Champion
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About this class
Swear a vow to crusade against or redeem others. The Champion is a devout fighter blending their own combat skill, with divine magic, and honour based conviction. Their bodies are vessels for the vows they have made.
Included subclasses
Domains
Splendor
Starting stats
Hope feature
Class features
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Holy Aura
You gain an Aura that emanates around you out to Very Close range. Once per rest you may mark a Stress to make the aura provide the following benefit: you and all allies gain advantage on Reaction Rolls. The benefit lasts until the end of the scene.
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Divine Sense
Spend a Hope to extend your senses and detect if there are any creatures of alien, celestial, fey, or undead origin within Very Far range of you.
Class items
- A helmet that represents you and your personality.
- A scroll of parchment on which is scrawled your sacred vows.
Character questions
Background prompts
- What deceptively small action are you surprised people remember you for?
- Where were you when you swore your vows?
- What is the closest you have been to death?
Connection prompts
- What do I do that consistently irritates you?
- What promise binds us?
- How have I accidentally impressed you?
Subclass cards
Printable via header menu
Crusader
Foundation
SPELLCAST TRAIT: Strength
Conditioned: Gain a Hit Point slot.
Trained: Ignore burden when equipping weapons.
Crusader
Specialization
Smite: When you successfully attack an enemy within your Aura you may Mark a Stress to increase your Proficiency by 2 for that attack.
Crusader
Mastery
Armour of Faith: Gain a +1 to your Armor Score.
Battle Ready: Your Holy Aura now provides advantage on attack rolls in addition to its usual benefit.
Redeemer
Foundation
SPELLCAST TRAIT: Presence
Courageous: Gain a Hope at the start of each session
Expanded Aura: Your Holy Aura extends to Close range.
Redeemer
Specialization
Scorn: When an adversary deals damage to you or an ally within your Aura. You may Mark a Stress to force that adversary to Mark a Hit Point.
Redeemer
Mastery
Inspiring Rally: When you mark a Stress for your Holy Aura you or one ally of your choice in its area may clear a Hit Point
Guiding Hand: When you Help an Ally, your Advantage die is a d20.
Champion
Swear a vow to crusade against or redeem others. The Champion is a devout fighter blending their own combat skill, with divine magic, and honour based conviction. Their bodies are vessels for the vows they have made.
Domains
Splendor + Honour
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A helmet that represents you and your personality.
- • A scroll of parchment on which is scrawled your sacred vows.
Champion’s Hope Feature
Lay on Hands : Spend 3 Hope to Clear a Hit Point or a Stress from an ally within Melee range of you.
Class Features
Holy Aura
You gain an Aura that emanates around you out to Very Close range. Once per rest you may mark a Stress to make the aura provide the following benefit: you and all allies gain advantage on Reaction Rolls. The benefit lasts until the end of the scene.
Divine Sense
Spend a Hope to extend your senses and detect if there are any creatures of alien, celestial, fey, or undead origin within Very Far range of you.
Champion Subclasses
Choose either the Crusader or Redeemer subclass.
Crusader
Vow to crusade against your adversaries until the bitter end.
Spellcast Trait
Strength
Foundation Features
Conditioned: Gain a Hit Point slot.
Trained: Ignore burden when equipping weapons.
Specialization Feature
Smite: When you successfully attack an enemy within your Aura you may Mark a Stress to increase your Proficiency by 2 for that attack.
Mastery Feature
Armour of Faith: Gain a +1 to your Armor Score.
Battle Ready: Your Holy Aura now provides advantage on attack rolls in addition to its usual benefit.
Redeemer
Vow to redeem your adversaries and protect your allies.
Spellcast Trait
Presence
Foundation Features
Courageous: Gain a Hope at the start of each session
Expanded Aura: Your Holy Aura extends to Close range.
Specialization Feature
Scorn: When an adversary deals damage to you or an ally within your Aura. You may Mark a Stress to force that adversary to Mark a Hit Point.
Mastery Feature
Inspiring Rally: When you mark a Stress for your Holy Aura you or one ally of your choice in its area may clear a Hit Point
Guiding Hand: When you Help an Ally, your Advantage die is a d20.
Background Questions
Answer any of the following, or create your own.
- • What deceptively small action are you surprised people remember you for?
- • Where were you when you swore your vows?
- • What is the closest you have been to death?
Connections
Ask one of the following, or improvise.
- • What do I do that consistently irritates you?
- • What promise binds us?
- • How have I accidentally impressed you?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.