Causes
Source Core Rulebook pg. 106 4.0
You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion’s reaction, grants you a devotion spell, and defines part of your champion’s code.
Paladin [Lawful Good]Legacy Content
Source Core Rulebook pg. 106 4.0You’re honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion’s reaction and the
lay on hands devotion spell. After the tenets of good, add these tenets:
- You must act with honor, never taking advantage of others, lying, or cheating.
- You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
Champion's Reaction
Champion Source Core Rulebook pg. 107 4.0Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
Divine SmiteLevel 9
You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes
persistent good damage equal to your Charisma modifier.
ExaltLevel 11
When you use Retributive Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.
Legacy Content
Source Core Rulebook pg. 106 4.0You’re full of kindness and forgiveness. You gain the Glimpse of Redemption champion’s reaction and the
lay on hands devotion spell. After the tenets of good, add these:
- You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they then continue on a wicked path, you might need to take more extreme measures.
- You must show compassion for others, regardless of their authority or station.
Champion's Reaction
Champion Source Core Rulebook pg. 107 4.0Trigger An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
- The ally is unharmed by the triggering damage.
- The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
Divine SmiteLevel 9
A guilty conscience assails foes who spurn your Glimpse of Redemption. A foe that responds to your Glimpse of Redemption by dealing damage takes
persistent good damage equal to your Charisma modifier.
ExaltLevel 11
You protect multiple allies. You can apply the resistance granted by Glimpse of Redemption to yourself and all allies within 15 feet of you, including the triggering ally, except the resistance is reduced by 2 for all.
Legacy Content
Source Core Rulebook pg. 107 4.0You’re committed to defending the freedom of others. You gain the Liberating Step champion’s reaction and the
lay on hands devotion spell. After the tenets of good, add these tenets:
- You must respect the choices others make over their own lives, and you can’t force someone to act in a particular way or threaten them if they don’t.
- You must demand and fight for others’ freedom to make their own decisions. You may never engage in or countenance slavery or tyranny.
Champion's Reaction
Champion Source Core Rulebook pg. 107 4.0Trigger An enemy damages,
Grabs, or
Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects
grabbing,
restraining,
immobilizing, or
paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to
Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.
Divine SmiteLevel 9
You punish those who ensnare your allies in bondage. If the triggering enemy was using any effects to make your ally
grabbed,
restrained,
immobilized, or
paralyzed when you used Liberating Step, that enemy takes
persistent good damage equal to your Charisma modifier.
ExaltLevel 11
You can help your whole group get into position. When you use Liberating Step, if your ally doesn’t attempt to break free of an effect, you and all allies within 15 feet can Step, in addition to the triggering ally.
Legacy Content
Source Advanced Player's Guide pg. 116 2.0Might makes right, and you subjugate the weak to keep them in their proper place. You gain the Iron Command champion's reaction and the
touch of corruption devotion spell. After the tenets of evil, add these tenets.
- Let no one who is lesser than you wield power over you or lead you.
- Mercilessly enforce established hierarchies of masters and servants. Topple or seize control of illegitimate hierarchies, such as democratic governments or the arrogant echelons of the celestial planes, and fill power vacuums by taking that power for yourself.
- Bind the weak to serve you. This tenet doesn't require you to spare foes' lives if you think they would be disloyal if pressed into servitude, nor does it require you to keep more servants than you find practical or useful.
Champion's Reaction
Uncommon Champion Divine Emotion Enchantment Mental Source Advanced Player's Guide pg. 117 2.0Trigger An enemy within 15 feet damages you.
You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options.
- The enemy kneels, dropping prone as a free action.
- The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level.
In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.
Divine SmiteLevel 9
The regrets of disobedience linger. If an enemy refuses your Iron Command, it takes
persistent evil damage equal to your Charisma modifier.
ExaltLevel 11
When you use Iron Command, each enemy within 15 feet of you other than the triggering creature must also either drop
prone or take mental damage (the enemy chooses). These creatures take only minimum damage (typically 3 damage at 11th level, 4 at 12th, 5 at 16th, and 6 at 19th), and the effects they take can't be adjusted by anything that changes your Iron Command. For instance, the
Iron Repercussions feat couldn't turn the damage into
persistent mental damage for creatures other than the triggering creature.
Legacy Content
Source Advanced Player's Guide pg. 116 2.0You always take what pleases you, no matter who it hurts, and you spread the influence of evil across all you touch. You gain the Selfish Shield champion's reaction and the
touch of corruption devotion spell. After the tenets of evil, add this tenet.
- Subvert or corrupt everything in your path that is pure and good, and sow doubt among those upholding such ideals.
Champion's Reaction
Uncommon Champion Source Advanced Player's Guide pg. 117 2.0Trigger An enemy within 15 feet damages you.
Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type.
In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level.
Divine SmiteLevel 9
If your Charisma modifier is +2 or greater, your resistance against the triggering damage equals your Charisma modifier + half your level.
ExaltLevel 11
When you use Selfish Shield, each enemy within 15 feet of you takes a –1 status penalty to attack rolls against you until the start of your next turn.
Legacy Content
Source Advanced Player's Guide pg. 116 2.0You're dishonorable, dishonest, and committed to breaking the false hopes of kindness. You gain the Destructive Vengeance champion's reaction and the
touch of corruption devotion spell. After the tenets of evil, add these tenets.
- You must not bind yourself with any law or oath beyond that of your code (though you can still select a champion feat with the oath trait). Act dishonorably, take advantage of others, lie, cheat, and steal to get what you want.
- You must destroy that which offends you and that which stands in your way, including—and perhaps especially—the forces of good and law that oppose you. This tenet doesn't force you to take action immediately if it could mean your destruction, nor does it require you to destroy something that might be useful if corrupted toward your ends.
Champion's Reaction
Uncommon Champion Source Advanced Player's Guide pg. 117 2.0Trigger An enemy within 15 feet damages you.
Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra damage of the type you chose.
The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your Strikes increases to 4 at 9th level and 6 at 16th level.
Divine SmiteLevel 9
An enemy damaged by the initial damage from your Destructive Vengeance also takes
persistent evil damage equal to your Charisma modifier. This applies only to the damage the reaction itself deals to the triggering creature, not the damage you deal with subsequent Strikes.
ExaltLevel 11
When you use Destructive Vengeance, each enemy within 15 feet of you other than the triggering creature takes half the damage you deal to the triggering enemy, of the same damage type you chose.