Divine Champion - Mechanic
Features
The list of features below describe the features that the Divine Champion unlocks based on their character level. Since the title of Divine Champion can be received at any level, the recipient of the title immediately unlocks all abilities at or below the character's current level. If the character 4th level or higher, then they will receive the quest for their Champion Avenger shortly after.
Upon Becoming Divine Champion
Immediately upon receiving the title of Divine Champion, the recipient can now cast two variations of the cleric spell Commune. The more powerful variation is known as Commune with Patron Deity, which can be cast once a week. The weaker variation is known as Quick Commune. The details of each of these spells are listed below:
Commune with Patron Deity
Casting Time: 10 Minutes
Duration: 10 Minutes
Components: V, M (Casting focus for Champion Spells)
Using only verbal and material components (prayers and the presence of the Patron Deity’s emblem/symbol that is the Champion’s casting focus for Divine Champion abilities) to communicate directly with their Divinity (NOT a proxy) once a week. This spell is cast as a ritual and does not consume a spell slot or any other resource. It can only be cast once a week.
As a reminder, Patron Deities are not necessarily omniscient, and in addition, the motivations of deities are varied and not always straightforward. The information a Patron Deity shares with a Divine Champion during this conversation does not necessarily have to be truthful. This conversation can also be an opportunity for a Patron Deity to bestow a quest upon their Divine Champion with as much detail they are willing to depart with as possible. Alternatively, the Patron Deity can provide guidance on an existing quest if it serves their interests.
Quick Commune
Casting Time: 1 Action
Duration: 1 Round
Components: V, M (Iconography associated with the Patron Deity)
You establish an exceedingly brief connection directly with your Patron Deity using their emblem or symbol. The caster can ask a single question that can be answered with a yes or no, if the target is available. You must ask your question before the spell ends. You receive a correct answer.
Patron Deities aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the Patron Deity’s interests, the GM might offer a short phrase as an answer instead.
This version of Commune can be cast as many times as the Divine Champion’s proficiency modifier. These charges are recovered on a long rest.
2nd Level
Champion Magic. Unlock a thematic cantrip based on the Patron Deity from any spell list.
4th Level
Earn a Champion Avenger. Receives a quest to either retrieve their Champion Avenger or a necessary component for the forging of the Avenger itself.
See Champion Avenger for more details on the weapon itself.5th Level
The Divine Champion’s connection to their Patron Deity strengthens.
Unlock Divine Champion Spell Slots. The Divine Champion unlocks special first level spell slots equal to the modifier of their primary stat (e.g., Dex for Rogues, Int for Wizards, Cha for Paladins, etc.). These spell slots are recovered on a long rest. If the character loses the portion of the Deific Spark that makes them a Divine Champion, they immediately lose these spell slots.
Adept Champion Magic. Unlock a thematic first level spell from any spell list. This spell is cast using Divine Champion spell slots.
8th Level
Champion Magic Improves. Unlock another thematic first level spell from any spell list. This spell is cast using the Divine Champion spell slots. Additionally, all Divine Champion spells are now cast as if they were second level spells.
10th Level
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your Patron Deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than half your character level, your deity intervenes. This percentage is less than a traditional cleric's chance due to the expectations of self-sufficiency a Patron Deity has placed upon their Divine Champion. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 30 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
11th Level
Divine Resistance. The Divine Champion armor adds an extra +1 to AC and resistance to the primary damage type associated with the Patron Deity.
Greater Champion Magic. Unlock a thematic first level spell and two second level spells from any spell list.
Divine Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one thematic 3rd-level spell from any spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more spells of your choice that can be cast in this way: one 4th-level spell at 14th level, one 5th-level spell at 17th level, and one 6th-level spell at 20th level. You regain all uses of your Divine Arcanum when you finish a long rest.
14th Level
Divine Arcanum
At 14th level, your patron bestows upon you a magical secret called an arcanum. Choose one thematic 4th-level spell from any spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more spells of your choice that can be cast in this way: one 5th-level spell at 17th level, and one 6th-level spell at 20th level. You regain all uses of your Divine Arcanum when you finish a long rest.
17th Level
Divine Arcanum
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one thematic 5th-level spell from any spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At 20th level, you gain a 6th-level spell of your choice that can be cast in this way. You regain all uses of your Divine Arcanum when you finish a long rest.
20th Level
Divine Intervention is guaranteed to succeed.
Divine Arcanum
At 20th level, your Patron Deity bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from any spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
You regain all uses of your Divine Arcanum when you finish a long rest.

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