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Page 1: Magus v1 - GM Binder

Magus v1.0Magus v1.0Magus v1.0Magus v1.0Magus v1.0

Page 2: Magus v1 - GM Binder

Magus

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th

1st +2 Arcane Sense, Bonded Weapons, - - - — — — —2nd +2 Fighting Style, Spellcasting, Spell Recovery 2 2 2 — — — —3rd +2 Magus Discipline, Studied Warrior 2 3 3 — — — —4th +2 Ability Score Improvement 2 3 3 — — — —5th +3 Extra Attack 2 4 4 2 — — —6th +3 Spell Surge (1) 2 5 4 2 — — —7th +3 Discipline Feature 2 5 4 3 — — —8th +3 Ability Score Improvement 2 6 4 3 — — —9th +4 -- 2 7 5 3 2 — —

10th +4 Battle Focus 3 8 8 3 2 — —11th +4 Discipline Feature 3 8 4 3 3 — —12th +4 Ability Score Improvement 3 9 4 3 3 — —13th +5 -- 3 10 4 3 3 1 —14th +5 Spell Surge (2) 4 10 4 3 3 1 —15th +5 Disciplne Feature 4 11 4 3 3 2 —16th +5 Ability Score Improvement 4 11 4 3 3 2 —17th +6 -- 4 12 4 3 3 3 1

18th +6 Esoteric Arcanum (6th level) 4 12 4 3 3 3 1

19th +6 Ability Score Improvement 4 13 4 3 3 3 2

20th +6 Esoteric Arcanum (7th level) 4 13 4 3 3 3 2

Hit Dice: 1d10 per level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution

modifier per level after 1st

Armor: All Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose two from Arcana, Acrobatics, Athletics,

History, Insight, Investigation, Nature, Perception, Stealth

(a) chain mail or (b) scale mail or (c) Leather armor

(a) a martial or simple weapon and a shield or (b) two

martial or simple weapons

(a) a light crossbow and 20 bolts or (b) longbow, and 20

arrows

(a) a dungeoneer’s pack or (b) an explorer’s pack

You can cast detect magic at will, without expending a spell

slot.

At 1st level, you learn a ritual that creates a magical bond

between yourself and one weapon. You perform the ritual

over the course of 1 hour, which can be done during a short

rest. The weapon must be within your reach throughout the

ritual, at the conclusion of which you touch the weapon and

forge the bond.

Once you have bound a weapon to yourself, you can't be

disarmed of that weapon unless you are incapacitated. As a

bonus action you can summon up to two one-handed bonded

weapons or one two-handed bonded weapon as long as you

and the weapons are on the same plane of existance.

You can have a number of bonded weapons equal to your

Intelligence modifier. If you attempt to bond a number of

weapons greater than your Intelligence modifier, you must

break the bond with one of your other weapons.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

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Page 3: Magus v1 - GM Binder

At 2nd level, you adopt a particular style of fighting as your

specialty. Choose one of the following options.

You can’t take a Fighting Style option more than once, even

if you later get to choose again.

You gain a +2 bonus to attack rolls you make with ranged

weapons.

You have blindsight with a range of 10 feet. Within that range,

you can effectively see anything that isn’t behind total cover,

even if you’re blinded or in darkness. Moreover, you can see

an invisible creature within that range, unless the creature

successfully hides from you.

While you are wearing armor, you gain a +1 bonus to AC.

When you are wielding a melee weapon in one hand and no

other weapons, you gain a +2 bonus to damage rolls with that

weapon.

When you roll a 1 or 2 on a damage die for an attack you

make with a melee weapon that you are wielding with two

hands, you can reroll the die and must use the new roll, even

if the new roll is a 1 or a 2. The weapon must have the two-

handed or versatile property for you to gain this benefit.

When a creature you can see hits a target, other than you,

within 5 feet of you with an attack, you can use your reaction

to reduce the damage the target takes by 1d10 + your

proficiency bonus (to a minimum of 0 damage). You must be

wielding a shield or a simple or martial weapon to use this

reaction.

When a creature you can see attacks a target other than you

that is within 5 feet of you, you can use your reaction to

impose disadvantage on the attack roll. You must be wielding

a shield.

You can draw a weapon that has the thrown property as part

of the attack you make with the weapon. In addition, when

you hit with a ranged attack using a thrown weapon, you gain

a +2 bonus to the damage roll.

When you engage in two-weapon fighting, you can add your

ability modifier to the damage of the second attack.

