The Champion Level Proficiency Bonus Features Spells Known Spell Slots Slot Level 1st +2 Pact Magic, Sixth Sense 2 1 1st 2nd +2 Fighting Style 3 2 1st 3rd +2 Sacred Oath, Champions Gift 4 2 2nd 4th +2 Ability Score Improvement 5 2 2nd 5th +3 Extra Attack 6 2 3rd 6th +3 Aura of Protection 7 2 3rd 7th +3 Sacred Oath Feature 8 2 4th 8th +3 Ability Score Improvement 9 2 4th 9th +4 - 10 2 5th 10th +4 Aura of Courage 10 2 5th 11th +4 Improved Champions Gift 11 3 5th 12th +4 Ability Score Improvement 11 3 5th 13th +5 - 12 3 5th 14th +5 Cleansing Aura 12 3 5th 15th +5 Sacred Oath Feature 13 3 5th 16th +5 Ability Score Improvement) 13 3 5th 17th +6 - 14 4 5th 18th +6 Aura Improvement 14 4 5th 19th +6 Ability Score Improvement 15 4 5th 20th +6 Sacred Oath Feature 15 4 5th Champion A knight riding to battle for their lord, a cultist summoning a demon, or a lofty paladin standing for justice, a champion is all of these and more. Champions are men and women who bequithed or bargained themselves to more powerful beings in exchange for access to their power, and their reasons for doing so are as varied as the oathes they swear their fielty on. And though they might lead a life of service, their abilities never to be underestimated. Class Features As a champion, you gain the following class features. Hit Points Hit Dice: 1d10 per icon level

1d10 per icon level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 8) + your Constitution modifier per fancyman level after 1st Proficiencies Armor: All armor, shields

All armor, shields Weapons: Martial weapons

Martial weapons Tools: None

None Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

(a) a priests pack or (b) explorers pack

Chain mail and your patrons symbol Sixth Sense The presence of poweful entities stands out to you, like the scent of a familiar dish or a pervasive flower. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Spellcasting Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Spell Slots The champion table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your champion spells of 1st Level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or Long Rest. For example, when you are 5th Level, you have two 3rd-level spell slots. To cast the 1st-level spell tongues, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher At 1st Level, you know two 1st-level spells of your choice from the paladin spell list. You learn a new paladin spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's slot level column for your level. When you reach 6th level, for example, you learn a new paladin spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the paladin Spells you know and replace it with another spell from the paladin spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your casting ability for champion spells. Your magic comes from the power of your patron. When a spell refers to your spellcasting ability, you use Charisma. In addition, you use your Charisma to determine the save DC of any paladin spell which requires one, and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You use a symbol of your patron as a spellcasting focus for your spells. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell. Fighting Styles At 2nd level, choose one of the following options. You can't choose the same style twice, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Brawl You use 1d4 for unarmed strikes. Defender When wearing armor, you gain a +1 bonus to AC. When you are wielding a shield, you may use your reaction to impose disadvantage on an attack roll targeting another ally within 5 feet of you. Dueling When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit Mariner As long as you not wearing heavy armor or wearing a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Sacred Pact When you reach 3rd level, you swear the Pact that binds you as a champion forever. Up to this time you have been in a preparatory stage, committed to the path of serving your patron, but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include Pact spells and the Channel Patron feature. Each Pact has a list of associated spells. You gain access to these spells at the levels specified in the Pact description. Once you gain access to an Pact spell, you always have it prepared. Pact spells don't count against the number of spells you know. If you gain an Pact spell that doesn't appear on the champion spell list, the spell is nonetheless a champion spell for you. Patron's Boon Your Pact allows you to channel the power of your patron to fuel magical effects. Each Channel Patron option provided by your Pact explains how to use it. When you use your Patron's Boon, you choose which option to use. You must then finish a short or long rest to use your Patron's Boon again. Some Patron's Boon effects require saving throws. When you use such an effect from this class, the DC equals your champion spell save DC. Breaking your Pact A champion tries to hold to the highest standards of their patron but they are only mortals, and can fail. A champion who has broken a Pact typically seeks absolution from another servant, from another champion of the same patron, or, in some cases, even their patron themselves. The champion might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or even flagilation. After a rite of confession and forgiveness, the champion starts fresh. If a champion willfully violates their Pact and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent champion might be forced to abandon this class and adopt another.

