March 19, 2018


Martial Archetype
Comments from the Palm: Next up in our variant eldritch knights: this one's sorcerer-y.  Say that five times fast. Sorcerer-y, sorcerer-y, sorcerer-y, sorcererere-- 


Similar to an eldritch knight, the archetypal Magus blends offensive arcane power with martial prowess. Unlike an eldritch knight, however, the Magus’s power comes from magic inherent to his blood, instead of rigorous study and research. While most who discover this sort of power make the choice to become full sorcerers, those who become magi find that they are more than capable of holding their own against their more magical brethren.

Magus Spellcasting

When you reach 3rd level, you unlock the magical power in your blood, augmenting your martial prowess with the ability to cast spells.
     Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
     Spell Slots. The Magus Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
     Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list.
     The Spells Known column of the Magus Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
     Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
     Spellcasting Ability. Charisma is your spellcasting ability for your Magus spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Chaotic Arms
At 3rd level, you learn how to flood your weapons with magic power. As a bonus action, you can imbue a weapon you are holding with with magical energy. Select a damage type from acid, cold, fire, lightning, necrotic, poison, or radiant: for the next minute or until you use this ability again, all attacks made with that weapon deal the chosen damage type instead of its normal damage type.

Combat Metamagic
At 7th level, you tap into the fluid nature of your magic, using it to augment your combat abilities. You have a number of sorcery points equal to half your fighter level (rounded down) and regain all expended sorcery points when you finish a long rest. You can use these sorcery points to augment your combat abilities in a number of ways:
  • As a bonus action, you can spend a sorcery point to cast a cantrip that targets a single creature.
  • As a bonus action, you can spend a single sorcery point  to gain advantage on your next attack roll.
  • As an action, you can spend a sorcery point to end a single condition that is affecting you. The condition can be blinded, charmed, deafened, frightened, or poisoned.
  • As a bonus action, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Chaotic Aura
Starting at 10th level, when you use your Chaotic Arms feature, you also gain resistance to the chosen damage type for the duration.

Sorcerous Flight
Starting at 15th level, you gain a fly speed equal to your movement speed. You must begin and end your movement on solid ground, otherwise you fall.

Master Combat Metamagic
At 18th level, when you roll initiative and you do not have any sorcery points, you gain a number of sorcery points equal to your Charisma modifier.

Changelog: 3/19/18: Combat Metamagic: Condition removal option: Paralyzed removed, charmed and frightened added
Chaotic Arms: Duration now ends when you lose this ability again


  1. Hmm. Nice. I never quite liked how the wizard-based EK had spells known (although it is way simpler), and this makes far better sense.

    Combat metamagic can be really good if you use the bonus action to cast booming blade (giving you 3 attacks/round, one with extra damage), giving you a better damage output than an EK but for a shorter time- Exactly how a sorcerer should be!

    One note- you might wanna put in that if you multiclass with sorcerer the sorcery points are interchangeable (if they are).

    1. It's probably fine without explicitly stating it: they're sorcery points. A sorcerer/magus can use them like normal.

  2. Man, this really brings into focus how few spells known the sorcerer gets. You lose almost nothing if you go for the 1/3-caster rather than the full-caster.

    1. That has always been my biggest complaint about the sorcerer. They took some strides in fixing that with the UA Favored Soul by giving them cleric domain spells, but with Xanathar's they've made the issue worse by giving expanded choices without adding additional spells known.

    2. I feel the same way. Storm soul, at least the UA, also fixed it, and the extra spells really helped reinforce the theme. Honestly, as a rookie home brewer myself, I ADORE when mechanics reinforce theme, and vice versa.

  3. The paralyzed condition would prevent you from taking the action Combat Metamagic requires to end the condition.

    1. Isn't that the point of paralysis?

      But otherwise, entirely correct. Maybe substitute it with frightened and/or charmed?

    2. That's my bad. I copied the text of lesser restoration, but didn't give it a close enough look. Frightened and charmed are much, much better for this, though.

  4. I like the build, but it feels a bit lackluster to me. My understanding of the Magus class is they get the ability to cast spells through their weapon. Could this be added as a bonus action feature for their metamagic, or featured in some other way?

    I'm also curious about the other archetypes in this series. A holy knight seems like it'd step on the Paladin' s toes.

    1. I should mention that I meant the magus class from Pathfinder. I haven't actually played the class though, so I might be mistaken. Storing spells in a weapon sounds fun though.

