Champion
Key Ability
Strength or Dexterity: At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
Hit Points
10 plus your Constitution modifier: You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Perception
Trained in Perception
Saving Throws
Expert in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in Religion
Trained in one skill determined by your choice of deity
Trained in a number of additional skills equal to 2 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Defenses
Trained in all armor
Trained in unarmored defense
Class DC
Trained in champion class DC
Spells
Trained in divine spell attacks
Trained in divine spell DCs
During combat encounters…
You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.
During social encounters…
You are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.
While exploring…
You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and—when your fellow adventurers ask for it—providing moral and ethical guidance.
In downtime…
You spend much of your time in solemn prayer and contemplation, rigorous training, charity work, and fulfilling the tenets of your code, but that doesn’t mean there isn’t time to take up a craft or hobby.
You Might…
- Believe there is always hope that good will triumph over evil, no matter how grim the odds.
- Know the ends don’t justify the means, since evil acts increase the power of evil.
- Have a strong sense of right and wrong, and grow frustrated when greed or shortsightedness breeds evil.
Others Probably…
- See you as a symbol of hope, especially in a time of great need.
- Worry you secretly despise them for not living up to your impossible standard, or that you are unwilling to compromise when necessary.
- Know that you’ve sworn divine oaths of service they can trust you to keep.
Table 3–7: Champion Advancement
Your Level | Class Features |
---|---|
1 | Ancestry and background, initial proficiencies, champion’s code, deity and cause, deific weapon, champion’s reaction, devotion spells, champion feat, shield block |
2 | Champion feat, skill feat |
3 | Divine ally, general feat, skill increase |
4 | Champion feat, skill feat |
5 | Ability boosts, ancestry feat, skill increase, weapon expertise |
6 | Champion feat, skill feat |
7 | Armor expertise, general feat, skill increase, weapon specialization |
8 | Champion feat, skill feat |
9 | Ancestry feat, champion expertise, divine smite, juggernaut, lightning reflexes, skill increase |
10 | Ability boosts, champion feat, skill feat |
11 | Alertness, divine will, exalt, general feat, skill increase |
12 | Champion feat, skill feat |
13 | Ancestry feat, armor mastery, skill increase, weapon mastery |
14 | Champion feat, skill feat |
15 | Ability boosts, general feat, greater weapon specialization, skill increase |
16 | Champion feat, skill feat |
17 | Ancestry feat, champion mastery, legendary armor, skill increase |
18 | Champion feat, skill feat |
19 | General feat, hero’s defiance, skill increase |
20 | Ability boosts, champion feat, skill feat |
Class Features
You gain these abilities as a champion. Abilities gained at higher levels list the requisite levels next to their names.
Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.
Champion’s Code
You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag’s champions can’t show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.
If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.
*For remaster compatibility*
The champion’s code class feature and deity and cause class feature require the most difficult fixes, as they rely the most on your character’s alignment and your deity’s follower alignments. The tenets of your champion’s code become more important than your alignment, and add specific edicts and anathema that you must follow. You lose your focus pool and divine ally only when you violate any champion-related anathema. You can choose the tenets of good only if your deity allows you to be sanctified as holy (see below). You can choose the tenets of evil only if your deity allows you to be sanctified as unholy (see Remaster compatibility errata for the Advanced Player’s Guide).
For the Deity and Cause class feature, use the sanctification options listed for the gods presented in Player Core. You can choose the related tenets if the option to be sanctified as holy or unholy is presented for your deity. If the god doesn’t allow either sanctification, you can’t be a champion of that god. As an exception, if you could follow a certain champion cause before the remaster, you can still choose that cause (along with the related tenets of course) for that specific deity. If your deity isn’t presented in Player Core, work with your GM to make a judgment call based on that deity’s follower alignments. If your chosen deity allows any good alignments, you can sanctify as holy; if your deity allows any evil alignments, you can sanctify as unholy; if your deity allows both good and evil alignments, you can choose either; and if your deity allows no good and no evil alignments, you can’t be a champion of that deity.
The Tenets of Good
All champions of good alignment follow these tenets.
