Champion

Contents

Image used by permission of Yama Orce.

You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.

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.

Roleplaying the Champion

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.

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 and unarmored defense

Class DC

Trained in champion class DC

Spells

Trained in divine spell attacks

Trained in divine spell DCs

Table 3–7: Champion Advancement
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.

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, Father of the Dwarves’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.

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.

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: Table 3–7: Champion Advancement

  • 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.

Deific Weapon

You zealously bear your deity’s favored weapon. If it’s uncommon, you gain access to it. If it’s 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. 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.

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 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 weapon. Select one weapon when you make your daily preparations. In your hands, the weapon 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.

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.

Weapon Expertise 5th

You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and martial weapons 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.

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 and martial weapons increase 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.

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.

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 Warhorse 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

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. You gain the domain’s initial domain spell as a devotion spell.

Ranged Reprisal Feat 1

Champion

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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.

Fiendsbane Oath Feat 2

Champion Oath

Prerequisite(s) 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.

Shining Oath Feat 2

Champion Oath

Prerequisite(s) 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.

Vengeful Oath Feat 2

Champion Oath

Prerequisite(s) 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.

4th Level


Aura of Courage Feat 4

Champion

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) divine ally (blade)

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.

8th Level


Advanced Deity’s Domain Feat 8

Champion

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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.

10th Level


Devoted Focus Feat 10

Champion

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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.

Shield of Reckoning [reaction] Feat 10

Champion Flourish

Prerequisite(s) champion’s reaction, divine ally (shield), tenets of good, 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

Prerequisite(s) 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

Prerequisite(s) 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.

Blade of Justice [two-actions] Feat 12

Champion

Prerequisite(s) paladin cause

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, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite), and you can convert all the physical damage from the attack into good damage.

Champion’s Sacrifice Feat 12

Champion

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) tenets of good

Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.

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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) divine ally (blade), tenets of good

Divine energy fills your weapon. Whenever you critically hit a foe with Smite Evil 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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

Prerequisite(s) 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).

Radiant Blade Master Feat 20

Champion

Prerequisite(s) 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

Prerequisite(s) 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.

Champion Devotion Spells

Champions can gain the following devotion spells.

Champion’s Sacrifice Focus 6

Uncommon Abjuration Champion

Cast [reaction] somatic

Trigger An ally is hit by a Strike, or an ally fails a saving throw against an effect that doesn’t affect you.

Range 30 feet; Targets 1 ally


You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect.

Hero’s Defiance Focus 10

Uncommon Champion Healing Necromancy Positive

Cast [free-action] verbal

Trigger An attack would bring you to 0 Hit Points.


You shout in defiance, filling you with a sudden burst of healing.

Just before applying the attack’s damage, you recover 10d4+20 Hit Points. If this is enough to prevent the attack from bringing you to 0 Hit Points, you don’t become unconscious or dying.

Either way, cheating death is difficult, and you can’t use hero’s defiance again until you Refocus or the next time you prepare.

Hero’s defiance cannot be used against effects with the death trait or that would leave no remains, such as disintegrate.

Lay On Hands Focus 1

Uncommon Champion Healing Necromancy Positive

Cast [one-action] somatic

Range touch; Targets 1 willing living creature or 1 undead creature


Your hands become infused with Positive energy, Healing a living creature or damaging an undead creature with a touch.

If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.


Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

Litany Against Sloth Focus 5

Uncommon Champion Evocation Good Litany

Cast [one-action] verbal

Range 30 feet; Targets 1 evil creature

Saving Throw Will; Duration 1 round


Your litany rails against the sin of sloth, interfering with the target’s ability to react. The target must attempt a Will save.

A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute.

Critical Success The target is unaffected.

Success The target can’t use reactions.

Failure The target can’t use reactions and is slowed 1.

Critical Failure The target can’t use reactions and is slowed 2.

Litany Against Wrath Focus 3

Uncommon Champion Evocation Good Litany

Cast [one-action] verbal

Range 30 feet; Targets 1 evil creature

Saving Throw Will; Duration 1 round


Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute.

Critical Success The target is unaffected.

Success The first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.

Failure Each time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.

Critical Failure The target is enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.


Heightened (+1) The damage increases by 1d6.

Litany of Righteousness Focus 7

Uncommon Champion Evocation Good Litany

Cast [one-action] verbal

Range 30 feet; Targets 1 evil creature; Duration 1 round


Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good.

The target then becomes temporarily immune to all of your litanies for 1 minute.


Heightened (+1) The weakness increases by 1.

Section 15: Copyright Notice
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.