Accurate Strike
You can spend 1 sorcery point as a bonus action and you double your proficiency bonus on your attack rolls until the beginning of your next turn.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day wen you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your magus level (rounded up), and none of the spell slots can be of a level that you cannot cast.
For example, if you’re a 6th-level magus, you can recover up to three levels of spell slots. You can recover either a 2nd level slot and a 1st level slot, or three 1st level slots, but you could not recover a 3rd level slot because your highest level spell slot is 2nd.
Arcane Smite
Prerequisite: Charisma 13+
You add a number of paladin spells equal to your proficiency bonus to your spellbook. These paladin spells must have the word “Smite” in its title and be of a spell level you can cast. When your proficiency bonus increases, you may add an additional paladin spell to your spellbook. These spells are always prepared and do not count against the number of spells you can prepare.
Arcane Tradition
Select one school of magic. You gain the first level of Arcane Tradition abilities of the selected school of magic. You may choose this Magus Arcana multiple times to gain further levels in the same school of magic or explore other schools of magic.
Bonus Feat
You gain one of the following feats. You must meet any prerequisites of the selected feat. Elemental Adept, Mage Slayer, Magic Initiate, Ritual Caster, Spell Sniper, or War Caster.
An Aegis may select Shield Master, an Arcane Archer may select Sharp Shooter, Duskblade may select Defensive Duelist, a Kensai may select Grappler, a Myrmidon may select Heavy Armor Master, a Spellthief may select Dual Weapon Wielding, and a Witchblade may select Great Weapon Mastery.
Critical Strike
When you score a critical hit with a melee weapon, you can use your reaction to cast a spell that targets the opponent you scored the critical hit against.
Dispelling Strike
You can spend 1 sorcery point as a bonus action to imbue your weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a dispel magic with a spell slot equal to half your magus level. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Hasted Assault
You can spend 1 sorcery point as a bonus action and gain the benefits of haste on yourself for a number of rounds equal to your Intelligence modifier (minimum 1 round).
Maneuver Mastery
You add double your proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks made to grapple or shove an opponent. You may spend 1 sorcery point as a bonus action to add your Intelligence modifier on Strength (Athletics) and Dexterity (Acrobatics) checks until the beginning of your next turn.
Metamagic
You gain one Metamagic option as described in the sorcerer class. You may select this Magus Arcana multiple times. Each time you do, you must select a different kind of Metamagic option.
Prescient Defense
You can spend 1 sorcery point and use your reaction to Dodge until the end of your next turn.
Shining Blade
You add the following spells to your magus spellbook: dancing lights, light, faerie fire, guiding bolt, moonbeam, daylight, flame strike. These spells are always prepared and do not count against the number of spells you can prepare.
Tactical Striker
You use your Intelligence modifier in place of your Strength modifier or Dexterity modifier when you make attack and damage rolls with melee or ranged weapon attacks.
Wand Wielder
When you use your action to use a wand, you may use your bonus action to do one of the following: make a single melee attack, cast a cantrip, or use a different wand.
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