- You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
- You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
*For remaster compatibility*
Replace the tenets of good with the following text:
The Tenets of Good
You gain the holy trait and add that trait to any Strikes you make. In addition to your other edicts and anathema, you gain the following:
Edicts do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them
Anathema commit murder, engage in torture
Deity and Cause
Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity’s ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM determine whether other acts are anathema.
You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion’s reaction, grants you a devotion spell, and defines part of your champion’s code.
Paladin (Lawful Good)
You’re honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these tenets:
- You must act with honor, never taking advantage of others, lying, or cheating.
- You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
Redeemer (Neutral Good)
You’re full of kindness and forgiveness. You gain the Glimpse of Redemption champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these:
- You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they then continue on a wicked path, you might need to take more extreme measures.
- You must show compassion for others, regardless of their authority or station.
Liberator (Chaotic Good)
You’re committed to defending the freedom of others. You gain the Liberating Step champion’s reaction and the lay on hands devotion spell. After the tenets of good, add these tenets:
- You must respect the choices others make over their own lives, and you can’t force someone to act in a particular way or threaten them if they don’t.
- You must demand and fight for others’ freedom to make their own decisions. You may never engage in or countenance slavery or tyranny.
*For remaster compatibility*
Use the following text for the three causes that must follow the tenets of good in the Core Rulebook. These are no longer as strictly proscribed by alignment.
Paladin
You’re honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion’s reaction and the lay on hands devotion spell. Your code gains the following edicts and anathema:
Edicts follow the law, respect legitimate authorities or leadership
Anathema take advantage of another, cheat
Redeemer
You’re full of kindness and forgiveness. You gain the Glimpse of Redemption champion’s reaction and the lay on hands devotion spell. Your code gains the following edicts and anathema:
Edicts try to redeem those who commit wicked deeds, show compassion to others regardless of their authority or station
Anathema kill a sapient enemy without first offering a chance at redemption
Liberator
You defend the freedom of others. You gain the Liberating Step champion’s reaction and the lay on hands devotion spell. Your code gains the following edicts and anathema:
Edicts oppose slavery and tyranny, fight for others’ freedom to make their own decisions, respect choices others make for their own lives
Anathema force or threaten someone to act a certain way, engage in slavery or tyranny
EVIL CAUSES
As an evil champion, you must select one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion’s reaction (see below), grants you a devotion spell, and defines part of your champion’s code.
TYRANT (LAWFUL EVIL)
Might makes right, and you subjugate the weak to keep them in their proper place. You gain the Iron Command champion’s reaction and the
devotion spell. After the tenets of evil, add these tenets.
- Let no one who is lesser than you wield power over you or lead you.
- Mercilessly enforce established hierarchies of masters and servants. Topple or seize control of illegitimate hierarchies, such as democratic governments or the arrogant echelons of the celestial planes, and fill power vacuums by taking that power for yourself.
- Bind the weak to serve you. This tenet doesn’t require you to spare foes’ lives if you think they would be disloyal if pressed into servitude, nor does it require you to keep more servants than you find practical or useful.
IRON COMMAND
Trigger An enemy within 15 feet damages you.
You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options.
- The enemy kneels, dropping prone as a free action.
- The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level.
In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.
Divine Smite: The regrets of disobedience linger. If an enemy refuses your Iron Command, it takes persistent evil damage equal to your Charisma modifier.
Exalt: When you use Iron Command, each enemy within 15 feet of you other than the triggering creature must also either drop prone or take mental damage (the enemy chooses). These creatures take only minimum damage (typically 3 damage at 11th level, 4 at 12th, 5 at 16th, and 6 at 19th), and the effects they take can’t be adjusted by anything that changes your Iron Command. For instance, the
feat couldn’t turn the damage into persistent mental damage for creatures other than the triggering creature.
DESECRATOR (NEUTRAL EVIL)
You always take what pleases you, no matter who it hurts, and you spread the influence of evil across all you touch. You gain the Selfish Shield champion’s reaction and the
devotion spell. After the tenets of evil, add this tenet.
- Subvert or corrupt everything in your path that is pure and good, and sow doubt among those upholding such ideals.
SELFISH SHIELD
Trigger An enemy within 15 feet damages you.
Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type.
In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.
Divine Smite: If your Charisma modifier is +2 or greater, your resistance against the triggering damage equals your Charisma modifier + half your level.
