well as wage a clandestine war amongst one another for secrets and objects of power. Although those outside the Eldritch Society know it as a singular group, the Shadow Court is in fact composed of multiple clans that blend stealth, fighting prowess, and magical ability. Magi in the Shadow Court are secretive by nature and are forbidden from revealing their clan’s goals and activities to all but their most trusted companions.

### Shadow Court Initiate

When you choose this Eldritch Society at 1st level, you augment your martial prowess with the ability to cast cantrips. This initiation will later influence your magus spellcasting feature.

**Cantrips.** You learn 2 cantrips of your choice from the Shadow Court’s spell list. You learn an additional cantrip of your choice from the Shadow Court’s spell list at 4th level and again at 10th. These cantrips count as magus spells for you.

**Spellcasting Focus.** You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magus spells.

**Spellcasting Ability.** Intelligence is your spellcasting ability for your Shadow Court spells, since you learn your spells through rote 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 for a magus 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
### Bonus Proficiencies

At 1st level, you gain proficiency with the Deception and Stealth skills.

### Jade Seal

Starting at 3rd level, the effects of your mystic marks are enhanced by the Shadow Court’s deadly techniques. When you place your enspell on an object or aegis on a creature it is engulfed in an aura of faint smoke.

**Shadow Enspell.** In addition to weapons you can also empower your unarmed strikes with your enspell. While your unarmed strikes are enspelled, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and you can roll a d6 in place of the normal damage of your unarmed strike. When you hit with an attack with an enspelled weapon or unarmed strike you can choose to remove the enspell. When you do, the creature must succeed on a Constitution saving throw against your spell save DC or be blinded until the start of their next turn.

**Shadow Aegis.** When a creature under the effect of your aegis takes damage from an attack you can use your reaction to remove the aegis from that creature. When you do, that creature becomes invisible until the end of its next turn or when it casts a spell or makes an attack, whichever happens first.

### Clan Secret

At 7th level, your allegiance to one of the clans that makes up the Shadow Court imparts special abilities. Choose a clan of your choice and gain its benefit.

**Kraken.** You gain a swim speed equivalent to your base movement speed. When you take the Attack action you can spend a spell slot to make additional unarmed attacks. The number of additional unarmed attacks you can make as part of that action equals the level of the spell slot expended.

**Raven.** You can cast the spells feather fall and fly without expending a spell slot. When you use this feature to cast the spell fly you must complete a long rest before you can use this feature to cast either spell again.

**Spider.** You gain a climb speed equivalent to your base movement speed. You can cast the spell web without spending a spell slot. You can cast web in this way again after you complete a short or a long rest.

### Cheat Death

At 14th level, you gain the ability to defy death. When an attack would reduce you to 0 hit points you can choose to cheat death to remain at 1 hit point instead.

Additionally, you become invisible and cannot interact with other creatures or objects for one minute. You cannot use this feature again until you complete a long rest.

## The Sylvan Circle

Magi in the Sylvan Circle are drawn together by their reverence for the natural world. Members of this Eldritch Society become a magus to protect sacred lands and creatures. Although this society is more informal compared to others, magi in the Sylvan Circle meet with one another regularly in small groups they call covens to discuss matters of local and regional concern as well as to share information.

### Sylvan Circle Initiate

When you choose this Eldritch Society at 1st level, you augment your martial prowess with the ability to cast cantrips. This initiation will later influence your magus spellcasting feature.

**Cantrips.** You learn two cantrips of your choice from the Sylvan Circle’s spell list. You learn an additional cantrip of your choice from the Sylvan Circle’s spell list at 4th level and again at 10th. These cantrips count as magus spells for you.

**Spellcasting Focus.** You can use an druidic focus (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your magus spells.

**Spellcasting Ability.** Wisdom is your spellcasting ability for your Sylvan Circle spells, since you learn your spells through intuitive connection with the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw for a magus spell you cast and when making an attack roll with one.

**Spell save DC =** 8 + your proficiency bonus + your Wisdom modifier
**Spell attack modifier =** your proficiency bonus + your Wisdom modifier
### Bonus Proficiencies

At 1st level, you gain proficiency with the Nature skill and your choice of poisoner’s kit or herbalism kit.

### Emerald Mark

Starting at 3rd level, the effects of your mystic marks are enhanced by the Sylvan Circle’s esoteric practices. When you place your enspell on an object or aegis on a creature a verdant green aura surrounds it.

**Sylvan Enspell.** When you deal damage with your enspelled weapon you can choose to deal poison damage instead of the normal damage type. When you deal damage to a creature using a weapon you’ve enspelled you can choose to remove your enspell from that weapon. When you do, roots spring from the ground and tether the creature to the earth. The creature must succeed on a Strength saving throw against your spell save DC or the creature is restrained until the end of their next turn.

**Sylvan Aegis.** When an ally under the effect of your aegis fails a saving throw you can use your reaction to remove your aegis from that ally. When you do the aegis transmutes to vital energy and washes over the ally. The ally may reroll the saving throw with advantage.

### Nature’s Mask

At 7th level, you can cast the spell polymorph targeting yourself only without spending a spell slot. Once you use this feature, you must finish a long rest before you can use it again.

### Font of Life

At 14th level, you can use a bonus action and spend a spell slot to create an aura of regeneration. When you do, you regain your magus level + 1d12 hit points per level of spell slot you spent and each creature you choose within 30 feet of you regains half that amount. You can use this feature again after you complete a short or long rest.