Champion - Class

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Champion
5e class

Champion

The guardian stands before the group of adventurers, "heed my warning". The adventurers however, are driven by treasure, so they attack, unfortunately, the Warden slams it's earthen fist into the men sending them all flying into a nearby pillar or stone.

The group of warriors gets their arrows knocked again, ready to fire. They draw it back, and as they see a flash of light by them, they fire. But, the figure is too fast, engulfed in flames, the maniac comes running towards them to spread his flames as he leaves a trail of hellfire behind him.

A look of fear crosses over the sorcerer's face. He Has a momentary revelation as a solid slash tears through his back causing pain to ripple up his body. In a reaction, he swings around and casts a spell only for the beast to swing his blade into it causing the spell to dissipate.

A crack rings through the air, "Snipers?" the first elf says to the others. They glance around eagerly only to hear a second crack, then the falling body of one of their comrades. The man stands before them, shrouded in thunder and in that very same moment, he disappears and reappears next to another with another deafening crack through the air.

Champions are the ultimate powerhouse of magic, they use their magical talents in order to enhance their durability and toughness. No two champions are quite the same, but every one is easily identifiable with how they mix magic, and being so seamlessly.

Powerful spells such as Haste, Thunder Step, and Tidal Wave are common amongst Champions. Their proficiency with combat making these all the more terrifying.

Champion Quick Build

Make your highest stat strength and your second highest wisdom.

Multiclassing Champion - when using the optional rule for multiclassing with a Champion, the character must have a strength and wisdom score of more than 13.

Hit Points

Hit Dice: 1d12 per champion level

Hit Points at 1st level: 4 + your Constitution modifier + 2

Hit points at higher levels: 1d4 (or 2) + your constitution modifier + your proficiency bonus at that level per level after 1st

Proficiencies

Champions have the following proficiencies at 1st level.

Armor: Light Armor, Medium Armor, Shields

Weapons: Simple weapons and Martial Weapons

Tools: None

Saving Throws: Strength, Wisdom

Skills: Choose two from Athletics, Acrobatics, Intimidation, Investigation, Insight, Perception, Stealth

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • any martial weapon
  • any simple weapon
  • chain shirt
  • dungeoneer's pack or explorer's pack

Champion Table

Level Profiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th
1st +2 Unstoppable Build, Fighting Style - - - - - -
2nd +2 Spellcasting - 2 - - - -
3rd +2 Guardian Order 1 3 - - - -
4th +2 Ability Score Improvement 1 3 - - - -
5th +3 Extra Attack (x1) 1 4 2 - - -
6th +3 - 2 4 2 - - -
7th +3 Indestructible Fortitude 2 4 3 - - -
8th +3 Ability Score Improvement 2 4 3 - - -
9th +4 Guardian Order Feature 2 4 3 2 - -
10th +4 - 3 4 3 2 - -
11th +4 Championing Resilience 3 4 3 3 - -
12th +4 Ability Score Improvement 3 4 3 3 - -
13th +5 - 3 4 3 3 1 -
14th +5 Guardian Order Feature 3 4 3 3 1 -
15th +5 - 3 4 3 3 2 -
16th +6 Ability Score Improvement 3 4 3 3 2 -
17th +6 - 3 4 3 3 2 1
18th +6 Guardian Order Feature 3 4 3 3 3 1
19th +6 Ability Score Improvement 3 4 3 3 3 2
20th +6 Knightly Steeling 3 4 3 3 3 2

Class Features

As a champion you gain the following class features.

Unstoppable Build

1st level Champion feature

While you are not wearing any armor, your armor class equals 13 + your Dexterity modifier.

Your health is also calculated differently than just hit dice. At each level your hit points increase by 1d4 + your constitution modifier + your proficiency bonus at that level.