Champion's Gift At 3rd level, your patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Gift of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use any weapon you summon with your Gift of the Blade feature as a spellcasting focus for your champion spells. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Gift of the Follower You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. Gift of the Tome Your patron gives you a grimoire imbued with their power. When you gain this feature, choose three cantrips from any classes spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They are champion spells for you. If you lose your grimoire, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous grimoire. The grimoire turns to ash when you die. Gift of the Channel Your patron has imbued your very body with their power. When you hit a creature with a melee weapon attack, you can expend one champion spell slot to deal radient damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. Gift of the Touch Your patron has blessed your touch so that it can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your champion level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs. Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability. Alternatively, you can choose to gain a single feat of your choice. You may choose from this list, and potentially more depending on the individual campaign; ask the DM for more details. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Aura of Courage Starting at 10th level you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Improved Champion's Gift By 11th level the gift your patron provided you has gone through a significant change. You recieve one of the following improvements. Improved Gift of the Blade You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1 hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Improved Gift of the Follower You can communicate telepathically with your familiar and perceive through your familiar’s Senses as long as you are on the same plane of existence, while perceiving through your familiar’s senses you can also speak through your familiar in your own voice, even if your familiar is normally incapable of Speech. Additionally, whenever you cast find familiar it now has an immediate casting time. Improved Gift of the Tome You can now inscribe magical rituals in your grimoire. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your grimoire in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a champion spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your grimoire. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your champion level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Improved Gift of the Channel Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radient damage. If you use your Gift of the Channel attack, you add this damage to the extra damage of that attack. Improved Gift of the Touch Your healing pool is now increased to your champion level x 10. You can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Gift of the Touch, expending hit points separately for each one. Your Gift of the Touch feature can now effect friendly undead and constructs. Aura of Purging Starting at 14th level, the effects of spells cast on friendly creatures within 10 feet of you by unfriendly creatures are halted, as long as they are within 10 feet of you. At 18th level, the range of this aura increases to 30 ft. Sacred Oaths Pact of the Fair Folk Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Pact Spells You gain Pact spells at the champion levels listed. Pact of the Fair Folk Spells Icon Level Spells 3rd faerie fire, sleep 5th calm emotions, phantasmal force 9th blink, plant growth 13th dominate beast, greater invisibility 17th dominate person, seeming Patron's Boon When you take this Oath at 3rd level, you gain the following two Patron's Boon options. Nature's Wrath. You can use your Patron's Boon to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. Turn the Mortals. You can use your Patron's Boon to utter ancient words that are painful for humanoid creatures to hear. As an action, you present your patrons symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding Beginning at 7th level, ancient magic lies so heavily upon you that it forms an arcane ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet. Undying Sentinel Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically. Elder Champion At 20th level, you can assume the form of an ancient force of the fey, taking on an appearance you choose. For example, your skin might turn green or take on a natural mischeviousness, your hair might become silver or the color of autumn leaves, or your ears might curve to a point. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: At the start of each of your turns, you regain 10 hit points.

Whenever you cast a champion spell that has a casting time of 1 action, you can cast it using a bonus action instead.

Enemy creatures within 10 feet of you have disadvantage on saving throws against your champion spells and Channel Patron options. Once you use this feature, you can't use it again until you finish a long rest. Pact of the Crown Your patron is the leader of a country, whichever it may be. This ruler desires something for their country, be it land, reknown, or even simple wealth for the treasury, and has tasked you with this duty. Pact Spells You gain Pact spells at the champion levels listed. Pact of the Crown Spells Champion Level Spells 3rd command, compell duel 5th warding bond, zone of truth 9th aura of vitality, spirit guardians 13th banishment, guardian of faith 17th circle of power, geas Patron's Boon When you take this Oath at 3rd level, you gain the following two Patron's Boon options. Champion Challenge. As a bonus action, you can use your Patron's Boon to issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. Turn the Tide. As a bonus action, you can bolster injured creatures with your Patron's Boon. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. Royal Allegiance Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way. Unyielding Saint Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. Exalted Champion At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Your allies have advantage on death saving throws while within 30 feet of you.

