Holy Magi

https://nibiru.fandom.com/wiki/1st_Party_Class_Changes#Holy_Champion
(Original Concept by Elghinn Lightbringer)
Primary Class: Paladin. 
Secondary Class: Magus.
Alignment: Any good.
Hit Die: d10.
Level	BAB 	Fort	Ref	Will	Special 	Spells Per Day	Spells Per Day	Spells Per Day	Spells Per Day
Level	BAB 	Fort	Ref	Will	Special 	1st 	2nd 	3rd 	4th
1st 	1 	2 	0 	2 	Aura of magic, detect magic, eldritch smite 1/day	— 	— 	— 	—
2nd 	2 	3 	0 	3 	Arcane pool, hands of the magi 	— 	— 	— 	—
3rd 	3 	3 	1 	3 	Aura of Courage, Mercy 	— 	— 	— 	—
4th 	4 	4 	1 	4 	Eldritch smite 2/day, shape arcane energy 	1 	— 	— 	—
5th 	5 	4 	1 	4 	Arcane aura 	1 	— 	— 	—
6th 	6/1 	5 	2 	5 	Mercy 	1 	— 	— 	—
7th 	7/2 	5 	2 	5 	Eldritch smite 3/day 	1 	1 	— 	—
8th 	8/3 	6 	2 	6 	Arcane aura 	1 	1 	— 	—
9th 	9/4 	6 	3 	6 	Mercy 	2 	1 	— 	—
10th 	10/5 	7 	3 	7 	Eldritch smite 4/day 	2 	1 	1 	—
11th 	11/6/1 	7 	3 	7 	Arcane aura 	2 	1 	1 	—
12th 	12/7/2 	8 	4 	8 	Mercy 	2 	2 	1 	—
13th 	13/8/3 	8 	4 	8 	Eldritch smite 5/day 	3 	2 	1 	1
14th 	14/9/4 	9 	4 	9 	Arcane aura, thaumaturgical mastery 	3 	2 	1 	1
15th 	15/10/5 	9 	5 	9 	Mercy 	3 	2 	2 	1
16th 	16/11/6/1 	10 	5 	10 	Eldritch smite 6/day 	3 	3 	2 	1
17th 	17/12/7/2 	10 	5 	10 	Arcane aura 	4 	3 	2 	1
18th 	18/13/8/3 	11 	6 	11 	Mercy 	4 	3 	2 	2
19th 	19/14/9/4 	11 	6 	11 	Eldritch smite 7/day 	4 	3 	3 	2
20th 	20/15/10/5	12 	6 	12 	Arcane aura, eldritch champion 	4 	4 	3 	2
Bonus Skills and Ranks: The holy magi may select three magus skills to add to her class skills in addition to the normal paladin class skills. The holy magi gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The holy magi is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields). A holy magi can cast arcane spells while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a holy magi wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass holy magi still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The holy magi casts spells drawn from the paladin spell list as arcane spells, and adds the following magus spells to that list at the indicated spell levels: 1st level—burning hands, mount, reinforce armaments†, returning weapon†; 2nd level—acid arrow, reloading hands†, scorching ray; 3rd level—flame arrow, force punch**, versatile weapon*; 4th level—dragon’s breath*, pellet blast†, shout. A holy magi otherwise casts spells as a paladin equal to her holy magi level. (Advanced Player’s Guide*, Ultimate Magic**, Ultimate Combat†)
Aura of Magic (Su): A holy magi has a particularly powerful aura corresponding to magical energies within her. This functions much like a cleric’s alignment aura, but is arcane in nature and becomes more powerful as the holy magi gains levels (see the detect magic spell for details). This aura is also the source from which the holy magi’s auras are derived. A detect magic spell will reveal any magical items upon the holy magi’s person, but if they are of a lower power level than her aura, they remain unrevealed as magical until they are beyond the aura’s radius. Thus, a holy magi can use her aura of magic to mask the power level of her own magical items, or those of her allies who are within 5 feet of her. In addition, a holy magi’s aura of magic can be affected by the magic aura spell or magic that alters or hides the magical aura emitted by objects. This ability replaces heavy armor proficiency.
Detect Magic (Sp): At will, a holy magi can use detect magic, as the spell. A holy magi can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the holy magi does not detect magic in any other object or individual within range. This ability replaces detect evil.
