{"name":"Magus","overview":"Every magus is a warrior. Magi train with arms and armor\r\nto protect what they hold dear, fight for what they believe\r\nin, and get themselves into or out of trouble. For magi,\r\nthough violence may not be their preferred solution to a\r\ngiven problem, it is always a valid backup plan.\r\nEvery magus is a magician. Magi use their hard-\r\nearned spellcasting abilities to explore the multiverse,\r\nempower their companions, and decimate their\r\nenemies. For a magus, magic is a tool that expands their\r\nhorizons and their options.","hit_dice":"d8","hit_points_at_1st_level":"8+Con","hit_points_at_higher_levels":"1d8+Con","armor_proficiencies":"Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)","weapon_proficiencies":"Simple weapons, martial weapons, Simple Firearms","tools":"N\/A","saving_throws":"Constitution, And Your Spellcasting Ability","skills":"Choose one from Acrobatics, Arcana, Athletics,\r\nHistory, Insight, Investigation, and Perception.","starting_equipment":"","spellcasting":"Spellcasting\r\nStarting at 2nd level, you gain the ability to cast spells\r\nof 1st level and higher. See chapter 10 of the Player\u2019s\r\nHandbook for the general rules of spellcasting.\r\n\r\n\r\n\r\n[b]Spell Slots[\/b]\r\nThe Magus table shows how many spell slots you have\r\nto cast your spells of 1st level and higher. To cast one of\r\nthese spells, you must expend a slot of the spell\u2019s level\r\nor higher. You regain all expended spell slots when you\r\nfinish a long rest.\r\nFor example, if you know the 1st-level spell find\r\nfamiliar and have a 1st-level and a 2nd-level spell slot\r\navailable, you can cast find familiar using either slot.\r\n\r\n[b]Spells Known of 1st-Level and Higher[\/b]\r\nYou know three 1st-level magus spells of your choice\r\nfrom your eldritch society\u2019s spell list. You learn\r\nadditional spells chosen from your eldritch society\u2019s\r\nspell list as indicated in the Spells Known column of the\r\nMagus table.\r\nAdditionally, when you gain a level in this class, you\r\ncan choose one of the magus spells you know and\r\nreplace it with another spell from your eldritch society\u2019s\r\nspell list, which also must be of a level for which you\r\nhave spell slots.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nYour spellcasting ability is determined by your eldritch\r\nsociety. See the Initiate feature of your eldritch society for\r\nyour spellcasting ability.\r\n\r\n[b]Ritual Casting[\/b]\r\nYou can cast a magus spell as a ritual if that spell has\r\nthe ritual tag and you know the spell.\r\n\r\n[b]Spellcasting Focus[\/b]\r\nYour spellcasting focus, if any, is determined by your\r\neldritch society. See the Initiate feature of your eldritch\r\nsociety to see what, if any, spellcasting focus you may\r\nuse for your magus spells.\r\n\r\n\r\n\r\n\r\n[b]Subclasses[\/b]\r\neach Subclass has Slightly Different Spellcasting Rules See the below\r\n\r\n\r\n[h1]Arcane Order Initiate[\/h1]\r\nWhen you choose this eldritch society at 1st level, you\r\naugment your martial prowess with the ability to cast\r\ncantrips.\r\n\r\n[b]Cantrips[\/b]. You learn two cantrips of your choice from\r\nthe Arcane Order\u2019s spell list. You learn an additional\r\nArcane Order cantrip of your choice at 4th level and again\r\nat 10th. These cantrips count as magus spells for you.\r\nSpellcasting Focus. You can use an arcane focus\r\n(found in chapter 5 of the Player\u2019s Handbook) as a\r\nspellcasting focus for your magus spells.\r\n\r\n[b]Spellcasting Ability[\/b]. Intelligence is your spellcasting\r\nability for your Arcane Order spells, since you learn\r\nyour spells through rote study and memorization. You\r\nuse your Intelligence whenever a spell refers to your\r\nspellcasting ability. In addition, you use your Intelligence\r\nmodifier when setting the saving throw DC for a magus\r\nspell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus +\r\nyour Intelligence modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus +\r\nyour Intelligence modifier\r\n\r\n\r\n\r\n\r\n\r\n[h1]Knights Stygian Initiate[\/h1]\r\nWhen you choose this eldritch society at 1st level, you\r\naugment your martial prowess with the ability to cast\r\ncantrips.\r\n\r\n[i]Cantrips[\/i]. You learn two cantrips of your choice from the\r\nKnights Stygian\u2019s spell list. You learn an additional Knights\r\nStygian cantrip of your choice at 4th level and again at\r\n10th. These cantrips count as magus spells for you.