Divine Champion

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[The Astrolabe]

Divine Champion is a default prestige class with Arelith specific changes.


Arelith Divine Champions enjoy changes that benefit their abilities and alignment requirements. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics


Alignment restrictions: None

Base attack bonus: +7

Feats: Weapon focus in a melee weapon or unarmed (ranged will not count)

Class Features

Hit die: d10

Proficiencies: armor (light, medium), shields, weapons (martial, simple)

Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)

Class Skills: concentration, craft mastery, discipline, heal, intimidate, leadership, listen, lore, parry, ride, sail, spot, taunt

Unavailable feats: craft wand, scribe scroll, weapon specialization

Bonus feats: ambidexterity, armor proficiency (heavy), blind fight, called shot, cleave, deflect arrows, disarm, dodge, expertise, great cleave, improved critical, improved disarm, improved expertise, improved knockdown, improved parry, improved power attack, improved two-weapon fighting, improved unarmed strike, knockdown, mobility, point blank shot, power attack, rapid shot, spring attack, stunning fist, two-weapon fighting, weapon finesse, weapon focus, weapon proficiency (exotic), whirlwind attack

Primary saving throw(s): fortitude, reflex

Base attack bonus: +1/level

Level Progression

Hit points rolls on Arelith are always maximum.

Level BAB Fort Reflex Will Feats HP Save bonus
1st +1 +2 +2 +0 lay on hands, melee weapon bonus 10 +0
2nd +2 +3 +3 +0 bonus feat, sacred defense (+1) 20 +1
3rd +3 +3 +3 +1 Divine Smite 30 +1
4th +4 +4 +4 +1 bonus feat, sacred defense (+1) 40 +2
5th +5 +4 +4 +1 divine wrath 50 +2
6th +6 +5 +5 +2 bonus feat, sacred defense (+1) 60 +3
7th +7 +5 +5 +2 70 +3
8th +8 +6 +6 +2 bonus feat, sacred defense (+1) 80 +4
9th +9 +6 +6 +3 90 +4
10th +10 +7 +7 +3 bonus feat, Domain Feat, sacred defense (+1) 100 +5

Epic Divine Champion

Bonus feats: The epic divine champion gains a bonus feat every four levels. In other words, at levels 14 and 18.

Epic bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, devastating critical, epic damage reduction, epic prowess, epic spell focus, epic spell penetration, epic toughness, epic weapon focus, epic weapon specialization, great smiting, great wisdom, improved combat casting, improved stunning fist, improved whirlwind attack, overwhelming critical, planar turning, superior initiative

Unavailable epic feats: outsider shape, construct shape, dragon shape, undead shape

Level Feats HP Save bonus
11th 110 +5
12th sacred defense (+1) 120 +6
13th 130 +6
14th bonus feat, sacred defense (+1) 140 +7
15th 150 +7
16th sacred defense (+1) 160 +8
17th 170 +8
18th bonus feat, sacred defense (+1) 180 +9
19th 190 +9
20th sacred defense (+1) 200 +10

Arelith Changes

Change Level Description
Name - Arelith has renamed the Champion of Torm to Divine Champion.
Requirements - Alignment restriction removed. Any alignment, including evil, can play the Divine Champion.
Class skills - Divine Champions on Arelith get access to Concentration, Intimidate, Leadership, Listen, Sail and Taunt as class skills.
Melee Weapon Bonus - While wielding a melee weapon, Divine Champion gain 1 passive Attack Bonus per 5 class levels. This bonus is reduced by 2 if (hard) Charisma is lower than 20, or 1 if (hard) Charisma is lower than 24. The passive Attack Bonus bonus will not go below 0.
Lay on Hands 1 10 minute (100 round) cooldown period rather than uses per day.
Divine Smite 3 Instant use. Adds Charisma Modifier to AB and class levels to damage (Capping at 20). Cooldown is 6 seconds between use, increased by 1 second per Great Smiting feat. You can save up to a single use of this skill, Extra smiting allows you to save up to 3 uses. A single use refreshes every 3 minutes, Extra Smiting halves the refresh time to 1.5 Minutes. Only works with melee weapons. Divine Smite shares the character's weapon threat range and critical multiplier, with the exception of bonuses granted by Weapon Master feats.
  • Divine Smite has a customized implementation, see the Divine Smite table below.
  • -usefeat divinesmite works for use on current target
Divine Wrath 5 Has a 5 minute (50 round) cooldown period, reduced by 2 rounds for every (hard) Constitution modifier.
  • Duration of 3 + 1/2 Class level + Charisma mod in rounds.
  • Once per round, scoring a critical hit with a melee weapon will:
  • Extend the duration of Divine Wrath by 2 seconds if the ability is active.
  • Reduce the cooldown of Divine Wrath by 2 seconds if the ability is inactive and on cooldown.
  • Weapons with a base threat range of 20/x3 apply 3 second adjustments instead of the above 2 seconds.
  • Divine Wrath has a customized implementation, see the Divine Wrath table below.
Domain Feat 10 At level 10, Divine Champions can use the -domain command to select one Domain feat of their choice.
They receive all corresponding passive bonuses, languages and use their Champion levels for class level requirements of associated features.
  • Domain Powers can be activated via the radial menu. Their CL is 10 + Champion levels or the character's total level, whichever is lower.
  • Clerics cannot acquire a third domain using this class feature, and any cleric levels will override all champion levels with regards to domain scaling and progression, even if they are lower.

