5th Edition Magus conversion


5th Edition (And Beyond)

RPG Superstar 2012 Top 32

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MAGUS
The magus combines fighting prowess with sorcerous talent to excel in combat.
LEVEL FEATURES
1. Cantrips, Spell Combat
2. Font of Magic, Spellcasting, Spellstrike
3. Magus Archetype
4. Ability Score Improvement
5. Extra Attack
6. Magus Arcana
7. Archetype Feature
8. Ability Score Improvement
9. -
10. Magus Arcana
11. Archetype Feature
12. Ability Score Improvement
13. -
14. Magus Arcana
15. Archetype Feature
16. Ability Score Improvement
17. -
18. Magus Arcana
19. Ability Score Improvement
20. True Magus

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 and medium armor
Weapons: Simple and martial weapons
Tools: none

Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, or Investigation

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword or (b) any martial weapon
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) any simple weapon or (b) two daggers.
(a) Leather armor or (b) or scale armor

CANTRIPS
At 1st level you know two cantrips of your choice from the magus spell list. You learn an additional cantrip at 5th level, 9th level, 13th level, and 17th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated study and memorization. You use the paladin spell slots per day table. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC 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
SPELL COMBAT
At 1st level you learn to combine weapon attacks and spellcasting. Whenever you use the Attack action with a one-handed melee weapon and your other hand is empty or holding an arcane focus, you may use a bonus action to cast a cantrip.
FONT OF MAGIC
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magic effects.
Sorcery Points
You have a number of sorcery points equal to your magus level. You can never have more sorcery points than your magus level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
CREATING SPELL SLOTS
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

SPELLCASTING
Spellbook
At 2nd level, you have a spellbook containing 4 1st-level magus spells of your choice.
Preparing Spells
You prepare the list of magus spells that are available for you to cast. To do so, choose a number of magus spells from your spellbook equal to your Intelligence modifier + ½ your magus level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You use the paladin spells per day table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of magus spells requires time spent studying your spellbook and memorizing magical formulas and complex gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Ritual Casting
You can cast a magus spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Learning Spells of 1st Level and Higher
Each time you gain magus level, you can add one magus spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. You can also add wizard spells to your magus spellbook if the spell is on both the magus spell list and the wizard spell list.
SPELLSTRIKE
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of making the spell attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. The magus can make this attack in concert with spell combat.
ARCHETYPE
At 3rd level, you focus on one of the following magus archetypes: the Aegis, the Arcane Archer, the Duskblade, the Kensai, the Myrmidon, the Spellthief, or the Witchblade, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th.
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.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
MAGUS ARCANA
You learn arcane secrets tailored to your specific way of blending martial puissance and magical skill. Starting at 6th level, you gain one magus arcana. You gain an additional magus arcana for every four levels of magus attained after 6th level. Unless specifically noted in a magus arcana’s description, you cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
TRUE MAGUS
At 20th level, when you hit an opponent with a weapon attack, it suffers disadvantage on the saving throw on the next spell you cast on it. When you target an opponent with a spell, you gain advantage on the next attack roll you make against it. You have advantage on Constitution saving throws made to maintain Concentration on spells.
ARCHETYPES

AEGIS:

AEGIS
The Aegis focuses on protecting his allies and himself with his arcane talents.
Bonus Proficiencies
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Protection Fighting Style. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Arcane Shield
You gain the ability to enchant your shield. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your shield grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast shield, you can spend 1 sorcery point and increase the bonus to your AC the shield spell grants by an amount equal to your proficiency bonus.
AEGIS SPELLS
Aegis Level Spells
3rd hellish rebuke, shield
5th aid, warding bond
9th counterspell, protection from energy
13th deathward, fireshield
17th circle of power, wall of force
Shield of Protection
At 7th level, when you use your Protection Fighting Style, you may spend 1 sorcery point to add your proficiency bonus to your ally’s AC. If the attack against your ally is successful, your ally gains resistance to the damage from that attack.
Saving Shield
At 11th level, while you can use your reaction to grant an adjacent ally advantage on a saving throw. You may spend 1 sorcery point to add your proficiency bonus to your ally’s saving throw. Your ally gains resistance to any damage from that attack. You must be wielding a shield.
Deflecting Shield
At 15th level, when you succeed on a saving throw, you can use your reaction to spend 1 sorcery point and redirect the effect back to its source. When a melee attack misses you, you can use your reaction to make a Shove attack against your opponent. You must be wielding a shield.