\r\n\r\n[i]Spellcasting Focus.[\/i] You can use an arcane focus\r\n(found in chapter 5 of the Player\u2019s Handbook) as a\r\nspellcasting focus for your magus spells.\r\n\r\n[i]Spellcasting Ability.[\/i] Charisma is your spellcasting\r\nability for your Knights Stygian spells, since you learn\r\nyour spells through an intuitive connection with death.\r\nYou use your Charisma whenever a spell refers to your\r\nspellcasting ability. In addition, you use your Charisma\r\nmodifier when setting the saving throw DC for a magus\r\nspell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus +\r\nyour Charisma modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus +\r\nyour Charisma modifier\r\n\r\n\r\n\r\n\r\n\r\n[h1]Primordial Seal Initiate[\/h1]\r\nWhen you choose this eldritch society at 1st level, you\r\naugment your martial prowess with the ability to cast\r\ncantrips.\r\n\r\n[i]Cantrips.[\/i] You learn two cantrips of your choice from\r\nthe Primordial Seal\u2019s spell list. You learn an additional\r\nPrimordial Seal cantrip of your choice at 4th level and\r\nagain at 10th. These cantrips count as magus spells\r\nfor you.\r\n\r\n[i]Spellcasting Ability.[\/i] Charisma is your spellcasting\r\nability for your Primordial Seal spells, since you learn\r\nyour spells through a raw connection to the natural\r\nelements. You use your Charisma whenever a spell\r\nrefers to your spellcasting ability. In addition, you use\r\nyour Charisma modifier when setting the saving throw\r\nDC for a magus spell you cast and when making an\r\nattack roll with one.\r\n\r\n[i]Spell save DC[\/i] = 8 + your proficiency bonus +\r\nyour Charisma modifier\r\n\r\n[i]Spell attack modifier[\/i] = your proficiency bonus +\r\nyour Charisma modifier\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Shadow Court Initiate[\/h1]\r\nWhen you choose this eldritch society at 1st level, you\r\naugment your martial prowess with the ability to cast\r\ncantrips.\r\n\r\n[b]Cantrips[\/b]. You learn two cantrips of your choice from\r\nthe Shadow Court\u2019s spell list. You learn an additional\r\nShadow Court cantrip of your choice at 4th level and\r\nagain at 10th. These cantrips count as magus spells\r\nfor you.\r\n\r\n[b]Spellcasting Focus[\/b]. You can use an arcane focus\r\n(found in chapter 5 of the Player\u2019s Handbook) as a\r\nspellcasting focus for your magus spells.\r\n\r\n[b]Spellcasting Ability[\/b]. Intelligence is your spellcasting\r\nability for your Shadow Court spells, since you learn\r\nyour spells through rote study and memorization.\r\nYou use your Intelligence whenever a spell refers to\r\nyour spellcasting ability. In addition, you use your\r\nIntelligence modifier when setting the saving throw DC\r\nfor a magus spell you cast and when making an attack\r\nroll with one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus +\r\nyour Intelligence modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus +\r\nyour Intelligence modifier\r\n\r\n\r\n\r\n\r\n\r\n[h1]Sidereal Cabal Initiate[\/h1]\r\nWhen you choose this eldritch society at 1st level, you\r\naugment your martial prowess with the ability to cast\r\ncantrips.\r\n\r\n[b]Cantrips[\/b]. You learn two cantrips of your choice from\r\nthe Sidereal Cabal\u2019s spell list. You learn an additional\r\nSidereal Cabal cantrip of your choice at 4th level and\r\nagain at 10th. These cantrips count as magus spells\r\nfor you.\r\n\r\n[b]Spellcasting Focus[\/b]. You can use an astrolabe\r\nor arcane focus (found in chapter 5 of the Player\u2019s\r\nHandbook) as a spellcasting focus for your magus spells.\r\n\r\n[b]Spellcasting Ability.[\/b] Intelligence is your spellcasting\r\nability for your Sidereal Cabal spells, since you learn\r\nyour spells through sacred geometry and detailed\r\nobservation of stellar movements. You use your\r\nIntelligence whenever a spell refers to your spellcasting\r\nability. In addition, you use your Intelligence modifier\r\nwhen setting DC the saving throw for a magus spell you\r\ncast and when making an attack roll with one.\r\n\r\n[b]Spell save DC [\/b]= 8 + your proficiency bonus +\r\nyour Intelligence modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus +\r\nyour Intelligence modifier\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Sylvan Circle Initiate[\/h1]\r\nWhen you choose this eldritch society at 1st level, you\r\naugment your martial prowess with the ability to cast\r\ncantrips.