Hit Dice Type: 1d8 per level; after 9th level +2 hp per level.
Armor/Shield Permitted: All armor and shields.
Weapons Permitted: All.
Prime Attribute: Strength and Wisdom, 5% XP Bonus for 15+ in both.
Attack Table: As per Fighting-man.
Starting Gold: 6d4x10.
While the cleric class shows the connection of mortals to some greater higher (or lower) power that exists, the cleric is better suited to performing miracles and spreading the word of their patron. The Divine Champion is a holy warrior, the militant arm of any faith that is tasked with defending the temples and followers as well as taking the fight to evil beings and opposed faiths.
The Divine Champion is a sub-class of Fighting–men who are strong, wise and charismatic as well as dedicated to the tenets of Law/Good and follow a church or temple. Prospective Divine Champions must have scores of at least 12 in Strength, 12 in Wisdom and 15 in Charisma. Divine Champions gain several special abilities for adhering to their faith. They have a code of conduct they must follow that guides their lives in the fight against evil. Should the Divine Champion ever betray his faith, alignment or Code, he forevermore becomes an ordinary Fighting-man of the same experience points.
In campaigns where alignment is not used or does not play an important role to the game, players will still find the Divine Champion easily played, just by following their Code of Conduct.
Divine Champion Class Abilities
Champion’s Code: All divine champions must follow a Code that governs their daily lives. Codes vary from faith to faith, but generally consist of the following:
Always act honestly and responsibly;
Show compassion to those in need;
Be valorous in combat;
Respect the ruling authority and laws of the land when they are applied fairly;
Give alms to those in need, live your life in service to the church;
Always act in an honorable manner, show respect to allies and enemies no matter the situation;
Hold fast to your faith and know you will be provided for;
Lead by example; seek not glory for glory’s sake, but in the name of your faith.
Divine Champions cannot hire or work with those that constantly breach their Code. If a Divine Champion breaches his Code on occasion, he can confess his sin to a cleric of his faith, atone and be absolved. If he willfully makes a major infraction against his Code or commits a grossly Chaos(Evil) act, he loses his Divine Champion abilities and becomes a standard Fighting-man forever after.
Aura of Protection (1st level): Divine Champions project an aura that grants themselves and allies within a 10 ft radius a bonus to saving throws against mind-affecting spells and effects equal to their Charisma adjustment.
Detect Evil (1st level): By spending a round in concentration, the Divine Champion has the ability to Detect Evil as the clerical spell with a duration of 1 minute. Usable 3 times per day.
Touch of Grace (1st level): Divine Champions can heal a number of hit points per day equal to 1d6 plus his Charisma adjustment by merely touching the recipient. Once per week, he may also Cure Disease as the 3rd level Cleric spell by touch.
Exorcism (1st level): Divine Champions have the ability to turn demons in the same manner as a Cleric using the Turn Undead power, 2/day plus his Charisma adjustment.
Holy Strike (2nd level): When fighting against undead, demons or anti-clerics the Divine Champion adds half his level to his damage roll. Any weapon he wields is considered a blessed weapon.
Turn Undead (3rd level): Like Clerics, Divine Champions have the ability to Turn Undead 3 times per day plus Wisdom adjustment, but they are treated as a Cleric of one third their level (e.g., a 6th level Divine Champion turns undead as a 2nd level Cleric).
Spellcasting (3rd level): Divine Champions may cast Clerical Spells as a Cleric of one-third of their actual level.
Establish a Stronghold (9th level): A Divine Champion can establish a stronghold in the same way as a Fighting-man. He will attract 10d10 followers of his faith and like-minded fighting-men. His stronghold will double as a religious site and safe haven for members of his temple.
For a conversion into Swords & Wizardry, they gain 1d6+1 hit points per Hit Die, use the Fighting-man saving throw number with modifiers allowed to both the Fighting-man and Cleric.
For an OD&D (LBB) conversion, they gain d6 hit points and (LBB+Supplements if you use the variable Hit Dice rules) they gain d8 for hit points. Use the Fighting-man saving throws for either type of OD&D game.