ARCANE ARCHER:

ARCANE ARCHER
Fighting Style
You gain the Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.
Imbue Arrow
You learn to combine ranged weapon attacks and spellcasting. Whenever you use the Attack action with a ranged weapon, you may use a bonus action to cast a spell from the magus spell list and imbue the ranged weapon or it ammunition with that spell. The spell originates from where the ranged weapon or its ammunition lands. A creature struck by the ranged weapon or its ammunition imbued with a spell has disadvantage on the spell’s saving throw. If you choose, your ranged weapon or its ammunition causes no damage when you imbue it with a spell.
Arcane Arrow
You gain the ability to enchant your ranged weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your ranged weapon, or any ammunition it fires, is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons and has its range doubled.
ARCANE ARCHER SPELLS
Arcane Archer Level Spells
3rd hail of thorns, thunderwave
5th cordon of arrows, shatter
9th conjure barrage, lightning arrow
13th blight, confusion
17th conjure volley, swift quiver
Storm Bow
At 7th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, does an additional 1d6 points of lightning or thunder damage.
Seeker Arrow
At 11th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, ignores cover (but not full cover) and even alters its path to avoid obstacles, including going around corners, until it reaches the limits of its range or reaches its target.
Phase Arrow
At 15th level, when you use your Arcane Arrow ability, you gain advantage on your attack rolls.

DUSKBLADE:

DUSKBLADE
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Duelist Fighting Style. When you wield a melee weapon in one hand and wield no other weapons, you add +2 to your weapon damage.
Arcane Weapon
You gain the ability to enchant your melee weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your melee weapon is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons. As a bonus action, you can make an attack with your arcane weapon and add twice your proficiency bonus to the attack roll (and damage roll if you hit), but this ends the duration of your Arcane Weapon ability.
DUSKBLADE SPELLS
Duskblade Level Spells
3rd burning hands, chromatic orb
5th misty step, scorching ray
9th elemental weapon, haste
13th dimension door, wall of fire
17th Bigby’s hand, cone of cold
Improved Spell Combat
At 7th level, your ability to combine weapon attacks and spellcasting improves. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make a single melee attack with a one-handed or light weapon.
Greater Spell Combat
At 11th level, your ability to combine weapon attacks and spellcasting becomes greater. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make two melee attacks with a one-handed or light weapon.
Spell of Opportunity
At 15th level,

KENSAI:

KENSAI
Unarmored Defense
At 3rd level, when you are not wearing any armor or using a shield, your AC = 10 + your Dexterity modifier + your Intelligence modifier.
Improved Unarmed Strike
At 3rd level, your unarmed strikes do 1d4 points of damage. At 9th level, your unarmed strikes do 1d6 points of damage. At 15th level, your unarmed strikes do 1d8 points of damage. You may use your choice of Strength or Dexterity when making unarmed strikes.
Flurry of Blows
At 3rd level, when you take the Attack action, you can use your bonus action to make an unarmed strike. You can spend 1 sorcery point and make 2 unarmed strikes as part of your bonus action.
KENSAI SPELLS
Kensai Level Spells
3rd expeditious retreat, jump
5th enhance ability, spider climb
9th fly, haste
13th dimension door, freedom of movement
17th Bigby’s hand, telekinesis
Iaijutsu
At 7th level, you have advantage on initiative rolls. You may spend 1 sorcery point to add your proficiency bonus and your Intelligence modifier to an initiative roll.
Perfect Strike
At 11th level, you can spend 1 sorcery point when you hit with an unarmed strike and choose to cause maximum damage instead of rolling for damage.
Iaijutsu Focus
At 15th level, When you attack an opponent during a surprise round or before your opponent has taken any actions in combat, you add your Intelligence bonus to your attack and damage rolls.

MYRMIDON:

MYRMIDON
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.
Arcane Armor
You gain the ability to enchant your armor. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your armor grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast mage armor or shield of faith, you can spend 1 sorcery point and increase the bonus to your AC the spell grants by an amount equal to your proficiency bonus.
MYRMIDON SPELLS
Myrmidon Level Spells
3rd armor of agathys, shield of faith
5th blur, enlarge/reduce
9th crusader’s mantle, protection from energy
13th fire shield, stoneskin
17th insect plague, telekinesis
Uncanny Dodge
At 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You can spend 2 sorcery points to negate the damage.
Battle Mind
At 11th level, you can maintain Concentration on a number of spells equal to half your proficiency bonus. You must be the sole target of these spells. You can spend 1 sorcery point to double your proficiency bonus on Constitution saving throws to maintain Concentration.
War Magic
At 15th level, you can use your reaction to spend 1 sorcery point to give yourself advantage on saving throws until the end of your next turn.

