Champion's strength bestows one member of a group with attack and damage bonuses from the rest of the group. The recipient of the spell can then fight as the group's champion. All characters involved must be within a 30ft-radius of the caster. At the time of casting, the caster designates the recipient of the spell and the contributors. All characters who contribute to the spell must do so willingly. When the spell is completed, the designated character (the group's champion) gains any non-magical bonuses to AC, Ability score, saving throws and Hit point by the characters who contributed to the spell. That Groups champion grows in power. You take the highest stats of all the contributors and add them to yourself. He/She gets AC equal to whoever has the highest, there stats gets boosted to whoever has the highest stat. EX: the champion has a CHA of only 10 but if one of the contributors to the spell has a CHA of 18, the champions stat gets boosted to 18. Hit points get boosted as well to whoever has the most. Gain proficiency in those saving throws too. You also gain any resistances and vulnerabilities. The champion must be in the line of sight and within 30 feet of the characters aiding him. This spell is so draining and powerful that Characters who contribute their bonuses must concentrate on the champion for the duration of the spell and are limited to what they can do. If this concentration is broken (by moving more than 10 feet per round, fighting, casting another spell, being struck, or losing sight of the champion), that character's contribution is immediately lost. A champion may benefit from only one champion's strength spell at one time. Contributors can aid only one champion at one time. The spell expires when the last character contributing power to the champion ceases concentration
* - (chain of five gold links worth at least 1,000 gp)
Level
5th
Casting Time
1 Action
Range/Area
Sight
Components
V, S, M *
Duration
Until Dispelled
School
Abjuration
Attack/Save
None
Damage/Effect
Comments