\r\n\r\n[b]Cantrips[\/b]. You learn two cantrips of your choice from\r\nthe Sylvan Circle\u2019s spell list. You learn an additional\r\nSylvan Circle cantrip of your choice at 4th level and again\r\nat 10th. These cantrips count as magus spells for you.\r\n\r\n[b]Spellcasting Focus[\/b]. You can use a druidic focus\r\n(found in chapter 5 of the Player\u2019s Handbook) as a\r\nspellcasting focus for your magus spells.\r\n\r\n[b]Spellcasting Ability.[\/b] Wisdom is your spellcasting\r\nability for your Sylvan Circle spells, since you learn your\r\nspells through an intuitive connection with the natural\r\nworld. You use your Wisdom whenever a spell refers\r\nto your spellcasting ability. In addition, you use your\r\nWisdom modifier when setting the saving throw DC for\r\na magus spell you cast and when making an attack roll\r\nwith one.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus +\r\nyour Wisdom modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus +\r\nyour Wisdom modifier","class_features":"[b]Eldritch Society[\/b]\r\nAt 1st level, you choose an eldritch society that trained\r\nyou in the ways of the magus: the Arcane Order, the\r\nKnights Stygian, the Primordial Seal, the Shadow Court,\r\nSidereal Cabal, or the Sylvan Circle. Your choice grants\r\nyou features at 1st level and again at 3rd, 7th, and 14th\r\nlevel. Your choice also determines your spell list.\r\n\r\n\r\n\r\n[b]Esoteric Eye[\/b]\r\nAt 1st level, you can detect the arcane abilities of\r\nothers. As an action, your eyes visibly flash with magic\r\nas your senses wake to the mystical energies of the\r\nmultiverse. Until the end of your next turn, you know\r\nif each creature you can see within 60 feet of you has\r\nthe Spellcasting or Innate Spellcasting feature or\r\ntrait. Additionally, you learn each of those creatures\u2019\r\nspellcasting ability, if they have one.\r\nYou can use this feature a number of times equal to\r\n1 + your magus spellcasting modifier. You regain all\r\nexpended uses when you finish a long rest.\r\n\r\n\r\n\r\n\r\n[b]Mystic Mark[\/b]\r\nStarting at 2nd level, you learn to place a mystic mark.\r\nYou can use this mark to enspell a weapon or to grant\r\na creature an aegis. You can use your mystic mark a\r\nnumber of times equal to your magus spellcasting ability\r\nmodifier. You regain all expended uses when you finish\r\na long rest.\r\n\r\n[i]Aegis[\/i]\r\nAs a bonus action you can project your mystic mark onto\r\na creature you can see within 30 feet of you. For the next\r\nminute the target is under the protection of your aegis\r\nand receives a bonus to its armor class. This bonus\r\nincreases their AC by +1. If the target is wearing armor\r\nthat grants a magical bonus to AC, use whichever bonus\r\nis higher. The aegis ends if you or your target end a turn\r\nmore than 120 feet away from one another. A creature\r\ncan only benefit from one aegis at a time.\r\nThis bonus to AC increases to +2 when you reach 9th\r\nlevel and increases to +3 when you reach 13th level.\r\n\r\n[i]Enspell[\/i]\r\nAs a bonus action, you surround a weapon you\u2019re\r\nholding with your mystic mark. This weapon is\r\nenspelled and counts as a spellcasting focus for you\r\nfor the next minute. While enspelled, the weapon is\r\nconsidered magical and adds a +1 bonus to attack\r\nrolls and damage rolls. If the weapon already grants\r\na magical bonus to attack and damage, use whichever\r\nbonus is higher. The enspell ends if you lose possession\r\nof the weapon. A weapon can only benefit from one\r\nenspell at a time.\r\nThese bonuses to hit and damage increase to +2 when\r\nyou reach 9th level and +3 when you reach 13th.\r\n\r\n\r\n\r\n\r\n[b]Eldritch Armament[\/b]\r\nStarting at 3rd level, you learn to infuse your preferred\r\nweapon or shield with magical power. Choose one of the\r\nfollowing options.\r\n\r\n[i]Eldritch Archer[\/i]\r\nWhen you hit a creature with a ranged weapon under\r\nthe effect of your Enspell feature you can cause the\r\nammunition to explode with mystical energy, dealing the\r\nsame damage type the attack would normally cause to\r\nall creatures within 10 feet of the target. When you do\r\nso, expend a spell slot and the creature and each other\r\ncreature within 10 feet must succeed on a Dexterity\r\nsaving throw or take 2d4 + 1d4 damage for each spell\r\nlevel higher than 1st, to a maximum of 6d4. On a\r\nsuccess, they take half damage.