SPELLTHIEF:

SPELLTHIEF
Bonus Proficiencies
You gain proficiency in one of the following skills: Deception, Sleight of Hand, Stealth.
You gain proficiency in one of the following tools: disguise kit, poisoner’s kit, or thieves’ tools.
Fighting Style
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Steal Spell
When you hit a spellcaster with two different weapons during the same round, you can use your reaction to force the spellcaster to make a Charisma saving throw. If the spellcaster fails, you steal one of its spells. Make an Intelligence (Arcana) skill check with a DC equal to the spellcaster’s spellcasting ability score. If you succeed, you learn all the spells currently prepared or known by the spellcaster; you may choose which spell to steal. If you fail, you steal a random spell of a random level (including cantrips). The highest level spell you can steal is equal to half your magus level (maximum 9th level).
When you steal a spell, you remove the selected spell from the target’s list of prepared spells or list of spells known until the next time the target prepares spells. You can cast the stolen spell once or choose to expend the stolen spell to cast a spell you have prepared of the same or lower level of the stolen spell. When you cast a stolen spell, you use your own spell saving DC or spell attack bonus, if applicable.
You can maintain a number of stolen spell levels equal to your magus level at any given time. You can choose to lose a spell in order to make room to steal a new spell; losing a spell requires no action.

SPELLTHIEF SPELLS
Myrmidon Level Spells
3rd charm person, disguise self
5th invisibility, pass without trace
9th major image, slow
13th greater invisibility, phantasmal killer
17th seeming, telekinesis

Steal Resistance
At 7th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its resistance against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of resistance the creature has; you may choose which resistance to steal. If you fail, you steal a random resistance from the creature.
When you steal a creature’s resistance, you gain resistance to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that resistance until it finishes a long rest.
You can maintain a number of resistances equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a resistance in order to steal a different resistance; losing a resistance requires no action.
Steal Spell Resistance
At 11th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its spell resistance.
When you steal a creature’s spell resistance, you gain spell resistance until you finish a long rest or you choose to lower it; the creature loses its spell resistance until it finishes a long rest.
Steal Immunity
At 15th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its immunity against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of immunity the creature has; you may choose which immunity to steal. If you fail, you steal a random immunity from the creature.
When you steal a creature’s immunity, you gain immunity to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that immunity until it finishes a long rest.
You can maintain a number of immunities equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a immunity in order to steal a different immunity; losing an immunity requires no action.


WITCHBLADE:

WITCHBLADE
Fighting Style
When you select the Witchblade archetype you gain the Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Witchblade’s Curse
At 3rd level, you can use your reaction to spend 1 sorcery point and grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent.
WITCHBLADE SPELLS
Witchblade Level Spells
3rd hex, witchbolt
5th blindness/deafness, crown of madness
9th bestow curse, vampiric touch
13th confusion, Evard’s black tentacles
17th contagion, hold monster
Jinx
At 7th level, you can use your reaction to grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent, and your opponent must be able to see or hear you.
Steal Luck
At 11th level, when you use your Jinx ability, you gain inspiration.
Horrid Jinx
At 15th level, when you use your Jinx ability, your opponent subtracts your proficiency bonus from its affected rolls. When you use the inspiration gain from your Steal Luck ability, you add your proficiency to the affected rolls.

MAGUS ARCANA:

