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Recent News
June 21st
Idle Champions: June 21st Adventure Variants 
Posted in Idle Champions.

Season 4: Legends of the Mithral Hall has begun! And to celebrate we have ten new adventure variants across our five active campaigns to put your Champions to the test! Read on to learn more about what these adventures are and where to find them!

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • Meepo's Quest Variant 3: Calcryx Tricks
  • Split the party and reveal the kobold threat with a white dragon!
    • Only Event Champions can be used on this adventure.
    • Meepo's "pet" dragon Calcryx joins the formation.
    • Champions next to Calcryx start each area at 25% of their max health due to her "help".
    • Champions' damage is reduced by 25% (additively) for each champion in the formation that is not a kobold or a goblin.
    • Complete area 375.


  • Lost in the Goblin Halls Variant 3: Goblin Halls: the Next Generation
  • Search through the citadel to find the Twilight Grove with your youngest champions!
    • You may only use champions that are 25 years old or younger.
    • Complete area 425.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Wandering Emporium Variant 3: Bazaar Companions
  • Call in a favor from Mahadi with a shopping montage.
    • You may only use Champions that have the Gold Find role.
    • 5 Wagon escorts join the formation. After every 100 areas, one of the wagons rolls away and frees up the formation slot.
    • Complete area 500.


  • Tiamat's Army Variant 3: Bahamut's Army
  • Deal with an abyssal mutiny with your most honorable champions!
    • You may only use Lawful Good champions.
    • Complete area 525.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Cold as Ice Variant 2: Willing to Sacrifice
  • Continue to hunt for the clues of the Rite of the Arcane Octad with those that are cold as ice.
    • Only Chaotic Evil champions can deal damage.
    • After every 50 areas, a random active non-(Chaotic Evil) Champion is permanently removed from the formation.
    • Once a Champion is added to the formation they can not be removed.
    • Complete area 650.


  • Friends & Foes Variant 2: Devilishly Cold
  • As the factions within Ythryn close in around the Champions, your Tieflings take center stage!
    • You may only use Tiefling Champions..
    • It's snowing in each area. Brr!
    • Complete area 675.


Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • The Minions of Endelyn Moongrave Variant 2: Tiny Treaty
  • Negotiate a peace between the Korreds and Brigganocks of Yon from their point of view.
    • You may only use dwarf, goblin, halfling, or kobold champions.
    • Twice as many monsters spawn with each wave, but quest requirements for each area are doubled.
    • Complete area 850.


  • Love Unsoiled Variant 2: All The World's A Stage
  • Gain Endelyn's allegiance with the bardiest bards that ever barded!
    • You may only use Bard Champions.
    • All dialogs start with a random interjection.
    • Complete area 900.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

Light of Xaryxis Adventure Variants

  • Who Lurks Below? Variant 2: The Champion's Guide to Wildspace
  • Set sail into Wildspace but don't forget your towel.
    • A Plasmoid that just had its home planet destroyed joins the formation. (Slot 3) They constantly ask questions so adjacent champions deal no damage due to the distraction.
    • Complete area 400.

  • Xanathaaaaaaar! Variant 2: Not That Type of Helm!
  • Investigate a trading post nestled in an asteroid while you try to secure some new fancy headwear!
    • You may only use fighter or paladins.
    • All familiars are wearing fancy hats.
    • Complete area 450.


See the in-game Change Log for more information!

Tell us all how Season 4: Legends of Mithral Hall is going on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

April 26th
Idle Champions: The Grand Tour, Part 9b 
Posted in Idle Champions.

After traveling to the Tomb of the Nine Gods to retrieve the Eye of Vecna, and then to Avernus to claim the Hand of Vecna, we learned we needed the Sword of Kas to destroy both artifacts – but only after they have been attuned to a willing creature. So we traveled to the dread domain of Tovag to find Kas and his fabled sword, and fought against the dark powers to break him free. It's time to return to Candlekeep with the Hand and Eye of Vecna, ready to make the ultimate sacrifice to destroy these dangerous artifacts!

Note: You will need to have completed the previous two Grand Tour Adventures, The Sanctum of the Sword and Get Back in the Castle, in order to access these new Adventures.



