Excerpts 05/07/2007


Complete Champion



If you want to give your D&D character a tie to the divine and a chance to gain benefits (both roleplaying and mechanical) from worshiping a deity, an ideal, or a cause, then Complete Champion is a great book to use. As the introduction to the book mentions, your character doesn't have to sacrifice at a temple or give up doing what he likes to do best -- after all, the D&D game is about coming up with interesting ways to have fun. Complete Champion turns the myths and legends of the D&D game into usable features of the campaign world and shows you how to make them work best for your character.

Spell Lists

New Adept Spells

2nd Level

Bewildering Substitution: Seemingly swap one ally with one enemy.
Bewildering Visions: Subject is sickened or nauseated.
Interfaith Blessing: Subjects gain combat benefits based on their individual deities.

5th Level

Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.

New Bard Spells

3rd Level

Moral Façade: Divination spells give a false alignment reading.
New Blackguard Spells

2nd Level

Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don't worship your deity.
Execration: Target takes a -2 penalty on saves and must take the lower of two rolls on one attack.
Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.
Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.

3rd Level

Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
War-Mount: Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells grants mount fly speed.

4th Level

Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.
Phantom Charge: Mount teleports forward 5 ft. /two caster levels; use with other spells grants mount fly speed.

New Cleric Spells

0 Level

Summon Holy Symbol: Wooden holy symbol appears in your hand.

1st Level

Impede: Subject is locked in place and takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves.

2nd Level

Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.
Bewildering Substitution: Seemingly swap one ally with one enemy.
Bewildering Visions: Subject is sickened or nauseated.
Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed.
Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy.
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don't worship your deity.
Execration: Target takes a -2 penalty on saves and must take the lower of two rolls on one attack.
Interfaith Blessing: Subjects gain combat benefits based on their individual deities.
Light of Faith: Gain a bonus equal to one-half your divine caster level (max. +5) on your next turning check.
Lore of the Gods: Gain a +5 insight bonus on Knowledge checks; make one check with an untrained Knowledge skill or retry a failed Knowledge check.
Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.
Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed.
Substitute Domain: Temporarily swap one domain for another your deity offers.
Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.

3rd Level

Bolster Aura: Subject's aura strengthens as if it had 1 HD/two caster levels more than it actually does.
Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
Footsteps of the Divine: Gain a new movement type and speed based on the deity chosen.
Light of Wisdom: Your effective turning level increases by 1/three caster levels for the purpose of determining affected undead and destruction potential.
Subdue Aura: Subject's aura weakens as if it had 1 HD/two caster levels fewer than it actually does.

4th Level

Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
Confound: Gain a +2 circumstance bonus on attack rolls against subject and impose a -2 penalty on its attack rolls against you; subject cannot make attacks of opportunity against you; repeated use extends benefits to allies.
Dampen Magic: Decrease enhancement bonus of magic weapons as well as save DC and caster level of magical effects used against subject by 1 or more points; subject can invoke a 5-ft. -radius antimagic field.
Light of Purity: Your turning damage increases by 1d6/four divine caster levels (maximum +5d6) on your next successful turning check.
Moral Façade: Divination spells give a false alignment reading.
Profane Item: Target object deals 1d4/caster level (max. 10d4) points of negative energy damage to the next animal, plant, good outsider, or good shapechanger that touches it; animal or plant must also save or flee for 1d4 minutes.
Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to the next undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for 1d4 minutes.
Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing.
Spiritual Advisor: Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or retry a failed Knowledge check.

5th Level

Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.
Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.
Darts of Life: Create ten projectiles that you can launch at allies to cure 1d8 points of damage each.
Divine Retribution: Any creature that harms you takes 1d6/caster level (max. 15d6) points of damage (half energy and half divine) and 1d4 points of ability damage based on the deity selected.
Door of Decay: Move instantly from one willing or controlled undead to another.
Healing Circle: Allies can tap healing energy pool for cure spells.
Mark of Sin: Subject takes a -10 circumstance penalty on Diplomacy checks to change others' attitudes and a -4 penalty to one ability score based on your deity; all creatures begin interactions with subject one step close to hostile.
Surge of Fortune: Gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, AC, and spell penetration checks; take an automatic natural 20 on one of these rolls.

6th Level

Light of Courage: Each undead creature targeted by your turning check takes 1d8/two caster levels (max. 10d8) points of damage, whether the check succeeds or not.
Spiritual Guardian: Translucent knight grants you a +6 deflection bonus to Armor Class and attacks at your command.
Weight of Sin: Subject takes damage according to its degree of alignment difference from your own and suffers a secondary spell effect if its alignment opposes yours; repeated use increases severity of secondary effects.

7th Level

Ravenous Darkness: Touched object sheds darkness; living creatures nearby take 1d6/round negative energy damage while undead gain fast healing 1.
Rejuvenating Light: Touched object sheds light; undead nearby take 1d6/round positive energy damage while living creatures gain fast healing 1.

New Druid Spells

2nd Level

Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed.
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don't worship your deity.
Interfaith Blessing: Subjects gain combat benefits based on their individual deities.
Metal Fang: One of subject's natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.
Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed.

3rd Level

Forest Eyes: See through a distant plant
Forest Voice: Converse with a creature through a distant plant.

4th Level

Iconic Manifestation: Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template, according to your alignment.

5th Level

Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a -4 penalty on certain Fort saves.
Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing.

6th Level

Wooden Blight: Subject turns to wood and takes 1d4/round Dex damage, becoming a wooden statue at 0 Dex.

8th Level

Forest Child: Create a wooden duplicate of yourself.

New Paladin Spells

1st Level

Summon Holy Symbol: Wooden holy symbol appears in your hand.

2nd Level

Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.
Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy.
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don't worship your deity.
Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.
Touch of Restoration: Use part of your lay on hands ability to cure 1 point of ability damage.
Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.

3rd Level

Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
War-Mount: Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells grants mount fly speed.

4th Level

Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
Bolster Aura: Subject's aura strengthens as if it had 1 HD/two caster levels more than it actually does.
Moral Façade: Divination spells give a false alignment reading.
Phantom Charge: Mount teleports forward 5 ft. /two caster levels; use with other spells grants mount fly speed.
Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for 1d4 minutes.
Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing.
Subdue Aura: Subject's aura weakens as if it had 1 HD/two caster levels fewer than it actually does.

New Ranger Spells

2nd Level

Metal Fang: One of subject's natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.

New Shugenja Spells

2nd Level

Bewildering Substitution: Seemingly swap one ally with one enemy.
Bewildering Visions: Subject is sickened or nauseated.
Interfaith Blessing: Subjects gain combat benefits based on their individual deities.

5th Level

Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.

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