You have advantage on Wisdom saving throws, as do your allies within 30 feet of you. This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest. Pact of the Divine One of the many gods of this world serve as your patron. Being connected to such power can cause changes in your behavior and beliefs, you might find yourself driven to annihilate the undead, to defeat fiends, or to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world. Pact Spells You gain Pact spells at the champion levels listed.

Pact of the Divine Spells Champion Level Spells 3rd guiding bolt, cure wounds 5th flaming sphere, lesser restoration 1th daylight, revivify 13th guardian of faith, wall of fire 17th flame strike, greater restoration Patron's Boon When you take this oath at 3rd level, you gain the following two Patron's Boon options. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Patron's Boon. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Turn the Unholy. As an action, you present your patrons symbol and speak a prayer censuring fiends and undead, using your Patron's Boon. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. Purity of Spirit Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell Holy Nimbus At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest. Pact of the Undying Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Pact Spells You gain Pact spells at the champion levels listed. Pact of the Undying Spells Icon Level Spells 3rd hellish rebuke, inflict wounds 5th crown of madness, darkness 9th animate dead, bestow curse 13th blight, confusion 17th contagion, dominate person Patron's Boon When you take this Oath at 3rd level, you gain the following two Channel Patron options. Control Undead. As an action, you can use your Patron's Boon target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Patron option again. An undead whose challenge rating is equal to or greater than your champion level is immune to this effect. Dreadful Aspect. As an action, you can channel the darkest emotions and focus them into a burst of magical menace using your Patron's Boon. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it. Aura of the Hoard Starting at 7th level you, as well any friendly undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one champion at a time. At 18th level, the range of this aura increases to 30 feet. Supernatural Resistance At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Dread Lord At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light.

Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier. After activating the aura, you can't do so again until you finish a long rest. Pact of the Eldritch Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you'll have earned allow you to draw your magic from it. Pact Spells You gain Pact spells at the champion levels listed. Pact of the Eldritch Spells Champion Level Spells 3rd dissonent whispers, tashas hideous laughter 5th detect thoughts, phantasmal force 9th clairvoyance, sending 13th dominate beast, evard's black tenticles 17th dominate person, telekinesis Patron's Boon When you take this Oath at 3rd level, you gain the following two Patron's Boon options. Awakened Mind. You can communicate telepathically with any creature you can see within 30 feet of you using your Patron's Boon. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Entropic Ward. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll using your Patron's Boon. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Aura of Incongruity Starting at 7th level, you and friendly creatures within 10 feet of you can't have their thoughts read by telepathy or other means unless you allow it. At 18th level, the range of this aura increases to 30 feet. Master of Myriad Forms At 15th level, you can cast the alter self spell at will. Cult Leader At 20th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane existence. Pact of the Wilds You have made a pact with the spirits of nature and recieved their blessing, imbuing you with the power to protect the wilderness. Pact Spells You choose a domain of nature and gain Pact spells at the champion levels listed for that domain. Arctic Champion Level Pact of the Wilds Spells 3rd fog cloud, longstrider 5th hold person, spike growth 9th sleet storm, slow 13th freedom of movement, ice storm 17th commune with nature, cone of cold Coast Champion Level Pact of the Wilds Spells 3rd create or destroy water, thunderwave 5th mirror image, misty step 9th water breathing, water walk 13th control water, freedom of movement 17th conjure elemental, scrying Desert Champion Level Pact of the Wilds Spells 3rd dissonent whispers, silent image 5th blur, silence 9th create food and water, protection from energy 13th blight, hallucinatory terrain 17th insect plague, wall of stone

