Champion Causes & Tenets

Tenets

You follow a code of conduct, beginning with tenets shared by all champions of an ethos (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag’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 violate your code of conduct, you lose your focus pool, divine ally, and champion's reaction until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features.

Good


  • 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.


Causes

You have one of the following causes. Your cause must match the alignment of a follower of your deity. 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.


Champion's Reaction


Retributive Strike [R]

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.

 

Divine Smite (Level 9)

You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes persistent radiant damage equal to your Charisma modifier.


Exalt (Level 11)

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 [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:

  • 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.


Champion's Reaction


Glimpse of Redemption [R]

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.

 

Divine Smite (Level 9)

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 radiant damage equal to your Charisma modifier.


Exalt (Level 11)

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 [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.


Champion's Reaction


Liberating Step Reaction

Champion

Trigger An enemy damages, Grabs, Grapples, Immobilizes, or Paralyzes 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.

 

Divine Smite (Level 9)

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 radiant damage equal to your Charisma modifier.


Exalt (Level 11)

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.

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