MAGUS ARCANA
Accurate Strike
You can spend 1 sorcery point as a bonus action and you double your proficiency bonus on your attack rolls until the beginning of your next turn.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day wen 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 none of the spell slots can be of a level that you cannot cast.
For example, if you’re a 6th-level magus, you can recover up to three levels of spell slots. You can recover either a 2nd level slot and a 1st level slot, or three 1st level slots, but you could not recover a 3rd level slot because your highest level spell slot is 2nd.
Arcane Smite
Prerequisite: Charisma 13+
You add a number of paladin spells equal to your proficiency bonus to your spellbook. These paladin spells must have the word “Smite” in its title and be of a spell level you can cast. When your proficiency bonus increases, you may add an additional paladin spell to your spellbook.
Arcane Tradition
Select one school of magic. You gain the Arcane Tradition abilities of the selected school of magic as if you were a wizard of the same level as your magus level.
Bonus Feat
You gain one of the following feats. You must meet any prerequisites of the selected feat.
Elemental Adept, Mage Slayer, Magic Initiate, Ritual Caster, Spell Sniper, or War Caster.
An Aegis may select Shield Master, an Arcane Archer may select Sharp Shooter, Duskblade may select Defensive Duelist, a Kensai may select Grappler, a Myrmidon may select Heavy Armor Master, a Spellthief may select Dual Weapon Wielding, and a Witchblade may select Great Weapon Mastery.
Critical Strike
When you score a critical hit with a melee weapon, you can use your reaction to cast a spell that targets the opponent you scored the critical hit against.
Dispelling Strike
You can spend 1 sorcery point as a bonus action to imbue your weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a dispel magic with a spell slot equal to half your magus level. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Hasted Assault
You can spend 1 sorcery point as a bonus action and gain the benefits of haste on yourself for a number of rounds equal to your Intelligence modifier (minimum 1 round).
Maneuver Mastery
You add double your proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks made to grapple or shove an opponent. You may spend 1 sorcery point as a bonus action to add your Intelligence modifier on Strength (Athletics) and Dexterity (Acrobatics) checks until the beginning of your next turn.
Metamagic
You gain one Metamagic option as described in the sorcerer class. You may select this Magus Arcana multiple times. Each time you do, you must select a different kind of Metamagic option.
Prescient Defense
You can spend 1 sorcery point and use your reaction to Dodge until the end of your next turn.
Shining Blade
You add the following spells to your magus spellbook: dancing lights, light, faerie fire, guiding bolt, moonbeam, daylight, flame strike.
Tactical Striker
You use your Intelligence modifier in place of your Strength modifier or Dexterity modifier when you make attack and damage rolls with melee or ranged weapon attacks.
Wand Wielder
When you use your action to use a wand, you may use your bonus action to do one of the following: make a single melee attack, cast a cantrip, or use a different wand.

MAGUS SPELL LIST:

MAGUS SPELL LIST
Cantrips (0 level)
acid splash, blade ward, chill touch, dancing lights, fire bolt, light, mage hand, minor image, poison spray, prestidigitation, ray of frost, resistance, sacred flame, shillelagh, shocking grasp, thorn whip, true strike
1st Level
burning hands, chromatic orb, color spray, detect magic, expeditious retreat, feather fall, grease, heroism, identify, jump, magic missile, ray of sickness, shield, silent image, sleep,thunderwave, unseen servant, witch bolt.
2nd Level
alter self, blur, darkness, darkvision, enhance ability, enlarge/reduce , flaming sphere, glitterdust, gust of wind, invisibility, levitate, Melf’s acid arrow, magic weapon, mirror image, misty step, pyrotechnics, ray of enfeeblement, scorching ray, see invisibility, shatter, spider climb, web
3rd Level
blink, counterspell, crusader’s mantle, dispel magic, elemental weapon, fireball, fly, gaseous form, haste, lightning bolt, major image, phantom steed, protection from energy, sleet storm, slow, stinking cloud, vampiric touch, water breathing, wind wall.
4th Level
dimension door, Evard’s black tentacles, fire shield, greater invisibility, ice storm, phantasmal killer, polymorph, stoneskin, wall of fire
5th Level
Bigby’s hand, cloudkill, cone of cold, telekinesis, wall of force, wall of stone

Sovereign Court

Preliminary perusal: I like that spellcasting starts at level 2, with cantrips at 1. I see that as a genius move that really brings the class in line with eldritch knight without making it too powerful, but also not depriving it of anything from the get go.

I don't necessarily like spell combat being a level 1 ability, since it increases damage output significantly at the outset.

I still have to look through the arcana, and the archetypes, but I'll let you know as soon as I do. Otherwise, this looks solid! So many archetypes! The most of any class to date, I would suspect.

RPG Superstar 2012 Top 32

I just used the paladin and ranger framework for spells. Adding cantrips at 1st level seemed like a no-brainer.

Spell Combat is THE iconic ability of the magus. That, and Spellstrike. Spell Combat doesn't increase damage that much more than 2 weapon fighting or Sneak Attack, and it is kind of balanced by requiring 2 different ability scores (Str or Dex AND Int) to make attack rolls.