\r\n\r\n[i]Mystic Marauder[\/i]\r\nWhen you hit a creature with a melee weapon attack\r\nwith a weapon you are wielding with two hands that is\r\nunder the effect of your Enspell feature, you can expend\r\na spell slot to deal additional damage to the target.\r\nThe extra damage is 2d6 for a 1st-level spell slot. The\r\ndamage increases by 1d6 for each slot level above 1st,\r\nto a maximum of 6d6. The weapon must have the two-\r\nhanded or versatile property for you to use this feature.\r\n\r\n[i]Sorcerous Sentinel[\/i]\r\nWhile you are wielding a shield, when a creature under the\r\neffect of your Aegis feature is attacked you can use your\r\nreaction to expend a spell slot and strengthen the target\u2019s\r\ndefenses. The target gains a bonus to AC equivalent to the\r\nspell slot expended. This bonus is only applied against the\r\ntriggering attack. Additionally, the target gains temporary\r\nhit points equal to your spellcasting modifier + twice the\r\nlevel of the spell slot expended.\r\n\r\n[i]Spell Sword[\/i]\r\nWhen you hit a creature with a one-handed melee\r\nweapon under the effect of your Enspell feature you\r\nmay expend a spell slot to deal additional damage\r\nand render the creature vulnerable to magical attacks.\r\nThe extra damage is 1d4 for a 1st-level spell slot. The\r\ndamage increases by 1d4 for each slot level above 1st,\r\nto a maximum of 5d4. Additionally, the creature has\r\ndisadvantage on saving throws against spells you cast\r\nuntil the end of your next turn.\r\n\r\n\r\n\r\n\r\n[b]Mystic Meditation[\/b]\r\nStarting at 6th level, when you take a short rest you\r\ncan choose to recover all expended uses of your Mystic\r\nMark. You must complete a long rest before you can use\r\nthis feature again.\r\n\r\n\r\n\r\n[b]War Magic[\/b]\r\nBeginning at 7th level, when you use your action to\r\ncast a cantrip, you can make one weapon attack as a\r\nbonus action.\r\n\r\n\r\n\r\n[b]Spell Surge[\/b]\r\nStarting at 10th level, you can cast any magus spell you\r\nknow without expending a spell slot. The spell is cast as\r\nif you had used a spell slot equal to the highest spell slot\r\nyou have.\r\nOnce you use this feature, you must finish a long rest\r\nbefore you can use it again. You can use this feature\r\ntwice between long rests starting at 20th level.\r\n\r\n\r\n\r\n[b]Improved War Magic[\/b]\r\nStarting at 11th level, when you use your action to cast a\r\nspell, you can make one weapon attack as a bonus action.\r\n\r\n\r\n\r\n[b]Spell Ward[\/b]\r\nStarting at 15th level, the magical attacks of your\r\nenemies unravel around you. You and friendly creatures\r\nwithin 15 feet of you have advantage on saving throws\r\nagainst spells.\r\n\r\n\r\n\r\n\r\n[b]Greater Spell Surge[\/b]\r\nAt 18th level, choose one 6th-level spell from your\r\neldritch society\u2019s spell list. You can cast this spell once\r\nwithout expending a spell slot.\r\nOnce you use this feature, you must finish a long rest\r\nbefore you can use it again. You can use this feature\r\ntwice between long rests starting at 20th level.","subclass_options":"[h1]The Arcane Order[\/h1]\r\n\r\nThe Arcane Order is an eldritch society built on mentor-\r\nstudent relationships. While the Order is unified in\r\nname, each member tends to operate alone or with\r\nonly their mentor or apprentice\u2014though in times of\r\nextreme circumstance, members will come together\r\nto face grave, large scale threats. Each magus of the\r\nArcane Order takes a unique philosophical approach to\r\ntheir teachings, often adopting or adapting the ideals of\r\ntheir mentor. All scholars of the Arcane Order, however,\r\nemphasize exceptional technique and approach magic\r\nas an art to be mastered.\r\n\r\n\r\n\r\n\r\n\r\n[b]Spellscasting[\/b]\r\nSeeabove\r\n\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nAt 1st level, you gain proficiency with the Arcana skill\r\nand one set of artisan\u2019s tools of your choice.\r\n\r\n\r\n\r\n[b]Amethyst Mark[\/b]\r\nStarting at 3rd level, the effects of your mystic marks\r\nare enhanced by your greater understanding of the\r\nArcane Order\u2019s esoteric knowledge. When you place\r\nyour mystic mark on an object or creature, a faint purple,\r\ncrystalline aura surrounds it.\r\n\r\n[i]Arcane Enspell[\/i]. When you deal damage with your\r\nenspelled weapon, you can choose to deal force damage\r\ninstead of its normal damage type.