Exalt: When you use Selfish Shield, each enemy within 15 feet of you takes a –1 status penalty to attack rolls against you until the start of your next turn.
ANTIPALADIN (CHAOTIC EVIL)
You’re dishonorable, dishonest, and committed to breaking the false hopes of kindness. You gain the Destructive Vengeance champion’s reaction and the
devotion spell. After the tenets of evil, add these tenets.
- You must not bind yourself with any law or oath beyond that of your code (though you can still select a champion feat with the oath trait). Act dishonorably, take advantage of others, lie, cheat, and steal to get what you want.
- You must destroy that which offends you and that which stands in your way, including—and perhaps especially—the forces of good and law that oppose you. This tenet doesn’t force you to take action immediately if it could mean your destruction, nor does it require you to destroy something that might be useful if corrupted toward your ends.
DESTRUCTIVE VENGEANCE
Trigger An enemy within 15 feet damages you.
Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra damage of the type you chose.
The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your Strikes increases to 4 at 9th level and 6 at 16th level.
Divine Smite: An enemy damaged by the initial damage from your Destructive Vengeance also takes persistent evil damage equal to your Charisma modifier. This applies only to the damage the reaction itself deals to the triggering creature, not the damage you deal with subsequent Strikes.
Exalt: When you use Destructive Vengeance, each enemy within 15 feet of you other than the triggering creature takes half the damage you deal to the triggering enemy, of the same damage type you chose.
Deific Weapon
You zealously bear your deity’s favored weapon. If it’s uncommon, you gain access to it. If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
Champion’s Reaction
Your cause gives you a special reaction: Retributive Strike for paladin, Glimpse of Redemption for redeemer, or Liberating Step for liberator.
Retributive Strike [reaction]
Champion
Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
Glimpse of Redemption [reaction]
Champion
Trigger An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
- The ally is unharmed by the triggering damage.
- The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
Liberating Step [reaction]
Champion
Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.
Devotion Spells
Your deity’s power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are in Focus Spells. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
Champion Feats
At 1st level and every even-numbered level thereafter, you gain a champion class feat. Champion class feats are presented below.
Shield Block
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
Skill Feats (2nd)
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Divine Ally (3rd)
Your devotion attracts a spirit of your deity’s alignment. Once you choose an ally, your choice can’t be changed.
The following are divine allies:
Blade Ally: A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. You also gain the weapon’s critical specialization effect.
Shield Ally: A spirit of protection dwells within your shield. In your hands, the shield’s Hardness increases by 2 and its HP and BT increase by half.
Steed Ally: You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM’s discretion), but this ability doesn’t grant it the mount special ability.
General Feats (3rd)
At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Skill Increases (3rd)
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.
At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts (5th)
At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats (5th)
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Weapon Expertise (5th)
You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Armor Expertise (7th)
You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
Weapon Specialization (7th)
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Champion Expertise (9th)
Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.
Divine Smite (9th)
Your champion’s reaction improves.
Paladin: You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes persistent good damage equal to your Charisma modifier.
Redeemer: A guilty conscience assails foes who spurn your Glimpse of Redemption. A foe that responds to your Glimpse of Redemption by dealing damage takes persistent good damage equal to your Charisma modifier.
Liberator: You punish those who ensnare your allies in bondage. If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes persistent good damage equal to your Charisma modifier.
*For remaster compatibility*
In the Divine Smite class feature, replace all instances of “persistent good damage” with “persistent spirit damage”. This persistent damage is a holy effect.
Juggernaut (9th)
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Lightning Reflexes (9th)
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
Alertness (11th)
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Divine Will (11th)
Your faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Exalt (11th)
Your champion’s reaction exalts nearby allies, allowing them to benefit as well.
Paladin: When you use Retributive Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.
Redeemer: You protect multiple allies. You can apply the resistance granted by Glimpse of Redemption to yourself and all allies within 15 feet of you, including the triggering ally, except the resistance is reduced by 2 for all.
Liberator: You can help your whole group get into position. When you use Liberating Step, if your ally doesn’t attempt to break free of an effect, you and all allies within 15 feet can Step, in addition to the triggering ally.
Armor Mastery (13th)
Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.
Weapon Mastery (13th)
You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increases to master.
Greater Weapon Specialization (15th)
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.