Forest Champion Level Pact of the Wilds Spells 3rd animal friendship, goodberry 5th barkskin, spider climb 9th call lightning, plant growth 13th divination, freedom of movement 17th commune with nature, tree stride Grassland Champion Level Pact of the Wilds Spells 3rd alarm, hunter's mark 5th invisibility, pass without trace 9th daylight, haste 13th divination, freedom of movement 15th dream, insect plague Mountain Champion Level Pact of the Wilds Spells 3rd feather fall, thunderwave 5th spider climb, spike growth 9th lightning bolt, meld into stone 13th stone shape, stoneskin 17th passwall, wall of stone Swamp Champion Level Pact of the Wilds Spells 3rd entangle, faerie fire 5th darkness, melf's acid arrow 9th water walk, stinking cloud 13th freedom of movement, locate creature 17th insect plague, scrying Underdark Champion Level Pact of the Wilds Spells 3rd silent image, sleep 5th spider climb, web 9th gaseous form, stinking clouds 13th greater invisibility, stone shape 17th cloudkill, insect plague Domains and Magic The domain of nature you select has an effect on your spells as well as your champion. A champion in their envionment has advantage on Survival and Perception checks (Wis), and the magic you use is affected by your domians environment. For example a desert champion would be able to summon a camel with the find steed spell, while an arctic champion would be able to summon a polar bear. Patron's Boon When you take this Oath at 3rd level, you gain the following two Patron's Boon options. Gift of Plenty You can use your Patron's Boon to recover your expended spell slots during a short rest. Wild Shape You can use your Patron's Boon to magically assume the form of a beast you have seen before with a max CR of 1/2 as an action. You can stay in this form for a number of hours equal to half your champion level (rounded down). You then revert to your normal form. You may revert back to your normal form earlier by using a bonus action on your turn. You automatically convert if you fall unconscious, drop to 0 hit points, or die. While transformed, your game statistic are replaced by the beast's, though you retain your personality, Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, though your ability to use them will be limited by your form. You cannot use any legendary or lair action of the creature, or cast spells, though you can still use the Gift of the Channel feature with your forms natural weapons. Your equipment merges into your new form, merged equipment has no effect until you leave the form. Aura of Nature Starting 7th level, you and friendly creatures within 10 feet of you are immune to poison and disease. At 18th level, the range of this aura increases to 30 feet. Walk through Wilds Starting at 15th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you also have an aditional 10 feet of movement speed while in your domains environment. Wild Rebuke When you reach 20th level, creatures of the natural world sense your connection to nature and become more subserviant to you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your champion spell save DC. On a failed save, the creature stops in its tracks. You can then give this creature one simple command, such as to attack or flee, otherwise the creature remains still for one round of combat. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. Pact of the Fiend You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.

Pact Spells You gain Pact spells at the champion levels listed. Pact of the Fiend Spells Champion Level Spells 3rd burning hands, command 5th blindness/deafness, scorching ray 9th fireball, stinking cloud 13th fire shield, wall of fire 17th flame strike, hallow Channel Patron When you take this Oath at 3rd level, you gain the following two Channel Patron options. Terrorize Enemy. As an action, you present your patron's symbol and speak a prayer of denunciation, using your Channel Patron. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. Vow of Spite. As a bonus action, you can utter a vow of spite against a creature you can see within 10 feet of you, using your Channel Patron. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Relentless Tormentor By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. Spiteful Retribution Starting at 15th level, the hateful glee with which you speak your Vow of Spite gives you greater power over your foe. When a creature under the effect of your Vow of Spite makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. Diabolic Visage At 20th level, you can assume the form of a devil. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: Wings sprout from your back and grant you a flying speed of 60 feet.

You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest. Pact of the Apprentice Your power was given to you by the grace of a wizard, perhaps for participation in research, or maybe for swearing yourself as their bodyguard. Reguardless of their reasoning, your patron has given you a fraction of their control of the arcane to further their ambitions through your actions. Pact Spells You gain Pact spells at the champion levels listed. Pact of the Apprentice Spells Champion Level Spells 3rd charm person, magic missile 5th invisibility, levitate 9th gaseous form, haste 13th arcane eye, polymorph 17th dream, passwall Channel Patron When you take this Oath at 3rd level, you select a school of magic, any spells you cast from the chosen school are cast with advantage. You gain the following two Channel Patron options. Conjure Duplicate. As an action, you can use your Channel Patron create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is. Arcane Smite. As a bonus action, you can use your Channel Patron to imbue the next spell you cast with your patrons power. When you hit a target with a attack using that spell, the target takes magic damage equal to 2d10 + your champion level, or 20 + your champion level if you have advantage on the attack roll. Arcane Tactics Starting at 7th level, you begin to truely understand the power you whield, which gives you the following benefits.