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Holy Champion

Class

A holy champion is a herald who draws their power from their devotion to a deity, whether good or evil (in which case the herald is an unholy champion). Some are called to serve their deity for a higher purpose, while others fly the banner of their deity to invoke fear. 


Tenets of the Holy Champion

All holy champions hold similar tenets, regardless of the deity they serve. 

  • Lead by Example. Strive to embody the principles of your deity, and inspire others to do the same. 
  • Life In Service. When your deity calls, you answer, and all you do is in dedication to them. 
  • Quick of Mind. Steel yourself against psychic attacks that may sway you from service. 
  • Strong of Body. Peak physical condition must be maintained, in order to serve to the best of your abilities. 

Level 3Archetype School

Add the good and radiant schools of magic to your list of herald spells (or if you are an unholy champion, the evil and necrotic schools of magic).


Level 3Channel Divinity

At 3rd level when you choose this archetype, you learn how to reach into the river of divine power that cycles between the Lower Planes and the Upper Planes, able to employ it to astounding effect. You gain the following two Channel Divinity options. 

Negative Energy Flood. As an action, you can use your Channel Divinity to unleash a flood of negative energy on your foes. Hostile creatures within 30 feet of you make a Constitution saving throw . On a failed save, a hostile creature takes 2d8 necrotic damage and is pushed back 5 feet, or on a success it takes half damage and is not pushed back. 

Positive Energy Flood. As a bonus action, you can use your Channel Divinity to send out a flood of positive energy to heal your allies. Friendly creatures (including yourself) within 30 feet regain hit points equal to your proficiency bonus + your Charisma modifier. 


Level 7Aura of the Champion

Beginning at 7th level, you gain a third aura that is active alongside your Sacred Aura and has the same range. Choose one of the following options.

Aura of Darkness. After initiative is rolled, when a hostile creature first enters into your aura, it makes a Wisdom saving throw or becomes frightened of you until the end of its next turn. Once a creature has been frightened by this aura, it is immune to the aura’s effects for 24 hours.

Aura of Light. An unconscious ally with 0 hit points that starts its turn in your aura automatically succeeds on one death saving throw each turn. Once a creature has succeeded on three death saving throws while in your aura, it cannot benefit from this effect until it has finished a long rest .


Level 15Divine Protection

Starting at 15th level, you have performed enough deeds in service of your deity that they’ve found you worthy of their divine protection. When you are bloodied at the end of your turn, you regain hit points equal to half your herald level + your Charisma modifier. 


Level 20Champion of Legend

At 20th level, the legends of your deeds have achieved great renown for both you and the deity you serve. Whether out of awe or intimidation, people hang on your every word and action, granting you one of the following benefits.

Emissary of Darkness. You gain the Evil alignment trait. You can use an action to call upon your deity and emit an aura of magical darkness . For 1 minute, magical darkness fills the area around you in a 30-foot radius. You and a number of creatures equal to your Charisma modifier can see in this darkness as if it were dim light . When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes necrotic damage equal to 10 + your Charisma modifier. 

Emissary of Light. You gain the Good alignment trait. You can use an action to call upon your deity and emit an aura of sunlight. For 1 minute you shine bright light in a 30-foot radius, and dim light for an additional 30 feet. When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes radiant damage equal to 10 + your Charisma modifier.