Eldritch Smite (Su): Once per day, a holy magi can channel her eldritch energies to strike her opponent for extra damage. As a swift action, the holy magic can designate one opponent as the target of her eldritch smite. If the target is evil, the holy magi adds her Charisma bonus (if any) to her attack rolls and adds her holy magi level to all damage rolls made against the target of her smite. If the target of the smite is an evil creature with levels in an arcane spellcasting class , arcane spells known, prepared or casts as an arcane spellcasting class (bard, magus, sorcerer, summoner, wizard, or witch etc etc), the bonus to damage on the first successful attack increases to 2 points of damage per level the holy magi possesses. Regardless of the target, eldritch smite attacks automatically bypass any DR the creature might possess.
In addition, while eldritch smite is in effect, the holy magus gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the eldritch smite. The eldritch smite effect remains until the target of the smite is dead or for a number of rounds equal to the holy magi’s Charisma modifier. At 4th level, and at every three levels thereafter, the holy magi may make an eldritch smite one additional time per day, as indicated on Table: Holy Magi, to a maximum of seven times per day at 19th level. This ability otherwise functions as and replaces smite evil.
Arcane Pool (Su): At 2nd level, a holy magi gains the magus’ arcane pool ability, except that she uses her Charisma modifier to determine the number of points in her arcane pool. At 2nd level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. At 5th level and every three levels thereafter, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: defending, flaming, flaming burst, frost, holy, icy burst, keen, shock, shocking burst, speed, or vorpal. This ability otherwise functions as arcane pool and replaces divine bond.
Hands of the Magi (Su): Beginning at 2nd level, a holy magi can channel arcane energies from her aura of magic to damage an opponent by touch. Each day she can use this ability a number of times equal to 1/2 her holy magi level plus her Charisma modifier. With one use of this ability, a holy magi can deal 1d6 hit points of damage for every two holy magi levels she possesses. Using this ability is a standard action. Despite the name of this ability, a holy magi only needs one free hand to use this ability. Using hands of the magi requires a successful melee touch attack and doesn't provoke an attack of opportunity. Creatures that take damage from hands of the magi receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the holy magi's level + the holy magi's Charisma modifier. This ability replaces lay on hands.
Arcane Aura (Su): At 5th level, a holy magi can expend one use of her hands of the magi ability to create different aura effects. Using this ability creates a single aura effect in a 10-ft. radius emanation for 1 minute. An arcane aura affects only allies that are within the aura’s radius. A holy magi can choose whether or not to include herself in this effect.
A holy magi learns three auras at 5th level, and one additional aura every three levels thereafter (8th, 11th, 14th, etc.) to a maximum of nine at 20th level. Only one arcane aura may be active at any given time. Arcane auras can be activated or deactivated as a swift action. A holy magi can choose from the following auras.
If an ally uses the metamagic given by these auras, they may not use additional metamagics when casting the spell.
Aura of Counterspelling: Allied spellcasters gain the benefits of the Improved Counterspell feat until the aura ends.
Aura of Empowerment: Allied spellcasters can cast a single spell as if he had used the Empowered Spell metamagic feat without spending a higher level spell slot as long as the total modified level of the spell does not use a spell slot above 9th level. The holy magi must be at least 8th level before selecting this aura.
Aura of Enlargement: Allied spellcasters can cast a single spell as if he had used the Enlarge Spell metamagic feat without spending a higher level spell slot as long as the total modified level of the spell does not use a spell slot above 9th level. The holy magi must be at least 8th level before selecting this aura.
Aura of Enlightenment: Allies gain a +2 morale bonus to a single skill check made while within the aura’s radius. This bonus increases to +4 at 11th level, and +6 at 17th level.
Aura of Extension: Allied spellcasters can cast a single spell as if he had used the Extend Spell metamagic feat without spending a higher level spell slot as long as the total modified level of the spell does not use a spell slot above 9th level. The holy magi must be at least 8th level before selecting this aura.
Aura of Heightening: Allied spellcasters can cast a single spell as if it were 1 level higher (as the Heightened Spell metamagic feat) without spending a higher level spell slot. This spell is treated as if it were 2 levels higher at 11th level, and 3 levels higher at 17th level as long as the total modified level of the spell does not use a spell slot above 9th level. The holy magi must be at least 8th level before selecting this aura.
Aura of Maximizing: Allied spellcasters can cast a single spell as if he had used the Maximized Spell metamagic feat without spending a higher level spell slot as long as the total modified level of the spell does not use a spell slot above 9th level. The holy magi must be at least 11th level before selecting this aura.
Aura of Penetration: Allied spellcasters gain a +2 morale bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus increases to +3 at 11th level, and +4 at 17th level. This bonus stacks with those granted from the Spell Penetration and Greater Spell Penetration feats.
