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Magus/Spellsword 5e idea. I'd like advice.


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Yeah, I like the idea of channeling spell slots into "powers". For example, use a spell slot to:

do 1d6 extra damage
grant 1d4+4 temp hitpoints
gain advantage on an attack
reroll a saving throw
overcome resistances
 

Currently elemental weapon is exclusive to the paladin but I think it's a very good fit here. Magic weapon from the wizard's list is also good.
Mordenkainen’s Sword is a 7th level spell but if you scaled it down I think it would be good (maybe just steal spiritual weapon from the cleric and refluff as a new spell).
Anything that increases mobility in combat like expeditious retreat, dimension door can make you more of a skirmisher.
Haste is too good a buff to pass up.

I'd use the wizard or sorcerer spell list as inspiration and favor heavily evocation, abjuration, transmutation buffs. Sprinkle a bit of divination, illusion and enchantment every level. I'd be wary of including conjuration that summons creatures, it feels like you would do your own fighting.
 

Alright, so the biggest thing that I am gathering is that I should borrow from the sorcerer spell list and not be afraid to make a few new spells.
 

Quick notes:
Arcane Charge - They can cannibalize a spell to gain ½ the arcane power (spell level/2) of the spell. This is usable as a bonus action. Arcane Power cannot increase more than twice your INT modifier.
Spell Recovery - Once per day, on a short rest, they can recover spell slots equal to a wizard of the same level.
This could be used to charge-up on Arcane Power at the start of the day (by taking a "slightly longer" long rest) and going a bit more nova. Could be useful at low-to-mid levels.

Arcane Power- Number of Arcane Power points equal to INT modifier
Having something so crucial (and powerful) to the class be equal to a stat mod can lead to some wonky things with regards to character creation (will probably never be an issue in actual play, this is more of a "design for everyone else" issue - basically, ignore it, I don't know why I need to say these things...)

Magic Warrior
Seems potentially VERY powerful at lower levels - may be fine in play. Very cool in any case. The fact that it uses no action could lead to some problems with regards to the number of spells cast in a round... (i.e. have haste, use the "extra attack", cast "free" spell from this, one regular action spell, and one bonus action spell = lots of spells!)

Arcane Attunement
VERY powerful - but at these levels, meh. Have at it!

I'd love to play this class. I'm hearing the FF victory music in my head right now!

3. Willing Shield- As a bonus action when you use Magic Warrior, you create a shield surrounding your body. This shield has temporary HP equal to your level. Once this takes damage enough to destroy it, all roll over damage carries over to the Magus’ HP. This requires no Arcane Power to use. Must be 3rd level to chose.
Why the wonky wording? Why not just give them THP?

This could be confusing with regards to effects that depend on "damage" such as poison, disease, etc. Basically, if the attack has riders but doesn't break the shield, are those riders negated as well?

5. Change Element- For the cost of 1 APP, you can change the element of a spell you are about to cast. Anything that is terrain dependent may adjust, however, just about any evocation spell can be changed. IE burning hands to deal cold damage.
This is one of those - may have no real impact other than coolness or be game breakingly powerful - effects depending upon the campaign...

6. Defensive- For 1 APP, you can cast mage armor or shield, even if you do not have it prepared.
Not 100% on if this casts the spell, or simply allows you the possibility to cast it. (leaning latter, but not 100%)

... done. It's a cool list of powers, I just don't feel like doing this anymore. :P
 



I like the swordmage better than my magus -_- well, at least I tried lol. Thanks everyone for being supportive. If I revisit this class in the future, I will definitely use your suggestions.
 

Into the Woods

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