Champion FAQ
What is the Champion class in D&D?
The Champion is a 10-level martial calling from *The Lord of the Rings Roleplaying*. It uses a d10 Hit Die, Strength or Dexterity as its primary combat ability, and Strength and Constitution saving throws. It is built around Fighting Style, Surge of Vigour, a Champion Way at 3rd level, Extra Attack, Indomitable, and a third attack at 10th level.
The Champion is the most direct weapon specialist among the *The Lord of the Rings Roleplaying* callings. It is a complete calling in its own right and is unrelated to the similarly named Champion Martial Archetype for the 2014 Fighter.
Core class profile
The Champion uses a d10 Hit Die.
It is trained with all armor, shields, simple weapons, and martial weapons. Strength and Constitution are its saving throw proficiencies.
A Strength build naturally suits heavy melee weapons. A Dexterity build naturally suits ranged weapons and finesse options.
Fighting Style
At 1st level, the Champion chooses a Fighting Style.
The calling includes options for archery, defense, duelling, heavy two-handed weapons, protection, and two-weapon fighting. This choice establishes the character's normal combat plan before the Champion Way is selected.
Surge of Vigour
Surge of Vigour is the Champion's flexible burst feature.
As a bonus action, it can either create an additional burst of action—using Attack, Dash, Disengage, or Dodge—or restore hit points based on a d8, Champion level, and Constitution modifier.
After use, the Champion must finish a short or long rest before using it again.
This makes one resource capable of solving very different problems: more offense, emergency movement, safer positioning, or self-recovery.
Champion Way
At 3rd level, the Champion chooses **Sharp-shooter** or **Slayer**.
Sharp-shooter develops ranged precision and deliberately high-impact shots.
Slayer develops aggressive Strength-based melee combat, additional durability, and a reckless fighting style.
Extra Attack
At 5th level, the Champion attacks twice with the Attack action.
At 10th level, the number rises to three attacks, giving the calling unusually strong sustained martial output for its ten-level progression.
Indomitable
At 9th level, the Champion becomes immune to being charmed or frightened.
The setting's separate Shadow mechanics can still apply.
Party role
Champion is for the player who wants the Middle-earth calling system but prefers solving danger primarily through weapons, durability, and decisive combat turns.
Sharp-shooter and Slayer make that identity either ranged and precision-focused or close-range and aggressive.