Baldur’s Gate 3 · Homebrew Class

Magister

A half-caster of the Lex Arcanum — Intelligence, finesse blades, and spells woven into the swordplay.

Magister class crest
“Every duel is an argument. I merely write mine down before I win it.”

Page under construction

This page is a work in progress. Everything on it — features, numbers, spell lists, names — is a draft that is still being tested and rewritten, and nothing here is final. Sections may change, move or disappear entirely between revisions.

Overview

Magister Concept Art
Art by Hyunjung Im

Magisters combine magic and elite fencing to protect the order. With tactical intellect, they channel energy through the blade to punish enemies, support allies, and alter reality. Their discipline and precision make them bulwarks of progress and civilization.

Subclasses

Subclasses in development

The three paths below are current ideas, not finished designs. Their features are still being written and balanced in the tabletop rulebook, and the summaries here describe only the concept and the flavour — no rules text, no numbers.

Expect changes: some of these may be reworked from scratch, merged, or dropped before any of them is implemented for Baldur’s Gate 3.

At Level 3 a Magister chooses a subclass, gaining further features at Levels 5 and 9 — three in total. Each one takes the Arcane Gauntlet in a different direction: what the Magister makes with it, and what the law of the Lex Arcanum lets them do with what they made.

Gematurge

The jeweller — draconic gems cut for the gauntlet

In development

Gematurges study the gem dragons and try to reproduce what makes them singular: a body that is itself a conduit for one raw element. They cut and refine crystalline vessels — amethyst, crystal, emerald, sapphire, topaz — and socket one of them into the Arcane Gauntlet, which recolours the magic that passes through it.

Mastery of the discipline bleeds into the body: scales of crystal, draconic wings, a breath of pure energy. The Magister slowly becomes a partial imitation of the creature they studied.

Concept: one socketed gem sets your damage type and grants an extra spell list. Swap the gem, and the whole subclass changes colour.

Weaver

The puppeteer — the Weave as thread, paid for in blood

Likely to be cut

Weavers read the Weave as a mesh of tangible biological and spiritual connections. They spin filaments of solidified magic out of their own blood, wind them onto a spool, and intercept the threads that tie mind to flesh — binding the living and hanging the dead on strings like soulless marionettes.

It is the macabre path: enchantment and necromancy paid for with self-inflicted wounds rather than spell slots.

Concept: a charged spool fuelled by blood cost, casting compulsion and necromancy spells as something physical rather than mental. Kept here as a design example.

Sigilist

The engraver — spells fixed onto steel

Likely to be cut

Sigilists learned from dwarven runestones that a blade is a page. Using calligrapher’s supplies and costly ink, they transcribe a spell directly onto a weapon, turning it into arcane storage — a spell held in a durable, physical form that anyone holding the weapon can release.

The path of the scholar-duellist: slow, expensive preparation between fights, and a weapon that carries the fight’s answer already written on it.

Concept: engrave a spell as a rune on a weapon, then trigger it on a hit. Kept here as a design example.

Class Progression

Magister class progression, levels 1–12
Magister Class Progression Spell Slots per Spell Level
Level Prof. Features Schemas Cantrips Spells 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Schemas 2 2 2 2
2nd Fighting Style, Cantrip Combat 2 2 3 2
3rd Choose a subclass 2 2 4 3
4th Feat 2 2 5 3
5th +3 Extra Attack, Subclass feature 3 2 6 4 2
6th Spell Combat 3 2 6 4 2
7th Intellectual Authority 3 2 7 4 3
8th Feat 3 2 7 4 3
9th +4 Subclass feature 4 2 9 4 3 2
10th Steel Mind 4 3 9 4 3 2
11th Magic Swordsman 4 3 10 4 3 3
12th Feat 4 3 10 4 3 3

Class Information

Hit Points

  • Hit Point Dice 1d10
  • At Level 1 10 + Constitution modifier
  • On Level Up 6 + Constitution modifier

Key Ability Scores

  • Dexterity attack rolls and Armour Class
  • Intelligence spellcasting, Initiative, weapon damage from Level 11
  • Constitution hit points and Concentration

Starting Proficiencies

Starting Equipment

Class Features

1 Level 1

  • Spellcasting — You have learned to cast spells. The information below details how to use those rules as a Magister.

    Arcane Gauntlet required. Unlike other spellcasters, you can only use an Arcane Gauntlet as the arcane focus for your Magister spells; you cannot use a staff, an orb or any other standard arcane focus. You must have the hand carrying the gauntlet completely free when you cast a Magister spell that requires somatic components, since you use that hand to make the gestures of those components. In practice this means no shield, no two-handed weapon and no dual wielding while you cast.

