A Knight Champion is one that aligns themselves to a cause, a kingdom, or a person. This powerful Oath is what allows them to become more that who they were into something more powerful. It allows them to tap into a magical source and use that to fuel their amazing abilities.
The Oath of the Ancients is as old as the roots of the land. Sometimes called fey knights, green knights, or horned knights, champions who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.
You cast spells as a Primal spellcaster and choose spells from the Primal spell list.
You Spellforged blade pulses with a green energy. When you Unleash your weapon, you may reduce the damage dice by 1 to cause vines to erupt from the ground to hold the target in place. The target can make a Strength roll to break free from the vines against your Spell defense.
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You can change your aura so that you and friendly creatures have resistance to damage from spells.
When you unleash your aura, you prevent the next source of damage from spells to all creatures in range.
Starting at 15th level, when you are reduced to 0 Health and are not killed outright, you can choose to drop to 1 Health instead. Once you use this ability, you can't use it again until you finish a long rest.
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane.
Spending 6 Action Points, you undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 vitality.
Whenever you cast a champion spell that has a casting time greater than 4 Action Points, you can reduce the Action Point cost to 4.
Enemy creatures within your aura have disadvantage on defense rolls against your champion spells and abilities.
Once you use this feature, you can't use it again until you finish a long rest.
The Blink Knights are those who tend to pursue a goal of self-mastery. They are still dedicated to serving and protecting, but they do so by striving to empower themselves so that they can overcome all obstacles in their way. All Blink Knights emphasize exceptional technique and approach magic as an art to be mastered.
You cast spells as a Arcane spellcaster and choose spells from the Arcane spell list.
Your Spellforged blade pulses with a vibrating blue energy. When you unleash your weapon, you may reduce the damage dice by 1 to push your target back. When you do so, the target must succeed on a Body defense roll against your Spell defense or be pushed up to 15 feet away and knocked prone.
Beginning at 7th level, you can change your aura so that you can teleport to any friendly creature within range for 3 Action Points as a reaction to them taking damage. You may then immediately make a weapon attack against a target.
When you unleash your aura, all creatures you choose in range of your aura must make a Body defense roll against your Spell defense or be pushed away from your by 10 feet.
At level 15, you learn to control the flows of magic to reduce the cost of spell casting. Your champion features cost 2 less mana to use and you reduce the cost of spell casting by 1 mana when casting spells.
At level 20, it seems like mana runs through your veins. For 5 Action Points, you can enter a state of heightened magical power for 1 minute to gain the following benefits:
You can activate your Spellforged weapon at full power for 0 mana and reduce the Action Point cost by 1.
You blink in and out of your present location constantly, all attacks against you are made at disadvantage and you reduce the damage of spells by 1 step when you make a Spirit defense roll.
Movement costs 1 Action Point and you teleport from location to location when you move.
Once you use this feature, you can't use it again until you finish a long rest.\
Sometimes you have to be the devil to beat the devil. The Blook Knight is one who swears an oath to destroy the evils of the world by using their own powers against them. As part of sealing their oath, they complete a ritual that changes their very nature. A Blook Knight learns to tap into the magic of the world by calling out to it by their own life force, using the blood that runs in their veins.
You cast spells as a Arcane spellcaster and choose spells from the Arcane spell list.
Unlike normal arcane casters who have a pool of mana, you use your Health to fuel your spells and abilities. Whenever a spell or ability would have you use mana or other spellcasting resources, you instead can supply 1 Health to cast the spell or activate the ability. This works for any circle of spell, and you always cast the spell at the maximum circle you are able to cast it. Any Health consumed in this way cannot be restored until you take a short or a long rest.
Your weapon pulses with a deep red energy. When you unleash your weapon, you may spend 1 Health to convert the +1 bonus to hit and damage to a +1d4 damage per hit. The type of damage is chosen when you convert the bonus and can be fire, cold, or lightning damage. This lasts until you take a short or a long rest.
Beginning at 7th level, you begin to affect the blood of your enemies around you. You can change your aura so that enemies within range spend 1 extra Action Point when they take any action on their turn.
When you unleash your aura, all enemies in range reduce their movement by 2, and the next action they take cost double the Action Points.
At level 15, your constant use of blood has increased your own bodies resilience. You add your Will to your Health and you have advantage on Body defense rolls against spells and effects.
At 20th level, you blood burns with power, pushing you past the limit of you own body. You can enter this state for 5 Action Points and gain the following features:
Whenever you deal damage to an opponent's Health, you restore 1 Health to yourself. This can restore health lost from your Blood Magic.
You have resistance to physical and necrotic damage.
When you take the move action, you increase your movement equal to your Will.
Once you use this feature, you can't use it again until you finish a long rest.
The Oath of Devotion binds a knight champion to the loftiest ideals of justice, virtue, and order. Sometimes called paladins or holy warriors, these champions meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and often incorporate images of angelic wings into their helmets or coats of arms.
You cast spells as a Divine spellcaster and choose spells from the Divine spell list.
Your spellforged weapon bursts into white holy flames when you activate it. While wreathed in flames, your weapon sheds light. When you unleash your weapon, you may reduce the damage by 1 dice to cause the flames from your blade to leap out and blind your opponent. They are blinded until their next action in combat. You don't reduce the damage against demons, fiends, and undead.
Starting at 7th level, you can change your aura so that you and friendly creatures have advantage against charm spells and abilities.
When you unleash your aura, you double the range of the effect and end any charm effects on creatures within range.
Beginning at 15th level, you are immune to Charm and Fear effects.
At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can spend 5 Action Points to gain the following benefits for 1 minute:
You have resistance to bludgeoning, piercing, and slashing damage.
Your aura grants allies advantage on death saves, and on Spirit defense rolls.
Once you use this feature, you can't use it again until you finish a long rest.
The Oath of the Zealot are those who take the idea of fighting the evils of the world to heart. They train their bodies to the limit, then seek a higher power to fuel their magic. While many champions use their magic to support or strengthen, the Zealots seek to let their magic come forth almost as a force of raw power.
You cast spells as a Divine spellcaster and choose spells from the Divine spell list.
Your spellforged weapon bursts into white holy flames when you activate it. While wreathed in flames, your weapon sheds light. When you unleash your weapon, you may reduce the damage dice to 1d6 to ignite your opponent in fire. They take fire damage each round equal to the number of damage dice you roll.
Starting at 7th level, you can change your aura so that you and friendly creatures within range add an extra 1d4 to their attacks.
When you unleash your aura, the range of friendly creatures weapons increases by 10 feet.
At level 15, you may change the effect of your Spellforged weapon. When you expend your bonus to hit, you may banish the target if the total of their Health and Vitality is less than 50. The target returns to it's location after 3 rounds. You can't use this ability again until you finish a short or a long rest.
At 20th level, you transform into an avatar of divine power. You can spend 5 Action Points to gain the following benefits for 1 minute:
You grow feathery wings and can fly with a movement of 6.
Attacks you make with your Spellforged weapon have advantage.
Hostile creatures within range of your aura take damage equal to your Will whenever you make an attack.
Once you use this feature, you can't use it again until you finish a long rest.