When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the Sorcerer spell list.

Cantrips. You learn three cantrips of your choice from the Sorcerer spell list. You learn another 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.

For example, if you know the 1st-level spell Grease and have a 1st-level and a 2nd-level spell slot available, you can cast Grease using either slot.

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 Illusion 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 Illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th 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 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 Illusion 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, since you learn your spells through inner tranquility and meditation. 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 Sorcerer spell you cast and when making an attack roll with one.

Magus Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 0 0 0
4th 3 4 3 0 0 0
5th 3 4 3 0 0 0
6th 3 4 3 0 0 0
7th 3 5 4 2 0 0
8th 3 6 4 2 0 0
9th 3 6 4 2 0 0
10th 4 7 4 3 0 0
11th 4 8 4 3 0 0
12th 4 8 4 3 0 0
13th 4 9 4 3 2 0
14th 4 10 4 3 2 0
15th 4 10 4 3 2 0
16th 4 11 4 3 3 0
17th 4 11 4 3 3 0
18th 4 11 4 3 3 0
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Force of Will

After level 3, you may use your Charisma in place of Intellect on any Arcana check, and you have advantage on concentration checks to maintain spells that have only one target.


Starting at level 9, when you cast a cantrip that includes an attack with a light melee weapon that you are holding in one hand, you can use a bonus action to cast the same cantrip with a different light melee weapon that you're holding in the other hand, but with disadvantage on the attack roll.

Elemental Affinity

At 13th level, you gain the ability to channel elemental energy through your attacks and armor. When you hit an enemy with a sneak-attack, you may choose to deal the additional damage as cold, acid, lightning, fire, or force damage.

When you receive damage of any of those types, you may spend your reaction to gain resistance to that damage type until the end of the current turn.

Quickened Casting

At 17th level, you become able to hasten your spells, allowing you to use them more easily while in the fray. When you cast a spell that has a casting time of one action, you can spend an extra spell slot (which need not be of any particular level) to change the casting time to 1 bonus action for this casting.