Champion
Champions in Spelljammer
Doctrinal Tenets - UNCOMMON
Champions are usually restricted to gods that allow for sanctification; but some gods either do not wish to join the holy war, or they have special areas of interest that they wish to empower a champion's cause to address. To allow this these deities grant their authority to doctrinal tenets, which have a much more narrow scope than the traditional tenets of good or evil.All doctrinal tenets are UNCOMMON, and require GM approval. They will have Causes associated to them that hew closer to that gods personal area of interest.
Specifics on how to adjudicate each of these tenets and any existing feats that have a prerequisite of the tenets of good or evil are detailed in each tenets entry.
Tenets and Causes
Below are doctrinal tenets and causes for specific godsKelemvor
Tenet of Repose
Those that follow the tenet of repose are sanctified as holy against any creature with the UNDEAD trait.Start your champion tenets with the following:
- You must never perform acts anathema to your deity, nor knowingly give aid or succor to an undead creature or a necromancer, nor cast a spell that creates, empowers, heals, or controls any undead
- Eradicate necromantic practices, along with anyone who propagates the existence of the undead.
Cause - Doomguide
Prerequisite - Tenet of ReposeDoomguides are an order of Champions and other specialized devotees who serve the God of the Dead, Kelemvor. They lend their aid to the people of Faerûn by helping them with their fears of death and uncertainty about the afterlife. They engross themselves in everything surrounding the blasphemous state that is undeath, in order to better root out all forms of necromancy and destroy all manner of their undead servitors and bring a measure of peace to the world.
After the tenets of repose, add these tenets:
- Death is the great equalizer, there for treat both prince and pauper with the same deference and respect
- Travel far and wide, spread knowledge regarding the afterlife and share with mortals what they will face after death.
Devotion Spell - Lay on hands
Champions Reaction
Bolster Vitality - Action
CHAMPION
Trigger An enemy damages you or an ally, causes you or your ally to acquire the sickened condition, or effect the target with an affliction that has the poison or disease trait, and both the enemy and target are within 15 feet of you.
Trigger An enemy damages you or an ally, causes you or your ally to acquire the sickened condition, or effect the target with an affliction that has the poison or disease trait, and both the enemy and target are within 15 feet of you.
Action

Description
You protect your target from both blow and bodily corruption.
If the trigger was taking damage, the target gains resistance to all damage against the triggering damage equal to 2 + your level.
If the trigger was due to failing a save that caused one of the listed conditioned that target may attempt a new save as a free action with a +2 Status bonus.
If the trigger was taking damage, the target gains resistance to all damage against the triggering damage equal to 2 + your level.
If the trigger was due to failing a save that caused one of the listed conditioned that target may attempt a new save as a free action with a +2 Status bonus.
Exalt - When you use Bolster Vitality, all allies within 15ft of you gain a +1 Status bonus to any save on effects that caused the sickened condition, or an effect with an affliction that has the poison or disease trait until the start of your next turn
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