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The Outspoken

Champion Avenger

Introduction


A Champion Avenger is a unique weapon that is specially crafted or designed around its designated wielder. Some already exist and have yet to find their destined wielder, while others are made specifically to order when a new Divine Champion is established in certain circles.

 

Regardless of the nature of the Champion themselves, if they are 4th level or higher while holding the title of Divine Champion, they are able to make contact with an individual that is capable of either crafting their Champion Avenger or directing them to the location where the Avenger lies dormant. The nature of the weapon's materials and what the Champion must do to receive their Avenger varies primarily based on the type of Champion they are. For example, Abyssal Champions might encounter a blacksmith with a proclivity for using corrupted materials in the underworld of a city but must retrieve the forging metal from an abandoned chapel of a cult. On the other hand, Ethereal Champions might have to go on a journey into the realms of the Fae in order to retrieve their Avenger.

 

Whether the weapon is one that is pre-existing or being forged from scratch, the Champion Avenger weapon will have some fundamental abilities that evolve over time while in the hands of its Champion. Once its Champion dies, the weapon will go dormant and no longer evolve. After one year in its dormant state, the Champion Avenger will return to its base level of power it had at the moment of its retrieval or forging (as listed under 4th Level Champion).


Properties of the Avenger


4th Level Champion

A Champion Avenger, even freshly made, is treated as magical for the purposes of overcoming resistances.

Has a 1d4 bonus to damage of a type associated with the Patron Deity.

Can smite as a first level spell once per long rest without consuming spell slots. The damage type of the smite is the same type as the 1d4 bonus on the weapon itself.

Utility Ability Spell. A Champion Avenger develops a magical utility ability based on the Champion’s personality (up to GM’s discretion). It can be either a defined cantrip or first level spell from any spell list, or a fully unique ability more suited to the wielder. Has one Utility charge per long rest.

Bonded Weapon. The Champion Avenger is bound to its Champion as defined in the Weapon Bond feature of the Eldritch Knight.


6th Level Champion

Becomes a +1 weapon.


8th Level Champion

Utility Ability Increase. A Utility Ability spell is upgraded thematically, or an additional Utility Ability spell is added. An extra Utility charge is unlocked.

Can smite as a first level spell twice per long rest without consuming spell slots.


12th Level Champion

Becomes a +2 weapon.

Base weapon Damage Dice double (1d6 + 1d4 becomes 2d6 + 2d4)

Favored Enemy Damage.* The Avenger adds an additional damage dice (of its base damage die) when attacking a creature of a type favored by the Champion.

*The Favored Enemy type is typically decided by the GM based on the most frequent enemy type the Champion has faced up to this point. The player can provide some input on what they believe their Favored Enemy type should be.

Utility Ability Increase. A spell from a Utility Ability is upgraded thematically, or an additional Utility Ability is added. An extra Utility charge is unlocked.

Can smite as a first level spell three times per long rest without consuming spell slots.

Second Bonded Weapon.* The Champion can bond with a second magical weapon that is not its Avenger weapon, as defined in the Weapon Bond feature of the Eldritch Knight. This bonded weapon, regardless of existing magical properties or lack thereof, is treated as magical for the purposes of overcoming resistances while bonded to the Champion.

*If the Champion is already bound to two weapons, this feature allows for the character to bond to a third, non-magical weapon. This non-magical weapon is still treated as magical for the purposes of overcoming resistances while bonded to the Champion but cannot have or receive any additional properties while bonded.

16th Level Champion

Utility Ability Increase. A spell from a Utility Ability is upgraded thematically, or an additional Utility Ability is added. An extra Utility charge is unlocked.

Can smite as a first level spell four times per long rest without consuming spell slots.


18th Level Champion

Becomes a +3 weapon.

Base weapon Damage Dice triple (1d6 + 1d4 becomes 3d6 + 3d4).

Favored Enemy Damage Increase. Another additional base weapon damage die is added when hitting a creature of the Champion’s favored enemy type.


20th Level Champion

Unlimited Utility. Utility Abilities can be used without expending charges.

Can smite as a first level spell five times per long rest without consuming spell slots.

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Item type
Weapon, Other

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