| drakinar 451 |
| 1 person marked this as a favorite. |
Magus Revamp
- Primary ability score: Int
- Chassis stays the same except as noted:
1- Striking spell is broken into 2 abilities called Spell Combat and
Spell Strike
Spell Combat:
Actions: Free action
Tags: CONCENTRATE MAGUS METAMAGIC
Frequency: Once per Round
Rules:
You imbue your weapon or body with a spell augmenting it's offensive capability. Cast Your spell normally to charge your weapon or body. You gain the Spell Surge condition. You can hold a spell charged for a number of rounds equal to your Int bonus.
Spell Strike:
Actions: 1 action
Tags: FORTUNE MAGUS METAMAGIC
Frequency: Once per Round
Rules:
You make a melee strike to discharge your stored spell. Make this strike using your martial proficiency with your INT bonus along with any applicable bonuses as normal for a melee strike. If you hit you make a spell attack roll if needed using the your martial proficiency and INT bonus. If your discharging Strike was a critical success, the degree of success is one better than you rolled for a spell attack roll or one worse than the target rolls for a saving throw.
2- Battle Spells: Magus Potency removed and replaced with Spell Recall
Spell Recall FOCUS 1
UNCOMMON EVOCATION MAGUS
Cast [TWO-action] Somatic , Verbal
Range: Self
Duration 1 minute
Recall a spell you have previously cast. This spell must be of 1 level lower than your highest spell slot available. This spell is available to your for the next minute. If you do not use it before hand it is wasted.
Heightened (3rd) Remove the somantic Action to cast
Heightened (4th) You may recall a spell of up to your maximum spell level.
3- Magus Synthesis: slightly tweaked.
- Shooting Star: Removes the range qualifiers from the synthesis as long as you have the spell surge condition.
-Slide casting gains: As long as you have the Spell Surge condition you gain a 5' bonus to your speed.
- Sustaining Steel gains: As long as you have the Spell Surge condition you gain Temp HP equal to all bonus damage from class feats triggered by having the spell surge condition.
4- Feats remain as they are except as noted here:
1st level:
- Raise Tome gains "this does not interfere with Slide casting"
4th level:
- Bespell Strikes is switched with energized strikes and reads as follows:
------------------------------------------------------------------------
Actions: Free action
Requirements Your most recent action was to Cast a Spell
with the acid, cold, electricity, fire, or sonic trait.
------------------------------------------------------------------------
You energize one weapon you’re wielding with a spell. For as long as you have the spell surge condition , your Strikes with that weapon deal 1 additional damage per weapon damage die. The damage type matches the spell’s trait. If the spell had more than one of the eligible traits, you choose the type when you Energize your Strikes. You can instead put the spell energy into your body, conferring this additional damage on your unarmed attacks.
At expert martial Proficiency you deal 2 extra damage per weapon damage die.
At master martial proficiency you deal 3 extra damage per weapon damage die.
------------------------------------------------------------------------
- Spell Perry: Remains Active until you loose the spell surge condition. Then it has to be recast.
6th level:
- martial caster reworked to add 1 additional spell slot to your highest and second highest spell slot making you 3/3.
- bespell strikes reads as follows
------------------------------------------------------------------------
Actions: 1 action Verbal
Requirements Your most recent action was to Cast a Spell
with the acid, cold, electricity, fire, or sonic trait.
------------------------------------------------------------------------
You energize one weapon you’re wielding with a spell. Until the end of your turn, your Strikes with that weapon deal 1d6 additional damage per weapon damage die. The damage type matches the spell’s trait. If the spell had more than one of the eligible traits, you choose the type when you Energize your Strikes. You can instead put the spell energy into your body, conferring this additional damage on your unarmed attacks.
8th level:
- Spell Swipe gains: You make this attack with your Martial proficiency and INT bonus along with any applicable bonuses as normal for a melee strike. Additionally if you discharge your stored spell this way you use your martial proficiency and INT bonus for the spell attack roll if needed
More feats to follow when I have time.
I think this would work really well. Or it's just me wishing. Let me know what you think.