Checkmate

Return to Candlekeep with Kas as everything unravels!
  • Variant: Pin and Skewer - Return to Candlekeep with Champions that have the most impressive stats!
    • You may only use Champions that have an ability score total of 85 or more.
    • Complete area 625

Vecna Out!

It's just you and Vecna - and a citadel's worth of baddies!
  • Variant: Bully for Vecna - It's just you and Vecna - and a few Bullywugs!
  • Requirement: You must have Blooshi unlocked. She can be found in the Wild Beyond the Witchlight adventure "The Fairy Rings of Thither," Variant 2.
    • Blooshi joins the formation. (Slot 2) She can't be removed or swapped out.
    • You may only use Champions that have a magical base attack.
    • A Bullywug joins the formation. Every 50 areas the bullywug leaps to a new formation slot. The Bullywug does not knock Blooshi out of the formation.
    • Any Champion the Bullywug leaps on is knocked out for the rest of the adventure.
    • Champions can't be removed from the formation once they have been added.
    • Fire breath potions can't be used during the adventure and click damage has no effect after area 100.
    • Rewards Blooshi Feat and 3 Gold Blooshi chests
    • Complete area 625

More details and information can be found in the game!
April 5th
Idle Champions: April 5th Adventure Variants 
Posted in Idle Champions.

We're keeping the Emergence celebration going this week with some Red Wizard filled Adventure Variants! Fight back the forces of Thay and get those Corrupted Gems!

One of the two Adventure Variants that each of the Active Campaigns are receiving today will feature Red Wizards of Thay invading the adventure. Fend them off and halt the Red Wizard's plans! It won't be easy, however. Each Adventure Variant has restrictions for your formations making the fight against the Red Wizards even more difficult! Read on to learn more about these and the other Adventure Variants releasing today.

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • The Dread Domain of Tovag Variant 2: Frail Doesn't Mean Broken
  • Race across the dread domain with Champions that don't focus on Constitution!
    • You can't use Champions that have CON as their highest ability score, including ties.
    • 1-2 Zhentarim Spies spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 500.
    • Rewards 1250 Corrupted Gems.

  • The Castle of a Thousand Vecnas Variant 2: Unreasonable Doesn't Mean Stupid
  • Join the troops of Kas with Champions that don't focus on Intelligence!
    • You can't use Champions that have INT as their highest ability score, including ties.
    • 1 Red Wizard Necromancer and 1-2 skeletons spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 500.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Path of Dreams Variant 3: Bad Odds in Avernus
  • Follow Lulu's dream across Avernus with odd companions.
    • You may only use Champions with a total ability score sum that is odd.
    • A Gelatinous Cube joins the formation. All it does is gurgle in the back of the formation.
    • Complete area 450.
    • Rewards 1250 Corrupted Gems.

  • The Lost Hollyphant Variant 3: An Even Worse Time in Avernus
  • Follow Lulu's cries across Avernus while under attack by Red Wizards!
    • You may only use Champions with a total ability score sum that is even.
    • 1-2 Red Wizard Evokers spawn with each wave. All it does is gurgle in the back of the formation.
    • Complete area 475.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • The Radiant Nightmare Variant 3: Witty Riposting
  • Chase down Xardorok's Chardalyn Dragon with your nimblest champions!
    • Only Champions with DEX of 15 or higher and CHA of 16 or higher can be used.
    • Complete area 450.
    • Rewards 1250 Corrupted Gems.

  • Waiting on Sunrise Variant 3: How Far Away is Thay?
  • Race to save Termalaine while protecting Volo from Red Wizards.
    • Volo joins the formation. He doesn't do much other than get in the way..
    • 1-2 Red Wizard Abjurers spawn with each wave. They don't drop gold nor count towards quest progress.
    • Complete area 475.
    • Rewards 1250 Corrupted Gems.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • The Roots of Loomlurch Variant 2: The Lutes of Loomlurch
  • Follow these carefully laid out plans with Champions that make plans that fail.
    • You may only use up to 3 champions in the formation that aren't Bards.
    • Complete area 700.
    • Rewards 1250 Corrupted Gems.