    2. You’re definitely not far off! But the term Magus is pretty broad in its application, and covers a lot of different things. Ultimately, the series of subclasses are simply meant to cover alternatives for the standard EK. Truthfully, this allows for some nice damage output comparable to the EK, but in shorter bursts while allowing for optional utility that really outshines the EK (Condition removal is fantastic).

    3. @Kris Hunter the paladin doesn’t need his toes anyway. They were committing heresy.

    4. Check out the channeler that's on the blog, they posted it around Christmas. It's exactly what you're thinking.

    5. Right, this isn't the Pathfinder Magus -- the Channeler is haha

    6. Yeah, exactly. I used Magus for this since the term Magus has now kind of become synonymous with Gish, not because I was go8ng for an actual magus translation.

  5. Hmmm, Im not one for a lot of multiclassing, but a Dex fighter and the combat metamagics would mix REALLY well with a Rogue's sneak attacks.

    The one that gives advantage on the next attack could be REALLY useful, and a Fighter 7/Rogue 13 would be a real good power combo i feel. Extra attacks, advantage, spells, good charisma for a front/ charisma rogue and their expertise.
    And the level 13 Assassin ability allows you to mimic other people, combined with the high charisma needed for the Magus and taking expertise in deception, persuasion, sneak, and perform.

    Its really interesting, a combo that packs a BIG wallop in 20 levels.

    1. I think that'd be a super, super fun multiclass; not game-breaking in any respect, but fun.

    2. Are their any plans for more combat metamagics

  6. I want this in a party where the character has a friend who advises elemental swaps with a good knowledge check. Chaotic arms feels really fun!

  7. 13 spells known over 4 spell levels when sorcerer only gets 15 across 9 spell levels:
    Bob the Sorcerer starts to look upon it with envy.

    "As a bonus action, you can spend a sorcery point to cast a cantrip that targets a single creature."
    Effectively quicken spell for half the sorcery points it costs sorcerers.
    Bob questions what he is doing wrong as someone who dedicated his life to this.

    Likely better than Sorcerer capstone and two levels earlier.
    Bob starts to cry in the corner.

    I like the ideas here but it a lot of it makes a fighter that can sorcerer nearly as good as an actual sorcerer. Because they get metamgic sorcerers, have a low number of spells known. I would bring that concept forward to this subclass and tone down the abilities a bit.

    1. Addressing some points in order:

      I get that this gets a lot of spells known compared to the sorcerer, but it's /literally/ the same number as the eldritch knight. Considering that, I don't see enough reason to change the number of spells known.

      I'll admit that the bonus action cantrip casting looks cheap (I nearly changed it to 2 points on the first round of editing) but the magus also gets half as many points, which basically equals out (or at least, that's how I justified it at the time.) However, I suppose that the magus /should/ have that many fewer points, so this might simply be in error. I'll ask the Palm what he thinks.

      I think the capstone is debatable. On one hand, the sorcerer only gets 4 sorcery points when finishing a short rest, they also have a deeper well of sorcery points to draw from in the first place (they have more spell slots to convert and can convert them for more points.) Plus, the fighter isn't likely to have a 20 in Charisma, given that Strength and Constitution are far more important to survival.

    2. A specific point about the "quicken" mechanic: this only allows for cantrips. Now, maybe you're only using your sorcery points for cantrips, but the fact remains that a sorcerer can easily use his points to quicken other spells.

      Another, highly important point: the Magus cannot convert his sorcery points into additional slots, only slots to points.

      And yes, to the third point, charisma is going to be, at most, a second tier ability for this fighter.

      The sorcerer will, I'm sure, be more than happy to toss fireballs at bad guys from level 5 on.

    3. To add to the Quicken debate: A sorcerer can use Quicken Spell to quicken a leveled spell and still cast a cantrip in the same turn. The Magus, however, can only quicken cantrips, and CAN'T also cast a leveled spell in the same turn, because of how the rules for bonus-action spells work.

  8. Combat Metamagic: As a bonus action, you can spend a sorcery point to cast a cantrip that targets a single creature.

    Is the intention that you can cast a cantrip like Eldritch Blast which can create multiple beams at a higher level so long as all the beams target only one creature?

    1. There are options you can take from the PHB that have the same wording that has been gone over by Jeremy Crawford. Essentially, yes, as long as you target only the one creature, you're fine. However, you do have to target the creature, and spells that create an area of effect and don't explicitly target any creature can't be used as part of that ability. While Fireball isn't a cantrip, it's an example a spell you couldn't use with this ability.