Magus Full Release v1.3.0
HAVE NOT done extensive testing, if you encounter any bugs, missing icons, or missing descriptions, please report under this nexus page. If any feature is broken or stops working, please also include your mod list and a preferably detailed recount of what happened before the feature break.
Currently Implemented (Fixed) Up To Level 12
Disclaimer: this is my personal take on converting it to 5e and I was unable to implement some of the features (mainly extended spell strike and some of the more specific Magus Feats which I will refer to them at Magus Arcanas)
the following class description is taken from pf2e:
Combining the physicality and technique of a warrior with the ability to cast arcane magic, you seek to perfect the art of fusing spell and strike. While the hefty tome you carry reflects hours conducting arcane research, your enemies need no reminder of your training. They recognize it as you take them down.
You channel spells through your weapon or body to hit enemies with a powerful attack and spell combination. Because your spells per day are limited, you often rely on trusty, carefully chosen cantrips. When necessary, you know how to win a fight without magic.
unlike most martials who rely on making multiple attacks on a turn, the magus focuses on making a single devastating spell strike.
This is my first mod, don't bash it too hard.
First of all, gotta give credit to those who helped me in the makings of this mod, mainly:
LostSoulMan
FunkyKat
and
Djmr
Class Features:
Hit Points: 8 at level 1 and +5 for each level thereafter
Armor: Light Armor, Medium Armor (except Starlit Spans), Shield (Sparkling Targe)
Weapon: Simple Weapon, Martial Weapon
Saving Throws: Constitution, Intelligence
Spell Slots:
As a Magus your spell slot progression is different from a normal caster. In general, you have 4 spell slots, 2 at the highest level available to a similar leveled full caster, and 2 at a level below.
At level 1, 2, and 3, you have respectively 1 first level slot, 2 first level slot, and 2 first level, 1 second level slot.
Level 1:
Arcane Pool: You gain Arcane pool points at level 1 which you can spend on your Magus abilities. replenish on long rest.
Spell Casting: You are an arcane caster sharing the wizard's spell list. Intelligence is your Spellcasting modifier. You know 4 first level spells and may learn 1 additional spell each time you gain a level and may learn additional spells through scrolls. You know 3 cantrips and additional ones at level 5, 10, and 17.
Arcane Enhancement: As a bonus action, you may spend 1 AP to gain a +1 bonus to attack and damage rolls for 1 minute, which increases by 1 at level 10 and 17.
Magus Arcana: You may select 1 Arcana at level 1, 2, 3, and ever odd level thereafter.
Hybrid Study (Subclass): You may choose from Sparkling Targe, Inexorable Iron, Laughing Shadow, Twisting Tree and the Starlit Spans subclass for the magus. This will determine your starting equipment, arcane cascade's additional effect, and subclass specific Arcanas down the line.
Ritual Casting: You may cast ritual spells as a ritual
Level 2:
Spell Strike: When you cast a spell, you can make a combined attack with a weapon (this allow you to make a free melee weapon attack if you hit a melee spell attack until you move)
Magus Arcana: You may select 1 Magus Arcana.
Level 3:
Arcane Cascade: When you cast a non-cantrip help, your magic flows into your weapon and cause it to deal additional 1d4 damage for the next minute which increases to 1d6 at level 5, 1d8 at level 10, 1d10 at level 14, and 1d12 at level 17 . The damage type depends on the school of the spell you have casted.
- Force: Abjuration and Evocation
- Weapon: Conjuration and Transmutation
- Psychic: Divination, Enchantment, and Illusion
- Necrotic: Necromancy
Magus Arcana: You may select 1 Magus Arcana.
Level 4:
Ability Score Increase or Feat.
Level 5:
Magus Arcana: You may select 1 Magus Arcana.
Arcane Cascade: Cascade damage increases to 1d6
Level 6:
Spell Combat: When you may a spell strike, you may perform an additional weapon attack as a part of the same action.
Level 7:
Magus Arcana: You may select 1 Magus Arcana.
Level 8:
Ability Score Increase or Feat.
Level 9:
Magus Arcana: You may select 1 Magus Arcana.