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Page 4: Magus v1 - GM Binder

When you reach 2nd level, you augment your martial prowess

with the ability to cast spells.

You learn two cantrips of your choice from the Magus spell

list. You learn an additional Magus cantrips of your choice at

10th and 14th level.

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.

For example, if you know the 1st-level spell Shield and have

a 1st-level and a 2nd-level spell slot available, you can cast

Shield using either slot.

You can cast any Magus spell you know as a ritual if that spell

has the ritual tag.

You can use an arcane focus (see the Adventuring Gear

section) or one of your Bonded Weapons as a spellcasting

focus for your Magus spells.

You know two 1st-level Magus spells of your choice.

The Spells Known column of the Magus Spellcasting table

shows when you learn more Magus spells of 1st level or

higher. Each of these spells must be of a level for which you

have spell slots. For instance, when you reach 5th level in this

class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one

of the Magus spells you know with another spell of your

choice from the Magus spell list. The new spell must be of a

level for which you have spell slots.

Intelligence is your spellcasting ability for your Magus spells,

since you learn your spells through study and memorization.

You use your Intelligence whenever a spell refers to your

spellcasting ability. In addition, you use your Intelligence

modifier when setting the saving throw DC for Magus spell

you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

As part of a short rest, you can mediate and recover some of

your expended magic. You regain one expended spell slot, the

level of which can be no higher than half your proficiency

bonus (rounded up).

At 3rd level you chose your Magus discipline, which reflects

the unique methods you have trained in blend your Arcane

and Martial expertise. You gain additional discipline features

at 3rd, 7th, 11th, and 15th level. Those features include An

Arcane Assault feature.

At 3rd level, you learn to directly channel your spellcasting

into your fighting. You learn an Arcane Assault techninque

from your Magus Dsicpline.

Beginning at 3rd level, When you make a Strength or

Dexterity skill check in a skill that you are proficient in, you

may add your intelligence modifier.

Beginning at 5th level, You can attack twice, instead of once,

whenever you take the Attack action on your turn.

At 5th level, attacks with your bonded weapon are magical.

At 6th level you learn to quickly cast spells in the heat of

battle. You can cast a spell with a casting time of 1 action as a

bonus action. Once you use this feature you cannot do so

again until you complete a short rest.

At 14th level you can use this feature twice before

completing a short rest.

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Page 5: Magus v1 - GM Binder

Beginning at 10th level, You can add your Intelligence

Modifier to your initiative rolls and to Constitution checks

made to maintain concentration on a spell.

At 18th level, your study and devotion to magic has unlocked

the secrets to a potent arcane power. Choose one 6th level

spell from the Magus spell list as this arcanum.

You can cast your arcanum spell once without expending a

spell slot. You must finish a long rest before you can do so

again.

At 20th level, you choose one 7th level spell of your choice

that you can cast in this way.

Aegis are unrivaled in their defensive capability. Through

there study of protective magic, they are able to shield

themselves, and their allies, from the most dangerous of foes

in battle.

At 3rd level when you use your Bonded Weapon feature, you

can create a bond with a piece of body armor, or a shield in

addition to weapons. You may summon a bonded shield into

youur hand as a bonus action along with a one-handed

bonded weapon, and you may summon a bonded piece of

body armor onto your body as an action.

While you are wearing a piece of body armor or a shield

bonded to you in this way, you gain an additional +1 AC.

Beginning at 11th level, you also gain +1 to all saving throws.

You learn an additional spell when you reach certain levels in

this class, as shown in the Aegis Spells table. Each spell

counts as a magus spell for you, but it doesn’t count against

the number of magus spells you know.

Aegis Spells

Magus Level spell

3rd Armor of Agathys

5th warding bond

9th Counterspell

13th Stoneskin

17th Wall of Force

Beginning at 3rd level, you gain the ability to magically

protect your allies. As a reaction when an ally you can see is

hit by an attack, you may expend a spell slot to give an ally

within 30 feet of you an additional +3 AC for that attack,

potentially causing the attack to miss. In addition, The

attacker takes 1d6 force damage per level of the expanded

spell slot, up to 5d6.

Beginning at 7th level, you gain resistance to force damage

and you have advantage on saving throws against spells and

magical effects.

At 11th level, You gain an additional reaction.

Beginning at 15th level, your Arcane Shield has a range of 60

feet. Additionally, when you use you Aegis Shield ability, you

may choose to teleport to within 5 feet of your target instead

of having it deal damage to the attacker. When you do so, you

may make a weapon attack against the creature that attacked

your target. This attack deals additional damage equal to 1d6

per level of the spell slot spent, up to 5d6.

