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Divine Champion

Divine Champion

Prerequisites: Strength 13, the ability to cast at least one spell, and no levels in the Cleric or Paladin classes

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.

You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC.

When you gain this feat select which channel divinity option to gain:

Sacred Weapon

As an action, you can imbue one weapon that you are holding with positive energy. For 1 minute, you add your Charisma, Intelligence or Wisdom modifier, whichever you use for spellcasting, 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 spellcasting focus and speak a prayer censuring the undead. 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 any 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.

Preserve Life

As an action, you present your spellcasting focus and evoke healing energy that can restore a number of hit points equal to 3 times your character level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Image by DALL·E

Art by DALL·E