
Champion of Sins
“Fear of death bound us to the chains of greed. My family are the heirs to murderers, thieves and pirates. This curse is why I must remain on this mountain peak and mediate the three princes or all that we worked for will be taken from us.”
- Joffery Tallonwing, the Champion of Sins
Shortly after the deal was struck by the original three Pirate Princes with Flux, the God of Sins and Virtues, one of the ex-pirates number began to see the damage that sin was causing within their ranks. Greed and wrath battered down progress and led men to madness, something had to be done. Joffery Tallonwing didn’t want to see the world he grew up in crumble to ruin and so sought Flux out himself in hopes of striking a new deal, one to help his people and to save them from themselves. Willing to sacrifice anything to do so, he bound himself to a life without death, without sleep, and without rest. In a moment between sin and virtue, Flux accidentally made them a perfect balance of both and thus gave them control over what even Flux could not control, gaining both their eternal envy and respect. Many thus believe the Champion themselves to be a god and ask for them to empower them as their patron. Though unlike some other Champions, he is careful about who he will give power to, knowing that even good intentions can have deviating consequences.
Links
In the Colabria system we are making, we have the class of “Witch” rather than “Warlock”, and the class doesn’t use god-like entities to gain power as the Warlocks of Dungeons and Dragons 5th Edition do. Having said that, we want to create the world to be able to be used with both systems, so to that end Champions will be options for Warlocks to take as their patrons instead of the standard Dungeons and Dragons Patrons. As such, the information below is NOT for the Colabria System, so if you are running a game using our custom system, you will not need to know or be aware of it! Also be aware that some of the classes, monsters, races and other stat related items have not been play tested, and those that have are only in the infantile stages of such, so please let us know if there are any changes you would recommend when using them. You can either do that via the Submit Ideas page here on the website, or in our community’s Discord. Thank you so much in advance, and we look forward to making more content for you all!

Patron of Warlocks
The Champion of Sins has witnessed ages pass and many mortal lives start and end. Yet their intention to create balance in a world full of evils and good determined to make it unstable, the Champion has been known to take on various mortals to help make the world a little more stable. After all, he was once a mortal man too, and no man should walk alone forever, nor carry a burden alone.
Expanded Spell List
1st Level Spell Slot: Detect Good and Evil, Protection from Good and Evil
2nd Level Spell Slot: Borrowed Knowledge, Detect Thoughts
3rd Level Spell Slot: Tongues, Counterspell
4th Level Spell Slot: Aura of Purity, Death Ward
5th Level Spell Slot: Dispel Evil and Good, Scrying
Marked By Sin
Starting at 1st level, the Champion of Sins etches their mark upon your soul, granting you insight into the balance of morality. You gain the following benefits:
Unerring Perception. You can use your Detect Evil and Good spell without expending a spell slot a number of times per day equal to your proficiency bonus.
Sin’s Brand. When you damage a creature with a spell or weapon attack, you can use your bonus action to brand them with an ethereal mark, which remains visible only to you for 1 minute. While marked, the creature:
Cannot benefit from invisibility.
Has disadvantage on Charisma (Deception) checks against you.
If the creature is celestial, fiend, fey, or undead, they take additional radiant or necrotic damage (your choice) equal to your proficiency bonus the first time they take damage each turn.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Judgements Gambit
At 6th level, you wield the power of balance, punishing those who tip the scales too far in either direction. When you or an ally within 30 feet of you is hit by an attack, you can use your reaction to force the attacker to make a Charisma saving throw against your spell save DC. On a failure, the following occurs:
If the attacker is evil-aligned, their attack is turned against them, dealing half of the damage they would have inflicted.
If the attacker is good-aligned, radiant energy sears them, dealing 2d8 radiant or necrotic damage (your choice).
On a success, the attacker suffers no penalty. You can use this ability a number of times equal to your proficiency bonus per long rest.
Balance in Blood
Beginning at 10th level, your patron teaches that balance must be maintained through sacrifice. You gain the following benefits:
Equilibrium Strike. Once per turn when you hit a creature, you can choose to channel the Champion’s power to steal their strength. The target takes extra necrotic or radiant damage (your choice) equal to half your Warlock level, and you gain temporary hit points equal to the damage dealt.
Eyes of Judgment. You are immune to being charmed or frightened, and you automatically sense when a creature you are looking at within 30 feet of you tells a direct lie.
Unbroken Arbiter
At 14th level, you become the living embodiment of balance, ensuring that neither good nor evil can sway you from your purpose. As an action, you can invoke your patron’s power for 1 minute, gaining the following benefits:
Eternal Watcher. You gain Truesight (30 feet) for the duration.
Perfect Equilibrium. When you hit a creature with an attack, they must succeed on a Wisdom saving throw or be blinded or deafened (your choice) for 1 minute. They can repeat the save at the end of each of their turns.
Arbiter’s Verdict. When a creature within 30 feet of you drops to 0 hit points, you can use your reaction to force them to make a Charisma saving throw. On a failure, they instead drop to 1 hit point and are paralyzed until the end of their next turn, giving you a chance to decide their fate.
Once you use this feature, you can’t do so again until you finish a long rest.