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Magus Multiclass Archetype

You've mixed physical combat with spellcasting.


Magus Dedication (Feat 2)

Archetype
Dedication
Multiclass

Archetype Magus
Prerequisites Strength or Dexterity 14; Intelligence 14

You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. You become trained in simple weapons.

Special You can’t select another dedication feat until you have gained two other feats from the magus archetype.


4th Level Magus Feats


Basic Martial Magic (Feat 4)

Archetype

Archetype Magus
Prerequisites Magus Dedication

You gain a 1st- or 2nd-level magus feat of your choice.


Hybrid Study Spell (Feat 4)

Archetype

Archetype Magus
Prerequisites Magus Dedication

Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits.


Spellstriker (Feat 4)

Archetype

Archetype Magus
Prerequisites Magus Dedication

You gain the magus's Spellstrike activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges Spellstrike.

Spellstrike [AA]

Magus

Frequency until recharged (see below)


You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as an activity that takes 1 minute.

 

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.



6th Level Magus Feats


Advanced Martial Magic (Feat 6)

Archetype

Archetype Magus
Prerequisites Basic Martial Magic

You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level.

Special You can select this feat more than once. Each time you select it, you gain another magus feat.


Basic Magus Spellcasting (Feat 6)

Archetype

Archetype Magus
Prerequisites Magus Dedication

You gain a 1st-level spell slot and a 2nd-level spell slot that you can use to prepare a spell from your spellbook. At 10th level, you replace your 1st-level spell slot with a 3rd-level spell slot.


12th Level Magus Feats


Expert Magus Spellcasting (Feat 12)

Archetype

Archetype Magus
Prerequisites Basic Magus Spellcasting; master in Arcana

You become an expert in spell attack rolls and DCs of the appropriate magical tradition and you gain an additional 3rd-level spell slot. At 14th level, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot. At 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot.

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