    Cantrips. You know two Magister cantrips of your choice. Whenever you gain a Magister level, you can replace one of the cantrips from this feature with another Magister cantrip of your choice. When you reach Magister level 10, you learn another Magister cantrip of your choice, as shown in the Cantrips column of the Magister Class Progression table.

    Spell Slots. The Magister Class Progression table shows how many spell slots you have for casting your level 1 and higher spells. You regain all expended slots when you finish a Long Rest.

    Prepared Spells of Level 1+. You prepare a number of level 1 and higher spells, which are the ones you can cast with this feature. To start, choose two level 1 Magister spells. The number of spells on your list increases as you gain Magister levels, as shown in the Spells column of the Magister Class Progression table. Whenever that number increases, choose additional Magister spells until the number of spells on your list matches the number in the table. These spells must be of a level for which you have spell slots. If another Magister feature gives you spells that you always have prepared, those spells don’t count against the number you can prepare with this feature, but they do count as Magister spells for you.

    Changing Your Prepared Spells. Whenever you gain a Magister level, you can replace one spell on your list with another Magister spell for which you have spell slots.

    Spellcasting Ability. Intelligence is your spellcasting ability for your Magister spells.

  • Schemas — You have perfected combat patterns that interweave magical theory with physical mastery, called Schemas: specialised combat methods that let you execute a tactical manoeuvre when you cast a particular spell or cantrip. You gain two Schemas of your choice.

    Requirements. Every Schema requires a specific spell or cantrip from the Magister spell list to be prepared. If at any point you stop having the required spell prepared, you cannot benefit from the Schema’s effects until you prepare it again. Some Schemas have additional requirements, such as reaching a certain level in this class.

    Replacing and learning Schemas. Whenever you gain a Magister level, you can replace one of your known Schemas with another one for which you meet all the requirements. You cannot replace a Schema if it is a requirement for another Schema you currently have.

    As you gain levels in this class you gain more Schemas, as shown in the Schemas column of the Magister Class Progression table, up to a maximum of four at level 9. You cannot choose the same Schema more than once, unless its description says otherwise.

2 Level 2

  • Fighting Style — You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose Arcane Warrior.

    Arcane Warrior. You learn two Wizard cantrips of your choice. Those cantrips count as Magister spells for you, and you use Intelligence as your spellcasting ability for them. Whenever you gain a Magister level, you can replace one of them with another Wizard cantrip of your choice.

  • Cantrip Combat — You learn to cast cantrips and attack with your weapon at the same time. To use this feature you must be carrying your Arcane Gauntlet in one hand and wielding a melee weapon with the Finesse property in the other.

    When you take the Attack action on your turn, you can choose not to add your ability modifier to the damage of each attack made as part of that action (unless the modifier is negative). If you do, you can use your Bonus Action that turn to take the Magic action and cast a Magister cantrip with a casting time of 1 action. If it requires a weapon attack as part of casting it, that attack also does not add your ability modifier to the damage.

    You can use this Bonus Action immediately after your Attack action, or between the attacks of that action if you have more than one.

3 Level 3

  • Magister Subclass — You gain a Magister subclass of your choice: a specialisation that grants you features now and again at Magister levels 5 and 9. See Subclasses.

4 Level 4

  • Feat — You gain a Feat of your choice. If you take an Ability Score Improvement, you can increase one ability score by 2, or two ability scores by 1; you cannot raise an ability score above 20 this way.

5 Level 5

  • Extra Attack — When you take the Attack action on your turn, you can make two attacks instead of one.

  • Subclass feature — Your subclass grants you a feature at this level.

  • Schema — You learn one additional Schema, for three in total.

6 Level 6

  • Spell Combat — You are now able to weave more complex spells into your sword work. To use this feature you must be carrying your Arcane Gauntlet in one hand and wielding a melee weapon with the Finesse property in the other.

    When you take the Attack action on your turn, you can choose not to add your ability modifier to the damage of each attack made as part of that action (unless the modifier is negative). If you do, you can use your Bonus Action that turn to take the Magic action and cast a Magister spell with a casting time of 1 action, spending the corresponding spell slot as normal. If it requires a weapon attack as part of casting it, that attack also does not add your ability modifier to the damage.

    You can use this Bonus Action immediately after your Attack action, or between the attacks of that action if you have more than one.

    The maximum level of spell you can cast with this feature depends on your level in this class: level 1 spells at Magister level 6, and level 2 spells when you reach Magister level 10.

