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SemiNoodle
2018-03-31, 03:49 AM
Hi everyone,

Here is a class that started as a challenge to myself to come up with a simple, pure spellcaster for new players but seems to have mutated into something else. I am looking for advice and feedback on how I can refine this into a simple straightforward class. I used the warlock as a template as I am quite taken by the pact spellcasting system.

The areas I feel are weak are: Mid level abilities (6 to 15), some of my choices for the spell list (limited mid level offensive power and lots of 'fancy' spells such as scrying), and the "sameness" of the sub-classes. The spoiler contains the specific class info along with the spell list and some sample items that are relevant to pact magic users and Magus in particular.

Magus
There are many kinds of the mysteries and secrets in the world and the Magus seeks them out to learn from them about the totality of reality. They are scholars of myth, legend and history as well as keen observers of people and things. The deep secrets, the truth behind the veil of reality, grant a Magus powers that span the divine and arcane realms as well as mundane reality.

Hit Points
Hit Dice: 1d6 per magus level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per magus level after 1st
Proficiencies
Armor: None
Weapons: Staff, mace, club, dagger, crossbow.
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Animal Handling, Arcana, History, Insight, Intimidation, Investigation, Nature, Perception, Persuasion and Religion

Class summary

PB Proficiency Bonus
CK Cantrips Known
SK Spells Known
SS Spell Slots*
SL Slot Level
IK Invocations Known


Level PB CK SK SS* SL IK Features
1st +2 2 2 1 1st - Spellcasting, Staff and Rod Fighting Style
2nd +2 2 3 2 1st 2 Mysteries and Secrets (2 dice, d6’s)
3rd +2 2 4 2 2nd 2 Career Feature
4th +2 3 5 2 2nd 2 Ability Score Improvement
5th +3 3 6 2 3rd 3 Charged Magic Item Lore
6th +3 3 7 2 3rd 3 Career Feature
7th +3 3 8 2 4th 4 Mysteries and Secrets (3 dice, d8’s)
8th +3 3 9 2 4th 4 Ability Score Improvement
9th +4 3 10 2 5th 5 Attuned Magical Items Lore
10th +4 4 10 2 5th 5 Career Feature
11th +4 4 11 3 5th 5 Mystic Arcanum (6th level)
12th +4 4 11 3 5th 6 Ability Score Improvement
13th +5 4 12 3 5th 6 Mystic Arcanum (7th level)
14th +5 4 12 3 5th 6 Career Feature
15th +5 4 13 3 5th 7 Mystic Arcanum (8th level)
16th +5 4 13 3 5th 7 Ability Score Improvement
17th +6 4 14 4 5th 7 Mystic Arcanum (9th level)
18th +6 4 14 4 5th 8 Mysteries and Secrets (4 dice, d12’s)
19th +6 4 15 4 5th 8 Ability Score Improvement
20th +6 4 15 4 5th 8 Archmagus
*Magus spell slots recharge after a short rest.

Spellcasting: Pact Magic spell casting (Level 1 ability, identical to warlock class feature except use the Magus spell list and Sorceror Cantrip list.)

Affinity for Charged Magic Items (Level 5 ability, Limited: Staff, Wand and Rod; 25% chance to not consume a charge or use for an item ability; Improves to 33% at Magus 11 and 50% at Magus 16).

Mystic Arcanum (Level 11 ability, identical to warlock class feature but relates to Magus spells)

Staff and Rod Fighting Style (Level 1): Gain a +1 bonus to attack and armour class when wielding a staff, rod, mace or club with your off-hand either free or holding an arcane focus or wand.

Attribute Bonus / Feat (Level 4/8/12/16/19)

Affinity for Attuned Magical Items (level 9/15/20 ability, attune to a maximum of 4/5/6 magical items).

Mysteries and Secrets: Gain 2 Mysteries Dice at level 2. The dice are d6’s and they can be spent to increase the numerical effect or hit dice cap of any spell the Magus casts themselves or from a charged item. Simply roll the dice and add the value of the dice roll to the result before accounting for a target’s defences. This includes beneficial healing spells. The dice return after completing a long rest.

At level 7 gain a third Mysteries Dice and at level 18 gain a fourth Mysteries Dice. The Mysteries dice type increases to d8 at level 7 and d12’s at level 18.

Archmagus (level 20). Gain one Mysteries Dice at the beginning of your turn if you have no Mysteries Dice available. Out of combat this ability does not restore spent Mysteries Dice.

In addition, you may either regain all your spell slots as a reaction or bonus action or you can cast one of your Mystic Arcanum spells, one that you have already cast, again without it counting towards the casting limit. You cannot use this aspect of the Archmagus power again until you complete a long rest.

