Champion
Hit Points
Hit Dice: d10 per Champion level
Hit Points at first Level: 10 + Your Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6)+ your Constitution Modifier
Proficiences
Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None.
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
Overview & Creation
The competitive and ambitious nature of a champion is ever radiant. So much so, that their magic is woven into their every action as they home in on their skill and combat. Unlike other classes, Champions choose to channel their magic to increase their physical ability and effect, or at the very least, their ability to gain the advantage. Competition is at the heart of every Champion as they strive to be the very best at whatever they set their thoughts too.
Heroes of Eos
These champions and fighters are part of just about every culture except perhaps Kasunan. They are mastered by Aquarian and the Starkin, but are prevalent regardless of background and culture. Champions are on the forefront of battle, but also take on more subtle competitive roles such as sports and gladiator games. The best of the champions are regarded as heroes, the true hope of every Champion. One who comes out victorious above all. For this reason, Champions can tend to be flashy, finding opportunities to show off their skills, especially the larger the crowd.
Being a Champion
Champions are the fighters of this universe, combining light magic with their fighting skill to give them the advantage in combat. Despite being a common class for people to take, many other classes practice pure casting, which is something less part of the Champion way. It’s important to understand why the Champion took more of a physical approach to magic and decided on a life of combat. Do you enjoy the art of the fight? Do you aspire to be recognized and remembered? Were your family members as Champions? Either way, you should know and understand your path and how it let you to this path.
Class Features
Fighting Style
You adopt a particular fighting style as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain +2 bonus to attach rolls you make with a ranged weapon.
Defense
While you are wearing armor, you gain +1 bonus to AC.
Dueling
When you wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roil. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+your Champion level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible second action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at the 17th level, you can use ti twice before a rest, but only once on the same turn.
Champion Archetype
At 3rd level, you choose a manner in which your power in order to compliment your combat style. This is where you begin to apply your innate magic to your fighting abilities. Choose between Champion of the world, Champion of the Self, and Champion of the Mind. The Archetype you choose grants you features at 3rd level and again at 7th, 19th, 15th, and 18th levels.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background.
• (a) chain mail or (b) leather armor, longbow, and 20 arrows.
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow or (b)two handaxes
• (a)a dungeoneer’s pack or (b) an explorer’s pack.
Subclass Options
Champion Archetypes
Different Champions channel their fighting in different ways, harnessing different skills for differing effects. Their archetype will typically determine what this will look like.
Champion of World
Champion of the world is connected to their surroundings and environment around them. Typically, they connect with one particular aspect of the world, something that they are most akin too. This will then influence their magic and how it expresses itself within their fighting. Because they can be similar to Elemental Channelers, they can either find comradery within their kindred casters or they will become competitive and prove their style of elemental wielding the best.
Expression Magic Attack
Starting at 3rd level, with practice you’ve managed to channel the elemental expression of your choice through your armor and weapon, adding to their effects. You may now select a magical expression that will become through yours for the foreseeable future. Before making an attack, you may use a bonus action to channel this expression into your weapon, dealing damage of the new type in addition to your weapon damage. In order to do this, you will have to expend 1 EP in order to complete the activity. At level three, this bonus attack will deal 1d4 bonus damage of the type based on the below chart. Damage will increase to 1d6 at 7th level, 2d4 at level 10, 1d10 at level 15, and 2d6 at level 18.
Expression |
Damage Type |
Fire |
Fire Damage |
Lighting |
Lightning Damage |
Ice |
Cold Damage |
Light |
Radiant Damage |
Nature Defense |
Poison |
Nature Offense |
Acid |
Expression Protection
Starting at 7th level, the expression of your choice has provided magical protection for you. You become resistant to the damage type matching your magical expression.
Resistance Diffusion
At 10th level, you learn how to make your magic undercut a creature’s resistances to your attack. Upon an attack, force a resistant or immune creature to make a constitution saving throw. If they fail the save, then they damage equal to one less level of resistance (an immune creature takes resistant damage and a resistant creature takes normal damage). This ability can either be used for the weapon attack or the magic bonus, but not for both at the same time.
Armor Infusion
Starting at 15th level, You channel your magic into your armor, giving it a magical glow or resemblance that follows your expression. Any user within melee range takes 1d4 damage at the start of their turn that matches your expression’s damage.
Weapon Expression
Starting at 18th level, you’re capable of bonding your expression to any weapon of your choice. Doing so will allow you to utilize your magic bonus without the use of your EP so long as you are utilizing that specific weapon. In order to do this, you’ll need to spend one hour with the weapon of choice and expend 4EP. You can impart this expression into a maximum of two weapons. Should you attempt to do this with a third weapon, you will need to break this expression with one of the other weapons first.
Champion of the Self
The Champion of the Self is the true athlete. They train and attempt to improve themselves, even using their magic to boost their own abilities. They strive to be the fastest, the strongest, and the most powerful. Champions of the Self can be more independent and introverted compared to other archetypes only because their focus is continuously on bettering themselves to ensure victory. Unless someone will help them in that goal, they care little for the distraction.
Internal Boost
Starting at level 3, you may pay 1 EP as a bonus action in order to give yourself a boost. If you do, choose from the chart below to determine how you will improve yourself for the battle.
Defense: Until the start of your next turn, you gain a bonus of +2 to your AC and gain advantage on Constitution Saves.
Speed: Until the start of your next turn, you your speed is boosted by 15 feet, additionally, your initiative bonus is increase by +2.
