Champion
About this class
The Champion is a heroic leader who inspires allies through courage, presence, and decisive action. Champions thrive at the heart of the battle, rallying their companions while personally confronting the greatest threats. Whether leading through a magical standard or dominating the battlefield with martial tactics, a Champion turns individual strength into a united force.
Included subclasses
Domains
Valor
Grace
Starting stats
Hope feature
Class features
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Flanking
When you and at least one ally are both within Melee range of the same adversary, you both have Advantage on attack rolls against that adversary.
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Heroic Steed
Once per scene, summon a loyal steed to your side. While mounted, gain +2 Evasion. When you mark Severe damage, you are knocked from your mount, and the steed disappears. You regain this benefit when you next summon your steed.
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Charge!
While mounted, move up to Far range, then make an attack. On a success, deal 2d8+4 physical damage and the target marks 1 Stress.
Class items
- A distinctive weapon bearing your personal or house insignia.
- Traveling gear with practical equipment for life on the road.
Character questions
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Connection prompts
Subclass cards
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Banneret
Specialization
Command the Field: Spend 1 Hope to speak through your banner and choose one creature within its aura:
Inspire: An ally clears 1 Stress.
Exhort: An ally gains Advantage on their next action roll.
Command: An ally gains +1 Proficiency on their next attack.
Captivate: An adversary must make a Reaction Roll (13) or become temporarily Enraptured.
Terrify: Adversaries treat the banner’s aura as Difficult Terrain.
Banneret
Mastery
Banner of Legends: Once per long rest, when you succeed on a Presence Roll, all allies within your banner’s aura can clear 2 HP, 2 Stress, and gain 1 Hope.
United Front: Once per long rest, when you initiate a Tag Team Roll, you can include additional allies equal to the number of allies within your banner’s aura.
Warlord
Foundation
SPELLCAST TRAIT: Strength
Battle Tactics: When you succeed on a weapon attack, spend 1 Hope to use one of the following Tactics:
Bash: Push the target Very Close.
Trip: The target must succeed on a Reaction Roll (13) or become Prone.
Disarm: The target must succeed on a Reaction Roll (13) or drop one weapon or held object.
Stagger: The target marks 1 Stress.
Drive: An ally within Close range can move Very Close.
Warlord
Specialization
Advanced Tactics: You also know these Tactics:
Slash: Choose another adversary within Melee range of the target. They mark 1 HP.
Feint: Gain Advantage on your next attack against the target.
Goad: The target must succeed on a Reaction Roll (13) or have Disadvantage on attacks against creatures other than you until your next spotlight.
Pin: The target must succeed on a Reaction Roll (15) or become temporarily Restrained.
Warlord
Mastery
Master of Arms: When you succeed on a weapon attack, you can spend 2 Hope to use two different Tactics instead of one. You know these Tactics:
Crush: The target must succeed on a Reaction Roll (15) or become temporarily Vulnerable.
Counter: When an adversary within Melee range misses you with an attack, make a weapon attack against them.
Press the Attack: When you succeed on a weapon attack, you can mark 1 Stress to make another weapon attack against a different target within range using the same roll.
Champion
The Champion is a heroic leader who inspires allies through courage, presence, and decisive action. Champions thrive at the heart of the battle, rallying their companions while personally confronting the greatest threats. Whether leading through a magical standard or dominating the battlefield with martial tactics, a Champion turns individual strength into a united force.
Domains
Valor + Grace
Starting Evasion
10
Starting Hit Points
7
Class Items
- • A distinctive weapon bearing your personal or house insignia.
- • Traveling gear with practical equipment for life on the road.
Champion’s Hope Feature
Heroic Rally : Spend 3 Hope to choose up to three allies within Close range. Each chosen ally can immediately move up to Very Close or clear a Stress.
Class Features
Flanking
When you and at least one ally are both within Melee range of the same adversary, you both have Advantage on attack rolls against that adversary.
Heroic Steed
Once per scene, summon a loyal steed to your side. While mounted, gain +2 Evasion. When you mark Severe damage, you are knocked from your mount, and the steed disappears. You regain this benefit when you next summon your steed.
Charge!
While mounted, move up to Far range, then make an attack. On a success, deal 2d8+4 physical damage and the target marks 1 Stress.
Champion Subclasses
Choose either the Banneret or Warlord subclass.
Banneret
Play Banneret if you want to lead from the center of your allies, amplify your presence through a magical standard, and inspire others to follow your lead.
Spellcast Trait
Presence
Foundation Features
Banner of Valor: Your banner creates a Close aura. You and each ally in the aura gain +1 to all damage rolls for each ally in the aura, including yourself. You can plant the banner in the ground to keep its aura in place while you move.
Rallying Strike: When you succeed on an attack, choose an ally within your banner’s aura. They gain a Hope or can move Very Close.
Specialization Feature
Command the Field: Spend 1 Hope to speak through your banner and choose one creature within its aura:
Inspire: An ally clears 1 Stress.
Exhort: An ally gains Advantage on their next action roll.
Command: An ally gains +1 Proficiency on their next attack.
Captivate: An adversary must make a Reaction Roll (13) or become temporarily Enraptured.
Terrify: Adversaries treat the banner’s aura as Difficult Terrain.
Mastery Feature
Banner of Legends: Once per long rest, when you succeed on a Presence Roll, all allies within your banner’s aura can clear 2 HP, 2 Stress, and gain 1 Hope.
United Front: Once per long rest, when you initiate a Tag Team Roll, you can include additional allies equal to the number of allies within your banner’s aura.
Warlord
Play Warlord if you want to lead from the front, turn weapon attacks into powerful combat maneuvers, and create openings for your allies.
Spellcast Trait
Strength
Foundation Features
Battle Tactics: When you succeed on a weapon attack, spend 1 Hope to use one of the following Tactics:
Bash: Push the target Very Close.
Trip: The target must succeed on a Reaction Roll (13) or become Prone.
Disarm: The target must succeed on a Reaction Roll (13) or drop one weapon or held object.
Stagger: The target marks 1 Stress.
Drive: An ally within Close range can move Very Close.
Specialization Feature
Advanced Tactics: You also know these Tactics:
Slash: Choose another adversary within Melee range of the target. They mark 1 HP.
Feint: Gain Advantage on your next attack against the target.
Goad: The target must succeed on a Reaction Roll (13) or have Disadvantage on attacks against creatures other than you until your next spotlight.
Pin: The target must succeed on a Reaction Roll (15) or become temporarily Restrained.
Mastery Feature
Master of Arms: When you succeed on a weapon attack, you can spend 2 Hope to use two different Tactics instead of one. You know these Tactics:
Crush: The target must succeed on a Reaction Roll (15) or become temporarily Vulnerable.
Counter: When an adversary within Melee range misses you with an attack, make a weapon attack against them.
Press the Attack: When you succeed on a weapon attack, you can mark 1 Stress to make another weapon attack against a different target within range using the same roll.
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