Level 10:
Arcane Cascade: Cascade damage increases to 1d8
Level 11:
Arcane Restoration: recover AP equal to your intelligence modifier once per short rest.
Magus Arcana: You may select 1 Magus Arcana.
Level 12:
Ability Score Increase or Feat.
Level 13:
Magus Arcana: You may select 1 Magus Arcana.
Level 14:
Extended Spell Strike: You gain an echo of a spell that you cast into a spell strike and may use it again for free within the next minute or until you make a spell strike with a different spell. (Didn't figure out how to do it efficiently and I don't intend to implement it specifically for every spell in game, Here is a placeholder that allows you to do a 5d10 force damage as a melee spell attack which triggers spell strike).
Arcane Cascade: Cascade damage increases to 1d10
Level 15:
Magus Arcana: You may select 1 Magus Arcana.
Level 16:
Ability Score Increase or Feat.
Level 17:
Magus Arcana: You may select 1 Magus Arcana. (not yet implemented)
Arcane Cascade: Cascade damage increases to 1d12
Level 18:
Broad Study: You may choose to gain 4 of the following in any combination
- a level 1 and level 2 spell slot
- a sneak attack die and the ability to make sneak attacks
- a battle master maneuver and one superiority die
Level 19:
Ability Score Increase or Feat.
Magus Arcana: You may select 1 Magus Arcana.
Level 20:
True Magus: You may choose another saving throw and gain proficiency in that saving throw
Unerring Spell Strike: When you miss an attack, you may spend 5 Arcane Pool points and choose to hit instead.
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Subclass:
Inexorable Iron: Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield.
Cascade Augmentation: When you enter Arcane Cascade, you gain temp hp equal to 5 + your level at the end of each of your turns.
Extra Spell: You learn the spell Enlarge Reduce at level 3.
Extra Arcana:
- 3rd Level, Devastating Spell Strike: When you hit a creature with a spell strike, you may cause the attack to explode, dealing your Arcane Cascade damage to nearby creatures.
- 9th Level, Sustaining Steel: The temporary hp gained from your Cascade Augmentation is doubled.
Sparkling Targe: You've studied the applications of magic, training yourself to perform not just offensive maneuvers but defensive tactics as well. When magic flows through you, your shield can block impossible things, even a dragon's breath or a magic missile.
Shield Proficiency: you gain proficiency in shield
Cascade Augmentation: When you enter Arcane Cascade, you apply your shield's AC bonus to your saving throws (+2).
Extra Spell: You learn the spell Warding Bond at level 3
Extra Arcana:
- 3rd Level, Emergency Targe: As a reaction you raise your shield, gaining resistance to the triggering damage and Temporary Hit Points equal to 10 + your Level
- 9th Level, Dazzling Block: As a reaction you raise your shield and emit a blast of blinding light, blinding the attacker and those behind them in a cone.
Laughing Shadow: Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.
Cascade Augmentation: when you enter Arcane Cascade you gain an additional 5ft of walking speed and your weapon attacks deal an additional 1d4 damage.
Extra Spell: you learn the spell Phantasmal Force at level 3
Extra Arcana:
- 3rd Level, Distracting Spell Strike: When you make a spell strike, you may knock your target off balance.
- 9th Level, Dimensional Disappearance: When you cast the spell misty step, thunderstep, or farstep, you become invisible for 1 hour.
Twisting Tree: The staff is perhaps one of the simplest of weapons, but this simplicity belies its elegance and versatility. To you, a staff is casting implement and martial weapon alike—the foundation of a fighting style.
Arcane Cascade Augmentation: When you enter arcane cascade, you can channel some magic into your staff, increasing its damage to 1d8 (1d10) and gain an extra 5 feet of reach.
Extra Spell: you learn the spell Spiek Growth at level 3
Extra Arcana:
- 3rd Level, Student of the Staff: When you critically hit with an attack while wielding a staff, you deal extra damage equal to your arcane cascade. In addition, you may push a creature 10 feet away from you whenever you make an attack with a staff.
