Empowered Freak Human Magus Robot

Magi are born with the ability to tap into extra-planar powers and manifest these in a variety of ways. Compared to the empowered, their abilities are difficult to harness but allow for greater diversity.

Most magi are born among humans and their kind. They are difficult to distinguish from ordinary humans, though all bare a birthmark of some form which indicates they are something other—perhaps a streak of hair that is not the same color as the rest, a distinctive patch of lighter or darker colored skin, or unusually colored eyes.

Some empowered are members of a specific race or even an offshoot of humanity. Whatever the case, it's a good idea to know where your hero's powers come from.

When selecting this race, check with the GM to see what sort of magus characters exist in the game world and what's appropriate for the title. You could be playing in a world where all magic was banned centuries ago and magi are rounded up and imprisoned, or worse. Or, the magus may function in a secret world that mundane folk know nothing about. There could be a subrace of empowered that is descended from dragons.

Once you've considered your options, apply the following traits to your character and record them on your character sheet.

Magus Traits

You were born with an internal well of magical power. Your magical heritage manifests in a variety of traits you share with other magus.

Ability Score Increase. You may increase two ability scores of your choice by 1 or one ability score by 2. (Your subrace also grants an ability score increase. You can add 1 from this benefit to that ability score, but not 2.)

Age. Magus age at a slower rate than humans. While they reach adulthood in their late teens they live much longer than humans, often exceeding 150 years. However, they can live to be much older through the use of magic.

Alignment. Magus have no particular alignment that calls to them. Some are defenders of good, some wicked despots, and others live quiet lives of study, removing themselves from the concerns of humanity.

Size. Magus range from short to tall and come in all builds. Your size is either Small or Medium.

Speed. A Medium magus has a base walking speed of 30 feet. A Small magus has a base walking speed of 25 feet.

Inborn Magic. You must select an element: Air, Earth, Fire, Nature, Radiance, Void, or Water. You may select any 2 knacks which match your element which you may use freely. The power ability for these knacks is the same as the power ability of your subrace.

Additionally, choose one 1st-level power of the same element. You learn that power and can activate it at its lowest level. Once you activate it, you must finish a long rest before you can activate it again. The power ability for this power is the same as the power ability of your endowment.

Languages. You can speak, read, and write Common and one additional language. This additional language may be that of beasts, celestials, elementals, fey, or fiends of your selected element. Or it could be an ancient language suitable for magical incantations.

Magus Subraces


You have a keen, innate understanding of the physics of magic.

Ability Score Increase. Your Intelligence score increases by 1.

Boon of Knowledge. You easily grasp the way magic interacts with the world. You gain Counteract Power and Negate Power as bonus powers added to your power suite which you always have prepared. Until you reach 5th level, you can use only one of these powers once, regaining the expended power after a long rest. Once you attain 5th level, these powers are treated normally but function as if activated at 1 level higher than then when dealing with magical effects.


You have a deep intuition regarding the strands of magic.

Ability Score Increase. Your Wisdom score increases by 1.

Boon of Insight. You gain special insights into the truth behind what seems to be. When you use a premonition or sensory power, you can spend a Hero Point to activate that power at 2 levels higher. You can use this ability once per long rest.


You can unleash powerful magics into the world, but at a great strain.

Ability Score Increase. Your Constitution score increases by 1.

Boon of Power. You can tap into an overpowering well of magic within you. By spending a Hero Point, you may increase a power's level by 2. You must make a Constitution saving throw against the DC of this power. Success leaves you with the exhaustion condition until you complete a long rest. Failure leaves you incapacitated until you complete a long rest. You cannot use this ability if you're already suffering exhaustion.

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