The Champion is the most direct weapon specialist among the *The Lord of the Rings Roleplaying* callings. Its progression is compact, but nearly every level either improves its martial output, strengthens its resilience, or adds a meaningful customization choice.

Fighting Style

At 1st level, the Champion chooses a Fighting Style. The available styles support common martial approaches such as archery, defence, duelling, heavy two-handed weapons, protection, and two-weapon fighting.

This choice establishes the character's baseline combat plan before a Champion Way is chosen.

Surge of Vigour

Surge of Vigour is the Champion's signature burst of stamina.

Once used, it lets the Champion spend a bonus action either to take the Attack, Dash, Disengage, or Dodge action, or to recover hit points based on a d8, Champion level, and Constitution modifier. The feature then requires a short or long rest before it can be used again.

That makes Surge of Vigour unusually flexible: the same resource can create an offensive burst, emergency movement, a defensive turn, or self-healing depending on what the encounter demands.

Virtues and Crafts

At 2nd, 4th, 6th, and 8th level, the Champion gains a Virtue choice.

At 2nd and 6th level, the Champion can take a Craft instead of a Virtue. These are *The Lord of the Rings Roleplaying* progression systems, so they provide character customization beyond the fixed Champion features without functioning as ordinary D&D feat slots.

Champion Way

At 3rd level, the Champion chooses a Champion Way: **Sharp-shooter** or **Slayer**.

The Way grants features at 3rd and 7th level and determines the calling's main combat specialty. Sharp-shooter develops the ranged-weapon side of the Champion, while Slayer develops the melee and close-combat side.

Extra Attack

At 5th level, the Champion can make two attacks when taking the Attack action.

At 10th level, this improves again to three attacks. That makes the Champion's final level a substantial increase in sustained weapon damage rather than merely another small numerical bonus.

Indomitable

At 9th level, the Champion becomes immune to being charmed or frightened.

That protection does not prevent the character from accumulating Shadow points from Dread and Sorcery, so the setting's Shadow mechanics still matter even when ordinary charm and fear effects no longer do.

How the features work together

Fighting Style establishes the weapon plan, Surge of Vigour provides the flexible burst turn, and the Champion Way determines the character's specialty.

Virtues and Crafts add customization between those fixed milestones. Extra Attack supplies sustained offense, while Indomitable protects a high-level Champion from two common forms of control.

The result is a calling that stays focused on martial competence from 1st through 10th level without relying on spellcasting or a large secondary resource system.