Sub classes: Magus careers

Court Mage
Skilled in intrigue, information gathering and mystical advice. They are privy to all sorts of secrets and ideas.
Courtly Appointment (Level 3): Add double proficiency bonus to Charisma(intimidation), Charisma(persuasion), Intelligence(investigation) and Wisdom(insight) checks if you possess the relevant skill. Add charm person (1), imprisonment (9), knock (2), Leomund’s secret chest (4), teleportation circle (5), magic jar (6), mighty fortress (8), revivify (3) and Mordinkanen’s magnificent mansion (7) to the magus spell list. In addition gain a tool, instrument or gaming set proficiency.
Uncanny Knowledge (Level 6): You may cast identify as well as locate and detect spells that you know as Magus spells or from a charged item as a reaction.
Master of Intrigue (Level 10): You can now use your Mysteries Dice to increase the result of a Charisma (Persuasion), Charisma (Intimidation), Wisdom(Insight) and Intelligence(Investigation) checks made by you or an ally within 15ft as a reaction or bonus action.
Hub of Secrets (Level 14): You have amassed powerful influence amongst the ruling classes in addition to understanding how they think. Any hostile character from a ruling class (oligarchy, nobility, parliament, etc) or its direct agent suffers a -2 penalty to saving throws and opposed Intelligence, Wisdom and Charisma checks when trying to resist your spells and skills. You gain advantage on saving throws against the hostile spells and effects and advantage on opposed Intelligence, Wisdom and Charisma skill checks. You also have 3 + CHA bonus contacts amongst various ruling classes and institutions scattered about the known world. Each contact is a friendly NPC with half the hit dice of the Magus. These NPC contacts will sever contact is abused but a new contact can be brought in to replace them by spending one week in downtime establishing another connection at the desired court. These NPC contacts can be improved to Fanatical outlook following the guidelines in the DMG.

Scale Sage
Originally scholars of dragon they now learn the secrets of monsters both mortal and immortal, preferably alive and under their control.

Scale Sage Initiate (Level 3): Add double proficiency bonus to Wisdom (animal handling), Charisma (intimidation), Wisdom (nature) and Wisdom (perception) checks if you possess the relevant skill. Add charm monster (4), phantom steed (3), darkvision (2), dominate monster (8), forcecage (7), find familiar (1), heroes’ feast (6), planar binding (5), and true polymorph (9) to the magus spell list. In addition gain a tool, instrument or gaming set proficiency.
Indomitable Toughness (Level 6): You gain 3 hit points and an additional 3 hit points every even level thereafter (a total of 24 bonus hit points by magus level 20).
Monster Whisperer (Level 10): You can now use your Mysteries Dice to increase the result of a Wisdom (Animal Handling), Charisma (Intimidation), Wisdom(Perception) and Wisdom (Insight) checks made by you or an ally within 15ft as a reaction or bonus action.
Unflinching Resistance (Level 14): You receive a +2 bonus to saving throws and opposed checks against the abilities of non-humanoid monsters. This improves to +3 at level 20. This bonus stacks with all other bonuses.

Wandering Scholar
Wandering scholars are travellers and pilgrims. They visit shrines of various Gods of Knowledge and Secrets. They are purveyors of arcane libraries and delvers into forgotten ruins and distant realms. The purview of the wandering scholar is knowledge, regardless of its source.

Scholar and Librarian (Level 3): Add double proficiency bonus to Intelligence(Arcana), Intelligence (History), Intelligence (religion) and Intelligence (investigation) checks if you possess the relevant skill. Add banishment (4), speak with dead (3), levitate (2), mind blank (8), planeshift (7), expeditious retreat (1), contingency (6), animate objects (5), and time stop (9) to the magus spell list. In addition gain a tool, instrument or gaming set proficiency.
Mystical Revelation (Level 6): You gain two cantrips of your choice from any class spell list.
Esoteric Investigator (Level 10): You can now use your Mysteries Dice to increase the result of a Intelligence (arcana), Intelligence (history), Intelligence (religion) and Intelligence (investigation) checks made by you or an ally within 15ft as a reaction or bonus action.
Secrets of the Eternal Library (Level 14): You gain advantage on checks to disable or dispel magical traps and spells that protect or ward an area or object.