Blackblades are one of the most dreaded of the magus

disciplines. Pulling magic from the fabric of the shadowfell,

they channel negative energy and weakening magic into their

combat, debilitating their enemies into submission.

Beginning at 3rd level, Your study of the veil between life and

death has permanently altered your physiology. You gain the

following features.

You can see normally in darkness, both magical and

nonmagical, to a distance of 120 feet.

When you are reduced to 0 hit points but not killed

outright, you can drop to 1 hit point instead. You can’t use

this feature again until you finish a long rest.

You learn an additional spell when you reach certain levels in

this class, as shown in the Blackblade Spells table. Each spell

counts as a magus spell for you, but it doesn’t count against

the number of magus spells you know.

Blackblade Spells

Magus Level spell

3rd Bane

5th Crown of Madness

9th Slow

13th Shadow of Moil

17th Negative Energy Flood

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Page 6: Magus v1 - GM Binder

Beginning at 3rd level, you learn to imbue curses into your

attacks. When you hit a creature with a weapon attack with

your bonded weapon, you can expend a spell slot of 1st level

or higher impose one of the following curses on the target.

Curse of Weakness

The target has disadvantage on attack rolls until the

beginning of your next turn. When you expend a spell slot of

2nd level or higher the attack deals an additional 1d6

necrotic damage per additional level of the spell slot (up to

4d6).

Curse of Fragility

The target has disadvantage on the next saving throw it

makes before the beginning of your next turn. When you

expend a spell slot of 2nd level or higher the attack deals an

additional 1d6 necrotic damage per additional level of the

spell slot (up to 4d6).

Curse of Lethargy

The target's movement speed is reduced by 1o feet until the

beginning of your next turn and it takes an additional 1d6

necrotic damage. When you expend a spell slot of 2nd level or

higher the attack deals an additional 1d6 necrotic damage

per additional level of the spell slot (up to 5d6).

At 7th level, you gain resistance to necrotic damage and you

can add your intelligence modifier to your constitution saving

throws.

Beginning at 11th level, attacks you make with your bonded

weapons deal an additional 1d6 necrotic damage.

Beginning at 15th level, When you hit a creature with your

Cursed Strike, you regain hit points equal to 1d6 + your

proficiency bonus.

Mesmers are the masters of deception and illusion both on

and off the battlefield. Their quick reflexes and confounding

illusions create a deadly striker able to seemlessly weave in

and out of combat.

Beginning at 3rd level, your study of battlefield illusions and

deception have manifested as the following abilities.

When you are hidden from a creature and miss it with a

ranged weapon attack, making the attack doesn't reveal

your position.

you can hide when you are only lightly obscured.

you can take the hide action as a bonus action.

You learn an additional spell when you reach certain levels in

this class, as shown in the Mesmer Spells table. Each spell

counts as a magus spell for you, but it doesn’t count against

the number of magus spells you know.

Mesmer Spells

Magus Level spell

3rd Charm Person

5th Pass Without Trace

9th Blink

13th Confusion

17th Seeming

Starting at 3rd level, when you take the attack action on your

turn, you may expend a spell slot of 1st level or higher to

unleash a series of illusionary attacks with your bonded

weapon. You can make a number of additional attacks with

your bonded weapon equal to the level of the spell slot

expended up to 5 additional attacks. These attacks deal 2d6

psychic damage instead of your attack's normal damage.

Beginning at 7th level, attacks you make that have advantage

deal an additional 1d6 damage. Additionally You can take the

disengage action as a bonus action.

Beginning at 11th level, attacks you make with your bonded

weapons deal an additional 1d6 psychic damage damage.

Beginning at 15th level, Your movement speed increases by

10 feet.

Additionally, when you use your Phantasmal Flurry, attacks

have disadvantage against you until the beginning of your

next turn.

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Page 7: Magus v1 - GM Binder

Primordials learn to channel the fierce natural elements into

their fighting. They are said to fight with similar ferocity, truly

becoming forces of nature unto themselves.

Beginning at 3rd level, you may perform a ritual attuning

yourself to a specific element, Air, Earth, Fire or Water as

part of a long rest.

You gain the following benefits based upon the element you

are attuned to.

Air

While you are attuned to the element Air, your movement

speed increases by 10 feet and are attuned to thunder

damage .

Earth

While you are attuned to Earth, you have advantage on

strength checks and saving throws and are attuned to

bludgeoning damage.