Sovereign Court

Hmm... true. Well, you have me convinced. It just stinks that a fighter has that much harder a time doing more damage in the first few levels.

RPG Superstar 2012 Top 32

I know!

But they eventually get 4 or 5 or occasionally 8 attacks per round...

Sovereign Court

True

RPG Superstar 2012 Top 32

And there are some beefy builds for fighter.

Sovereign Court

Arcane Tradition seems... too powerful. It's basically an entire archetype in one ability choice.

Shining blade: does this let you add spells that are higher than the levels that you can cast? I guess this wouldn't be a big deal, but it might need a note to specify. Seems balanced either way.

Tactical strike SEEMS strong, but it seems to also be in line with the same methodology for 5th edition in that you can focus on one damage dealing ability score as you like, so that's probably fine. That it's optional is that much better. I like it!

I also like wand wielder. I just hope that it isn't stymied in the low magic environment that 5th edition seems to espouse.

There is a typo in the spell thief entry that mentions the myrmidon spell list.

I REALLY like the Witchblade.

RPG Superstar 2012 Top 32

Yeah, I think I need to break down Arcane Tradition into 4 different Magus Arcanas. They're probably worth taking even 4 levels late. I REALLY like the abjurer (especially for aegis or myrmidon), diviner (especially for kensai), evoker, and necromancer (especially for the witchblade) options.

RPG Superstar Season 9 Top 16

Spell Combat seems too much compared to EK. Attacking and casting Blade Ward each round is basically perma-rage.

Spellthief wants to TWF, but Spell Combat wants your bonus action.

Does the class have any ribbons? (I took a quick look at the class, so I may have missed them).

RPG Superstar 2012 Top 32

Speaking of wands, our party wizard got one at level 2 or 3, and has kept on using at 10th. Since it recharges at dawn, it remains relevant at all levels, especially since he can use multiple charges at once if needed. (Shocking Grasp for 1d6 per charge, up to 5 charges, I think, or 7 and regains 1d6 at dawn. Something like that.)

Sovereign Court

I didn't think of blade ward... hmmm... maybe specify damage dealing cantrips? Or remove blade ward from the spell list? Hmm...

RPG Superstar 2012 Top 32

Petty Alchemy wrote:

Spell Combat seems too much compared to EK. Attacking and casting Blade Ward each round is basically perma-rage.

Spellthief wants to TWF, but Spell Combat wants your bonus action.

Does the class have any ribbons? (I took a quick look at the class, so I may have missed them).

What if Spellstrike and Spell Combat were switched around, and using Spell Combat cost a Sorcery Point? Spellstrike would still work with Cantrips for damage, which is somewhat equivalent to the damage from sneak attacks and two-weapon fighting at 1st level. Maybe at higher levels, reduce (or eliminate) the cost for cantrips, and then lower level spells?

And speaking of two-weapon fighting, Spellthieves can only steal a certain number of spell levels at a time, so they'll probably 2-weapon fight one round, steal a spell, then use Spell Combat or Spellstrike the next round, using the stolen spell energy.

And you're right, this class can use some ribbons.

RPG Superstar 2012 Top 32

And should I re-name Sorcery Points? Maybe just use Arcane Pool and have Arcane Pool Points?

EDIT:

Also, I did the spell list REALLY quickly, and without my PH near me. Does it look like it could use anything?

Sovereign Court

SmiloDan wrote:
Petty Alchemy wrote:

Spell Combat seems too much compared to EK. Attacking and casting Blade Ward each round is basically perma-rage.

Spellthief wants to TWF, but Spell Combat wants your bonus action.

Does the class have any ribbons? (I took a quick look at the class, so I may have missed them).

What if Spellstrike and Spell Combat were switched around, and using Spell Combat cost a Sorcery Point? Spellstrike would still work with Cantrips for damage, which is somewhat equivalent to the damage from sneak attacks and two-weapon fighting at 1st level. Maybe at higher levels, reduce (or eliminate) the cost for cantrips, and then lower level spells?

And speaking of two-weapon fighting, Spellthieves can only steal a certain number of spell levels at a time, so they'll probably 2-weapon fight one round, steal a spell, then use Spell Combat or Spellstrike the next round, using the stolen spell energy.

And you're right, this class can use some ribbons.

These suggestions all work well, I think.