Champion Mastery (17th)
You’ve mastered your arsenal of champion techniques and divine spells. Your proficiency ranks for your champion class DC and for divine spell attack rolls and spell DCs increase to master.
Legendary Armor (17th)
You shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.
Hero’s Defiance (19th)
You can defy fate and continue fighting as long as you have divine energy. You gain the hero’s defiance devotion spell.
Key Terms
You’ll see these terms in many champion abilities.
Flourish: Flourishes are techniques that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.
Metamagic: These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Effects added by a metamagic action are part of the spell’s effect, not of the metamagic action.
Oath: Oaths add an additional tenet to your code. You can usually have only one feat with this trait.
Champion Feats
If you need to look up a champion feat by name instead of by level, use this table.
Feat | Level |
---|---|
Advanced Deity’s Domain | 8 |
Affliction Mercy | 12 |
Anchoring Aura | 14 |
Attack of Opportunity | 6 |
Aura of Courage | 4 |
Aura of Faith | 12 |
Aura of Life | 14 |
Aura of Righteousness | 14 |
Aura of Vengeance | 14 |
Auspicious Mount | 16 |
Blade of Justice | 12 |
Celestial Form | 18 |
Celestial Mount | 20 |
Champion’s Sacrifice | 12 |
Deity’s Domain | 1 |
Devoted Focus | 10 |
Divine Grace | 2 |
Divine Health | 4 |
Divine Reflexes | 14 |
Divine Wall | 12 |
Dragonslayer Oath | 2 |
Fiendsbane Oath | 2 |
Greater Mercy | 8 |
Heal Mount | 8 |
Imposing Destrier | 10 |
Instrument of Zeal | 16 |
Lasting Doubt | 12 |
Liberating Stride | 12 |
Litany against Sloth | 10 |
Litany against Wrath | 6 |
Litany of Righteousness | 14 |
Loyal Warhose | 6 |
Mercy | 4 |
Quick Block | 8 |
Radiant Blade Master | 20 |
Radiant Blade Spirit | 10 |
Ranged Reprisal | 1 |
Second Ally | 8 |
Sense Evil | 8 |
Shield Paragon | 20 |
Shield of Grace | 16 |
Shield of Reckoning | 10 |
Shield Warden | 6 |
Shining Oath | 2 |
Smite Evil | 6 |
Ultimate Mercy | 18 |
Unimpeded Step | 1 |
Vengeful Oath | 2 |
Weight of Guilt | 1 |
Wyrmbane Aura | 14 |
Champion Feats
At each level that you gain a champion feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.
1st Level
Deity’s Domain (Feat 1)
Champion
You embody an aspect of your deity. Choose one of your deity’s domains from those listed in Religion. You gain the domain’s initial domain spell as a devotion spell.
Ranged Reprisal (Feat 1)
Champion
Prerequisites paladin cause
You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.
Unimpeded Step (Feat 1)
Champion
Prerequisites liberator cause
With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.
Weight of Guilt (Feat 1)
Champion
Prerequisites redeemer cause
Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.
2nd Level
Divine Grace [reaction] (Feat 2)
Champion
Trigger You attempt a save against a spell, before you roll.
You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
Dragonslayer Oath (Feat 2)
Champion, Oath
Prerequisites tenets of good
You’ve sworn to slay evil dragons. Add the following tenet to your code after the others: “You must slay evil dragons you encounter as long as you have a reasonable chance of success.”
Your Retributive Strike gains a +4 circumstance bonus to damage against an evil dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an evil dragon is 7 + your level. If you use Liberating Step triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider evil dragons to be legitimate authorities, even in nations they rule.
*For remaster compatibility*
In the Dragonslayer Oath feat, replace the description with the following text:
You’ve sworn to slay wicked and nefarious dragons. You gain
following edict: “You must slay dragons whose actions are in direct
opposition to your deity’s edicts when you encounter them as long as
you have a reasonable chance of success.”
Your Retributive Strike gains a +4 circumstance bonus to damage
against a dragon, or +6 if you have master proficiency with the
weapon you used. Your Glimpse of Redemption’s resistance against
damage from a dragon is 7 + your level. If you use Liberating Step
triggered by a dragon, your ally gains a +4 circumstance bonus to
checks granted by your Liberating Step, and the ally can Step twice
afterward.