Fire

While you are attuned to fire, You gain darkvision to a

distance of 60 feet, and have advantage on perception checks.

You are attuned to fire damage.

Water

While you are attuned to water, you gain temporary hit points

equal to your magus level when you complete a short or long

rest. Additionally, you are attuned to cold damge.

You learn an additional spell when you reach certain levels in

this class, as shown in the Primordial Spells table. Each spell

counts as a magus spell for you, but it doesn’t count against

the number of magus spells you know.

Primordial Spells

Magus Level spell

3rd Create or Destroy Water

5th Gust of Wind

9th Erupting Earth

13th Wall of Fire

17th Conjure Elemental

Starting at 3rd Level, when you hit a creature with an Attack

with your bonded weapon, you can expend one spell slot to

deal damage to the target, in addition to the weapon's

damage. The extra damage is 2d6 for a 1st-level spell slot,

plus 1d6 for each Spell Level higher than 1st, to a maximum

of 6d6. The damage increases by 1d6 if the target is an

Elemental or Fey. This attack deals damage of the type

associated with your elemental attunment.

At 7th level, you gain the ability to protect yourself from

elemental energies. As part of your elemental attunement

ritual, you gain resistance to damage of the type associated

with your elemental attunement.

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Page 8: Magus v1 - GM Binder

At 11th level, attacks you make with your bonded weapons

deald an additional 1d6 damage of the type associated with

your elemental attunement.

Beginning at 15th level, your weapon attacks with your

bonded weapon ignore damage resistances. Additionally,

when you hit a creature with your primeval smite, you can

trigger an additional effect.

Air

The target is pushed back 10 feet.

Earth

The target is knocked prone.

Fire

The target takes an additional 1d6 fire damage.

Water

You gain 2d6 temporary hit points.

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Page 9: Magus v1 - GM Binder

Illusion cantrip

Casting Time: 1 action

Range: 30 feet

Components: S, M (a weapon worth at least 1 sp)

Duration: 1 round

You brandish the weapon used in the spell's casting and make

a weapon attack with it against one creature within the

weapons range. On a hit, the target suffers the weapon

attack's normal effects, and your weapon performs an

additional phantom attack on a of your choice creature within

5 feet of the initial target. The second creature takes psychic

damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the ranged attack deals an

extra 1d6 psychic damage to the target on a hit, and the force

psychic to the second creature increases to 1d6 + your

spellcasting ability modifier. Both damage rolls increase by

1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Evocation cantrip

Casting Time: 1 action

Range: self, special

Components: S, M (a ranged weapon worth at least 1 sp)

Duration: 1 round

You brandish the weapon used in the spell's casting and make

a ranged attack with it against one creature within 30 feet of

you. On a hit, the target suffers the weapon attack's normal

effects; in addition, the target becomes enveloped in static

energy until the end of it's next turn. If the target does not

move at least 5 feet before the end of it's next turn, that

creature takes an additional 1d6 lightning damage and the

spell ends.

At Higher Levels. At 5th level, the ranged attack deals an

extra 1d6 lightning damage to the target on a hit, and the

lightning damage it takes if it does not move increases by

1d6. Both damage rolls increase by 1d6 at 11th level (2d6

and 3d6) and 17th level (3d6 and 4d6).

3rd-level Evocation

Casting Time: 1 bonus action

Range: self, 15 foot cone

Components: V, S, M (a melee weapon worth at least 1 sp)

Duration: Concentration, up to 1 minute

The next time you make a melee weapon attack during the

spell’s duration, the weapon channels pure magical energy in

it's strike. Make the attack roll as normal, On hit, the attack

knocks the target prone and deals an additional 2d8 force

damage. If the attack misses the target takes half as much

force damage.

Whether you hit or miss, each creature within a 15 foot

cone behind the the target must make a Constitution saving

throw. Each of these creatures takes 2d8 force damage and

are knocked prone on a failed save, or half as much damage

on a successful one.

At Higher Levels. When you cast this spell using a spell

slot of 4th level or higher, the damage for both effects of the

spell increases by 1d8 for each slot level above 3rd.