Divine Wrath

Divine Wrath grants scaling Attack Bonus (AB), Damage (Dam), Damage Reduction (DR), Regeneration (Regen) and Saves.
At class level 15 or higher, Divine Wrath also applies Divine Might if the character has the feat and sufficient piety.

Level AB Dam DR Regen Saves
5 +1 +1 5/+3 +1 +1
10 +2 +2 5/+3 +2 +2
15 +3 +3 10/+4 +3 +3
20 +4 +4 15/+5 +4 +4

Divine Smite

Divine Smite is an instant use ability. Adds Charisma Modifier to AB and source class levels to damage (Capping at 20). Cooldown is 6 seconds between use, increased by 1 second per Great Smiting feat. You can save up to a single use of this skill, Extra smiting allows you to save up to 3 uses. A single use refreshes every 3 minutes, Extra Smiting halves the refresh time to 1.5 Minutes. Works with melee weapons and unarmed. Divine Smite shares the character's weapon threat range and critical multiplier, with the exception of bonuses granted by Weapon Master feats.

Divine Smite grants scaling Damage based upon the difference between the smiter's alignment and the alignment of the recipient of the Smite.

The full amount of Smite damage (100%) is delivered at opposite ends of the Alignment Chart, meaning a Lawful Good smiter and a Chaotic Evil recipient (or vice versa). Partial Smite damage is delivered based upon the following:

  • Start at 0% Smite Damage (same alignment)
  • Each difference on the Law <-> Chaos axis is +10%
  • Each difference on the Good <-> Evil axis is +40%
  • A small, unknown RNG amount is then added to help prevent alignment metagaming

Great Smiting

Great Smiting can be taken as repeating additional feats to increase their potential smite damage. The character's potential Divine Smite bonus damage increases to 1 + (smite tier / 2) times their combined Paladin, Divine Champion, Blackguard, Harper Paragon, and Zhentarim Enforcer levels, up to a maximum of 20 * (1 + (smite tier / 2)).

Instant Attack:

Instant Attack Feats (Activated):

  • Instant attacks share a cooldown timer: Dirty Fighting, Divine Smite, Eldritch Blast, Eviscerate, Elemental Maelstrom, Elemental Strike, Misericorde, Whirlwind Attack
  • Using instant attacks lower attacks in the following round by 1. This is meant to offset the free attack gained by activating them.
  • Instant attacks are made to look and feel like regular melee attacks while actually being an entirely independent feature. Cannot trigger cleave and similar abilities for this reason.
  • Instant attacks mirror the animation delay of regular attacks via a short cooldown after casting a spell.
  • Parrying instant attacks works differently the normal parry mechanics because it is scripted and implemented differently. Parry cannot riposte instant attacks, but parrying the instant attack does not count against parries-per-round. Against a character that has 4 APR and additionally uses an instant attack every round (like a hasted Spellsword), parry builds can parry 4 of these 5 attacks per round and riposte three of them.
  • Most instant attacks (except Whirlwind Attack) ignore Weapon Master crit feats. Exception is elemental strike/maelstrom which only allows Ki Critical for Bladesingers (where the feat is built-in to the path) to enable their extra threat range.
  • If an attacker is running, their melee instant special attacks against PCs now roll at a disadvantage.
  • This disadvantage applies to both attack and threat rolls, causing the attacker to roll a d20 twice and proceed with the lower result. Replaces a prior 0.5 second movement speed penalty.
  • Epic Dodge does not cause Instant Attacks to automatically miss due to an engine limitation (Epic Dodge is hard coded to affect normal flurry attacks). It instead forces any Instant Attack to roll at disadvantage until it causes one to miss. Then it goes on cooldown for 6 seconds.
  • This means attacking a target that has Epic Dodge while moving will roll twice at disadvantage. Effectively rolling four times.

Alignment Chart

Percentage +10%
Axis Lawful
+40% Good
Lawful Good (LG) Neutral Good (NG) Chaotic Good (CG)
Lawful Neutral (LN) True Neutral (N) Chaotic Neutral (CN)
Lawful Evil (LE) Neutral Evil (NE) Chaotic Evil (CE)

Roleplay Tips

Divine Champion on Forgotten Realms wiki

External Links

Information about default NWN class are available on NWNWiki.