Magus Spell List



1st level spells
Alarm
Chromatic Orb
Command
Comprehend Languages
Detect Magic
Detect Good and Evil
Dissonant Whispers
Healing Word
Identify
Illusory Script
Protection from Evil and Good
Hellish Rebuke
Hex
Sleep
Speak with Animals
Unearthly Chorus

2nd level spells
Animal Messenger
Detect Thoughts
Enthrall
Hold Person
Locate Animals and Plants
Locate Object
Magic Mouth
Prayer of Healing
Rope Trick
See Invisibility
Silence
Skywrite
Suggestion
Warding Bond
Zone of Truth

3rd level spells
Bestow Curse
Call Lightning
Clairvoyance
Counterspell
Dispel Magic
Glyph of Warding
Non-detection
Hypnotic Pattern
Remove Curse
Sending
Speak with Plants
Tongues

4th level spells
Arcane Eye
Compulsion
Confusion
Locate Creature
Death Ward
Divination
Hallucinatory Terrain
Magic Circle
Phantasmal Killer
Polymorph
Synchronicity

5th level spells
Contact Other Plane
Creation
Dream
Geas
Hold Monster
Legend Lore
Rary’s Telepathic Bond
Scrying

6th level spells
Guards and Wards
Mass Suggestion
Mental Prison
Primordial Ward
True Seeing
Wind Walk
Word of Recall

7th level spells
Crown of Stars
Divine Word
Power Word: Pain
Prismatic Spray
Symbol

8th level spells
Antipathy/Sympathy
Feeblemind
Mind Blank
Power Word: Stun
Telepathy

9th level spells
Power Word: Heal
Power Word: Kill
Prismatic Wall
Wish







Wanderer’s Aid (Staff)
+1 oak staff
Allows the wielder to expend a pact magic spell slot (Magus, Fighter (Blood Knight) and Warlock) to cast one of the following spells:
Jump
Shield
Tenser’s Floating Disc
Light (only on the end of the staff)
In addition the wielder can strike a locked gateway, padlock or door and the staff automatically casts knock on the object. This ability can be used once and recharges after the Magus completes a long rest.
At a crossroads it can be be stood up and allowed to fall and it will fall in the direction of the nearest inn or tavern within 5 miles, otherwise it falls and points off the path in a random direction. It will also 5% of the time point to the direction of an inn or tavern that has been deserted or lies in ruins.

Attendant’s Gavel
Attendants guard the Eternal Library and act as general staff and assistants to the Librarians and Chief Librarian. Attendants carry these maces as badges of their authority.

+1 silver mace, on a critical hit it disadvantages the target’s next Intelligence check or saving throw and prevents planar travel by the target until the start of the Librarian’s next turn.

Within the confines of the Eternal Library and on the grounds of the Library the bonus increases to +2 and it delivers d6 force damage to those with library books in their possession that do not carry a symbol of authority as an attendant or librarian of the Eternal Library.

Key of the Eternal Library
Attuned Wondrous Item (Rod), +1 silver light mace, 7 charges, 1d4 recharge each day at sunrise.

Perfect for a librarian of rare and magical tomes. It can greatly assist in the maintenance of grand libraries or those plagued by thieves. It is carried by the Librarians of the Eternal Library.

Spend one charge and press the corresponding gem as an action to cast one of the following spells from the scepter:
Detect Poison and Disease peridot
Detect Magic agate
Detect Emotion amber
See Invisibility moonstone
Magic Lock opal
Knock garnet
Spend 2 charges and touch a gemstone to cast one of the following spells:
Detect Thoughts ruby
Fabricate emerald can only be used to create or repair a library
Animate Object diamond can only animate books and bookshelves.
Spend 4 charges and a Mysteries Dice to cast:
Forbiddence



Hat of the Archmagi (minor artifact)
Grants a +4 bonus to all saving throws
All spells cast using pact magic to be cast as if they were one spell slot level higher than the slot level used to cast them.
One Mystic Arcanum (Warlock and Magus) cast within the last 24 hours can be re-cast. This ability recharges after a long rest.
Gain another Mysteries Dice.
Int 18 Wis 12 Cha 14, Neutral, Only concerned with learning secrets and mysteries and it will influence its wearer to try to solve them. It can communicate via telepathy and speaks all languages except those that originate from the Far Realms/Xoriat/Beyond the Planes of Sane Existence. Will refuse to work for any character except a level 20 Magus.

JNAProductions
2018-03-31, 08:02 PM
Why four skills?

That table is awful. Here, use this (http://www.giantitp.com/forums/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew) instead.

Mystery dice are not fully explained. At all.

Four Expertises is WAY TOO MUCH for a subclass feature.

Hub of Secrets is way too fiddly.

Again, four Expertises, too much.

Indomitable Toughness is both unfitting, and unneeded.