\r\nWhen you deal damage to a creature with your\r\nenspelled weapon, you can choose to remove your\r\nenspell from the weapon to unleash a wave of magical\r\nenergy. When you do so, the target must succeed on a\r\nStrength saving throw against your spell save DC or be\r\npushed up to 15 feet away and knocked prone.\r\n\r\n[i]Arcane Aegis[\/i]. When a target protected by your aegis\r\ntakes damage from a creature you can use your reaction\r\nto remove the aegis from that ally. When you do, you\r\nmay teleport up to 30 feet and make a weapon attack\r\nagainst the attacking creature.\r\n\r\n\r\n\r\n\r\n\r\n[b]Occult Savant[\/b]\r\nBy 7th level, through diplomacy, espionage, or occult\r\nexperimentation you have gleaned how to use spells\r\nnormally used by other eldritch societies. Alternatively,\r\nyou\u2019ve spent time further deciphering the obscure\r\nteachings of the Arcane Order. You learn two spells of\r\nyour choice from any eldritch society\u2019s spell list. These\r\nspells must be of a level you can cast, as shown on the\r\nMagus table, or cantrips. The chosen spells count as\r\nArcane Order magus spells for you and do not count\r\ntowards the Spells Known column of the Magus table.\r\n\r\n\r\n\r\n\r\n[b]Arcane Recovery[\/b]\r\nStarting at 14th level, you have learned to regain some\r\nof your magical energy by reflecting on esoteric truths\r\nand formulae. Once per day when you finish a short rest,\r\nyou can choose to recover some of your expended spell\r\nslots. The spell slots can have a combined level that is\r\nequal to or less than half your magus level (rounded up),\r\nand none of the slots can be 6th level or higher.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]The Knights Stygian[\/h1]\r\nThe Knights Stygian take it upon themselves to seek out\r\nand cleanse the world of its corruption. These magi seek to\r\nprotect the innocent, defend the weak, and ensure justice\r\nis done. They do this by wielding necromantic magic that\r\nsimultaneously terrifies their living foes and turns their\r\ndefeated foes into foot soldiers in the magi\u2019s service.\r\n\r\n\r\n\r\n\r\n\r\n[b]Spellcasting[\/b]\r\nsee above\r\n\r\n\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nAt 1st level, you gain proficiency with the Intimidation\r\nskill and embalmer\u2019s tools.\r\n\r\n\r\n\r\n[b]Obsidian Seal[\/b]\r\nStarting at 3rd level, the effects of your mystic marks\r\nare enhanced by the fell magic of the Knights Stygian.\r\nWhen you place your mystic mark on an object or\r\ncreature, it is surrounded by an aura that emits drifting\r\nmotes of black ash and the acrid smell of decay.\r\n\r\n[i]Stygian Enspell[\/i]. When you deal damage with your\r\nenspelled weapon you can choose to deal necrotic\r\ndamage instead of its normal damage type.\r\nWhen you hit with an attack with an enspelled weapon\r\nyou can choose to remove the enspell, unleashing an\r\nunholy wave of pure terror. When you do, the target\r\nmust succeed on a Wisdom saving throw against your\r\nspell save DC or be frightened by you until the end of\r\ntheir next turn.\r\n\r\n[i]Stygian Aegis[\/i]. When a creature protected by your aegis\r\ntakes damage from an attack you can use your reaction\r\nto remove the aegis from that creature, releasing necrotic\r\nenergy upon the attacker. When you do, the attacker must\r\nsucceed on a Constitution saving throw against your spell\r\nsave DC or take necrotic damage equal to the damage\r\ndealt by the triggering attack.\r\n\r\n\r\n\r\n[b]Face of Fear[\/b]\r\nStarting at 7th level, you have advantage on saving\r\nthrows against being frightened. When a creature\r\nwithin 30 feet of you makes a saving throw against being\r\nfrightened, you can use your reaction to give that roll\r\ndisadvantage.\r\n\r\n\r\n\r\n\r\n[b]Necromantic Surge[\/b]\r\nAt 14th level, you can cast the spell animate dead\r\nwithout expending a spell slot as if you had used a spell\r\nslot equal to the highest spell slot available to you. Once\r\nyou cast animate dead in this way, you can\u2019t do so again\r\nuntil you finish a long rest.\r\nWhenever you create an undead creature using a\r\nnecromancy spell, it has additional benefits:\r\n\u2022 The creature\u2019s hit points maximum is increased by an\r\namount equal to your magus level.\r\n\u2022 The creature adds your proficiency bonus to its\r\nweapon damage rolls.