TEXT:  
  Martial Archetype 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Magus 
   
   
  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 
  Fighter 
  Level 
  Cantrips 
  Known 
  Spells 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  3rd 
  2 
  3 
  2 
  - 
  - 
  - 
  4th 
  2 
  4 
  3 
  - 
  - 
  - 
  5th 
  2 
  4 
  3 
  - 
  - 
  - 
  6th 
  2 
  4 
  3 
  - 
  - 
  - 
  7th 
  2 
  5 
  4 
  2 
  - 
  - 
  8th 
  2 
  6 
  4 
  2 
  - 
  - 
  9th 
  2 
  6 
  4 
  2 
  - 
  - 
  10th 
  3 
  7 
  4 
  3 
  - 
  - 
  11th 
  3 
  8 
  4 
  3 
  - 
  - 
  12th 
  3 
  8 
  4 
  3 
  - 
  - 
  13th 
  3 
  9 
  4 
  3 
  2 
  - 
  14th 
  3 
  10 
  4 
  3 
  2 
  - 
  15th 
  3 
  10 
  4 
  3 
  2 
  - 
  16th 
  3 
  11 
  4 
  3 
  3 
  - 
  17th 
  3 
  11 
  4 
  3 
  3 
  - 
  18th 
  3 
  11 
  4 
  3 
  3 
  - 
  19th 
  3 
  12 
  4 
  3 
  3 
  1 
  20th 
  3 
  13 
  4 
  3 
  3 
  1 
  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. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Magus.pdf