The Silver Twilight Lodge In any society there are those in pursuit of power for its own sake and at any cost. Hidden behind a veil of mundane, human-level power - a surface of politics and economics - lies a demimonde of shadows and conspiracy, an unplumbed depth of cosmic power and forbidden knowledge. This hidden world lies within the inner sanctum of the Silver Twilight Lodge. The Lodge's only ally is power, its only enemy, anything that stands in its way. Silver Twilight Lodge Initiate Starting at 1st level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting. Cantrips. You learn two cantrips of your choice from the Silver Twilight Lodge spell list. You learn an additional Silver Twilight Lodge cantrip of your choice at 10th level. Spellcasting Focus. You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magus spells. Spellcasting Ability. Charisma is your spellcasting ability for your Silver Twilight Lodge spells, since you learn your spells through the strange connection you possess with otherworldly forces. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw 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 Bonus Proficiency & Languages At 1st level, you gain proficiency with the Deception skill. Additionally, you can speak, read, and write Deep Speech. Mercurial Mark Starting at 3rd level, the effects of your mystic marks are enhanced by the Silver Twilight Lodge’s teachings. When you place your enspell on an object or aegis on a creature a silvery, fickle and pulsating aura surrounds it. Twilight Enspell When you deal damage with your enspelled weapon you can choose to deal psychic damage instead of the normal damage type. When you deal damage to a creature using a weapon you’ve enspelled you can choose to remove your enspell from that weapon. When you do, a blast of psychic energy weakens the body of the creature. The creature must succeed on a Constitution saving throw against your spell save DC or have disadvantage with weapon attack rolls until the end of your next turn. Twilight Aegis When a creature deals damage to an ally under the effect of your aegis you can use your reaction to remove your aegis from that ally. When you do the aegis emits a dreadful psychic rebuke of energy that rushes against the creature who dealt damage. That creature must succeed on a Wisdom saving throw against your spell save DC or the creature is frightened by your ally until the end of your next turn. Otherworldly Mind At 7th level, your mind has been touched by a presence beyond the stars. You can communicate telepathically with any creature you can see within 30 feet of you if it has at least one language. Additionally, as an action, you can target a creature charmed by you. That creature must succeed on a Wisdom saving throw against your spell save DC. The creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one, and you regain hit points equal to the damage the creature takes. At 12th level, this damage increases to 4d6 and at 17th level the damage increases again to 5d6. Once you use this feature, you must finish a short or long rest before you can use it again. Open the Vault of Secrets At 14th level, you mentally demand a supernatural boon from an otherworldly entity. Contacting this extraplanar intelligence can strain or even break your mind. Prepare the ritual for one minute and make a DC 15 Intelligence saving throw. On a failure, you take 5d6 psychic damage and suffer from long term madness (p.260 Dungeon Master's Guide) until you finish a long rest. Alternatively, you can use a consenting, charmed or restrained humanoid within your reach to be targeted by the ritual in case of failure, the ritual is then considered a success. On a successful save, you gain one of the following supernatural boon of your choice: You gain temporary hit points equal to twice your magus level, and have resistance against damage from spells while you have these temporary hit points. You gain temporary hit points equal to twice your magus level, and have resistance against bludgeoning, piercing and slashing damage while you have these temporary hit points. You can choose one expended spell slot to recover and you may choose a spell from your Eldritch Society's spell list to be a spell known until your next long rest. Choose two skills you have proficiency with, your proficiency bonus is doubled for any ability check you make that uses either of those skills until you completed a long rest. Once you gained a boon from this feature you cannot gain a new one until you completed a long rest.
The Silver Twilight Lodge Conjure Aberration 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon an aberration creature of challenge rating 5 or lower. It appears in an unoccupied space that you can see within range. The aberration creature disappears when it drops to 0 hit points or when the spell ends. The aberration creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the aberration creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the aberration creature doesn’t disappear. Instead, you lose control of the aberration creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled aberration creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the aberration creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level, the challenge rating increases by 1. Find the complete Magus Class at http:/ www.dmsguild.com/product/200237/theMagus-Class Cantrips (0 Level) Friends Green-Flame Blade Lightning Lure Message Mage Hand Minor Illusion Prestidigitation Vicious Mockery 1st Level Arms of Hadar Bane Charm Person Comprehend Languages Dissonant Whispers Detect Magic Fog Cloud Identify Illusory Script Inflict Wounds Magic Missile Magic Missile Sleep Tasha's Hideous Laughter Witch Bolt 2nd Level Alter Self Blindness/Deafness Crown of Madness Darkness Darkvision Detect Thoughts Enthrall Hold Person Invisibility Levitate Phantasmal Force Silence Suggestion 3rd Level Bestow Curse Clairvoyance Clairvoyance Fear Feign Death Haste Hunger of Hadar Hypnotic Pattern Magic Circle Speak with Dead Slow Sending Vampiric Touch 4th Level Banishment Compulsion Confusion Divination Dominate Beast Evard's Black Tentacles Greater Invisibility Hallucinatory Terrain Otiluke's Resilient Sphere Otiluke's Resilient Sphere Phantasmal Killer 5th Level Conjure Aberration Contact Other Plane Dominate Person Dream Mislead Modify Memory Telekinesis Wall of Force 6th Level Eyebite Flesh to Stone Mass Suggestion Otto's Irresistible Dance Programmed Illusion Planar Ally True Seeing