Magus

Magi are born with the ability to tap into extra-planar powers and manifest these in a variety of ways. Compared to the empowered, their abilities are difficult to harness but allow for greater diversity.

Most magi are born among humans and their kind. They are difficult to distinguish from ordinary humans, though all bare a mark - a birthmark of some form which indicates they are something other. Perhaps a streak of hair that is not the same color as the rest, a distinctive patch of lighter or darker colored skin, or unusually colored eyes.

Some empowered are members of a specific race or even an offshoot of humanity. Whatever the case, it's a good idea to know where your hero's powers come from.

When selecting this race, check with the GM to see what sort of magus characters exist in the game world and what's appropriate for the title. You could be playing in a world where all magic was banned centuries ago and magi are rounded up and imprisoned, or worse. Or, the magus may function in a secret world that mundane folk know nothing about. There could be a subrace of empowered that is descended from dragons.

Once you've considered your options, apply the following traits to your character and record them on your character sheet.


Magus Traits

You were born with an internal well of magical power. Your magical heritage manifests in a variety of traits you share with other magus.

Ability Score Increase. You may increase any one ability score by 2 or any two scores by 1.

Age. Magus age in a similar fashion to humans, however, they can live to be much older through the use of magic.

Alignment. Magus have no particular alignment that calls to them. Some are defenders of good, some wicked despots, and others live quiet lives of study, removing themselves from the concerns of humanity.

Size. Magus range from short to tall and come in all builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Inborn Magic. You may select any 2 cantrips which match your element which you may use freely. The power ability for these cantrips is the same as the power ability of your subrace.

Additionally, choose one 1st-level power. You learn that power and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. The power ability for these cantrips is the same as the power ability of your subrace.

These powers are magic and are treated as magical attacks. You can not add your ability modifier to your damage rolls unless the power specifically states otherwise.

When using an attack power you can add your power ability to the attack roll. These powers are not treated as weapon attacks.

Your ranged attack powers do not have a short and long range but have the range as listed in the power's description.

Languages. You can speak, read, and write Common* and one additional language. You can also communicate with elementals of your selected plane.


Magus Subraces

Academician


You have a keen, innate understanding of the physics of magic.

Power Ability. The DC for saving throws against your innate magic equals 8 + your Intelligence modifier + your proficiency bonus. Your spell attack is also Intelligence-based. If you have a spellcasting class, you can choose the spellcasting ability of that class instead of Intelligence.

Ability Score Increase. Your Intelligence score increases by 1.

Boon of Knowledge. You easily grasp the way magic interacts. When you attempt to modify, counter, or dispel a magical effect, you are treated as 2 levels higher and your Counterspell and Dispel Magic are treated as if cast at 1 level higher.

Enchanted


You were born with a connection to the elemental forces which flow through the cosmos.

Power Ability. The DC for saving throws against your innate magic equals 8 + your Charisma modifier + your proficiency bonus. Your spell attack is also Charisma-based. If you have a spellcasting class, you can choose the spellcasting ability of that class instead of Charisma.

Ability Score Increase. Your Charisma score increases by 1.

Boon of Outsiders. You are a conduit of elemental power. You have advantage on Charisma checks when dealing with celestials, elementals, fey, or fiends of your chosen type who share your element.

Mystic


You have a deep intuition regarding the strands of magic.

Power Ability. The DC for saving throws against your innate magic equals 8 + your Wisdom modifier + your proficiency bonus. Your spell attack is also Wisdom-based. If you have a spellcasting class, you can choose the spellcasting ability of that class instead of Wisdom.

Ability Score Increase. Your Wisdom score increases by 1.

Boon of Insight. You gain special insights into the truth behind what seems to be. When you use a divination spell, you can spend a power point to cast that spell at two level higher. You can use this ability once per long rest.

Scion


You can unleash powerful magics into the world, but at a great strain.

Power Ability. The DC for saving throws against your innate magic equals 8 + your Charisma modifier + your proficiency bonus. Your spell attack is also Charisma-based. If you have a spellcasting class, you can choose the spellcasting ability of that class instead of Charisma.

Ability Score Increase. Your Constitution score increases by 1.

Boon of Power. You can tap into an overpowering well of magic within you. By spending an Inspiration, you may increase a spell's level by +2. You must make a Constitution saving throw against the DC of this spell. Success leaves you with the exhaustion condition until you take a complete rest. Failure leaves you incapacitated until you complete a long rest. You cannot use this ability if you're already suffering exhaustion.

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