You don’t consider dragons whose actions are in direct opposition to
your deity’s edicts to be legitimate authorities, even in nations they
rule.
Fiendsbane Oath (Feat 2)
Champion, Oath
Prerequisites tenets of good
You’ve sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion’s code after the other tenets: “You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don’t have to banish or kill it.”
Your Retributive Strike gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a fiend is 7 + your level. If you use Liberating Step triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider fiends to be legitimate authorities, even in nations ruled by fiends.
*For remaster compatibility*
In the Fiendsbane Oath feat, replace “Add the following tenet to your champion’s code after the other tenets:” with “You gain the following edict:”. In addition, replace “good fiend” with “fiend that isn’t unholy”.
Shining Oath (Feat 2)
Champion, Oath
Prerequisites tenets of good
You’ve sworn an oath to put the undead to rest. Add the following tenet to your champion’s code after the other tenets: “You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace.”
Your Retributive Strike gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an undead is 7 + your level. If you use Liberating Step triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider undead to be legitimate authorities, even in nations ruled by undead.
*For remaster compatibility*
In the Shining Oath feat, replace “Add the following tenet to your champion’s code after the other tenets:” with “You gain the following edict:”. In addition, replace “good undead” with “undead that isn’t unholy”.
Vengeful Oath (Feat 2)
Champion, Oath
Prerequisites paladin cause
You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: “You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren’t engaged in a mission that would prevent your doing so.”
You can use lay on hands to damage a creature you witness harming an innocent or a good ally as if it were undead; in this case, lay on hands deals good damage instead of positive damage and gains the good trait. This good damage can affect non-evil creatures. This doesn’t prevent you from healing such a creature with lay on hands; you choose whether to heal or harm.
*For remaster compatibility*
In the Vengeful Oath feat, replace the text with the following:
You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. You gain the following edict: “You must hunt down and exterminate creatures that have committed heinous atrocities.”
You can use lay on hands to damage a creature you witness harming
an innocent or a ally as if it were undead; in this case, lay on
hands deals spirit damage instead of vitality damage and gains the
holy trait. This doesn’t prevent you from healing such a creature
with lay on hands; you choose whether to heal or harm.
4th Level
Aura of Courage (Feat 4)
Champion
Prerequisites tenets of good
You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.
Divine Health (Feat 4)
Champion
Prerequisites tenets of good
Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against diseases. In addition, if you roll a success on a save against a disease, you get a critical success instead.
Mercy [one-action] (Feat 4)
Champion, Concentrate, Metamagic
Prerequisites devotion spell (lay on hands)
Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands.
6th Level
Attack of Opportunity [reaction] (Feat 6)
Champion
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Litany against Wrath (Feat 6)
Champion
Prerequisites devotion spells, tenets of good
You excoriate a foe for its wrath against goodly creatures. You can cast the litany against wrath devotion spell. Increase the number of Focus Points in your focus pool by 1.
Loyal Warhorse (Feat 6)
Champion
Prerequisites divine ally (steed)
You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the divine ally class feature is now a mature animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so.
Shield Warden (Feat 6)
Champion
Prerequisites divine ally (shield), tenets of good
You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Smite Evil [one-action] (Feat 6)
Champion
Prerequisites divine ally (blade), tenets of good
Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your Strikes with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon.
If the foe attacks one of your allies, the duration extends to the end of that foe’s next turn. If the foe continues to attack your allies each turn, the duration continues to extend.
*For remaster compatibility*
In the Smite Evil feat, replace “good damage” with “spirit damage if the target is unholy”.
8th Level
Advanced Deity’s Domain (Feat 8)
Champion
Prerequisites Deity’s Domain
Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain. You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.
Greater Mercy (Feat 8)
Champion
Prerequisites Mercy
Your faith enhances your ability to remove conditions. When you use Mercy, you can instead attempt to counteract the blinded, deafened, sickened, or slowed conditions.
Heal Mount (Feat 8)
Champion
Prerequisites devotion spell (lay on hands), divine ally (steed)
Your devotion to your mount manifests as a surge of positive energy. When you cast lay on hands on your mount, you can restore 10 Hit Points, plus 10 for each heightened level.
