Domain Champion (Apath)

From Hastur
Jump to: navigation, search
ApathApath Logo
Unofficial rules compendium

The domain champion is a chosen agent of an ideal, the agent of a power with a very tight focus. Depending on the domains chosen, the domain champion might be a wilderness warrior or focused on something entirely different.

Class Information

This is a hybrid class, a combination of cleric and ranger.

Alignment: Any. A domain champion with a patron must have an alignment within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Hit Dice: d10.

Class Skills

The domain champion's class skills are Climb (Str), Craft (Int ), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str),

Skill Ranks per Level: 2 + Int modifier.

Class Features

These are all the class features of the domain champion.

Weapon and Armor Proficiency

A domain champion is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).


An domain champion casts divine spells drawn from his domains. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an domain champion must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an domain champion’s spell is 10 + the spell’s level + the domain champion’s Wisdom modifier. His spellcaster level is equal to his class level. A domain champion applies any metamagic feats he knows as he casts each spell, like an oracle or sorcerer.

Like other spellcasters, a domain champion can cast only a certain number of spells per day of each spell level. His base daily spell allotment is given on Table: Domain Champion. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Table: Domain Champion indicates that the domain champion gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

Unlike other divine spellcasters, a domain champion’s selection of spells is extremely limited. A domain champion knows only the spells granted by his domains.


Each domain champion selects two domains, cosmic principles whose champion he is. In addition to the normal domains, a domain champion may also choose an animal or terrain domain.

A champion's domain influences what magic he can perform, his values, and how others see him. A domain champion can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a domain champion is devoted to a particular patron, he must select domains his patron grants to clerics.

Each domain grants a number of domain powers, as well as a number of spells. A complete listing of domains can be found here: Domains.

A domain champion gains the listed powers from his domain, if he is of a high enough level, and uses them as if he was a cleric of his domain champion level. A domain champion that is also a cleric or inquisitor can total his cleric, inquisitor, and domain champion levels when using domain powers in domains shared among several classes, but not when casting spells. Unless otherwise noted, activating a domain power is a standard action.

Domain Will

The domain champion has strong Will saves and weak Reflex saves. This is included in Table: Domain Champion.

Favored Enemy

The domain champion gains the ranger's favored enemy class feature. The choice of favored enemies is usually influenced by the domain champions domains.

Combat Style

At second level, the domain champion gains the ranger's combat style class feature.

Stalwart (Ex)

At 9th level, the domain champion can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the domain champion is wearing light armor, medium armor, or no armor. A helpless domain champion does not gain the benefit of the stalwart ability.

Third Domain

At 11th level, the domain champion begins to gradually get access to a third domain. All abilities from this domain, including spells known, are gained 10 levels later than normal. So any ability normally gained at 1st level is instead gained at 11th level, an ability normally at 8th level is gained at 18th level, and so on. Domain spells are gained as if the domain champion was ten levels lower (1st level spells at 11th level, 2nd level spells at 13th level, and so on), but once learned are cast as spells of their normal spell level. A domain champion never gets access to spells of 6th level or higher in his third domain; these spells are not on his spell list.

Evasion (Ex)

At 16th level, the domain champion gains the ranger's evasion class feature.

Table: Domain Champion

Level Base
Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 1st favored enemy, domain 0
2nd +2 +3 +0 +3 Combat style feat 1
3rd +3 +3 +1 +3 1 0
4th +4 +4 +1 +4 1 1
5th +5 +4 +1 +4 2nd favored enemy 1 1 0
6th +6/+1 +5 +2 +5 Combat style feat 1 1 1
7th +7/+2 +5 +2 +5 1 1 1 0
8th +8/+3 +6 +2 +6 1 1 1 1
9th +9/+4 +6 +3 +6 Stalwart 2 1 1 1 0
10th +10/+5 +7 +3 +7 3rd favored enemy, combat style feat 2 1 1 1 1
11th +11/+6/+1 +7 +3 +7 Third domain (1st level spells) 2 2 1 1 1 0
12th +12/+7/+2 +8 +4 +8 2 2 1 1 1 1
13th +13/+8/+3 +8 +4 +8 Third domain (2nd level spells) 2 2 2 1 1 1 0
14th +14/+9/+4 +9 +4 +9 Combat style feat 2 2 2 1 1 1 1
15th +15/+10/+5 +9 +5 +9 4th favored enemy, third domain (3rd level spells) 2 2 2 2 1 1 1 0
16th +16/+11/+6/+1 +10 +5 +10 Evasion 3 2 2 2 1 1 1 1
17th +17/+12/+7/+2 +10 +5 +10 Third domain (4th level spells) 3 2 2 2 2 1 1 1 0
18th +18/+13/+8/+3 +11 +6 +11 Combat style feat 3 3 2 2 2 1 1 1 1
19th +19/+14/+9/+4 +11 +6 +11 Third domain (5th level spells) 3 3 2 2 2 2 1 1 1
20th +20/+15/+10/+5 +12 +6 +12 5th favored enemy 3 3 3 2 2 2 1 1 1

Lost Class Abilities

Unlike the regular ranger, the domain champion is not a master of the wilderness, and lacks the following abilities:

  • Track
  • Wild Empathy
  • Endurance
  • Favored terrain
  • Nature's Bond
  • Ranger spellcasting - the domain ranger has none of the regular ranger's spellcasting ability or spell list
  • Woodland Stride
  • Swift Tracker
  • Quarry
  • Camouflage
  • Hide in Plain Sight
  • Improved Quarry
  • Master Hunter

See Also

  • Domains - List of complete domains and subdomains.
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Hastur copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Hastur administrators. Please note that images used in article may have different copyright than the text.