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laserllama
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The Magus: Expanded

Hi all! The long speculated and (recently) anticipated public release of the Magus: Expanded is finally upon us! Included in this expansive Compendium of options for my Magus Class are five Fighting Styles new to the Magus, two Alternate Feats, one new Feat, and six Esoteric Orders!

As always, let me know what you think in the comments or drop by Discord!
~laserllama

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THE MAGUS EXPANDED

Fighting Styles. 
If you are familiar with the “cannon” of laserllama homebrew, none of these are new, but they are new for the Magus class! Dabble in martial arts, fight light on your feet, wield massive weapons, throw your weight around, or master the lost art (at least for 5e) of mounted combat!

Alt Mage Slayer Feat.
This underwhelming option from the Player’s Handbook may actually be a threat to mages now! One step closer to closing the (alleged?) Martial // Caster imbalance in 5e.

Alt War Caster Feat. 
Hold on to your seats, this one has a slight nerf! No longer are casters impervious to losing concentration with this new Feat (advantage on any saving throw is too strong). Now you can use your Spellcasting ability (slightly better) instead of advantage on the Constitution save (potentially overpowered). I also tweaked rules for opportunity attacks/spells!

Spellsword Adept Feat. 
Now everyone can share in the abilities of the Magus class (at least Cantrips that is). Not sure if this will be too strong!

Order of Armorers. 
Conjure weapons to throw at your foes! This new subclass is the master of the Arcane Armory, and functions as a mid-range off-tank.

Order of Conduits. 
Channel the wondrous powers of the Magi through your body! Punch your foes with flaming (or frozen, electrified, or acidic) fists, while you teleport around the battlefield between each strike.

Order of Hexblades. 
The oft maligned Warlock Patron finds its home in the arcane half-caster class. Instead of conjuring shadows, you instead siphon the life-energy of your foes to eventually enchant your own sentient Hexblade!

Order of Shades. 
Moved here from the base Magus class to balance out each of the documents (now they have six Esoteric Orders each).

Order of Spellswords. 
The highly anticipated “Exploit Magus” makes its appearance! Store martial knowledge within your Armory and become the ultimate master of one-on-one spell and sword combat!

Order of Travelers. 
Time magic is always hard to do in a game where the future is determined by random rolls of chance, but this is my take on the archetypal “Time Knight”. Gradually come untethered from time as you rewrite moments and conjure versions of yourself from the future for aid!

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MAGUS CLASS v4.2.0

A small patch for the base Magus Class comes with this update. The Order of Arcanists can now prepare a significantly increased number of spells. The Order of Dragon Knights has a new name (formerly known as the Order of Scales) to better match the other Order’s names, and the Order of Shades has moved to the Magus: Expanded. I also added a few spells. See change log:

Magus v4.1.0  ->  v4.2.0

The Magus: Expanded

Comments

Actually, what exactly happens to the weapon when an Armorer Magus uses Death Strike? Is it destroyed, or does it just end up lying around somewhere nearby after the explosion of magical power? ...Also, can Order of Spellswords pick Arcane Warrior as one of the Fighting Styles they swap in and out of their Arcane Armory? It doesn't really feel right.

Jeff Potato

Also, Order of Armorers is awesome (I was expecting something a bit more xianxia and it looks like we got something a bit more Fate/stay night, but that's also great), but the level 15 Conjured Defense seems a bit weak compared to most of the other level 15 abilities. Maybe if it dealt a bit of damage to the attacker on a successful party as well, since there are all those weapons flying around you? (Or if one wanted to add something else to the class, maybe a limited way to extend the range of "thrown" weapons, since 20/60 is pretty short.) I appreciate seeing Order of Hexblades since it always felt like a weird fit for the Warlock class; this feels like it fits the flavor of the OG Hexblade more.

Jeff Potato

Honestly, while I could understand why advantage on saving throws would be too strong in most contexts, I would hardly say that the original War Caster makes casters impervious to losing concentration. You don't have to get very far in this game before monsters start doing enough damage that success won't be remotely certain.

Jeff Potato

For Order of Travelers, I am afraid Conjure Self could be way too strong...

Francesco Valvo

For Alternate War Caster, "When you make an opportunity attack, you can cast a spell instead. It must have a casting time of 1 action or 1 attack, and this spell can only target that creature." Which creature? I know what you mean, but still...

Francesco Valvo

For "Alternate War Caster," I thought that you could cast spells "On Hit" with opportunity attacks even without the feat, as an "On Hit" casting time can be used "whenever you hit the specified target with a weapon attack".

Geoneto


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