Quick Block (Feat 8)
Champion
You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block.
Second Ally (Feat 8)
Champion
Prerequisites divine ally
Your inner grace attracts the attention of a second protective spirit. Choose a second type of divine ally and gain its benefits.
Sense Evil (Feat 8)
Champion
Prerequisites tenets of good
You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming, you eventually detect the aura, though you might not do so instantly, and you can’t pinpoint the location. This acts as a vague sense, similar to humans’ sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day.
*For remaster compatibility*
In the Sense Evil feat, replace the feat’s description with the following text:
“You sense evil as a queasy or foreboding feeling. You detect unholy creatures as a vague sense, similar to humans’ sense of smell. An unholy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its unholiness from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day.”
10th Level
Devoted Focus (Feat 10)
Champion
Prerequisites devotion spells
Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.
Imposing Destrier (Feat 10)
Champion
Prerequisites divine ally (steed), Loyal Warhorse
Under your care, your mount has realized its innate potential. The mount you gained through the divine ally class feature is now a nimble or savage animal companion. During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action on your turn to Stride or Strike.
Litany against Sloth (Feat 10)
Champion
Prerequisites devotion spells, tenets of good
You rail against the sin of sloth, turning a foe’s laziness against it. You can cast the litany against sloth devotion spell. Increase the number of Focus Points in your focus pool by 1.
Radiant Blade Spirit (Feat 10)
Champion
Prerequisites divine ally (blade)
Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment.
*For remaster compatibility*
In the Radiant Blade Spirit feat, replace “flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment” with “flaming, holy if you are holy, and unholy if you are unholy”.
Shield of Reckoning [reaction] (Feat 10)
Champion, Flourish
Prerequisites champion’s reaction, Shield Warden
Trigger A foe’s attack against an ally matches the trigger for both your Shield Block reaction and your champion’s reaction.
When you shield your ally against an attack, you call upon your power to protect your ally further. You use the Shield Block reaction to prevent damage to an ally and also use your champion’s reaction against the foe that attacked your ally.
12th Level
Affliction Mercy (Feat 12)
Champion
Prerequisites Mercy
The divine grace that flows through you grants reprieve from an affliction. When you use Mercy, you can instead attempt to counteract a curse, disease, or poison.
Aura of Faith (Feat 12)
Champion
Prerequisites tenets of good
You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round.
*For remaster compatibility*
In the Aura of Faith feat, replace “Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round.” with “Your Strikes deal an extra 1 spirit damage against unholy creatures. Also, each willing ally within 15 feet gains this benefit on their first Strike that hits an unholy creature each round.”
Blade of Justice [two-actions] (Feat 12)
Champion
You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, you can convert all the physical damage from the attack into good damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite).
*For remaster compatibility*
In the Blade of Justice feat, replace all instances of “evil” with “unholy” and all instances of “good damage” with “spirit damage”.
Champion’s Sacrifice (Feat 12)
Champion
Prerequisites tenets of good
You can suffer so that others might live. You can cast the champion’s sacrifice devotion spell. Increase the number of Focus Points in your focus pool by 1.
Divine Wall (Feat 12)
Champion
Requirements You are wielding a shield.
You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.
Lasting Doubt (Feat 12)
Champion
Prerequisites redeemer cause
When you cast doubt upon your foes, the effect lasts longer than usual. After being enfeebled 2 by your Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you have Weight of Guilt, after being stupefied 2 by your Glimpse of Redemption, the foe is stupefied 1 for 1 minute or until the flat check from stupefied causes it to lose a spell, whichever comes first.
Liberating Stride (Feat 12)
Champion
Prerequisites liberator cause
Instead of you taking a Step at the end of your Liberating Step, the triggering ally can Stride up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit.
14th Level
Anchoring Aura (Feat 14)
Champion
Requirements Fiendsbane Oath
Your aura hampers fiends’ teleportation. Your aura attempts to counteract teleportation spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells.
Aura of Life (Feat 14)
Champion
Requirements Shining Oath
Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against necromancy effects.