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]The Primordial Seal[\/h1]\r\nThe Primordial Seal claims to be an ancient order\r\nresponsible for the ongoing safety of the material\r\nrealms. According to their own lore, the material\r\nrealms were\u2013in ancient times\u2013constantly besieged by\r\nthe elemental realms until a seal was placed, forever\r\nseparating them from one another. Today the magi of\r\nthe Primordial Seal travel the land to ensure the old\r\nmagics hold up and to gather power for the dreaded day\r\nthe seal fails.\r\n\r\n\r\n\r\n\r\n[b]Spellcasting[\/b]\r\nsee above\r\n\r\n\r\n\r\n[b]Bonus Proficiency & Language[\/b]\r\nAt 1st level, you gain proficiency in the Survival skill.\r\nAdditionally, you can speak, read, and write Primordial.\r\n\r\n\r\n\r\n[b]Tourmaline Mark[\/b]\r\nStarting at 3rd level, the effects of your mystic marks\r\nare enhanced by the Primordial Seal\u2019s elemental\r\npower. When you place your mystic mark on an object\r\nor creature, an intense aura of vacillating colors\r\nsurrounds it.\r\n\r\n[i]Primordial Enspell.[\/i] When you enspell your weapon it\r\nroars with primordial strength and you may choose one\r\nof the following damage types: acid, cold, fire, lightning,\r\nor thunder. While your weapon remains enspelled it deals\r\nthat damage type instead of its normal damage type.\r\nWhen you hit with an attack with this weapon you\r\ncan choose to remove the enspell from the weapon,\r\nunleashing a surge of elemental energy. When you do,\r\nthe target must succeed on a Constitution saving throw\r\nagainst your spell save DC or it loses any resistance\r\nor immunity it had to the damage type you had chosen.\r\nThis effect persists until the end of your next turn.\r\n\r\n[i]Primordial Aegis[\/i]. When a creature protected by your\r\naegis takes damage you can use your reaction to remove\r\nthe aegis, fortifying the creature\u2019s body with primeval\r\npower. When you do, choose acid, cold, fire, lightning, or\r\nthunder. That ally has resistance to that damage type for\r\nthe next minute.\r\n\r\n\r\n\r\n[b]Elemental Alignment[\/b]\r\nAt 7th level, your intimate knowledge of elemental magic\r\nhas imbued you with abilities related to your element\r\nof choice. You gain your choice of one of the following\r\nfeatures:\r\n\r\n[i]Air.[\/i] Your base movement speed increases by 10 ft. and\r\nyou have advantage on initiative rolls.\r\n\r\n[i]Earth[\/i]. You gain 2 additional hit points per magus\r\nlevel. Each time you gain a level in this class you gain an\r\nadditional 2 hit points.\r\n\r\n[i]Fire.[\/i] You gain darkvision out to a distance of 120 feet\r\nand proficiency in Dexterity saving throws.\r\n\r\n[i]Water[\/i]. You gain the ability to breathe underwater and\r\nhave a swim speed equivalent to your walking speed.\r\n\r\nAdditionally, you have advantage on saving throws\r\nagainst being restrained or grappled and ability checks\r\nmade to resist or escape a grapple.\r\n\r\n\r\n\r\n[b]Elemental Attunement[\/b]\r\nAt 14th level, you learn to harmonize with the element\r\nyou chose when you took the Elemental Alignment\r\nfeature. You can cast a spell associated with your chosen\r\nelement, listed below, without expending a spell slot.\r\nYou cannot lose concentration on the spell by taking\r\ndamage. You must complete a long rest before you can\r\nuse this feature again.\r\n\r\nAir. Investiture of Wind \r\n\r\nEarth. Investiture of Stone \r\n\r\nFire. Investiture of Flame \r\n\r\nWater. Investiture of Ice\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]The Shadow Court[\/h1]\r\nMagi of the Shadow Court conspire to shape local\r\nand regional politics with a blend of stealth, fighting\r\nprowess, and magical ability. Although those outside\r\nthis eldritch society understand it to be a singular group,\r\nthe Shadow Court is in fact composed of multiple clans\r\nthat often wage clandestine wars on one another to\r\nobtain secrets and objects of power. Magi of the Shadow\r\nCourt are secretive by nature and are forbidden from\r\nrevealing their clan\u2019s goals and activities to all but their\r\nmost trusted companions.\r\n\r\n\r\n\r\n[b]Spellcasting[\/b]\r\nsee above\r\n\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nAt 1st level, you gain proficiency in the Deception and\r\nStealth skills.\r\n\r\n\r\n\r\n[b]Jade Seal[\/b]\r\nStarting at 3rd level, the effects of your mystic marks\r\nare enhanced by the Shadow Court\u2019s deadly techniques.\r\nWhen you place your mystic mark on an object or\r\ncreature, it is engulfed in an aura of faint smoke.