Magus
Hit Points
At first level and every level thereafter, you increase your maximum hit points by 8 plus your constitution modifier.
Key Ability
At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogueβs rackets).
Key Ability: Dexterity or Strength
Initial Proficiencies
Saves
Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Expert in Fortitude Saves
Weapons
Trained in unarmed attacks
Trained in simple weapons
Trained in martial weapons
Armor
Trained in unarmored, light, and medium armor
Untrained in heavy armor
Skills
Trained in Arcana
Trained in a number of skills equal to 2 plus your intelligence modifier
Class Features
Level | Features |
1 | Ancestry Feat, Arcane Spellcasting, Conflux Spells, Spellstrike, Arcane Cascade, Hybrid Study |
2 | Class Feat, Skill Feat |
3 | General Feat, Skill Increase |
4 | Class Feat, Skill Feat |
5 | Ability Boost, Ancestry Feat, Skill Increase, Lightning Reflexes, Weapon Expertise |
6 | Class Feat, Skill Feat |
7 | General Feat, Skill Increase, Weapon Specialization, Studious Spells |
8 | Class Feat, Skill Feat |
9 | Ancestry Feat, Skill Increase, Resolve, Alertness, Expert Spellcaster |
10 | Ability Boost, Class Feat, Skill Feat |
11 | General Feat, Skill Increase, Medium Armor Expertise |
12 | Class Feat, Skill Feat |
13 | Ancestry Feat, Skill Increase, Weapon Mastery |
14 | Class Feat, Skill Feat |
15 | Ability Boost, General Feat, Skill Increase, Juggernaut, Greater Weapon Specialization |
16 | Class Feat, Skill Feat |
17 | Ancestry Feat, Skill Increase, Master Spellcaster, Medium Armor Mastery |
18 | Class Feat, Skill Feat |
19 | General Feat, Skill Increase, Double Spellstrike |
20 | Ability Boost, Class Feat, Skill Feat |
Arcane Spellcasting (Magus) Feature 1
You study spells so you can combine them with your attacks or solve problems that strength of arms alone can't handle. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.
Because you're a magus, you can draw replacement sigils with the tip of your weapon or your free hand for spells requiring material components, replacing them with somatic components instead of needing a material component pouch.
At 1st level, you can prepare one 1st-level spell and five cantrips each morning from the spells in your spellbook. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
As you increase in level as a magus, your number of spell slots and the highest level of spells you can cast from spell slots increase. Because you split your focus between physical training and magical scholarship, you have no more than two spell slots of your highest level and, if you can cast 2nd-level spells or higher, two spell slots of 1 level lower than your highest spell level.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack rolls and spell DCs use your Intelligence modifier.
Conflux Spells Feature 1
You learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen.
Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.
Spellstrike Feature 1
You've learned the fundamental magus technique that lets you combine magical and physical attacks together. You gain the Spellstrike activity.
Spellstrike Specifics
Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.
One Target The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures.
Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon's reach, even though the spell's range is longer.
Ancillary Effects Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.
Multiple Defenses Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. Invalid or Immune Target: If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.
Variable Actions Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions.
Metamagic You typically can't use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn't qualify.
Arcane Cascade Feature 1
After you wield magic, you can enter a special stance to make your attacks more effective.
Hybrid Study Feature 1
Your extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that's more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to Spellstrike or Arcane Cascade, and it determines your initial conflux spell. The hybrid studies presented in this book are as follows.
Lightning Reflexes Feature 3
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
Weapon Expertise Feature 5
Champion, Investigator, Oracle, Magus You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Sorcerer Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
Summoner Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert. (Note: this is called Simple Weapon Expertise in Secrets of Magic)
Witch Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
Weapon Specialization Feature 7
Champion, Fighter, Gunslinger, Inventor, Investigator, Magus, Monk, Ranger, Rogue, Swashbuckler: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.
Alchemist, Bard, Cleric, Druid, Oracle, Psychic, Sorcerer, Summoner, Witch, Wizard You've learned how to inflict grave wounds with your most practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.
Barbarian: Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary.
You gain your instinct's specialization ability. See specific instincts for more information.
Studious Spells Feature 7
Your hybrid study grants you additional spells that can enhance your power in combat. You gain two special 2nd-level studious spell slots, which can be used to prepare spider climb, true strike, water breathing, and an additional spell depending on your hybrid study. You add any spells from this class feature to your spellbook. At 11th level, the extra slots increase to 3rd level and you add haste and an additional spell depending on your hybrid study. At 13th level, the extra slots increase to 4th level and you add fly and an additional spell depending on your hybrid study.
Laughing Shadow 7th: Mirror Image; 11th: Shift Blame; 13th: Dimension Door
Sparkling Targe 7th: Resist Energy; 11th: Warding Aggression; 13th: Stoneskin
Starlit Span 7th: Darkvision; 11th: Wall of Wind; 13th: Freedom of Movement
Inexorable Iron 7th: Enlarge; 11th: Earthbind; 13th: Dimensional Anchor
Twisting Tree 7th: Magic Mouth; 11th: Slow; 13th: Blink
Resolve Feature 7
You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Alertness Feature 3
Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.
Expert Spellcaster Feature 7
Bard Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.
Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.
Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.
Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Psychic Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.
Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to expert.
Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to expert.
Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to expert.
Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.
Medium Armor Expertise Feature 11
You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
Weapon Mastery Feature 13
You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
Juggernaut Feature 7
Barbarian, Champion, Fighter, Inventor, Ranger Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Alchemist Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Magus Your body is accustomed to physical hardship and resistant to a wide range of ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Gunslinger Your body has become accustomed to physical hazards and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Greater Weapon Specialization Feature 15
The weapons you've mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
Master Spellcaster Feature 15
Bard You've mastered the occult. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.
Druid Primal magic answers your command. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.
Magus You fortify your spells with masterful prowess. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.
Oracle You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Psychic You've gained access to the deepest corners of your own mind. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.
Sorcerer You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to master.
Summoner Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to master.
Witch You've achieved mastery over your patron's magic. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to master.
Medium Armor Mastery Feature 17
Your skill with light and medium armor improves, increasing your ability to avoid blows. Your proficiency ranks for light and medium armor, as well as for unarmed defense, increase to master.
Double Spellstrike Feature 19
You can extend the magic of spells you store with Spellstrike. After you make a Spellstrike with a spell cast from a spell slot, you retain an echo of the spell, stored in your body. The next time you Spellstrike, you can cast the same spell again without expending a spell slot.
If you choose to cast a different spell with Spellstrike, or you go 1 minute without using the stored spell, the stored spell dissipates harmlessly.