Strength: Until the start of your next turn, you gain a +2 bonus to attack rolls as well as to damage rolls.
Health: Upon use, regain health equal to your constitution modifier. Until the start of your next turn, damage dealt to you is lessoned by 25%.
Energetic Charge
Starting at 7th level, you may make a dash action as a bonus action. Additionally, if you dash into someone during this action, force them to make a dexterity saving throw. On a fail, they take 1d6 bludgeoning damage.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Reflexive Cast
Starting at 15th level, you may cast your Internal Boost as a reaction in addition to casting as a bonus action. Additionally, if this was cast as a reaction, then the effect will end at the completion of your next turn instead of the start.
Max Boost
Starting at 18th level, your magic allows you activate all of your bonus abilities at once. At a cost of 4 EP, you activate all abilities as a bonus action at once.
Champion of the Mind
The Champion of the Mind has taken a more strategic approach to their energy and magic, focusing on mind and sight. Their magic is used to grant them abilities that will heighten their tactical advantage, not only on the battlefield but off as well. For the Champion of the Mind, victory goes beyond simply winning. There are connections to be made, a following to accrue, and weaknesses to exploit. They revel in the small victories because not every win requires a trophy or massive recognition. Some victories are more subtle, like exacting perfect revenge on your childhood bully, winning the affection of your secret crush, or building your house from your personal hands and effort.
Psychic Mind
Starting at 3rd level, as a bonus action you may spend EP to activate one of your psychic abilities in order to assist you. For those that effect a creature, they must be within 30 feet and in your line of sight.
Foresight: You utilize your abilities to anticipate what may happen next. Until the start of your next turn, you make all saving throws with advantage. You may also receive brief visions of warning, though typically vague and blurry.
Corrupted Thoughts: You implant distracting thoughts into the mind of a target. Until the start of your next turn, they are distracted and fail all saving throws. Additionally, attacks on them can be made with advantage.
Focused Mind: You channel your magic to help you focus your mind and notice small details. Until the start of your next turn, you gain advantage on perception and insight checks.
Telepathy: Until the start of your next turn, you may communicate with the character of your choice utilizing only thought.
Mind’s Eye: Until the start of your next turn, you can use your “minds eye” to gain Superior Darkvision. For the duration of the time, you can see in total darkness with no limitation to the range of vision. Terrain, distance, and line of sight are the only limitations to the subject's ability to see, and the normal Spot check penalties apply on attempts to descry distant or small objects or creatures.
Soul Stare
Starting at the 7th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about them. The DM shares with you their alignment, one trivial fact about the creature, and whether the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength
• Dexterity Score
• Constitution Score
• Armor Class
• Current Hit Points
• Total Class levels (if any)
Telekinesis
Starting at 10th level, you can move objects with your mind. The weight of these objects equates what you can naturally carry and must be within fifteen feet to be moved. The object must also remain within fifteen feet in order to continue to be moved. In order to use this ability, make an Intelligence check. On a success of 10 or higher, the object moves by your minds command until the start of your next turn, at which point you must pass the check again in order to keep it moving.
Psywave
Starting at 15th level, your psychic abilities have become so strong that you can send a wave of thoughts and emotions towards a foe. As an action on your turn, make a ranged attack on an opponent within thirty feet of you. If they suffer a hit, you deal 2d6 psychic damage. You also force them to make a constitution saving throw. If they fail, then the thoughts and emotions have overtaken them and they are knocked prone for one turn.
Third Eye Ascended
When you reach 18th level, you gain access to a higher form of psycic power called Third Eye Ascended. At a cost of 4EP, you can enter into this state. By doing so, you are granted the following abilities a full minute.
• You levitate above the ground, eliminating difficult terrain effects.
• You may control your weapons telepathically, allowing you to engage in combat with them so long as they are no more than five feet away from you. You may only wield as many weapons as you are physically capable (you can wield two single-handed weapons or one two handed weapons at a time).
• The energetic field creates a force field of protection, increasing your AC by 2.
• If a creature is within your psychic field (which is a five-foot radius), then your psychic mind abilities will trigger for that creature. This means you may use any of the abilities listed that effect a creature without paying the EP cost.
Level | Proficiency Bonus | Energy Points (EP) | Features |
---|
1 | +2 | - | Fighting Style, Second Wind |
2 | +2 | - | Action Surge (one use) |
3 | +2 | 2 | Champion Archetype |
4 | +2 | 3 | Ability Score Improvement |
5 | +3 | 4 | Extra Attack |
6 | +3 | 5 | Ability Score Improvement |
7 | +3 | 8 | Champion Archetype Feature |
8 | +3 | 8 | Ability Score Improvement |
9 | +4 | 8 | Indomitable (one use) |
10 | +4 | 10 | Champion Archetype Feature |
11 | +4 | 10 | Extra Attack (2) |
12 | +4 | 10 | Ability Score Improvement |
13 | +5 | 16 | Indomitable (two uses) |
14 | +5 | 16 | Ability Score Improvement |
15 | +5 | 16 | Champion Archetype Feature |
16 | +5 | 19 | Ability Score Improvement |
17 | +6 | 19 | Action Surge (two uses), Indomitable (three uses) |
18 | +6 | 20 | Champion Archetype Feature |
19 | +6 | 23 | Ability Score Improvement |
20 | +6 | 24 | Extra Attack(3) |