Aura of Righteousness (Feat 14)
Champion
Prerequisites tenets of good
Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
*For remaster compatibility*
In the Aura of Righteousness feat, replace “gain evil resistance 5” with “gain resistance 5 to unholy”
Aura of Vengeance (Feat 14)
Champion
Requirements exalt, Vengeful Oath
When you call upon others to take retribution, you also guide their aim. When you use Retributive Strike, your allies who make Strikes take only a –2 penalty, instead of a –5 penalty.
Divine Reflexes (Feat 14)
Champion
At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction.
Litany of Righteousness (Feat 14)
Champion
Prerequisites tenets of good
You call upon righteousness to expose an evil foe’s weakness. You can cast the litany of righteousness devotion spell. Increase the number of Focus Points in your focus pool by 1.
Wyrmbane Aura (Feat 14)
Champion
Requirements Dragonslayer Oath
Your aura protects against destructive energies and dragons’ breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon’s breath, increase the resistance to half your level.
16th Level
Auspicious Mount (Feat 16)
Champion
Prerequisites divine ally (steed), Imposing Destrier
Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the divine ally class feature is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization.
Auspice mounts gain the following benefits: Your companion is marked by your deity’s religious symbol as a sacred creature of your deity. Its proficiency rank in Religion increases to expert, it can speak the language associated with your deity’s servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1.
Instrument of Zeal (Feat 16)
Champion
Prerequisites divine ally (blade), tenets of good
Divine energy fills your weapon. Whenever you critically hit a foe with Blade of Justice or a Retributive Strike, your attack adds an extra damage die, and the target is slowed 1 on its next turn.
Shield of Grace (Feat 16)
Champion
Prerequisites Shield Warden
You protect an ally with both your shield and your body. Whenever you use the Shield Block reaction to prevent damage to an ally, you can evenly split the remaining damage after the Shield Block between the ally and yourself.
18th Level
Celestial Form (Feat 18)
Champion
Prerequisites tenets of good
You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain darkvision if you don’t already have it, and you gain the celestial trait and the trait appropriate to the type of servitor you’ve become (archon, angel, or azata, for example).
Ultimate Mercy (Feat 18)
Champion
Prerequisites Mercy
Your mercy transcends the bounds of life and death. When you use Mercy, you can cast lay on hands on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes wounded 1. You can’t use Ultimate Mercy if the triggering effect was disintegrate or a death effect.
20th Level
Celestial Mount (Feat 20)
Champion
Prerequisites divine ally (steed), tenets of good
Your steed gains incredible celestial powers granted by your deity. It gains darkvision, its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage.
Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the celestial trait and the trait appropriate to the type of servitor it has become (archon, angel, or azata, for example).
*For remaster compatibility*
In the Celestial Mount feat, replace “weakness 10 to evil damage” with “weakness 10 to unholy”.
Radiant Blade Master (Feat 20)
Champion
Prerequisites divine ally (blade), Radiant Blade Spirit
Your divine ally turns your chosen weapon into a paragon of its type. When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: dancing, greater disrupting, and keen.
Shield Paragon (Feat 20)
Champion
Prerequisites divine ally (shield)
Your shield is a vessel of divine protection. When you’re wielding your chosen shield, it is always raised, even without you using the Raise a Shield action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity’s realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired.
Sample Champions
Redeemer
Your truth and compassion glow strong as the sun, bringing the evil into the light of your goddess, the Dawnflower.
Ability Scores
Take a high Strength for your combat abilities, and a good Charisma for your devotion spells.
Skills
Athletics, Diplomacy, Religion, Medicine
Deity and Cause
Sarenrae, redeemer
Starting Feat
Deity’s Domain (truth)
Higher-Level Feats
Shining Oath (2nd), Mercy (4th), Litany Against Wrath (6th), Sense Evil (8th), Devoted Focus (10th), Lasting Doubt (12th), Ultimate Mercy (18th)
Liberator
With the name of the Savored Sting on your lips, you free those held against their will and exact revenge upon their captors.
Ability Scores
Focus on Dexterity. Charisma helps your devotion spells and Deception, and good Wisdom and Constitution improve your defenses.
Skills
Deception, Religion, Society, Stealth
Deity and Cause
Calistria, liberator
Starting Feat
Unimpeded Step
Higher-Level Feats
Divine Grace (2nd), Aura of Courage (4th), Attack of Opportunity (6th), Liberating Stride (12th)