\r\n\r\n[i]Shadow Enspell.[\/i] In addition to weapons, you can\r\nalso empower your unarmed strikes with your enspell.\r\nWhile your unarmed strikes are enspelled, you can use\r\nDexterity instead of Strength for the attack and damage\r\nrolls of your unarmed strikes, and you can roll 1d6\r\ninstead of the normal damage of your unarmed strike.\r\nWhen you hit with an attack with an enspelled\r\nweapon or unarmed strike you can choose to remove\r\nthe enspell, unleashing an intense flash of light. When\r\nyou do, the target must succeed on a Constitution saving\r\nthrow against your spell save DC or be blinded until the\r\nstart of their next turn.\r\n\r\n[i]Shadow Aegis.[\/i] When a creature protected by your\r\naegis takes damage from an attack, you can use your\r\nreaction to remove the aegis from that creature, engulfing\r\nit in illusory magics. When you do, the target becomes\r\ninvisible until the end of its next turn or when it casts a\r\nspell or makes an attack, whichever happens first.\r\n\r\n\r\n\r\n[b]Broken Mirror Jutsu[\/b]\r\nStarting at 7th level, you can take a special action on\r\nyour turn to summon duplicates of yourself. When you\r\ndo, you expend a spell slot and choose a number of\r\nunoccupied spaces within 60 feet equal to the level of\r\nthe spell slot expended. A duplicate of yourself appears\r\nin each chosen space. You and each duplicate then\r\nmake a melee spell attack against a creature within 5\r\nfeet, dealing 1d10 + your Intelligence modifier in force\r\ndamage on a hit. If you and all your duplicates attack the\r\nsame creature, and at least one of you deals damage to\r\nthe creature, it must succeed on a Constitution saving\r\nthrow or be stunned until the end of your next turn.\r\n\r\n\r\n\r\n[b]False Body Jutsu[\/b]\r\nAt 14th level, you gain the ability to replace yourself\r\nwith an unlikely body double in the instant before you\r\ntake a blow. When you are hit by an attack, you can use\r\nyour reaction to reduce the damage from that attack to\r\n1. When you do, you become invisible for 1 minute and\r\nteleport to an unoccupied space of your choice within\r\n300 feet. You leave a block of wood or another harmless,\r\nmundane object in the space you teleported away from.\r\nYou must complete a long rest before you can use this\r\nfeature again.\r\n\r\n\r\n\r\n\r\n[b][h1]The Sidereal Cabal[\/h1]\r\n[\/b]\r\nMagi in the Sidereal Cabal consult the stars to foresee\r\nthe future and intercede at moments of particular\r\nimport. Once, long ago, the cabal followed a philosophy\r\nof balance, believing that destiny and free will should be\r\ngiven equal weight. Today the cabal is largely split into\r\ntwo camps, kismetists and volitionists. Kismetists prefer\r\nindirect or discrete methods when possible, believing\r\nthat active and obvious interference in the world\u2019s\r\naffairs might cause a disruption in the natural order\r\nof fate. They work to ensure that fate isn\u2019t thwarted\r\nby powers outside its reach. Volitionists find pivotal\r\nmoments where the road of destiny forks and interject\r\nthemselves to force the outcome they prefer.\r\n\r\n\r\n\r\n[b]Spellcasting[\/b]\r\nsee above\r\n\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nAt 1st level, you gain proficiency with the Perception\r\nskill, navigator\u2019s tools, and water vehicles.\r\n\r\n\r\n\r\n[b]Selenite Seal[\/b]\r\nStarting at 3rd level, the effects of your mystic marks\r\nare enhanced by the Sidereal Cabal\u2019s celestial radiance.\r\nWhen you place your mystic mark on an object or\r\ncreature, it gives off a soft, indistinct light and hums\r\nwith unseen energy.\r\n\r\n[i]Sidereal Enspell[\/i]. When you deal damage with your\r\nenspelled weapon you can choose to deal force damage\r\ninstead of its normal damage type.\r\nWhen you miss with an attack with this weapon you\r\ncan choose to remove the enspell from the weapon,\r\ntwisting fate in your favor. When you do, you can reroll\r\nthe attack with advantage.\r\n\r\n[i]Sidereal Aegis.[\/i] When an attack hits a creature\r\nprotected by aegis you can use your reaction to remove\r\nthe aegis, turning fortune against your foe. When you do,\r\nthe attacker must reroll the attack with disadvantage.\r\n\r\n\r\n\r\n[b]Celestial Clockwork Control[\/b]\r\nAt 7th level, your extensive study of the stars has taught\r\nyou to twist the heavenly mechanics of fate in your favor.