Magus

A magic user who casts spells they’ve memorized from their spellbook.

Hit Dice 1d6
Armor None
Weapons Dagger, staff, 1-handed magic weapons
Languages Alignment, Common

Core Features

Magus Features
Level HD Atk Save Spells Per Day
1 2 3 4 5 6
1 1d6 0 13 1 - - - - -
2 2d6 0 13 2 - - - - -
3 3d6 0 13 2 1 - - - -
4 4d6 0 13 2 2 - - - -
5 5d6 0 13 2 2 1 - - -
6 6d6 +2 11 3 2 2 - - -
7 7d6 +2 11 3 3 2 1 - -
8 9d6 +2 11 3 3 2 2 - -
9 9d6 +2 11 3 3 3 2 1 -
10 9d6+1 +2 11 3 3 3 3 2 -
11 9d6+2 +5 8 4 3 3 3 2 1
12 9d6+3 +5 8 4 4 3 3 3 2
13 9d6+4 +5 8 4 4 4 3 3 3
14 9d6+5 +5 8 4 4 4 4 3 3

Saving Throw Mods

  • +2 to Save vs Spells (-2 overall)

Arcane Magic

  • Carries a spell book (or equivalent) with known spells in it.
  • Can cast any spell in book.
  • Number of spells of each level that can be cast per day shown on Core Features table.
  • Can conduct magical research.
  • Known arcane spells

Class Skills

  • Arcane Lore: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
  • Prestidigitation: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
  • Ritual Casting: Some rituals require a skilled check.
  • Advanced Skills: After reaching level 4, may add skills modifier to appropriate non-skilled checks.

Stronghold

  • After 9th level, may construct a stronghold (usually a tower).
  • 1d6 apprentices of levels 1–3 will then arrive to study under them.