Champion WIP
!! This is a work-in-progress update for the paladin class !!
Through a select, worthy few shines the power of the divine. Called Champions, they are paragons of their dieties virtues. Be they knights, spies, diplomats, or hunters these empowered souls seek to spread the domain of their diety and see their wil be done. In pursuit of their lofty goals, Champions adhere to the tennets of their faith above all else, be they morality; discipline; pain; or suffering. As a reward for this religious rigor, Champions are blessed with boons to aid them in their quests: powers to reign destruction on their foes, heal theri allies, and whether the storm of unbelievers.
Alignment:
Any, same as diety
Hit die:
d10
Starting Wealth:
5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Skill Ranks per Level:
2 + Int modifier
Table
These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted are determined when the ability is used and cannot be changed unless the ability is used again. The weapon loses all bonuses if held by a creature other than the champion but regains them if the weapon returns to the champion. These bonuses apply to only one end of a double weapon per use of this ability. A champion can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
The second type of bond allows a champion to gain a divine servant in the form of a mount or extra-planar creature. The divine servant has a intelligence of 6 or the base creature's whichever is higher. The choice of mount or extraplanar creature is permanent though the particular type of creatue may be changed when the champion gains a new champion level.
Divine Mount
Class Skills
The Champion's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|---|---|---|
1 | 1 | +2 | +0 | +2 | Aura, Detect Anathema, Smite 1/day | - | - | - | - |
2 | 2 | +3 | +0 | +3 | Divine Grace, Divine Touch | - | - | - | - |
3 | 3 | +3 | +1 | +3 | Aura of Conviction, Divine Health, Mercies-Cruelties-Orders-Discords | - | - | - | - |
4 | 4 | +4 | +1 | +4 | Channel Energy, Spells, Smite 2/day | 0 | - | - | - |
5 | 5 | +4 | +1 | +4 | Divine Bond | 1 | - | - | - |
6 | 6 | +5 | +2 | +5 | Mercy/Cruelty/Order/Discord | 1 | - | - | - |
7 | 7 | +5 | +2 | +5 | Smite 3/day | 1 | 0 | - | - |
8 | 8 | +6 | +2 | +6 | Improved aura of conviction | 1 | 1 | - | - |
9 | 9 | +6 | +3 | +6 | Mercy/Cruelty/Order/Discord | 2 | 1 | - | - |
10 | 10 | +7 | +3 | +7 | Smite 4/day | 2 | 1 | 0 | - |
11 | 11 | +7 | +3 | +7 | Aura of Zeal | 2 | 1 | 1 | - |
12 | 12 | +8 | +4 | +8 | Mercy/Cruelty/Order/Discord | 2 | 2 | 1 | - |
13 | 13 | +8 | +4 | +8 | Smite 5/day | 3 | 2 | 1 | 0 |
14 | 14 | +9 | +4 | +9 | Divine Presence | 3 | 2 | 1 | 1 |
15 | 15 | +9 | +5 | +9 | Mercy/Cruelty/Order/Discord | 3 | 2 | 2 | 1 |
16 | 16 | +10 | +5 | +10 | Smite 6/day | 3 | 3 | 2 | 1 |
17 | 17 | +10 | +5 | +10 | Greater Aura of Conviction | 4 | 3 | 2 | 1 |
18 | 18 | +11 | +6 | +11 | Mercy/Cruelty/Order/Discord | 4 | 3 | 2 | 2 |
19 | 19 | +11 | +6 | +11 | Smite Anathema 7/day | 4 | 3 | 3 | 2 |
20 | 20 | +12 | +6 | +12 | Divine Champion | 4 | 4 | 3 | 3 |
Class Features
All of the following are class features of the Champion.Weapon and Armor Proficiency
Champion are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).Deific Aura (Ex)
A champion possesses a powerful aura matching the alignment of their deity. The power of a champion’s aura (see the detect evil spell) is equal to their champion level.Anathema
All things, creatures, and acts anathema to their deity are anathema to the champion. Knowlingly interacting with such objects of their diety's scorn risks suffering their wrath and requiring atonement. Objects, creatures, and acts anathema to the champion can be detected and smote (subject to DM discretion)Detect Anathema (Sp)
At will, a champion can detect anathema. This functions similarly to the detect evil spell but is only capable of detecting the champions anathemas. A champion can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is anathema to them, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the champion does not detect anathema in any other object or individual within range.Smite (Su)
Once per day, a champion may call upon their deity’s power to vanquish a foe. As a swift action, the champion designates one visible creature as the target of their smite. For the duration of the smite, the champion gains the following benefits against the target:- A deflection bonus to AC equal to their Charisma modifier (if any) against the target’s attacks.