Fighting Style

1st level Champion feature

While either studying fighting, or being naturally talented, you have come together with a unique aptitude for fighting a specific way. Choose one of the following fighting styles and gain it's benefits, some fighting styles have been buffed or changed specifically for this class, they will be listed first.

a. Blind Fighting: Blindsight for 15 feet, Tremorsense for 30 feet. (Double both if the character is blind.) You can also see through cover with tremorsense for 15 feet. (20 feet if blind.)

b. Great Weapon Fighting

c. Two-weapon Fighting

d. Unarmed Fighting

e. Protection

f. Interception

Spellcasting

By 2nd level, you have learned to draw on powerful magic through your body to cast spells.

Preparing and Casting Spells The Champion table shows how many spell slots you have to cast your Champion spells. To cast one of your Champion spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of champion spells that are available for you to cast, choosing from the champion spell list. When you do so, choose a number of champion spells equal to your proficiency bonus. The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level champion, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Absorb Elements, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest.

Wisdom is your spellcasting ability for your champion spells, since their power derives from your body itself. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a champion spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus You can use a weapon or other item that doesn't need to be held as a spellcasting focus for your champion spells.

Intense Magic

2nd level Champion feature

Champions have a mastered spell and a spell list given by their Guardian Order. They gain benefits from their guardian order for casting their mastered spell. The spells on their spell list and their mastered spell are added to their spell list automatically. Other spells they select cause you to take a number of d6 damage equal to the level of the spell, due to their instability. This damage cannot be reduced in any way.

Guardian Order

3rd level Champion feature

Champions are given, or choose an order which they channel their magic through. They can be as follows:

Guardian of Fire, Guardian of Water, Guardian of the Skies, Guardian of Speed, Guardian of Magic, Guardian of Thunder, or Guardian of Earth.

Ability Score Improvement

4th level Champion feature

At level 4 (and again at levels 8, 12, 16, and 19) you can choose to increase one ability score by two, or two ability scores by one. (Up to a maximum of 20) Alternatively, feats can be chosen if allowed by your DM.

Extra Attack

5th level Champion feature

The champion can attack twice when using the attack action instead of once.

Indestructible Fortitude

7th level Champion feature

You gain a second reaction that can be used the same ways as the first one.

Championing Resilience

11th level Champion feature

When not wearing armor, your armor class is increased by half your proficiency bonus. (rounded down)

Guardian Order

Guardian of Fire

The guardian of fire weaves flames into their combat in order to strike quickly and lethally at their opponents.

Champion Level Spells
Cantrips Control Flames, Create Bonfire, Fire Bolt, Green-Flame Blade
3rd Burning Hands, Hellish Rebuke, Searing Smite
5th Continual Flame, Flame Blade, Flaming Sphere
9th Ashardalon's Stride, Flame Arrows, Melf's Minute Meteors
13th Fire Shield, Wall of Fire
17th Immolation

Order Spells

3rd level guardian of fire feature

The table above provides cantrips you can select from. At the given levels the spells from the table are added to your spell list.

Flame Treader

3rd level guardian of fire feature

The Guardian of Fire's mastered spell is Ashardalon’s Stride, this spell is automatically added to your spell list and counts as a guardian spell for you.

You can cast Ashardalon’s Stride at 3rd level once per long rest without expending a spell slot. When you cast this spell, the damage die is increased to 1d8 and your movement speed is increased by 25 feet instead of 20.

Infernal Step

9th level guardian of fire feature

While using Ashardalon’s Stride you can add your wisdom modifier to the damage of any spell you cast if it deals fire damage. You also gain resistance to fire and cold damage while using Ashardalon’s Stride.

Speed of Hell

14th level guardian of fire feature

While using Ashardalon's Stride, your movement speed is doubled instead of increased by 25 feet.

King of Brimstone

18th level guardian of fire feature

Ashardalon's Stride no longer requires concentration for you. You can also now cast it at 3rd level three times per long rest without expending a spell slot instead of once.

Guardian of Water

The guardian of water uses the power and unrelenting force of water to take down their foes.