Of all the classes that can cast spells, only those that have access to a full 9 levels of spells get Ritual Casting for free, except for one, Sorcerer.

(Bard, Cleric, Druid, Wizard)

All the other classes don't get Ritual Casting.

RPG Superstar 2012 Top 32

OK. I'll work on it.

Also, I'm really comparing the power level of the magus against the paladin and ranger, since they are the core spell-buffing martials.

Would a magus arcana removing or reducing the Sorcery Point cost be too obligatory? Or should it be a class ability? Maybe reduce the cost of cantrips at 5th, 1st at 9th, 2nd at 13th, 3rd at 17th, and 4th and 5th at 20th?

Or maybe cantrips at 3rd, 1st at 5th, 2nd at 9th, 3rd at 13th, 4th at 17th, and 5th at 20th?

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Irontruth wrote:

Of all the classes that can cast spells, only those that have access to a full 9 levels of spells get Ritual Casting for free, except for one, Sorcerer.

(Bard, Cleric, Druid, Wizard)

All the other classes don't get Ritual Casting.

How about Ritual Casting as a Magus Arcana? I actually like that idea.

Sovereign Court

Yeah, that sounds reasonable. I still wonder why sorcerers don't just get it.

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Probably because they get Sorcery Points and Versatile Magic for more spells per day. And their magic is inborn, as opposed to learned or earned (through pact, prayer, or um, whatever it is druids do).

Sovereign Court

I suppose, but it still doesn't sit right.

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They can always take the Ritual Magic feat. Not ideal, but an option.

Also, I think the sorcerer and warlock are supposed to be "easy" mages. You just have to know what you know, not every stinking spell on the spell list (cleric and druid) or your spellbook (wizard). You DO need to know what spells you want to know--or heed advice from other players who know a lot about spells.

I'm playing a 10th level cleric, currently, and on explore and examine days, I'm always flipping through the PH for spells that can help give the tiniest edge or a major reveal, but it's exhausting. On dungeon delving days, I just load up on cures, bless, guiding bolt, and spiritual guardian and spiritual weapon, and I decide if I want to tank or buff. With the occasional blast, of course, and even that acts as a mini-buff (I love guiding bolt!).

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Hmmm... Maybe I should make an oracle next. A spontaneous divine caster.

Sovereign Court

I just think that Sorcerers end up getting dinged for wanting to cast utility magic, and I've never liked that. The few sorcerers that I've played were hard pressed to do anything other than damage and crowd control (and maybe there is some aspect of them that I am missing in 5th edition, so there is that). But I get why Wizards should be the kings of utility, not letting sorcerers cast utility spells as rituals just discourages them from dipping into such spells even more so.

But anyhow, I don't mean to derail your magus thread.

I do like the idea of an oracle. I wonder how you would differentiate that from the Unearthed Arcana favored soul.

How about the magus gets to choose one or two cantrips from a restrictive list that they can use for their spell combat, and the list gets expanded as time goes on.

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Oracle's Curse, Mystery (Domain) & Revelation at 1st level.
Font of Magic and Revelation at 2nd.
More Revelations at 6, 10, 14, and 18.
Final Revelation at 20.

New spell levels at odd class levels.

Ability Score Increases at 4, 8, 12, 16, 19.

But back the magus....

I think having 2 spell lists, one for just regular casting, and one for spell combat, would be a bit burdensome. Especially since there is already a dichotomy between spells known and spells prepared.

I was thinking of having cantrips cause half damage at level 1, then full damage at 3, but that just seems awkward.

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Petty Alchemy wrote:
Spell Combat seems too much compared to EK.

Don't compare to EK, as the 5E EK is built to be just barely dabbling in magic because he still gets all the other fighter class features. Compare to ranger and paladin, who are the 5E benchmark of the fighter/caster.

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Yeah. I know a lot of people look at the ranger class features, and think it's kind of a weak class, but if you look at the spells they get, it's really powerful. In my party, the ranger hunter archer is the main damage dealer, the battlefield controller, skill monkey, and backup healer. He even tanks in emergencies.

I've seen a couple paladins, too, but one was an unarmed grappler, and one was for just a single one-shot, so my view on them are skewed. But I like them!

Sovereign Court

I feel like rangers need to use a "Find animal companion" spell rather than try to fit it into an archetype, then MAYBE have an archetype that bolsters the animal companion. Apparently having familiars and mounts aren't too broken, but I guess those things aren't as combat oriented, but I digress...

