You can attune to mundane armor and weapons, regardless if they require attunement or not. While attuned to an armor or weapons, you can't be unwillingly unequipped of it, and you can take an action to teleport it into an extradimensional space, or back to you and instantly equip it.
You are imbued with the detect magic spell as a magus spell.
You can take the Magic (Attune) action and touch an armor, a shield, or a weapon to attune to it, regardless if the item requires attunement or not. While attuned to an armor, shield, or weapon through this feature, the item can't be unequipped from you against your will, provided you are not incapacitated. Moreover, the weapon counts as a focus for your arcane knight spells, and you can provide the somatic component of a spell with the same hand that is equipped with it.
You can take the Magic action to cause any friendly creature within 10 feet of you to gain resistance to spell damage until the start of your next turn.
You can take the Magic action to cause your weapon attacks to deal additional force damage equal to your Intelligence modifier.
You can take the Magic action as a reaction when you or a friendly creature within 30 feet of you makes a saving throw against a spell to gain advantage on the roll.
You can take the Magic (Spellcast) action to cast detect magic.
You can take the Magic action to end one spell on yourself or on a willing creature that you touch, provided the spell is a arcane knight spell that you can prepare.
You can take the Magic action for 1 hour to regain an expended level 1 or 2 spell slot.
You can take the Magic action to grant you and any friendly creature that you can see within 30 feet of you a number of temporary hit points equal to your fighter level + your Intelligence modifier.
You can take the Magic action to gain advantage on your weapon attacks until the end of the turn, provided you are attuned to the weapon used for the attacks.
When a creature takes the Move action within reach, you can take the Magic (Spellcast) action as a reaction with an arcane knight spell that has a casting time of 1 action and targets only the creature.
When you take the Attack action as part of a reaction, you can take the Magic (Spellcast) action with an arcane knight cantrip as part of the same reaction.
When you take the Magic (Spellcast Attack) action with an arcane knight cantrip, the attack roll ignores resistances, or treats immunity as resistance.
You have advantage on Constitution saving throws that you make to maintain concentration on an arcane knight spell when you take damage. Moreover, you can perform the somatic components of arcane knight spells using a hand equipped with a weapon or a shield.
When you take the Attack action, you can use Intelligence for the attack and damage rolls.ASch
When you take the Attack action and hit, the target gains disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
When you expend a spell slot or X mana points, you gain a teleportation speed equal to your walking speed until the end of the turn.
When you take the Magic (Spellcast) action to cast an arcane knight cantrip, you can replace the damage with force damage and deal an additional 1d10 force damage.
When you take the Spellcast action with the detect magic spell, you learn the type of creature that cast it, how long ago it was cast, and whether or not other creatures have been affected by it.
When you take the Attack action with a weapon you are proficient with, you can use your Intelligence for the attack and damage rolls.
While equipped with an attuned melee weapon, you become imbued with your choice of the elemental weapon spell or the magic weapon
You regain a number of mana points equal to your Intelligence modifier whenever you finish a rest.
You can take the Magic action for 1 hour to regain expended spell slots of a combined level equal to or less than half your Intelligence modifier.
You can take the Magic action to create an aura (10 feet) until the start of your next turn that grants friendly creatures resistance to spell damage.
You can take the Magic (Attune) action on an artifact of the armor, shield, or weapon category and attune to it in 10 minutes, instead of 1 hour.
You can take the Magic action as a reaction when you or a friendly creature within 30 feet of you makes a saving throw against a spell to gain advantage on the roll.
You can take the Magic action to end one spell on yourself, or on a willing creature that you touch, provided the spell is a magus spell that you can prepare.
You can take the Magic action as an action to grant you and any friendly creature that you can see within 30 feet of you a number of temporary hit points equal to your magus level + your Intelligence modifier.
You can take the Magic action and touch a weapon that you are proficient with and grant it +1 bonus to attack and damage rolls for 1 minute, or until you no longer have the weapon equipped, you use this feature again, or you die.
You can take the Magic action to gain advantage on the attack rolls you make with an attuned weapon until the end of the turn.
When you take the Magic (Spellcast) action to cast a magus spell, you can attempt to upcast the spell by one level to a maximum of level 5 without expending a higher spell slot by making an Intelligence (Arcana) check against a DC of 20 + the spell slot expended. On a successful check, you cast the spell at one level higher than the spell slot expended.
While equipped with an attuned armor, you gain a +1 bonus to your AC and saving throws.
While equipped with an attuned weapon, you gain a +1 bonus to your attack and damage rolls, maneuver and spellcasting DC.
When you take the Magic (Spellcast) action to cast a magus cantrip, you can add your Intelligence modifier to the damage as force damage.
You have advantage on saving throws against spells and other magical effects within clear line of sight or earshot.
When you take the Attack action, you can take the Magic (Spellcast) action to cast a magus spell that has a casting action of two actions as one action.
When you make a saving throw against a spell to take half damage, you take no damage on a successful save, or half damage on a failed one.
You ignore the somatic component of any magus spell you cast.
You gain proficiency with heavy armor.
When you take the Attack action with an attuned weapon, the attack roll can't be made with disadvantage.
You gain an additional number of stamina points equal to your Intelligence modifier (minimum of 1).
You gain resistance to force damage.
You gain mastery in any combination of two Dexterity, Constitution, Intelligence, or Wisdom skills of your choice.
When you take the Attack action while concentrating on a magus spell that deals additional damage as part of an attack roll, you can increase the size of the attack's damage dice by one.
You can take the Magic (Attune) action for 8 hours and choose one level 1 magus spell that has a casting time of two or one actions from your spellbook. You are imbued with the chosen spell.