Champion — discipline of the blade —
When the duke locked away his political opponents, when the baroness was found to bathe in the blood of innocents, when reckless magicians destroyed an entire town to settle their scores, or when the Om captured hundreds to appease the inscrutable mind they serve, you were the first to take a stand. Where others quailed before the enormity of the task, you shook off your misgivings and set out to make a change, protect the innocents, and defeat evil wherever you found it. Your principles…
Level Progression
Reference during buildLevel 7 Champion
Attributes: Increase three attributes by 1 each. Health: +18, Bonus Damage: +1d6 Dedicated Defender: At the start of your turn, you can target one ally within 5 yards. You defend the target for 1 minute or until you use this talent again. So long as the target is within 5 yards, you impose 1 bane on rolls to attack the target. In addition, whenever the target takes damage, you can use a reaction to move up to your Speed. At level 10, you can move up to twice your Speed. If you move to within reach of the target, you take up to half of the damage on its behalf, and you can attack that enemy if it is an eligible target for your attack.
Level 8 Champion
Health: +18, Bonus Damage: +1d6 Defensive Stance: If you are not confused, controlled, stunned, or unconscious at the start of your turn, you can enter a defensive stance. The effect lasts until you move more than 2 yards on a turn, or you become confused, controlled, frightened, stunned, or unconscious. While in this stance, increase your Defense by 3 and you ignore any effect that would push or pull you, knock you prone, or disarm you.
Level 10 Champion
Health: +18, Bonus Damage: +1d6 Vengeful Champion: When a creature you targeted with your Dedicated Defender talent is harmed, you make rolls to attack with 3 boons and your attacks deal an extra 3d6 damage until the end of your next turn.