Pathfinder 2 Champion Class

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 + Con Modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.

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...

Others Probably...

Table: Champion Advancement
Level Class Features
1Ancestry and background, champion feat, champion's code, champion's reaction, deific weapon, deity and cause, devotion spells, initial proficiencies, shield block
2Champion feat, skill feat
3Divine ally, general feat, skill increase
4Champion feat, skill feat
5Ability boosts, ancestry feat, skill increase, weapon expertise
6Champion feat, skill feat
7Armor expertise, general feat, skill increase, weapon specialization
8Champion feat, skill feat
9Ancestry feat, champion expertise, divine smite, juggernaut, lightning reflexes, skill increase
10Ability boosts, champion feat, skill feat
11Alertness, divine will, exalt, general feat, skill increase
12Champion feat, skill feat
13Ancestry feat, armor mastery, skill increase, weapon mastery
14Champion feat, skill feat
15Ability boosts, general feat, greater weapon specialization, skill increase
16Champion feat, skill feat
17Ancestry feat, champion mastery, legendary armor, skill increase
18Champion feat, skill feat
19General feat, hero's defiance, skill increase
20Ability boosts, champion feat, skill feat

Class Features

You gain these abilities as a Champion. Abilities gained at higher levels list the levels at which you gain them next to the features’ 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. These proficiencies are noted in 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, 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 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 (page 409), 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.

Deity and Cause

Champions are divine servants of a deity. Choose a deity to follow (pages 437–440); 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 (page 107), 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:

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:

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:

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. The full rules are on page 300. 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. Champion class feats are presented beginning at Champion Feats.

Shield Block

You gain the Shield Block general feat (page 266), a reaction that lets you reduce damage with your shield.

Skill Feats [Level 2]

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Divine Ally [Level 3]

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 [Level 3]

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases [Level 3]

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 [Level 5]

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 [Level 5]

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 [Level 5]

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 [Level 7]

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 [Level 7]

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 [Level 9]

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 [Level 9]

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 [Level 9]

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 [Level 9]

Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Alertness [Level 11]

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Divine Will [Level 11]

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 [Level 11]

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 [Level 13]

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 [Level 13]

You fully understand your weapons. Your proficiency ranks for simple and martial weapons increase to master.

Greater Weapon Specialization [Level 15]

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 [Level 17]

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 [Level 17]

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 [Level 19]

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 every level that you gain a Champion feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.

Deity's Domain

Feat 1
Champion

You embody an aspect of your deity. Choose one of your deity’s domains. You gain the domain’s initial domain spell as a devotion spell.


Ranged Reprisal

Feat 1
Champion

Prerequisites 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

Prerequisites 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

Prerequisites 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.


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

Prerequisites 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

Prerequisites 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

Prerequisites 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

Prerequisites 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.


Aura of Courage

Feat 4
Champion

Prerequisites 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

Prerequisites 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 [1 action]

Feat 4
Champion Concentrate Metamagic

Prerequisites 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.


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

Prerequisites 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

Prerequisites 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

Prerequisites 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 [1 action]

Feat 6
Champion

Prerequisites 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.


Advanced Deity's Domain

Feat 8
Champion

Prerequisites 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

Prerequisites 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

Prerequisites 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

Prerequisites 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

Prerequisites 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.


Devoted Focus

Feat 10
Champion

Prerequisites 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

Prerequisites 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

Prerequisites 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

Prerequisites 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

Prerequisites 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.


Affliction Mercy

Feat 12
Champion

Prerequisites 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.


Auro of Faith

Feat 12
Champion

Prerequisites 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 [2 actions]

Feat 12
Champion

Prerequisites 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

Prerequisites 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

Prerequisites 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

Prerequisites 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.


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 Righteousness

Feat 14
Champion

Prerequisites 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.


Auro 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.


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

Prerequisites 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.


Auspicious Mount

Feat 16
Champion

Prerequisites 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

Prerequisites 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

Prerequisites 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.


Celestial Form

Feat 18
Champion

Prerequisites 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

Prerequisites 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.


Celestial Mount

Feat 20
Champion

Prerequisites 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

Prerequisites 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

Prerequisites 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 Focus 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 [1 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 [1 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 [1 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 [1 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.