- 9th Level, Lunging Spell Strike: You may extend the range of a melee attack spell to 30 feet and also the subsequent spell strike with it. (it is abusable by toggling the passive selection on and off, have not figured out how to prevent that yet)
Starlit Spans: With magic, the sky's the limit, and you can't be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.
Armor Proficiency: You loose proficiency in Medium Armor
Spell Strike Augmentation: when you make a spell strike, you may make it with a ranged weapon instead.
Extra Spell: You also learn the spell Scorching Ray at level 3 (known issue, spell strike will not trigger if you miss any of the 3 bolts).
Extra Arcana:
- 3rd Level, Starlit Eyes: You gain blindsight and immunity to the blinded condition.
- 9th Level, Meteoric Shot: Your ranged spell strike leaves a trail of energy behind it, dealing damage to all creatures it passes through.
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Magus Arcana: this list does not include the subclass specific Arcanas.
Level 1:
- Familiar (its find familiar)
- Magic Sense (you know detect magic and can cast it at will)
- Raise a Tome (when you wield a shield, you gain advantage in Arcana, History, Investigation, Religion, and Nature checks) (Required for Shield a Tome)
- Magus's Analysis (bonus action true strike)
Level 2:
- Expansive Spell Strike (you may spell strike with any spell)
- Spell Parry (you may cast shield with 1 AP instead of a 1st level spell slot) (Required for Preternatural Parry)
- Spell Blending (Get some spells from other classes)
Level 3:
- Arcane Accuracy (bonus action, 1AP, you gain +2 to hit until end of your turn)
- Body of Mist (Misty Step with 1 AP)
- Steady Spellcasting (adv on concentration checks)
Level 5:
- Cascade Countermeasure (bonus action, 1AP, magic resistance for 1 turn)
- Knowledge is Power (you can use Int instead of str or dex for weapon attacks when you have arcane enhancement active)
- Thundering Retaliation (reaction upon hit, 1AP cast thunder wave at the creature who struck you)
- Shield a Tome (+1AC and Saving throws when wielding a shield)
- Enduring Blade (you may spend additional AP to extend the duration of Arcane Enhancement to a maximum of 8 hours)
Level 7:
- Arcane Strike (3AP, bonus action, resolve all attacks with advantage till end of turn)
- Spell Swipe (you may cleave with a maximum of 2 targets with a melee weapon whenever you make a spellstrike) (Prerequisite for Whirlwind Spell)
- Arcane Cloak (bonus action hide)
- Capture Magic (enter Arcane Cascade when a spell is casted on you)
Level 9:
- Cascading Ray (1AP, a ray of magical force cascades off your spell strike, ranged spell attack)
- Runic Impression (+1 AP cost, add 1 of 5 property runes to your weapon when applying Arcane Enhancement)
- Bloodthirsty: regain 1d4 hit points when you hit a creature with this weapon
- Deathdrinking: regain 2d8 hit points when you kill a creature with this weapon
- Speed: You may make a bonus action attack with this weapon
- Wounding: Inflict 1d6 bleed damage per round when you hit a creature with this weapon
- Hooked: You may perform trip attack with this weapon
Level 11:
- Elemental Blade (+1AP cost, 1d6 extra elemental damage when applying Arcane Enhancement)
- Charge of the Magi (bonus action rush spell (can't use spell combat afterward) (yes i know you can use spell combat and then charge but implementation is wack)
Level 13:
- Arcane Shroud (you gain a free spell when entering arcane cascade depending on the school)
- Stone Skin
- Blink
- Greater Invisibility
- Heroism
- Fire Shield
- False Life
- Far Step
- Hasted Assault (2 AP, you gain an extra hasted action on this turn, no other benefits but does not become lethargic)
- Preternatural Parry (when you use spell parry, you can also make a counter attack)
Level 15:
- Bane Blade (you may apply bane to a target that you have spell struck but instead of -1d4 to attack rolls and saving throws, its a -4)
- Resounding Cascade (You gain an aura that can apply the bonus damage from Arcane Cascade to allies within 10 ft)
Level 17:
Level 19:
- Whirlwind Spell (when you spell strike you may instead of hitting one creature, you may attack all foes around you)