Sometimes, forces beyond our knowledge and perception choose us as champions for their divine machinations. When this happens, the champion usually finds unexplainable powers keeping them safe. The divines may make themselves known or keep their champion in the dark, guiding them down their destiny. You are the champion of a divine. Work with your DM to ascertain which God has chosen you as their champion and whether they've made themselves known. If you want your character to be yours alone, still allow your DM to know what you are choosing and where you are going with the scenario.
One's Champion cannot fall. As such, your divine patron will 'bend' the rules to keep you safe when they can. Once per long rest when you are hit by an attack, you can use your reaction to increase your armor class by 2 points. In doing this, a white light flares from behind you in protection. If the attack fails as a result of your reaction: the enemy is blinded until the beginning of your next turn unless the enemy is immune to being blinded. If the attack succeeds despite your reaction, the enemy is dealt 2d6+ your total level in radiant damage.
Suggested Characteristics
There is a great amount of customizability that any characteristics could prove effective. Have fun with it.
The infernal, much like the divine, have their own machinations, plans, and mischief. Any good game of chess has pawns, and any pawn can become as important as a queen. You are that pawn. The forces behind you are not readily understandable, but should your infernal patron wish it; you will be the target of fortune and infamy. There are downsides; your patron may just as easily leave you to die or sacrifice you for their grand plan. Of course when you are riding high, what are these consequences to you.
A pawn is never alone on the board, as such paths may cross and blows will be traded. Once per long rest you may use your action to call upon your infernal patron for assistance. One creature within 30 ft must succeed a DC10 Wisdom saving throw or become charmed by you for 10 minutes. At the end of the charm, the character must succeed a DC 8 Wisdom saving throw or attack themselves. This attack is considered a critical hit automatically.
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