![]() ![]() Forgotten Realms Campaign Setting 3rd edition. ![]() Reynolds, Skip Williams, Rob Heinsoo (June 2001). The power that sustained them was sacred if the deity or the champion was good, or profane if the deity or the champion was evil. They attacked with more skill and force better resisted harmful effects and ignored light wounds made by any weapon, manufactured or natural. įinally, a veteran divine champion could channel some of their deity's power into a divine wrath, boosting their prowess in battle considerably. However, if the divine champion had a similar power as a former paladin or cleric, they could instead use that power one more time each day. Once a day, they could attack such a foe with the full force of their conviction. Like paladins, divine champions could smite "infidels", be they the faithful of other gods or the Faithless who believed in none. They also acquired a power known as "sacred defense", helping them resist divine spells and the magic and supernatural abilities of outsiders. Alternatively, they could improve their ability to turn undead if they had it. They could also continue to focus on their deity's weapon or on another, by gaining proficiency, improving skill in attack, or inflicting more grievous injuries. These could include expert defensive fighting, the ability to fight whilst visually impaired, and improved reactions for the start of battle, seizing an opportunity against a foe, or drawing their weapon swiftly. They also advanced their martial training, by learning certain combat techniques. For divine champions who were also paladins, this was separate from any other power to lay on hands they had. However, this only worked on those who shared their faith, and on the divine champions themselves, not on outsiders. Notably, being defenders of the faith, divine champions possessed the ability to heal simply by laying on hands just like paladins. They could also learn to intimidate others and they might study religious lore. They could gain skills in athletic areas like climbing, leaping, and swimming in riding and handling animals and in the crafting of items. Training as warriors, divine champions acquired proficiency with most traditional weapons if they weren't already. They also obviously needed a patron deity they could not be considered Faithless or False. Requirements ĭivine champions were required to possess some learning in religious lore and excellent skill-at-arms, and to have focused on wielding their god's favored weapon. For example, a divine champion of Selûne could be opposed to Shar and her worshipers. ĭivine champions opposed the faithful of deities who were enemies of their own, and selected one enemy deity to work against. They also served as leaders in crusades and battled to destroy their church's enemies, to defeat clerics of rival gods, and slay mythical beasts. They fought to protect sacred sites and the priests and pilgrims of their faith. All members of the Bloodmoon Circle, lycanthropes dedicated to Malar, were divine champions. Monks of Ilmater's Broken Ones and Tiamat's Serpent Guards, and the paladins of Chauntea's Field Guardians, Helm's Vigilant Eyes of the God, Horus-Re's Claws of the Sun and the Ankh, Ilmater's Companions of the Noble Heart, Lathander's Order of the Aster, Moradin's Hammers of Moradin, Nobanion's Legion of Lions, the Red Knight's Order of the Red Falcon, Sune's Sisters and Brothers of the Ruby Rose, Tyr's Knights of Holy Judgment and Knights of the Merciful Sword, could cross-train freely as divine champions. Many pursued other prestigious paths associated with their churches, and divine champions of evil deities were typically also blackguards. Most of them had a military or otherwise combat-oriented background, most commonly paladins, fighters, and monks, as well as barbarians and rangers, and often militant clerics and druids. The battles between divine champions of opposing faiths were legendary, oft-told by bards over the centuries. ![]() The faithful and clergy of their churches loved them just as much as the foes of the church despised them. They took the role of church-sponsored warrior commonly filled by paladins in more goodly and lawful churches, particularly for deities whom paladins could not follow however, every church could have divine champions. They were seen as the strong right arms of their gods. Divine champions were holy warriors, dedicated to their deity, their cause, and their church. ![]()
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