As for cantrip damage, I actually don't see the damage as being too high, but I forgot that blade ward would effectively double their hit points. That to me seems crazy, but maybe just take that away? But would that then affect their efficacy in later levels? I don't know.

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Well, if they are using blade ward every round, they're not using spell combat or spellstrike, so they're doing a max of 1d8+5 points of damage per hit, and they only have 1d8 HD, so that's not TOO bad. Barbarians get 1d12 HD and Con is a big deal for them, since it can also be their AC, so I'm not too concerned.

Sovereign Court

Hmm... with that rationale, I suppose that works out just fine. I'll allow it. I wonder how we could get an arcane strike to even out any magus that prefers a two weapon approach.

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Maybe a Magus Arcana that uses a bonus action to add your proficiency bonus to weapon damage rolls?

Sovereign Court

Hmm... that could be interesting. But do you mean two handed weapons? Because I mean two weapon fighting. In either event, that could be an interesting approach.

I think that the magus variant might work out well. It's a shame that I didn't have this on hand for my player that ported his magus over to an EK when we made the switch. I might be able to make the switch if he is willing, though... and if I do, I'll let you know of any feedback.

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Jiggy wrote:
Petty Alchemy wrote:
Spell Combat seems too much compared to EK.
Don't compare to EK, as the 5E EK is built to be just barely dabbling in magic because he still gets all the other fighter class features. Compare to ranger and paladin, who are the 5E benchmark of the fighter/caster.

I think it's still an apt comparison for action economy. The Fighter has to give up his extra attacks if he wants to cantrip. Extra Attacks beyond 2 is his main feature, along with Action Surge (and Second Wind is kinda there too). The rest is spells if you're an EK.

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Yeah, a lot of the ranger and paladin spells are bonus action casts that buff weapon attacks, so they affect the action economy by letting them cast and fight in the same round with their specialized spells.

Alternatively, the magus uses arcane spells while fighting, so the action economy and power of the spells needs particular attention.

Sovereign Court

You took on a tricky class, but I'm impressed that you've thought it out so thoroughly. Odd design choices tend not to be as supported as what you've demonstrated. I'm confident in much of what you've done with the class.

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True, but the Paladin/Ranger don't do it all day every round.

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Petty Alchemy wrote:
True, but the Paladin/Ranger don't do it all day every round.

Except the ranger's hunter's mark.... ;-)

And the paladin actually has to expend spell slots to use Smite!


I'm no expert when it comes to balancing mechanics, but this class does seem a bit too powerful. At 2nd level using a longsword, I can use Shocking Grasp to essentially do 3d8 (plus ability mod) damage per turn at no cost, which seems a bit much. Furthermore, if the enemy is wearing metal, then I get advantage on the attack rolls and don't have to worry about provoking opportunity attacks afterward.
Or if I'm wanting defense, I can just shocking grasp the dude and then cast Blade Ward to, as aforementioned, get essentially perma-rage.
Also, while I find it to be somewhat more balancing, I believe there are very few offensive spells with a range of touch, which makes the Spellstrike ability slightly limiting.
I find these possibilities to be a problem mainly because they cost no resources. Sure, there are always exceptions, but it seems that by and large if I want to kill something in melee combat I can do 3d8(plus ability mod) damage each turn without sacrificing any resources starting at 2nd level, which just seems like a bit much.
That being said, I truly do love this rendition of the Magus from Pathfinder; it's the truest conversion I've ever found. It just needs a bit of work perhaps? Maybe after playtest you've updated it a bit, I'm not sure. But I'd love to see an updated version!
P.S.
Something I've seen often in other renditions is the ability to use Spellstrike a number of times per day equal to the Spellcasting Ability Mod (in this case Int), which seems more balanced for 5e. But that's just an idea.


I'm not a 5th Edition D&D person, but I just had to see what this looked like. Actually looks pretty good -- probably overpowered compared to what I have read of 5th Edition stuff (a long time ago), but still looks good enough for me to be in favor of using ideas from it for a refresh of the Pathfinder Magus.

Editing note:. The Duskblade's description got cut short after a few words of Spell of Opportunity.


^After I posted this, I got a better idea: Use a backport and tweak of this as a basis for a Pathfinder class to replace the awful Child of Acavna and Amaznen Fighter archetype.


Has anyone play tested this class? It does look over powered at first glance. Colour me interested.

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