Unflinching Resistance should be completely reworked.

Imma stop there, because this doesn't FEEL like a 5E class. Also needs to be cleaned up a lot.

SemiNoodle
2018-04-01, 01:09 AM
Great feedback. I have reworked the class following your suggestions and feel it is starting to get into a better place. That link to the homebrew templates was very useful. So here we go with version 2.

Changelog:
- formatting changed to bring it in line with Forum standard formatting.
- tidied up class benefits, starting gear and other class details.
- The expertises and the Mysteries Dice are gone.
- Two skill choices now rather than four (I love skills but 5e doesn't, oh well).
- One sub-class is now provided, the others are being reworked.
- The Court Mage sub-class now features much more user-friendly abilities, especially the Hub of Secrets which is now completely different.
- Magus class details and spell list are provided in separate spoiler sections for ease of reading.
- Magus spell list is full of full stops and general awfulness because I'm new to HTML coding (or whatever this is) and apparently spaces and tabs aren't recognized. A nice, net friendly table will come later when I have my head round this magical language of /'s and []'s and so forth.

Magus
There are many kinds of the mysteries and secrets in the world and the Magus seeks them out to learn from them about the totality of reality. They are scholars of myth, legend and history as well as keen observers of people and things. The deep secrets, the truth behind the veil of reality, grant a Magus powers that span the divine and arcane realms as well as mundane reality.

As a Magus, you gain the following class features.

HIT POINTS
Hit Dice:1d6 per Magus level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Magus level after 1st

PROFICIENCIES
Armor: None
Weapons: Staff, mace, club, dagger, crossbow.
Tools: Calligrapher’s supplies

Saving Throws: Intelligence, Wisdom
Skills: Choose two from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a Quarterstaff or (b) a Light Crossbow and 20 bolts
• (a) a Component pouch or (b) an arcane focus
• (a) a Scholar's Pack or (b) an Explorer's Pack
• a dagger, calligrapher’s supplies and two empty scrollcases

Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment.



Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level


1st
+2
Spellcasting, Staff and Rod Fighting Style
2
2
1
1st


2nd
+2
Magus Career
2
3
2
1st


3rd
+2
-
2
4
2
2nd


4th
+2
Ability Score Improvement
3
5
2
2nd


5th
+3
Mysteries and Secrets
3
6
2
3rd


6th
+3
Career Feature
3
7
2
3rd


7th
+3
-
3
8
2
4th


8th
+3
Ability Score Improvement
3
9
2
4th


9th
+4
Mystical Secrets
3
10
2
5th


10th
+4
Career Feature
4
10
2
5th


11th
+4
Mystic Arcanum (6th level)
4
11
3
5th


12th
+4
Ability Score Improvement
4
11
3
5th


13th
+5
Mystic Arcanum (7th level)
4
12
3
5th


14th
+5
Career Feature
4
12
3
5th


15th
+5
Mystic Arcanum (8th level)
4
13
3
5th


16th
+5
Ability Score Improvement
4
13
3
5th


17th
+6
Mystic Arcanum (9th level)



5th


18th
+6
Mystical Secrets
4
15
4
5th


19th
+6
Ability Score Improvement
4
15
4
5th


20th
+6
Archmagus



5th



*Magus spell slots recharge after a short rest.

Staff and Rod Fighting Style
Many a new Magus has found themselves wondering how to defend themselves when they are, at heart, scholars. Several techniques have developed over the ages to help new Magus as they begin their journey into the unknown. Gain a +1 bonus to attack and armour class when wielding a staff, rod, mace or club with your off-hand either free or holding an arcane focus or wand.

Spellcasting
Your research has revealed mysteries of the cosmos to you, allowing you to cast spells.

Spellcasting: Cantrips
You know two Cantrips of your choice from the wizard or cleric spell list. You learn additional wizard or cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table.

Spell Slots
The Magus table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Magus Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.

For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell chromatic orb, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level Spells of your choice from the Magus spell list. You learn a new Magus spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Magus spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Magus Spells you know and replace it with another spell from the Magus spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your Magus Spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a Magus spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + Proficiency bonus + Intelligence modifier
Spell Attack modifier = Proficiency bonus + Intelligence modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Magus Spells.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Mystical Secrets

The Secrets of Mystical Energy: At 5th level you gain insight into the inner secrets of charged magical items. You have a 25% chance to not consume a charge or charges when using a charged magical items such as a wand, staff or rod. The chance to avoid using up a charge or charges increases to 33% at level 11 and 50% at level 16.