2nd-level Transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a melee weapon worth at least 1 sp)

Duration: Concentration, up to 1 minute

Pulling all latent heat out of your weapon, You magically

transform your weapon into an icy spear. This spear lasts

until the spell ends, at which point it transforms back into the

original weapon. It counts as a simple melee weapon with

which you are proficient. It deals 2d8 cold damage on a hit

and has the finesse, light and thrown properties (range

20/60). It retains any of the original weapon's magical

properties. In addition, when you hit a creature with the

spear, their movement speed is reduced by 10 until the

beginning of your next turn

If you drop the weapon or throw it, it dissipates at the end

of the turn. Thereafter, while the spell persists, you can use a

bonus action to cause the spear to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or

4th-level spell slot, the damage increases to 3d8. When you

cast it using a 5th- or 6th-level spell slot, the damage

increases to 4d8. When you cast it using a spell slot of 7th

level or higher, the damage increases to 5d8.

2nd-level Abjuration

Casting Time: 1 reaction, which you take in response to

being damaged by a creature within 60 feet of you that you

can see

Range: 60 feet

Components: V, S

Duration: Instantaneous

You raise your arm, creating a magical mirror that reflects

some of the damage you would take back onto the creature

that damaged you. Roll 3d8, the total is amount of damage

you would take is reduced . Additionally, the creature that

damaged you must make a Wisdom saving throw. On a failed

save, they take force damage equal to the damage prevented

by this spell.

At Higher Levels. When you cast this spell using a spell

slot of 3rd level or higher, the amounted rolled increases by

1d8 for each slot level above 2nd.

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Page 10: Magus v1 - GM Binder

Cantrips (0 Level)

Blade WardControl FlamesCreate BonfireBooming BladeDancing LightsEcho Strike*Green-Flame BladeLightLightning LureMage HandMendingMessageMinor IllusionMold EarthPrestidigitationShape WaterStatic Shot*Sword BurstTrue Strike

1st Level

Absorb ElementsAlarmBurning HandsCatapultChromatic OrbCommandCompelled DualComprehend LanguagesColor SprayDisguise SelfExpeditious RetreatFaerie FireFalse LifeFeather FallFog CloudGreaseHellish RebukeHeroismIdentifyJumpLongstriderMage ArmorMagic MissleSearing SmiteShieldSleepSilent ImageSnareTasha's Caustic BrewTenser's Floating DiskThunderous SmiteUnseen ServantWitch Bolt

Zephyr Strike

2nd Level

Aganazzar's ScorcherAlter SelfArcane LockBlindness/DeafnessBlurCloud of DaggersContinual FlameCordon of ArrowsDarknessDarkvisionEnhance AbilityEnlarge/ReduceFind SteedFind TrapsFlaming SphereHeat MetalHold PersonIce SpearInvisibilityKnockLevitateLocate ObjectMagic WeaponMelf's Acid ArrowMirror ImageMisty StepNystul’s Magic AuraPhantasmal ForceReflect*Rope TrickScorching RaySee InvisibilityShadow BladeShatterSpider ClimbWarding BondWeb

3rd Level

BlinkCounterspellConjure BarrageDispel MagicElemental WeaponFearFireballFlame ArrowsFlyForce Sweep*Gaseous FormGlyph of WardingHasteHypnotic PatternLightning ArrowLightning BoltMagic CircleNondetectionPhantom SteedSendingSlowThunder StepTongues

4th Level

Arcane EyeBanishmentDimension DoorFind Greater SteedFire ShieldFreedom of MovementGreater InvisibilityLocate CreatureOtiluke's Resilient SpherePhantasmal KillerPolymorphStoneskin

5th Level

Banishing SmiteCone of ColdConjure VolleyContagionFar StepHold MonsterLegend LorePasswallSkill EmpowermentSteel Wind StrikeSwift Quiver

6th Level

Blade BarrierChain LightningContingencyGlobe of InvulnerabilityGuards and WardsInvestiture of FlameInvestiture of IceInvestiture of StoneInvestiture of WindPrimordial WardTasha's Otherworldly GuiseTenser's Transformation

7th Level

Crown of StarsDelayed Blast FireballEtherealnessPrismatic SprayProject ImageSequesterSymbol

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

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Page 11: Magus v1 - GM Binder

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Page 12: Magus v1 - GM Binder

Alden Reynolds

https://www.artstation.com/artwork/Pk84o

Tomasz Chistowski

https://chistowski.tumblr.com/image/164929962059

Guild Wars 2

https://wiki.guildwars2.com/images/4/4a/Mesmer_04_concept_art.png

Unknown https://www.teahub.io/photos/full/110-

1105345_fantasy-battle.jpg

Sanha Kim https://www.artstation.com/artwork/nvBo6

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Page 13: Magus v1 - GM Binder

 

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