Homebrew divine magus archetype: Champion


Homebrew and House Rules


(Name is up for suggestions)

I've always been something of a magus nut, and I've also wanted to try a divine variant of the magus. The unique blend of sword and spell has always been interesting to me, and the classes like warpriest and inquisitor never really scratch that itch for a divine gish type.

Soooo, I decided to try my hand at making one. What do you guys think? Any suggestions? Ways to improve wording? Balance concerns?

Spoiler:

Domain: The Champion draws his powers from the deity that he worships. He must select one deity to worship and one domain belonging to that deity. The champion's alignment must be within one step of the chosen deity's alignment. The champion gains proficiency and weapon focus in the favored weapon of that deity and the first level domain power. The champion does not gain any of the domain spells. The champion treats his champion level as his cleric level for the purpose of this domain. This ability replaces the magus's weapon proficiency, improved spell combat, greater spell combat, and knowledge pool.

Armor proficiency: The champion is proficient in medium armor. This ability replaces the magus's armor proficiency and "medium armor" abilities.

Heavy armor: At 7th level, the champion gains proficiency in heavy armor. This replaces the magus's heavy armor ability.

Spells: The Champion casts divine spells from the inquisitor's spell list. The Champion does not need to prepare spells ahead of time and instead casts spells using spell slots like an inquisitor. The Champion can use the same number of spells per day and has the same number of spells known as an inquisitor. The champion gains bonus spells per day based upon his wisdom score (see table blah blah blah). At 5th level and every third level thereafter, the champion may learn a new spell in place of one he already knows. For any class features of the magus that relies on intelligence, use wisdom instead. This ability modifies spells.

Divine pool: The champion fuels his abilities through a pool of divine energy. Instead of (X weapon abilities) the champion can enchant his weapon with (Y weapon abilities) ((will figure out later)). The champion has a number of divine pool points equal to half his level rounded down plus his wisdom modifier. Abilities, feats, or features that would modify arcane pool also modify divine pool. This ability modifies arcane pool.

Divine spell combat: The champion uses his spell combat ability with spells on the inquisitor spell list. This ability modifies spell combat.

Divine spellstrike: The champion uses spellstrike with spells on the inquisitor spell list. This ability modifies spellstrike.

Weapon mastery: The champion gains the feat weapon specialization with his deity's favored weapon. This ability replaces the bonus feat gained at fifth level.

Magus arcana: The following magus arcana are added to the list of arcana that the champion can select.
- Inquisition: The champion gains one inqusition from the list of inquisitons available to the inquisitor. the champion must spend one divine pool point to activate an inquisition for one minute, or two divine pool points to activate it until the end of combat. The Champion treats his champion level as his inquisitor level for the purpose of this ability. This arcana can be selected multiple times, each time selecting a new inquisition.
- Domain power: (prerequisite level 9) The champion gains the 6th level domain power of his domain.
- Shield of Faith: The champion gains proficiency in all shields except tower shields and can use spell combat while wielding a shield in his off-hand.

Spell mastery: The champion commands spells normally not available to those of his faith. At levels 2, 5, 8, 11, 14, and 17 the champion selects one spell from his domain or the magus spell list of the highest level he can cast and adds it to his list of spells known. If any of those spells use the champion's intelligence modifier, use his wisdom modifier instead. This ability replaces spell recall, improved spell recall, and greater spell access.

Like an inquisitor, the champion cannot learn or cast spells of an alignment that opposes his deity's alignment. Likewise, if the champion changes to a prohibited alignment, he loses all of his abilities and spells granted by the deity until he atones.


A healer Magus??.... very dubious thematically IMO


Harleequin wrote:
A healer Magus??.... very dubious thematically IMO

Well, he certainly can take the cure spells normally available to the inquisitor, but there aren't any of the same class features to support it as well as other divine casters. Though I suppose the action economy of spell combat supports it quite nicely.

As for the archetype, small changes:

- Add proficiency with all simple weapons. Seems silly to be exclusively able to use your deity's weapon.
- The domain power arcana should read "the second domain power" as not all extra domain powers are gained at level 6.


Bump! Does anyone have any ideas or critique?

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