  • The Howling Peaks of Yon Variant 2: The Invisible Wizards of Thay
  • Enter Yon while fighting back invisible red wizards!
    • 1-2 Red Wizard Illusionists spawn with each wave. They don't drop gold nor count towards quest progress. They are invisible until they attack and can't be attacked while invisible.
    • Red Wizard Illusionists have a ranged magic attack. They attack a random target and their attack stuns the target for 5 seconds.
    • Complete area 800.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Light of Xaryxis Variants

Light of Xaryxis Adventure Variants

  • Seeds of Destruction Variant 2: Owlbear Necessities
  • Help Laeral Silverhand understand a new threat to Waterdeep with an owlbear companion.
    • A snowy owlbear joins the formation. Only champions next to the Owlbear or next to a Druid Champion can deal damage.
    • Complete area 300.
    • Rewards 1250 Corrupted Gems.

  • The Evacuation of Waterdeep Variant 2: Best Thay Ever
  • Get to the Dock Ward while evading red wizards!
    • 1-2 Red Wizard Transmuters spawn with each wave. They don't drop gold nor count towards quest progress. When they are defeated, they polymorph into a beast and must be defeated again.
    • Complete area 350.
    • Rewards 1250 Corrupted Gems.


See the in-game Change Log for more information!
March 29th
Idle Champions: March 29th 2023 Adventure Variants 
Posted in Idle Champions.

To celebrate the start of our Emergence Events we have a whole bunch of new Adventure Variants for you to complete - and they reward Corrupted Gems! Read on to learn more!

Several of these Variants feature some surprising characters that need to be escorted through the Adventure. In one Variant you'll be taking a Pink Elephant through Lulu's dreams, while in another both Kent and Virgil join the formation! These also mark the last Adventure Variants for Waterdeep: Dragon Heist - hard to believe, but there are plenty of other campaigns to go!

Adventure Variants

This week's update brings 10 new adventure variants for our 5 active campaigns.

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • Return to the Tomb Variant 2: Keep Your Distance
  • Return to the Tomb of Annihilation with Champions that are smart enough to stay out of harm's reach.
    • You can't use Champions that have INT as their lowest ability score, including ties.
    • Champions with melee attacks deal no damage.
    • Complete area 425.
    • Rewards 1250 Corrupted Gems.

  • Heatwave Variant 2: Hands Off!
  • Collect the Hand of Vecna with empty hands while fighting even more empty hands.
    • You may only use Champions with Magic base attacks.
    • Each wave spawns 1-2 severed hands. They don't drop gold nor count for quest progress.
    • Complete area 425.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Déjà Vu Variant 3: Déjà Vu All Over Again
  • Defeat the Mind Flayers and then… Defeat the Mind Flayers.
    • Area requirements are doubled in non-boss areas.
    • Enemies spawn twice in all non-static boss levels. The second set of spawns happen after the first set is defeated, and both bosses must be defeated to progress.
    • In all areas, each time a monster is defeated, all monsters deal +10% damage, gain +10% max health, and +10% speed, stacking additively. Stacks reset after going to a new area.
    • Complete area 400.
    • Rewards 1250 Corrupted Gems.

  • Alterdeep Variant 3: Ulkoria's Escape from Alterdeep
  • Find your way out of Extremiton's nefarious trap before all your magic using champions are captured!
    • Must have completed all other Waterdeep: Dragon Heist adventures and variants.
    • Every 50 areas, the champion with the lowest Intelligence is captured by mind flayers and removed from the formation. They cannot be added back for the duration of the adventure.
    • Ulkoria joins the formation in slot 3. She can be moved, but not removed or swapped out, and she will never be taken away by mind flayers.
    • You may only use Champions with a magical base attack.
    • Champions can't be removed from the formation once they have been added.
    • Fire breath potions can't be used during the adventure, and click damage has no effect after area 100.
    • Complete area 450
    • Rewards: 5 Modron Component Chests, New Feat for Ulkoria: Guardian of Waterdeep: Ulkoria may be used in any Waterdeep: Dragon Height campaign adventure or variant when a patron is enabled, even if the patron or variant restrictions would normally restrict her.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • Into the Fire Variant 3: Hearts Aflame
  • Head into the wasteland of Avernus facing a literal heartache.
    • You can't use Champions that have CHA as their lowest ability score, including ties.
    • Every 10 seconds, two flaming hearts falls from the sky, striking two random Champions, dealing 25% of their max health in damage and stunning them for 10 seconds.
    • Complete area 400.
    • Rewards 1250 Corrupted Gems.