- The champion adds their Charisma modifier (if any) to attack rolls made against the target.
- The champion adds their champion level to all damage rolls made against the target. This damage is doubled if the target is anathema to the champion's deity.
- Attacks against the target bypass all damage reduction if the target is anathema to the champion’s deity. Otherwise, attacks bypass DR as follows:
- At 4th level, attacks count as magic.
- At 7th level, attacks also count as cold iron and silver.
- At 10th level, attacks also count as aligned, based on the champion’s alignment:
- The champion’s weapons are treated as having one alignment component (lawful, chaotic, good, or evil) that matches their own alignment.
- If the champion has multiple components (e.g., LG, CE), they must choose one upon reaching 10th level. This choice is permanent.
- A true neutral champion may choose any one alignment component at 10th level. This choice is also permanent.
Divine Grace (Su)
At 2nd level, a Champion gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.Divine Touch (Su)
Beginning at 2nd level, a champion can channel divine energy through a touch that heals or harms, depending on the nature of their deity. Each day, the champion may use this ability a number of times equal to 1/2 their champion level + their Charisma modifier (minimum 1). Using this ability is a special attack action that does not provoke attacks of opportunity, unless the champion targets only themselves, in which case it is a swift action. The champion only needs one free hand to use this ability.- When targeting themselves, the champion heals 1d6 hit points for every two champion levels, regardless of alignment.
- Good-aligned champions may use this ability to heal other living creatures or to harm undead for the same amount.
- Evil-aligned champions may instead harm living creatures or heal undead for the same amount.
Aura of Conviction
At 3rd level, a champion radiates a divine aura that reflects their moral and ethical alignment. The champion is immune to fear and, so long as they are conscious, emanates an aura with a 10-foot radius that affects allies and enemies based on their alignment:- Good-aligned champions grant their allies a morale bonus on saving throws against fear effects.
- Lawful-aligned champions grant their allies a morale bonus on saving throws against charm effects.
- Chaotic-aligned champions impose a penalty on saving throws against charm effects for enemies within the aura.
- Evil-aligned champions impose a penalty on saving throws against fear effects for enemies within the aura. Enemies that are normally immune to fear lose that immunity while within the aura.
Divine Health (Ex)
At 3rd level, a champion is immune to all diseases, including supernatural and magical diseases, including mummy rot.Mercies, Cruelties, Orders, and Discords (Su)
At 3rd level, and every three levels thereafter, a champion gains the ability to enhance their Divine Touch with effects based on their alignment. These effects fall into four categories:- Mercies – benevolent blessings (Good)
- Cruelties – punishing afflictions (Evil)
- Orders – lawful wards and suppressions (Lawful)
- Discords – chaotic disruptions and destabilizations (Chaotic)
Mercies - Cruelties - Orders - Discords
Channel Energy (Su)
When a champion reaches 4th level, they gain the supernatural ability to channel energy like a cleric. Good-aligned champions channel positive energy, evil-aligned champions channel negative energy, and neutral champions must choose one. this choice is permanent. Using this ability consumes two uses of their divine touch ability. A champion uses their level as their effective cleric level when channeling energy. This is a Charisma-based ability.Spells
Beginning at 4th level, a champion gains the ability to cast a small number of divine spells which are drawn from the champion spell list. A champion must choose and prepare her spells in advance. To prepare or cast a spell, a champion must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a champion’s spell is 10 + the spell level + the champion’s Charisma modifier. Like other spellcasters, a champion can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: champion. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: champion indicates that the champion gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A champion must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A champion may prepare and cast any spell on the champion spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a champion has no caster level. At 4th level and higher, her caster level is equal to her champion level – 3. Champions utilize the paladin spell list (if good-aligned) or the antipaladin spell list (if evil-aligned). A champion with a neutral component on the Good/Evil axis (e.g., CN) may choose which spell list to use. Champions with a chaotic alignment component add the following spells to their spell list:- 0-Level – Ghost Sound, Mage Hand, Prestidigitation
