Table of Contents

Magus

Magi are practitioners of the arcane arts. They are talented and focused spellcasters.

As a magus, you gain the following features.

Primary Attribute: See Specialty

Health and Will

Health Die d6

Health Points at 1st Level 6 + Resilience

Health Points at Higher Levels 4 + Resilience

Will Die d8

Will Points 8+Resilience

Proficiencies

Weapons Flintlocks, Knives, Canes

Elements One mundane element

Tools Alchemy tools

Saving Throws Intelligence, one other

Skills Esoterica plus two from History, Insight, Investigation, Medicine, and Religion.

The Magus

LevelHealth
Dice
Will
Dice
FeaturesInitiationSpells Known
1st11Spellcasting, Prestidigitation1st Circle2
2nd21Specialization Feature3
3rd312nd Circle4
4th42 5
5th52Mystic Techniques3rd Circle6
6th627
7th734th Circle8
8th839
9th935th Circle10
10th10411

Level 1: Spellcasting

At 1st level, you know 2 spells of your choice from your spell list. You learn additional spells of your choice at higher levels, as shown in the Spells Known column of the Magus table. Your spell list is determined by your Specialty.

You are initiated into the first circle of mystic understanding. You can cast your spells as cantrips or 1st-Circle spells. Casting a 1st-circle spell requires that you expend a number of will points equal to circle of understanding necessary to cast the spell.

You initiate further into as shown on the Magus chart.

Level 1: Feats of Prestidigitation

You can perform basic feats of prestidigitation. This collection of minor spells that novice spellcasters use for practice. Feats of prestidigitation are not counted against the spells you know.

Prestidigitation

Casting Time 1 Standard Action

Range 10 feet

Components V, S

Duration Up to 1 hour

Cantrip. This spell is never cast using spell slots.

You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

You can maintain three of non-instantaneous feats of prestidigitation active at a time, and you can dismiss such an effect as a free action.

Magus Specializations

Elementalist

Primary Attribute: Intelligence

Additional Proficiencies Three additional mundane elements and three additional planar languages (terran, ignan, auran, or aquan).

Level 1

Eldritch Spellcasting

You select your spell from the Eldritch spell list. Intelligence is your spellcasting ability. You can use a cane, wand, or staff as a spellcasting implement.

Level 2

Dynamic Resistance

When you cast a spell channeling a mundane element, you have resistance to that element’s damage type until the end of your next turn. If you cast another spell channeling a different mundane element, you lose this benefit and gain resistance to the new element’s damage type.

Level 5

Spell Technique – Extra Effect

When an elemental spell allows you to apply a critical effect, you can apply a second critical effect from another element the spell is capable of channeling.

Expanded Elements

You become proficient with an additional mundane element.

Thaumaturgist

Primary Attribute: Intelligence

The thaumaturgist specializes in drawing power from a deep understanding of the divine.

Additional Proficiencies Religion, Element: Solfire, Balefire, or Phlegophage.

Level 1

Divine Spellcasting

You select your spell from the Divine spell list. Intelligence is your spellcasting ability. You can use a cane, wand, or staff as a spellcasting implement.

Coming soon!

Theurgist

Primary Attribute: Presence

Theurgists draw their power from devotion to the tenants of a god or pantheon.

Additional Proficiencies Religion, Element: Solfire.

Level 1

Divine Spellcasting

You select your spell from the Divine spell list. Presence is your spellcasting ability. You can use a holy relic as a spellcasting implement.

Level 2: Miracle Worker

As a feat of prestidigitation, you can turn a small cup of water into holy water for one hour. The holy water is considered fresh and any poisons are neutralized. Creatures who drink the water gains 1d4 temporary hit points. Diabolic creatures and fiends that touch or drink the water must succeed on a resilience save or take 1d4 radiant damage.

When you cast a spell that restores heath points, add your Presence score to the number of health points restored. To gain this benefit, you must loudly and dramatically invoke your deity’s name and call upon them to heal the target or targets. As a result, spells that do not already have verbal and somatic components gain them.

Spell Technique

Coming Soon!

Witch

Witches have indentured their low soul, granting it fealty to a fiend from the lower plains. In doing so, witches unlock the abilities to perform powerful spells and gains an inherently loyal ally.

Additional Proficiencies Three one-handed melee weapons, Language: Infernal, Element: Phlegophage

Level 1

Eldritch Spellcasting

You select your spell from the Eldritch spell list. Instinct is your spellcasting ability. You can use a cane, wand, or staff, or a familiar as a spellcasting implement.

Familiar Spells

You know either the Manifest Familiar or Familiar Weapon spell. This does not count against the number of spells you know.

Level 2

Ready Familiar

Using a standard action, you can cast your familiar spell as 1st-circle spell without expending a spell slot. If you have more than one awakened soul, this feature only applies to your umbrum. Once you use this feature, you cannot do so again until you complete a short or long rest.

Level 5

Spell Technique: Venomous Sting

You can use a bonus action to instruct your familiar to attack using its reaction. Additionally, it gains the Venomous Sting natural weapon in all its forms.

WeaponDamageCriticalProperties
Venomous Sting1d4 piercing + vigor save*Fail save*Finesse, Penetrating
*On a failed save, the target takes 1d6 toxic damage per spell level used to conjur the familiar or half as much as on a success.