  • Dreamscape Variant 3: Look Out!
  • Head into Lulu's memories with a vivid companion.
    • A Pink Elephant joins the formation. Champions next to the Pink Elephant deal no damage.
    • You can only use Champions with a ranged basic attack.
    • Complete area 425.
    • Rewards 1250 Corrupted Gems.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • The Rite of the Arcane Octad Variant 2: An Icewind Dale Reunion
  • Explore the ancient city of Ythryn with Pavel and Kara.
    • Pavel and Kara join the formation.
    • Only core and evergreen Champions can be used.
    • Complete area 600.
    • Rewards 1250 Corrupted Gems.

  • The Netherese Necropolis Variant 2: The Archaeologist and the Sailor
  • Search the city for more Arcane Octad clues with an experienced archaeologist and a Storm Sorcerer.
    • The player must have Kent and Virgil unlocked..
    • Kent and Virgil join the formation. They can be moved but not removed.
    • You can't use DPS champions unless they are from the Rivals of Waterdeep affiliation.
    • Complete area 625.
    • Rewards 1250 Corrupted Gems.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Downfall Variant 3: Third Third Out
  • Learn the lay of the land in Downfall, without the last third of your Champions
    • Only bench seats 2, 3, 5, 6, 8, 9, 11, and 12 may be used.
    • Two Giant Frogs (Monster ID 29 and 31) join the formation in slots 5 and 6.
    • Complete area 550.
    • Rewards 1250 Corrupted Gems.

  • Slack-jawed Lorna Variant 3: A Steadfast Love
  • Face off against the first hag of the Hourglass Coven while protecting a storybook love.
    • A one legged Tin Soldier and a Toy Ballerina join the formation.
    • 1-2 Lesser Fire Elementals spawn with each wave. They like to melt tin.
    • Complete area 600.
    • Rewards 1250 Corrupted Gems.


See the in-game Change Log for more information!
March 8th
Idle Champions: The Grand Tour, Part 8b 
Posted in Idle Champions.

After having the Hand of Vecna stolen from us by one of Kas’s lieutenants, the death knight Aristomache. We’ve made our way through the dread domain of Tovag, avoiding undead monsters and armies of Kas’s loyalists, to reach the castle. Joining a tour group of new recruits, we find our way to the throne room to convince Kas to join us to defeat Vecna – but Aristomache has beaten us!

Note: You will need to have completed the previous two Grand Tour Adventures, The Dread Domain of Tovag and The Castle of a Thousand Vecnas, in order to access these new Adventures.



The Sanctum of the Sword

Fight your way across Tovag to recover the Sword of Kas as the dread domain tries to stop you!
  • Variant: Kas the Bloody Handed - Fight your way across Tovag to recover the Sword of Kas with its owner!
    • Kas joins the formation (Slot 4).
    • Only Champions next to Kas can deal damage.
    • 1-2 Relentless Undead spawn with each wave. When they are defeated they come back to life after 5 seconds.
    • Undead creatures are Kas' Favored Foe and take 100% extra damage from all attacks.
    • Complete area 550

Get Back in the Castle

Join the troops of Kas and learn that Vecna could be around ANY corner.
  • Variant: Kas the Destroyer - Reclaim the Hand of Vecna with the help of Kas!
    • Kas joins the formation
    • Every 200 areas, all Champions are removed and can't be used again during this adventure.
    • Champions can't be removed from the formation once they have been added.
    • Complete area 550

More details and information can be found in the game!
January 25th
Idle Champions: The Grand Tour, Part 7b 
Posted in Idle Champions.