Champion Level Spells
Cantrips Acid Splash, Resistance, Shape Water, Ray of Frost
3rd Armor of Agathys, Create or Destroy Water, Cure Wounds
5th Healing Spirit, Misty Step, Rime's Binding Ice
9th Wall of Water, Freedom of the Waves, Mass Healing Word
13th Control Water, Watery Sphere
17th Cone of Cold

Order Spells

3rd level guardian of water feature

The table above provides cantrips you can select from. At the given levels the spells from the table are added to your spell list.

Seaside Division

3rd level guardian of water feature

The Guardian of Water's primary spell is Wall of Water, this spell can be cast at 3rd level without expending a spell slot once per long rest.

When this spell is cast you can traverse the wall as if you have the spider climb feature. Your movement speed is also increased by 10 feet while doing this. Additionally, the wall does fill holes made by freezing the wall and destroying the ice. You can also use your reaction to create a hole in the wall for one round of combat.

Watery Resilience

9th level guardian of water feature

Your wall has a 5 foot aura that grants resistance to fire and cold damage to allies near it. You do not have to concentrate on Wall of Water.

Any water based spell can be cast from your wall of water.

Shape of the Ocean

14th level guardian of water feature

You now also gain the Tidal Wave spell and can cast it once per long rest at 3rd level without expending a spell slot. When you cast Tidal Wave and Wall of Water is active, you can cast the spell originating from the wall and the width can be instead equal to the width of the wall.

Champion of the Sea

18th level guardian of water feature

When you cast Wall of Water, you can cast Tidal Wave as a free action. Additionally, you can cast create or destroy water at 1st level without expending a spell slot a number of times equal to your proficiency bonus per long rest.

Guardian of the Skies

Flying around and using wind to manipulate the battlefield, Guardians of the Skies are as formidable as they sound, using all the gale forces of the world to defeat their enemies.

Graceful Glide

3rd level guardian of the skies feature

The Guardian of the Skies primary spell is fly. You can cast fly at 3rd level once per long rest without expending a spell slot.

When you cast fly on yourself, it does not require concentration to maintain. Additionally, during the duration of fly when you cause an effect that pushes an enemy, you can push them an additional 10 feet.

Gale Force Winds

9th level guardian of the skies feature

When you cast fly on yourself, your movement does not provoke opportunity attacks for the duration. You can also move enemies you attack up to 5 feet in any direction. This is not affected by the bonus to pushed creatures.

Guardian of Magic

Relying on anti-magic, Guardians of magic primarily protect their allies from all things magical. These warriors make the ultimate mage slayers.

Champion Level Spells
Cantrips Anti-Magic Parse, Arcane Vision, Purify, Rapid Decay
3rd Blade of Undoing, Friendly Hand, Absorb Elements
5th Chaotic Spell, Containment, Invert
9th Counterspell, Dispel Magic, Detransmuted Spell
13th Death Ward, Refract
17th Infinity

Order Spells

3rd level guardian of magic feature

The table above provides cantrips you can select from. At the given levels the spells from the table are added to your spell list.

Spell Slayer

3rd level guardian of magic feature

The Guardian of Magic's mastered spell is Counterspell, this spell is automatically added to your spell list and counts as a guardian spell for you.

You can cast Counterspell at 3rd level once per long rest without expending a spell slot. When you cast this spell, you have proficiency with the check you make for it.

Magic Barrier

9th level guardian of magic feature

When you cast Counterspell, you can impose disadvantage on casting the spell that was countered for the caster for one minute. If the target is healed in any way this disadvantage goes away.

Light Spellwork

14th level guardian of magic feature

You no longer need to use a reaction to cast counterspell, and any spell from your Guardian of Magic Table with a casting time of 1 reaction doesn't expend uses of your reactions if it fails.

Infinite Madness

18th level guardian of magic feature

You can cast anti-magic field once per long rest without expending a spell slot.

Champion Spell List

 

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