7 Level 7

  • Intellectual Authority — Your intellect reinforces your ability to persuade and deceive those around you. Whenever you make a Charisma (Persuasion) or Charisma (Deception) ability check, you gain a bonus to the check equal to your Intelligence modifier.

8 Level 8

  • Feat — You gain another Feat of your choice.

9 Level 9

  • Subclass feature — Your subclass grants you a feature at this level.

  • Schema — You learn one additional Schema, for four in total.

10 Level 10

  • Steel Mind — Your experience on the front line lets you ignore the pain of your wounds to keep your magical focus.

    Whenever you make a Constitution saving throw to maintain Concentration because you took bludgeoning, piercing or slashing damage, you can treat a d20 roll of 9 or lower as a 10.

11 Level 11

  • Magic Swordsman — You no longer pay the full price for weaving magic into your swordplay.

    When you use Cantrip Combat or Spell Combat, you add your ability modifier to the damage of the first weapon attack that hits that turn, ignoring those features’ penalty for that attack.

12 Level 12

  • Feat — You gain another Feat of your choice.

Magister spell list

Magisters prepare spells and cast with Intelligence.

Full list

in Baldur’s Gate 3    Lex Arcanum original    tabletop only — would need adding to BG3

Schemas

A Schema is a perfected combat pattern that interweaves magical theory with physical mastery — a specialised method that lets you execute a tactical manoeuvre when you cast a particular spell or cantrip.

Requirements. Every Schema requires a specific Magister spell or cantrip to be prepared. If you stop having that spell prepared, the Schema does nothing until you prepare it again. Some Schemas carry further requirements, such as a minimum Magister level or another Schema.

Learning and swapping. You know 2 Schemas at Level 1 and gain more at Levels 5 and 9, to a maximum of 4. Each time you gain a Magister level you may replace one known Schema with another you qualify for — but not one that another of your Schemas depends on. You cannot take the same Schema twice unless it says otherwise.

Cantrips

Schema Required spell Other requirements Effect
Unerring Strike True Strike When you make a weapon attack against a target affected by your True Strike , you deal an additional 1d6 Radiant damage on a hit, or half as much damage on a miss. The extra damage increases to 2d6 Radiant at Magister level 5, and 3d6 Radiant at level 11.
Concussive Blade Booming Blade When you hit a creature with the weapon attack of your Booming Blade, the target must succeed on a Constitution saving throw or become Dazed for 2 turns.
Blinding Reflection Light When you cast Light on a metallic object you are holding or wearing, you can unleash a sudden flash of brilliant illumination.

Each creature within 1.5 m / 5 ft of the object that can see you must succeed on a Constitution saving throw or become Blinded for 2 turns.
Hurled Blade Arcane Slash When you cast Arcane Slash, you can hurl the conjured sword instead of sweeping it. Make a ranged spell attack against one creature within 18 m / 60 ft. On a hit it takes 1d6 Force plus your Intelligence modifier, and the blade vanishes as normal. The damage rises with the spell — 2d6 Force at Magister level 5 and 3d6 Force at level 11.

Level 1 Spells

Schema Required spell Other requirements Effect
Arcane Counterstrike Shield When you cast Shield in reaction to an attack, you may make one weapon attack against the attacker if it is within your reach.
Resonant Shockwave Thunderwave Magister level 5, Concussive Blade On a turn when you cast Booming Blade with your Action — not through Cantrip Combat — the resonance is left ringing in your gauntlet, and you can spend your Bonus Action to cast Thunderwave, spending the spell slot as normal.
Unfailing Bolt Guiding Bolt Magister level 5, Unerring Strike When you miss a creature affected by your True Strike with a weapon attack, you can expend a Level 1 Spell Slot or higher to immediately cast Guiding Bolt at that creature as part of the same attack. The spell attack hits automatically; its damage and its Advantage apply as normal for the level of the slot you spent.
Suspended Blades Magic Missile Magister level 5, Hurled Blade When you cast Magic Missile, you can choose not to loose the darts. Instead they hang suspended around you as arcane swords — one per dart, plus one — until the end of your next turn.
Each blade you send hits automatically, dealing 1d4 + 1 Force damage, and is spent. You can send them two ways:
  • Bonus Action. Send one or two blades at a creature within 3 m.
  • Reaction. Send every remaining blade at a hostile creature that enters the 3 m radius for the first time on its turn, or begins its turn inside it.
Any blades left at the end of your next turn are lost.

Level 2 Spells

Schema Required spell Other requirements Effect
… your Schema here Level 2 spell Schema effect description goes here.

Level 3 Spells

Schema Required spell Other requirements Effect
... your Schema here Level 3 spell Schema effect description goes here.