The Magus

***The Archetype of the war-mage has been overplayed, almost literally to oblivion, but the Magus fits the bill perfectly. Balancing martial skill with magical study to become a lethal force on the battlefield, Magi deal heavy magical damage and hold their own, even while on the front lines.***

# Class Features

-Hit points-

Hit Dice: d8. 1d8 + constitution per Magus level.

Hit points at first level: 8 + constitution.

-Proficiencies-

Armor: Light Armor, Medium Armor

Weapons: Simple Weapons, Martial Weapons

Tools: None.

Saving Throws: Strength, Intelligence

Skills: Choose three from Arcana, Athletics, Acrobatics, History, Insight, Intimidation, and Perception.

### Equipment

You begin with the following equipment, in addition to any granted by your background.

* a) a long sword or b) any martial weapon
* a Mage Focus
* any light armor
* any simple weapon
* an explorer's pack

## Spellcasting

Magi practice a unique style of magic, practicing the more destructive spells found in a wizard's spellbook and dabbling in other schools later on. As a Magus learn and prepare spells as a Wizard does, but may only prepare a number of spells equal to 1/3 your Magus level + your intelligence modifier, and the spells you prepare cannot be higher than 5th level and cannot be for a slot level you don't have. Finally, all Magus spells you learn must be from the list of spells available to Magi. You begin knowing a number of spells equal to your intelligence modifier and learn an additional one every time you gain a level in this class. Intelligence is your spellcasting modifier for these spells.

## Fighting Style

At 2nd level, choose a fighting style from the following list:

* Dueling: When wielding a melee weapon in one hand and no other weapons, you gain +2 to damage rolls with that weapon.
* Archery: You have a +2 bonus to attack rolls with ranged weapons.
* Thrown Weapon Fighting: You gain a +1 to attack and damage with thrown weapons.
* Magesword: You learn the spell *Magic Weapon.*
* Spell Slinger: Add your spellcasting modifier to the damage of cantrips that require ranged spell attack rolls.
* Melee Caster: Add your spellcasting modifier to the damage of cantrips that require melee spell attack rolls.

## Arcane Initiate

At 3rd level, you choose a school of magic to dabble in. This focus of your studies grants additional spell choices as well as other abilities.

Evocation Initiate

Conjuration Initiate

Transmutation Initiate

Divination Initiate

Abjuration Initiate

Enchantment Initiate

Illusion Initiate

Necromancy Initiate

## Ability Score Improvment

At level 4, and then again at levels 8, 10, 12, 16, and 19, you may increase one ability score by two, two by one, or take a feat.

## Multitasking

Beginning at 5th level, whenever you take the attack action you may attack twice instead of once. Alternatively, you may attack once and cast a cantrip as a bonus action.

## Improved Multitasking

Beginning at 13th level, whenever you take the attack action, you may attack three times instead of once. Alternatively, you may attack twice and cast a cantrip or a 1st-level spell as a bonus action.

## Arch-Magi

At 20th level, whenever you take the attack action you may cast a spell as a bonus action.