Champion ~ Divine Servant Specialty

Description: You are a crusader, furthering the will of your deity through crusade and conquest.

Benefit: Select a Tenet, and then choose a Cause.

Causes

You have one of the following causes. Some are limited to sanctification, as noted in parentheses. Your cause adds to your edicts and anathema and grants you a special reaction called your champion’s reaction, which appears after the divider, along with its upgrades if you continue in the Divine Servant Path.

Edicts and Anathema You gain any edicts or anathema listed.
Champion's Reaction You gain this reaction to enemy attacks.
Relentless Reaction If you gain the relentless reaction path evolution (typically at 10th level), you add this benefit to your reaction. Damage dealt by your relentless reaction gains any holy or unholy trait you have.
Exalted Reaction If you gain the exalted reaction path evolution (typically at 25th level), when you use your champion's reaction you also give a benefit for your allies or detriment for your enemies.

Desecration (Unholy)

You always take what pleases you, no matter who it hurts, and you spread a malign influence across all you touch.

Edicts subvert or corrupt everything in your path that is pure or holy, sow doubt among those holding ideals of purity or holiness

Champion's Reaction

Selfish Shield [reaction]

Trigger An enemy in your champion’s aura damages you

Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + CM, regardless of damage type.
In addition, your Strikes against the triggering creature deal 1 extra dark damage until the end of your next turn.

Desecration Evolutions

Core (10): Relentless Reaction - If your PRE is 3 or greater, your resistance against the triggering damage equals your PRE + CM.

Core (20): Path of Vile Darkness - You gain access to the Path of Vile Darkness, becoming the most reprehensible of villains should you choose to go that direction.

Core (30): Exalted Reaction - Each enemy in your champion’s aura takes a –1 status penalty to attack rolls against you until the start of your next turn.

Core (40): Unholy Bulwark - Usable once per day, you increase the resistance of your shield to your Character Level + CM.

Core (50): Desecrating Retribution – Once per day, Selfish Shield reflects half the triggering damage back to all attackers within your aura as dark damage.

Grandeur (Holy)

The glowing grandeur of the immaculate celestial realms inspires you, and you exhort their virtues to bring humility to the denizens of other grim worlds.

Edicts provide a shining example for others, enjoy and share the beauty around you, keep yourself tidy and well groomed

Anathema despoil yourself by associating with fiends and unholy force

Champion's Reaction

Flash of Grandeur [reaction]

Trigger An enemy damages your ally, and both are in your champion’s aura

Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + CM. Until the end of your next turn, the attacker is affected by a revealing light.

Grandeur Evolutions

Core (10): Relentless Reaction - Allies affected by your flash gain +1 to attacks and saves for 1 round.

Core (20): Path of Exalted Deeds - You gain access to the Path of Exalted Deeds, becoming the most holy of heroes should you choose to go that direction.

Core (30): Exalted Reaction - In addition to the enemy affected by Flash of Grandeur, each other enemy in your champion's aura is affected by the revealing light spell for 1 round.

Core (40): Inspiring Radiance – Enemies afflicted by revealing light are Frightened 1 until end of their next turn.

Core (50): Blinding Retribution – Once per day, Exalted Flash applies blinded and restrained (WIL negates restrained) to all enemies in aura for 1 round.

Iniquity (Unholy)

You’re dishonorable, dishonest, and committed to breaking the false hopes of kindness.

Edicts destroy that which offends you or stands in your way, take advantage of others, cheat, steal

Anathema bind yourself with a law other than what your deity requires

Champion's Reaction

Destructive Vengeance [reaction]

Trigger An enemy in your champion’s aura damages you

Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 dark damage to the triggering enemy.
In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra dark damage.

Iniquity Evolutions

Core (10): Relentless Reaction - The damage you take and deal when you use Destructive Vengeance now scales, immediately increasing to 2d6, then 3d6 at 20th level, 4d6 at 30thth level, 5d6 at 40th level, and 6d6 at 50th level.

Core (20): Path of Vile Darkness - You gain access to the Path of Vile Darkness, becoming the most reprehensible of villains should you choose to go that direction.

Core (30): Exalted Reaction - Each enemy in your champion’s aura other than the triggering creature takes half the damage you deal to the triggering enemy.

Core (40): Aura of Iniquity – Enemies in your aura suffer –1 to AC while you are bloodied. This symbolizes your willingness to drag others down with you.

Core (50): Harbinger of Iniquity – Once per day, you can amplify your Destructive Vengeance into a Dark Retribution. This causes all enemies within 20 ft to take dark damage equal to your champion level (basic WIL save) when you use the reaction, in addition to the normal target.

Justice

In your deity’s name you seek justice, following the law and punishing those who transgress it.

Edicts follow the law, respect legitimate authorities or leadership

Anathema take advantage of another, cheat

Champion's Reaction

Retributive Strike [reaction]

Trigger An enemy damages your ally, and both are in your champion’s aura

You protect your ally and strike your enemy. The ally gains resistance to all damage against the triggering damage equal to 2 + CM. If the enemy is within reach, make a melee Strike against it.

Justice Evolutions

Core (10): Relentless Reaction - When you use Retributive Strike, allies in your aura also gain a +1 status bonus to their saving throws (all saves) until the end of your next turn.

Core (20): Path of Exalted Deeds - You gain access to the Path of Exalted Deeds, becoming the most holy of heroes should you choose to go that direction.