We've managed to reclaim the Eye of Vecna from Acererak and return it to Candlekeep for safety. Then we followed the Book of Tarchamus’s memories to find the Hand in the keeping of Lord Bel of Avernus. He informed us that the Hand and Eye can only be destroyed if they are both attuned to a willing creature who is then slain by the Sword of Kas. Now we're headed to Kas himself to persuade the vampire to help us!

Note: You will need to have completed the previous two Grand Tour Adventures, Return to the Tomb and Heatwave, in order to access these new Adventures.



The Dread Domain of Tovag

Race across the dread domain to reach Kas the Bloody-Handed!
  • Variant: Weak Doesn't Mean Feeble - We don't need our strongest to get to across this domain!
    • You can't use Champions that have STR as their highest ability score, including ties.
    • Complete area 475

The Castle of a Thousand Vecnas

Join the troops of Kas and learn that Vecna could be around ANY corner.
  • Variant: Clumsy Doesn't Mean Inept - The troops of Kas don't need dexterous Champions!
    • You can't use Champions that have DEX as their highest ability score, including ties.
    • Complete area 475

More details and information can be found in the game!
December 14th, 2022
Idle Champions: Winterfest & Dec 14th Adventure Variants 
Posted in Idle Champions.

Our Winterfest Celebration has arrived! There are new goodies for you to unlock and new adventures for you to enjoy, so read on to find out about what you can expect!

Dungeons & Dragons Winterfest reward

Daily Rewards

Every day during the Winterfest Celebration you can log in and open a new chest, but each chest is only available for 24 hours! Each chest contains 5 awesome items, hand-picked by the team here at Codename Entertainment to help you in your adventures. If you get goodies in those chests for content you have not yet unlocked, then your account will retain those items and save them for you to enjoy when you have unlocked those systems in the game.

Once you have claimed at least four daily chests, you unlock Lazaapz as well as an exclusive Spelljammer skin, an epic Lazaapz feat, and 3 gold Lazaapz chests!

Gem Shop Updates

Dungeons & Dragons Jeremy

A brand new familiar is now available in the gem shop! He's a little nervous, as he just started to exist after being pulled out of a Bag of Tricks. But we think you'll find Jeremy the Baby Tiger, available for 1000 gems, an excellent addition to your familiar family!

We're also adding Gladiator Minsc, Vecna Cultist Korth, and Birdie Lucius to the gem shop, all 20,000 gems!

Season 2 Champion Updates

Idle Champions Season 2: The Flayer Hunters will be focusing on five of the Heroes of Baldur's Gate. Ahead of the season starting on December 21st, we've made some updates and buffs to all of these Champions. Check out this video for a quick overview of the changes, with all the details available in game when Season 2 launches!

Adventure Variants

Winterfest also brings 10 new adventure variants for 5 different Campaigns!

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • The Dark Heart Variant 2: Underdark Chill
  • Travel to Vizeran DeVir in the middle of a snowfall? Underground?!?
    • The tunnels are unnaturally cold. The weather is snowing in every area. Ice Piercers spawn randomly with each wave, but they don't drop gold, nor do they count toward quest progress. You can't use Champions that have CON as their lowest ability score, including ties.
    • Complete area 450.

  • The Alien Underdark Variant 2: Brains on Ice
  • Assault a mind flayer colony with a brainy friend.
    • An Intellect Devourer riding a Snow Golem joins the formation. Champions next to the Intellect Devourer have their base attack cooldown increased by 5 seconds. Mind Flayer Zombies spawn randomly with each wave, but they don't drop gold, nor do they count toward quest progress.
    • Complete area 450.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Wyllowwood Variant 3: Smooth Talkers
  • Convince the lady of Wyllowwood to guide you with your most persuasive heroes.
    • You can only use Champions that have CHA as their highest ability score, including ties.
    • Complete area 375.

  • An Illithid Undertaking Variant 3: An Owlbear of an Undertaking
  • Head deeper into the Illithid infested Undermountain with an oversized pet.
    • A Snowy Owlbear joins the formation. Every 5 seconds, it takes a bite out of a random Champion next to it, dealing damage equal to 25% of the Champion's max health.
    • Complete area 400.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • Elturel Has Fallen Variant 3: Hailstorm!
  • The weather gets worse, so you'll need to be strong.
    • You can only use Champions that have STR as their highest ability score, including ties. Every 5 seconds, a large Hailstone falls from the sky striking a random Champion, dealing damage equal to 50% of the Champion's max health.
    • Complete area 350.