\r\nWhen a creature you can see within 60 feet makes an\r\nability check, attack roll, or saving throw you can use\r\nyour reaction and expend a spell slot to modify the\r\nresult of the roll. When you do, you can choose to either\r\nincrease or decrease the result of the roll by the level of\r\nthe spell slot expended. This change modifies the die\r\nresult directly, not the total of the roll, which means it\r\ncan turn a roll into a natural 1 or 20.\r\n\r\n\r\n\r\n[b]Seal Fate[\/b]\r\nAt 14th level, when a creature that you can see within 60\r\nfeet makes a roll with advantage or disadvantage, you\r\ncan use your reaction to seal their fate. The creature rolls\r\nthree d20s, rather than two, using the highest result if it\r\nhad advantage or the lowest result if it had disadvantage.\r\n\r\n\r\n\r\n\r\n[h1]The Sylvan Circle[\/h1]\r\nMagi of the Sylvan Circle are drawn together by their\r\nreverence for the natural world. Members of this eldritch\r\nsociety become magi to protect sacred lands and\r\ncreatures. Although this society is more informal than\r\nothers, magi of the Sylvan Circle meet with one another\r\nregularly in small groups they call covens to discuss\r\nmatters of local or regional concern and share information.\r\n\r\n\r\n\r\n[b]Spellcasting[\/b]\r\nsee above\r\n\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nAt 1st level, you gain proficiency with the Nature\r\nskill and your choice of either herbalism kits or\r\npoisoner\u2019s kits.\r\n\r\n\r\n\r\n[b]Emerald Mark[\/b]\r\nStarting at 3rd level, the effects of your\r\nmystic marks are enhanced by the Sylvan\r\nCircle\u2019s esoteric practices. When you place\r\nyour mystic mark on an object or creature, a\r\nverdant green aura surrounds it.\r\n\r\n[i]Sylvan Enspell[\/i]. When you deal damage\r\nwith your enspelled weapon you can choose\r\nto deal poison damage instead of its normal\r\ndamage type.\r\nWhen you deal damage to a creature using\r\na weapon you\u2019ve enspelled you can choose\r\nto remove your enspell from that weapon,\r\ncausing the earth to join your assault. When\r\nyou do, roots spring from the ground and\r\nattempt to tether the target to the earth.\r\nThe target must succeed on a\r\nStrength saving throw against your\r\nspell save DC or it is restrained\r\nuntil the end of its next turn.\r\n\r\n[i]Sylvan Aegis.[\/i] When a creature protected by your aegis\r\nfails a saving throw you can use your reaction to remove\r\nyour aegis from that creature. When you do the aegis\r\ntransmutes into vital energy and washes over the target.\r\nThe target may reroll its saving throw with advantage.\r\n\r\n\r\n\r\n[b]Nature\u2019s Mask[\/b]\r\nAt 7th level, you can cast the spell polymorph on yourself\r\nwithout expending a spell slot. You must complete a\r\nlong rest before you can use this feature again.\r\n\r\n\r\n\r\n[b]Font of Life[\/b]\r\nStarting at 14th level, you can use a bonus action to\r\nexpend a spell slot and create a font of life. When you do,\r\nyou regain your magus level + 1d12 hit points per level\r\nof the expended spell slot and creatures of your choice\r\nwithin 30 feet of you regain half that amount. Once you\r\nuse this feature, you must finish a short or long rest\r\nbefore you can use it again.","table_data":"Level|Prof Bonus|Features|Cantrips Known|Spells Known|1|2|3|4|5\r\n1|+2|Eldritch Society, Esoteric Eye|2|---|---|---|---|---|---|---\r\n2|+2|Mystic Mark, Spellcasting|2|3|2|---|---|---|---\r\n3|+2|Eldritch Armament, Society Feature|2|3|3|---|---|---|---\r\n4|+2|Ability Score Improvement|3|4|3|---|---|---|---\r\n5|+3|---|3|5|4|2|---|---|---\r\n6|+3|Mystic Meditation|3|5|4|2|---|---|---\r\n7|+3|Society Feature, War Magic|3|6|4|3|---|---|---\r\n8|+3|Ability Score Improvement||3|7|4|3|---|---|---\r\n9|+4|Aegis and Enspell Improvement|3|8|4|3|2|---|---\r\n10|+4|Spell Surge|4|8|4|3|2|---|---\r\n11|+4|Improved War Magic|4|9|4|3|3|---|---\r\n12|+4|Ability Score Improvement|4|10|4|3|3|---|---\r\n13|+5|Aegis and Enspell Improvement|4|11|4|3|3|1|---\r\n14|+5|Society Feature|4|11|4|3|3|1|---\r\n15|+5|Spell Ward|4|12|4|3|3|2|---\r\n16|+5|Ability Score Improvement|4|13|4|3|3|2|---\r\n17|+6|---|4|13|4|3|3|3|1\r\n18|+6|Greater Spell Surge|4|13|4|3|3|3|1\r\n19|+6|Ability Score Improvement|4|14|4|3|3|3|2\r\n20|+6|Spell Surge and Greater Spell Surge Improvement|4|15|4|3|3|3|2","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"884311","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}