Core (30): Exalted Reaction - Each ally in your champion’s aura with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.

Core (30): Aura of Corruption – If an enemy strikes you from within your aura they receive a stacking -1 penalty to saving throws and only benefit half as much from healing. Lasts until your next turn.

Core (40): Zone of Law - Each time an enemy in your aura attacks an ally, all enemies in your aura suffer –1 penalty to attack rolls. This can stack up to a number of times equal to your SPR.

Core (50): Judicator – Once per day, if you hit with your retributive strike, you may attempt to Stun 1 your enemy as well (RES). If they succeed, they are still Slowed 1.

Liberation

You will see all people free from bondage and prohibitions.

Edicts oppose slavery and tyranny, fight for others’ freedom to make their own decisions, respect choices others make for their own lives

Anathema force or threaten someone to act a certain way, engage in slavery or tyranny

Champion's Reaction

Liberating Step [reaction]

Trigger An enemy damages, grabs, or restrains your ally, and both are in your champion’s aura

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 + CM. 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. Whether or not it needed to escape, the ally can then Step as a free action if it's able to move.

Liberation Evolutions

Core (10): Relentless Reaction - The freed ally also gains a bonus to saves vs control effects (grab, fear, charm, etc.) for their next turn.

Core (20): Path of Exalted Deeds - You gain access to the Path of Exalted Deeds, becoming the most holy of heroes should you choose to go that direction.

Core (30): Exalted Reaction - When you use Liberating Step, all allies within your aura who are not restrained/paralyzed etc. may Step as a free action to reposition, even if they weren’t the triggered ally.

Core (40): Liberty Unfettered – After using Liberating Step, move yourself up to your speed toward an ally to protect them.

Core (50): Unbound Will – You are immune to restraint effects.

Obedience

Society is ordered with good reason, and people should conduct themselves as appropriate for their proper place.

Edicts enforce proper hierarchies, topple illegitimate hierarchies, lead when you’re the most suited to the task

Anathema let one who is lesser than you wield power over you or lead you

Champion's Reaction

Iron Command [reaction]

Trigger An enemy in your champion’s aura damages you

You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The enemy must choose one of the following options.

  • Kneel The enemy drops prone as a free action.

  • Refuse You deal 1d6 mental damage to the enemy.

This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. Regardless of which option the enemy chose, your Strikes against it deal 1 extra spirit damage until the end of your next turn. This extra damage increases to 2 at 9th level and 3 at 16th level.

Obedience Evolutions

Core (10): Relentless Reaction - When you use Iron Command, all allies in your aura gain +1 status bonus to Intimidation and Deception checks vs creatures who have refused your command in that encounter. Also, if the enemy refuses, their movement is reduced by 5 ft until the end of their next turn (WIL negates).

Core (20): Path of Vile Darkness - You gain access to the Path of Vile Darkness, becoming the most reprehensible of villains should you choose to go that direction.

Core (30): Exalted Reaction - Enemies in your aura who have previously refused your Iron Command suffer –1 penalty to saving throws while you remain in the same battle.

Core (40): Commanding Presence - Your aura becomes more oppressive: allies in your aura gain +1 status bonus to saves vs fear and charm; also, when you use Iron Command, any enemy who refused has –1 to attacks for their next turn.

Core (50): Lord of Dominion – Once per day, when you use Iron Command, you may unleash Sovereign Command: all enemies in your aura must succeed on a WIL save or gain Stun 1 (Sickened 1 if successful).

Redemption (Holy)

Yearning for all to live in harmony, you make every attempt to redeem those others might slay or dismiss.

Edicts try to redeem those who commit wicked deeds, show compassion to others regardless of their authority or station

Anathema kill a sapient enemy without first offering a chance at redemption

Champion's Reaction

Glimpse of Redemption [reaction]

Trigger An enemy damages your ally, and both are in your champion’s aura

Your enemy hesitates under the weight of sin as visions of redemption play in their mind's eye. The enemy must choose to repent or refuse, with the following effects. If the enemy is mindless or otherwise unable to repent, use the refuse result.

  • Repent The ally is unharmed by the triggering damage.

  • Refuse The ally gains resistance to all damage against the triggering damage equal to 2 + CM. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

Redemption Evolutions

Core (10): Relentless Reaction - Once per day when an enemy refuses, you may offer them a powerful mercy plea — if they accept, they become pacified (non-violent) for 1 round, and allies in your aura gain a +1 bonus to AC for that round. If they refuse still, they suffer a severe penalty (e.g. –2 status to attacks or saves) for one round. This represents your growing power to sway hearts before punishing.

Core (20): Path of Exalted Deeds - You gain access to the Path of Exalted Deeds, becoming the most holy of heroes should you choose to go that direction.

Core (30): Exalted Reaction - If the enemy refuses, you can choose to grant the resistance to yourself and all allies in your champion’s aura, including the triggering ally. If you do, the resistance is reduced by 2 for all.

Core (40): Mercy’s Shield– Whenever an enemy repents, your allies gain Fast Healing equal to 1/2 the level of the repenting enemy. Whenever an enemy refuses, all allies gain additional damage equal to 1/2 the level of the enemy.

Core (50): Paragon of Redemption– Enemies who enter your aura (or start their turn in it) must make a WIL save or have disadvantage on attacks and saves aimed at allies (reflecting their softened resolve).