- 1st-Level – Cause Fear, Hideous Laughter, Silent Image, Arcane Disruption
- 2nd-Level – Minor Image, Paranoia, Tongues, Aura of the Unremarkable, Cacophonous Call
- 3rd-Level – Crushing Despair, Fear, Glibness, Wall of Nausea
Divine Bond (Sp)
Upon reaching 5th level, a champion forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the champion to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per champion level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, 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 bonuses to a maximum of +5, or they can be used to add weapon properties by subtracting their enchantment cost from the champion's available enhancement bonus. The champion may add one of Flaming, Shock, Corrosive, or Frost at +1 cost, one of Flaming Burst, Shocking Burst, Corrosive Burst, or Icy Burst at +2 cost, and any of the enchantments listed in the table below based on that champion's alignment.Enhancement Bonus | Good | Evil | Lawful | Chaotic |
---|---|---|---|---|
+1 |
Defending, Keen, Merciful | Keen, Cruel, Vicious | Guardian, Ghost Touch, Spell Storing | Breaking, Deceptive, Fortuitous |
+2 |
Defiant, Disruption, Holy | Invigorating, Unholy, Wounding | Anarchic, Liberating, Phase Locking | Anchoring, Axiomatic, Igniting |
+3 |
Speed | Speed | Speed | Speed |
+4 |
Brilliant Energy | Dancing | ||
+5 |
Vorpal | Vorpal |
A divine servant in the form of a mount functions like a druid's animal companion using the champion's level as their effective druid level with the following additions:
- At 11th level, the mount gains the celestial, fiendish, entropic, or resolute creature simple template (based on alignment) and becomes a magical beast for the purposes of determining which spells affect it.
- At level 15, the divine mount gains spell resistance equal to the champion's level + 11
A divine servant in the form of an extra planar creature functions as summon monster III with the following modifications:
- The creature is permanent and the champion may only have one such servant at a time.
- The creature must either:
- Have alignment subtypes matching the champion's alignment.
- Be marked with an "*" in the summon monster tables. Such a creature will have the celestial, fiendish, resolute, or entropic simple creature archetype applied to it.
- At 11th level, the servant gains the advanced creature template.
- At 15th level, a champion’s divine servant gains spell resistance equal to the champion’s level + 11.
Improved Aura of Conviction (Su)
At 8th level, a champion is immune to charm spells and spell-like abilities. Aura of conviction increases its bonuses and penalties by 2 and grants additional effects.- Good aligned - grants bonuses to saves against ability damage and energy drain
- Law aligned - grants bonuses against compulsion effects
- Evil aligned - imparts penalties against ability damage and energy drain
- Chaotic aligned - imparts penalties against compulsion effects
Aura of Zeal (Su)
At 11th level, a champion can expend two uses of her smite ability to grant the ability to smite to all allies within 10 feet, using the champion's bonuses. Allies must use this smite ability by the start of the champion’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Creatures that are anathema to the champion's deity to not gain this benefit.Divine Presence (Su)
At 14th level, the champion can pick one of the non-neutral alignment components of their deity's alignment (Good, Lawful, Chaotic, Evil). While conscious, the champion's weapons and any attack made against an enemy within 10 feet of her are treated as having that alignment for the purposes of overcoming Damage Reduction .Greater Aura of Conviction (Su)
At 17th level, the champion can pick one of the non-neutral alignment components of their deity's alignment (Good, Lawful, Chaotic, Evil). They DR 5 which can only be overcome by the opposite of their alignment choice (eg. if the champion selects Lawful, they gain DR5/chaotic). In addition, they gain immunity to compulsion spells and spell-like abilities and the bonuses and penalties from aura of conviction increase by an additional 2.Divine Champion (Su)
At 20th level, a champion becomes a conduit for the power of their god. Their DR increases to 10. Whenever they use smite and gains additional, unique benefits to their smite ability based on their deity. In addition, whenever their channel energy and lay on hands heal for the maximum possible or deal 50% more damage.
Dev log
May 18:
Initial Update: Deific aura, Anathema, Detect Anathema, Smite, Divine Touch, Aura of Conviction, [Mercies, Cruelties, Orders, and Discords]
May 19: Revised aura of conviction, revised [Mercies, Cruelties, Orders, and Discords], added channel energy, add spells (unchanged), added Divine Bond May 21: Updated Champion Table, tweaked wording on MCOD, Added MCOD lists, improved layout of Improved aura of conviction
I really like the flavor of the mercies, cruelties, orders, and discords. It really allows the paladin to have some very crunchy narrative choices depending on their god.