Champion of Light

“Perhaps this will persuade you to see the light.”

Champions of light are valiant defenders of the weak and deadly enemies of the forces of darkness, shining knights and divine casters in the eternal battle of good vs. evil. They are completely dedicated to fighting evil, especially foes that would kill light and spread darkness, and who draw strength from darkness. Many champions of light are cleric/fighters, clerics who felt a more martial calling, or paladins with a strong talent or blessing for casting divine spells.

Hit Die: d8


To qualify to become a champion of light, a character must fulfill all of the following criteria.

  • Base Attack Bonus: +5
  • Alignment: any good
  • Ability Scores: Wis or Cha 14
  • Skills: Knowledge (religion) 5 ranks
  • Feats: Blind Fight, Martial weapon proficiency (any martial melee weapon)
  • Special: Ability to cast divine spells, ability to channel positive energy, must worship a good-aligned god of the sun or light or whose faith promotes seeking out and fighting evil and creatures affiliated with darkness.

Class Skills

The class skills for this class (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility), Knowledge (religion) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier

Table: The Champion of Light
Class Level BAB Fort Save Ref Save Will Save Special Spells Per Day
1st 2nd 3rd 4th
1st +0 +1 +0 +1 Champion of Light, Banish the Dark 1/week 1
2nd +1 +2 +1 +2 Penetrate the Dark, Banish the Dark improvement 2 0
3rd +2 +2 +1 +2 Luminous Steed 1/day 3 1 0
4th +3 +3 +1 +3 Triumph of Light, Aura of Purifying Flame 1/day 3 1 1 0
5th +3 +3 +2 +3 Endow with Light 1/day 3 1 1 1
6th +4 +4 +2 +4 Resist Darkness 1/day 3 2 1 1
7th +5 +4 +2 +4 Triumph of Light improvement 4 3 2 1
8th +6 +5 +3 +5 Holy Sword, Luminous Steed 2/day 4 3 2 2
9th +6 +5 +3 +5 Aura of Purifying Flame improvement 4 3 2 2
10th +7 +6 +3 +6 Turn Darkness 1/day 5 3 3 2

Class Features

All of the following are class features of the champion of light prestige class.

Weapon and Armor Proficiency

Champions of light gain proficiency with a single additional martial weapon of their choice, and are proficient with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Champion of Light (Su)

At 1st level, the champion of light pledges himself, body and soul, to the cause of championing good and light and fighting against darkness and evil. He gains the ability to use daylight as a supernatural ability once per day, at a caster level equal to his total character level. However, he permanently loses the ability to cast darkness spells of any kind.

Banish the Dark (Su)

At 1st level, the champion of light may use dispel magic once per week, as a supernatural ability. At 2nd level, he may use either dispel magic or searing light once per week. For this ability, his character level counts as his caster level.

Penetrate the Dark (Ex)

At 2nd level, champion of light gains low-light vision. If he already has low-light vision, he gains darkvision. If he already has darkvision, the range increases by 20 ft.

Luminous Steed (Sp)

At 3rd level the champion of light may summon a softly glowing magical steed. This is identical to a phantom steed, but instead of being made of shadow, the steed is made of softly glowing light that sheds light equal to a candle. Also, unlike a phantom steed, animals do not shun the luminous steed. The ability can be used once per day, with a caster level equal to the champion’s character level. At 8th level, it can be used twice per day.

Triumph of Light (Ex)

At 4th level, when certain evil creatures affiliated with darkness die within 30 ft. of the champion of light, the champion is temporarily strengthened and gains the benefits of an aid spell as if cast by a 5th level cleric. Qualifying evil creatures of darkness include shadows, shadow demons, evil creatures with light sensitivity, light blindness or light vulnerability, evil creatures that can see in darkness, and any creatures that possess an innate spell-like or supernatural ability that creates darkness (such as a black dragon’s or babau demon’s darkness ability). This ability is triggered automatically and can only be used once per day.

At 7th level, this ability grows more powerful and not only does the champion of light gain the aid spell when an evil creature of darkness dies, but all his allies within 30 ft. of the creature gain the benefits of a bless spell as if cast by a 5th level cleric.

Aura of Purifying Flame (Su)

At 4th level, a champion of light can bring forth an aura of holy golden light in a 5 ft. radius around himself as a standard action. Evil creatures, creatures with light blindness/sensitivity, creatures affiliated with darkness, and those with the ability to create darkness as a natural ability within the area of effect must make a Fortitude 34 save (DC 12 + 1 per champion of light level) or they are ignited with holy fire for 1d4 rounds, suffering 1d6 fire or holy damage (champion’s choice) each round. At 9th level, the damage increases to 2d6 per round. Those that successfully save are not affected. This ability is usable once per day and lasts for one round per champion of light level.

Endow with Light (Su)

At 5th level, the champion of light gains the ability to endow a touched melee weapon with magic light for a limited time, turning it into a brilliant energy weapon. The effect lasts for one round per champion of light level and is usable once per day.

Resist Darkness (Sp)

At 6th level, the champion of light gains the ability to cast the spell resistance spell once per day for 1 minute per champion of light level. However, this spell resistance only protects the champion of light from spells with the [darkness] or [evil] descriptors.

Holy Sword (Su)

At 8th level, the champion of light gains the ability to use holy sword once per day as a standard action, using his character level as his caster level.

Turn Darkness (Su)

At 10th level, the champion of light gains the ability to turn certain spells back upon their casters. The ability works similarly to the spell turning spell, but only against spells that obscure vision or have the [darkness] or [evil] descriptors. Additionally, the ability will even turn area effect spells back upon the original caster, causing the effect to center on them. This ability functions once per day, as soon as the champion of light is affected by a spell that meets the conditions.


Beginning at 1st level, a champion of light gains the ability to cast a number of divine spells. The champion of light may cast the spells on his list even when wearing armor. A champion of lights spells are based on Wisdom if he has levels of cleric, or Charisma if he has levels of paladin. If the character had levels of both cleric and paladin before becoming a champion of light, he must decide which ability score to use for casting champion of light spells. To cast a spell, a champion of light must have a Wisdom or Charisma score of at least 10 + the spell’s level, so a champion of light with a Wisdom or Charisma of 10 or lower cannot cast these spells. Saving throws against these spells have a DC of 10 + spell level + the champion of light’s Wisdom or Charisma modifier. A champion of light’s caster level is equal to his champion of light levels plus all other divine caster levels from previous classes. For example, a cleric 7/champion of light 3 casts all his cleric spells and champion of light spells as a 10th level caster. The champion of light’s spell list appears below. A champion of light casts spells as a cleric does. A champion of light must choose and prepare his spells in advance. When the spell table indicates that the 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 or Charisma score for that spell level.

Champion of Light Spell List

Champions of light choose their spells from the following list, and they must choose at least one light-producing spell of each level per day:

Champion of Light Spell List
Level Spell(s)
1st all 1st level cleric and paladin spells plus alarm, detect evil, flare, light, shield, shield of faith
2nd all 2nd level paladin spells plus aid, blindness, calm emotions, consecrate, continual flame, daylight, sanctuary, searing light, shield of arcane imperviousness*
3rd all 3rd level paladin spells plus align weapon (good only), brilliant energy weapon*, chariot of the warlord*, helping hand, invisibility purge, luminous retribution*, magic vestment, protection from energy, remove disease, water walk
4th all 4th level paladin spells plus divine light weapon*, freedom of movement, luminous wrath*, repel vermin, spell immunity
Section 15: Copyright Notice

Grimoire Viperian: A Tome of Exotic Lore Copyright 2021 Magic Skull Games Author: Steven F. Johnson

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