The Secrets of Mystical Harmonics: At 9th level you gain the ability to attune to 4 magical items. This increases to 5 magical items at 15th level and 6 magical items at level 20.

The Secrets of the Eternal Library: At 18th level you can cast any 1st to 4th level spell from a scroll, even if it's not the magus spell list. When you do cast cast a spell from a scroll the spell level is the same as your Magus Spell Slot level. For example Ymaarz the Overly Dramatic casts a fireball (a spell not on the Magus spell list) from a scroll. The spell is cast as if it were a 5th level spell rather than 3rd level.

Mystic Arcanum
At 11th level, your deep research into the esoteric and arcane gives you access to a magical secret called an arcanum. Choose one 6th-level spell from the Magus spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Magus Spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Archmagus
At level 20 you can recast one of your mystic arcanum that you have already cast without it counting towards the casting limit. This ability does not allow to cast the spell instantly, it must be cast using your regular action. You cannot use this aspect of the Archmagus power again until you complete a long rest.

Magus careers

Court Mage
These are Magus who have realized that they can access a great deal of information and lore by working in a government or bureaucracy, traditionally a royal or ducal court.. Court mages are skilled in intrigue, information gathering and mystical advice. Some travel the land as agents of their government, either publicly or secretly. Others are sent on quests that require them to work with others and some simply wander aloof, occasionally returning to impart their wisdom on the court. A court mage is usually provided with simple living quarters, a small salary, meals and a study or office in return for their services as well as access to government controlled libraries and document repositories.

Courtly Appointment: At 2nd level add charm person, imprisonment, knock, Leomund’s secret chest, teleportation circle, magic jar, mighty fortress, revivify and Mordinkainen’s magnificent mansion to the Magus spell list. In addition gain a tool, instrument or gaming set proficiency.

Uncanny Knowledge: At 6th level you may cast identify as well as locate and detect spells that are on the Magus spell list or from a charged item as a reaction.

Master of Intrigue: You may cast divination spells without their somatic components and the verbal component can be a soft whisper.

Hub of Secrets: At 14th level you can cloak yourself in a mystic veil that grants the effects of permanent disguise self and nondetection spells. You can activate or deactivate this mystic veil with a bonus action. If you move into a anti-magic field the effects of the veil are suppressed while inside the area. A dispel magic cast on you will deactivate the veil for a number of rounds equal to the dispel magic’s spell slot level - 2 (A 3rd level dispel magic deactivates the veil for 1 round while a 9th level dispel magic deactivates it for 7 rounds). After the duration is up the veil can be reactivated. This deactivation of the veil happens in conjunction with the normal effects of the dispel magic spell.

Magus Spell List


1st level spells---------------------2nd level spells---------------3rd level spells
Alarm......................................Animal Messenger...............Bestow Curse
Chromatic Orb..........................Detect Thoughts.................Call Lightning
Command................................Enthrall... ..........................Clairvoyance
Comprehend Languages............Hold Person.......................Counterspell
Detect Magic............................Locate Animals and Plants...Dispel Magic
Detect Good and Evil.................Locate Object.....................Glyph of Warding
Dissonant Whispers...................Magic Mouth......................Hypnotic Pattern
Healing Word............................Prayer of Healing...............Magic Circle
Hellish Rebuke...........................Rope Trick........................Nondetection
Hex..........................................See Invisibility...................Remove Curse
Identify.....................................Silen ce.............................Sending
Illusory Script............................Skywrite........ ...................Speak with Plants
Protection from Evil & Good........Suggestion.......................Tongu es
Sleep........................................Wardi ng Bond
Speak with Animals....................Zone of Truth
Unearthly Chorus

4th level spells...........................5th level spells..................6th level spells
Arcane Eye................................Contact Other Plane...........Guards and Wards
Compulsion................................Creation ............................Mass Suggestion
Confusion.................................. Dream..............................Mental Prison
Death Ward................................Geas.......... ......................Primordial Ward
Divination...................................Hold Monster....................True Seeing
Hallucinatory Terrain...................Legend Lore......................Wind Walk
Locate Creature..........................Rary’s Telepathic Bond.......Word of Recall
Phantasmal Killer........................Scrying
Polymorph
Synchronicity

7th level spells...........................8th level spells....................9th level spells
Crown of Stars...........................Antipathy/Sympathy.............Power Word: Heal
Divine Word...............................Feeblemind..... ...................Power Word: Kill
Power Word: Pain......................Mind Blank..........................Prismatic Wall
Prismatic Spray..........................Power Word: Stun...............Wish
Symbol.....................................Telepat hy