Aura of Protection: Allies gain a +1 deflection bonus to their AC. This bonus increases to +2 at 8th level, +3 at 11th level, +4 at 17th level, and +5 at 20th level.
Aura of Prowess: Allies gain a +1 morale bonus to their attack and damage rolls. This bonus increases to +2 at 8th level, +3 at 11th level, +4 at 17th level, and +5 at 20th level.
Aura of Reduction: Allies gain DR 2/evil while within the aura’s radius. This increases to DR 5/evil at 14th level, and DR 10/evil at 20th level. The holy magi must be at least 8th level before selecting this aura.
Aura of Resistance: Allies gain a +1 morale bonus to all saving throws. This bonus increases to +2 at 8th level, +3 at 11th level, +4 at 17th level, and +5 at 20th level.
Aura of Silencing: Allied spellcasters can cast a single spell as if it used the Silent Spell metamagic feat without spending a higher level spell slot as long as the total modified level of the spell does not use a spell slot above 9th level. The holy magi must be at least 8th level before selecting this aura.
Aura of Stillness: Allied spellcasters can cast a single spell as if it used the Still Spell metamagic feat without spending a higher level spell slot as long as the total modified level of the spell does not use a spell slot above 9th level. The holy magi must be at least 8th level before selecting this aura.
Aura of Virtue: Allies treat their weapons as good-aligned for the purposes of overcoming Damage Reduction. The holy magi must be at least 14th level before selecting this aura.
Aura of Warding: A single ally within the aura’s radius gains the benefits of a shield other spell until the aura ends.
Aura of Widening: Allied spellcasters can cast a single spell as if it used the Widen Spell metamagic feat without spending a higher level spell slot as long as the total modified level of the spell does not use a spell slot above 9th level. The holy magi must be at least 14th level before selecting this aura.
If the activated auras from two or more holy magis overlap each other, any allies caught within the radius of each aura gains the benefits of all. However, the effects of similar overlapping auras do not stack, and only the benefits from the highest level holy magi’s aura are used. A holy magi cannot select an individual aura more than once. This ability replaces aura of resolve, aura of justice, aura of faith, and aura of righteousness.
Mercy (Su): This is exactly like the paladin ability of the same name, except that the holy magi must expend 1 point from her arcane pool and touch the target him to receive the effects from all of the mercies possessed by the holy magi. Alternatively, whenever a holy magi could select a mercy, she can choose a magus arcana for which she qualifies instead.
Shape Arcane Energy (Su): At 4th level, a holy magi can expend two uses of her hands of the magi to form its arcane energies into different effects. Creatures that take damage from shaped arcane energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the holy magi's level + the holy magi’s Charisma modifier. A holy magi that shapes her arcane energies can create one of the following effects.
Bolt: The holy magi can unleash a powerful bolt of arcane energy that deals 2d6 points of damage plus 1/2 his holy magi level. This damage increases by 1d6+1 points of damage for every two holy magi levels beyond 4th (3d6 at 6th, 4d6 at 8th, and so on). Creatures that take damage from channeled arcane energy receive a Will save to halve the damage. This effect otherwise functions as lightning bolt.
Burst: The holy magi can create a burst of arcane energy that deals 2d6 points of damage plus 1d6 points of damage for every two holy magi levels beyond 4th (3d6 at 6th, 4d6 at 8th, and so on). This effect otherwise functions as fireball, but it does not set combustibles on fire.
Missiles: The holy magi can unleash a missile of arcane energy that automatically strikes a foe, as magic missile. The arcane missile deals 2d6 points of damage. For every two levels beyond 4th, the holy magi can create an additional missile–two at 8th level, three at 12th, four at 16th, and the maximum of five missiles at 20th level or higher. When shooting multiple missiles, the holy magi can strike a single creature or several creatures. A single missile can strike only one creature. The holy magi must designate targets before any check for spell resistance or damage is rolled damage.
A holy magi uses her level as her effective level when shaping arcane energy. Channeling arcane energy is a standard action that does not provoke an attack of opportunity. This ability replaces channel positive energy.
Thaumaturgical Mastery (Su): At 14th level, the Holy Magi gains the ability to fine-tune their auras to the extreme. Allies casting spells using the metamagics given by the auras may now add on additional metamagics to the spells they cast as normal.
Eldritch Champion (Su): At 20th level, a holy magi becomes a conduit for her arcane energies. She gains DR 5/evil. Whenever she uses eldritch smite and successfully strikes her designated target, the holy magi may choose to subject the target to a Hold Monster Spell, using her paladin level as the caster level. After the hold monster effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she uses arcane aura, she can maintain two auras at the same time. This ability replaces holy champion.
Category:Class