  • Resolve Amongst Chaos Variant 3: Avernus Frozen Over
  • Ice monsters and white abishai are making things extra difficult!
    • White Abishai spawn randomly with each wave, but they don't drop gold, nor do they count toward quest progress. Each Boss wave spawns an Ice Devil as an additional Boss. It must also be defeated to progress. You can't use Champions that have WIS as their lowest ability score, including ties. The weather is snowing in every area.
    • Complete area 375.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Dwarven Rumors Variant 3: It's Cold Out There Today
  • Explore a rumor about invisible dwarves in Caer-Konig in the middle of a blizzard.
    • It's snowing heavily in all outdoor areas. Due to the blowing snow, it's too cold to hold weapons. You may only use Champions with magic attacks.
    • Complete area 400.

  • Sunblight Variant 3: It's Cold Out There Every Day
  • Learn what you can with those tough enough to handle the cold.
    • You can only use Champions that have CON as their highest ability score, including ties.
    • Complete area 425.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Will of the Feywild Variant 2: Will of the Frozen Feywild
  • Face off against the next member of the League of Malevolence while under assault by Winter Eladrin!
    • Winter Eladrin spawn randomly with each wave. They don't drop gold, nor do they count toward quest progress. You can't use Champions that have DEX as their lowest ability score, including ties.
    • Complete area 650.

  • Best Laid Plans Variant 2: G. O. A. T.
  • Face off against Skabatha Nightshade with the Greatest of All Time.
    • A giant goat joins the formation. You can't use Champions that have WIS as their lowest ability score, including ties.
    • Complete area 750.


See the in-game Change Log for more information!

Tell us all how your Winterfest is going on the Idle Champions Subreddit, on the Steam forums, or on the Official Idle Champions Discord!

November 2nd, 2022
Idle Champions: The Grand Tour, Part 6b 
Posted in Idle Champions.

We faced Vecna and lost, big time, even with the help of Vajra, Elminster, and Mordenkainen! Though we did gain one key item, the Book of Tarchamus. It knows the location of the two final pieces that Vecna needs to complete his ritual: his hand, and his eye!

Note: You will need to have completed the previous two Grand Tour Adventures, Vecna Lives and Vecna Loots!, in order to access these new Adventures.



Return to the Tomb

We have been dispatched to return to the Tomb of Annihilation in search of the Eye of Vecna.
  • Variant: Arcane Efforts - Return to the Tomb of Annihilation with Champions familiar with the arcane arts.
    • Only artificers, bard, sorcerer, warlock, and wizard Champions can be used.
    • Complete area 400

Heatwave

Collect the Hand of Vecna from Bel, the Archduke of Avernus.
  • Variant: To Avernus in a Handbasket - Delina leads the trip to Avernus, but we're under assault by poultry-in-motion.
    • Delina starts in the formation. She can't be swapped out or removed.
    • You can't use other Champions with the dps role.
    • In all non-boss areas, whenever a non-poultry fiend is defeated, an Abyssal Chicken spawns. They don't drop gold, nor do they count toward quest progress.
    • Complete area 400

More details and information can be found in the game!
September 21st, 2022
Idle Champions: September 21st Adventure Variants and Scotty the Rescue Pup Familiar 
Posted in Idle Champions.

We're celebrating the release of Scotty the Rescue Pup Familiar and raising money for Take This with a potpourri of adventure variants! Scotty is an awesome way to help you tackle all these new challenges because everyone loves an adorable, happy doggie!

Dungeons & Dragons Idle Champions Scotty the Rescue Pup Familiar one sheet

Adventure Variants

This week's update brings 10 new adventure variants for 5 different Campaigns!

Dungeons & Dragons Idle Champions Grand Tour of the Sword Coast Variants

Grand Tour of the Sword Coast Adventure Variants

  • Vecna Lives! Variant 2: A Demigod's Defender
  • Explore the emergency in Candlekeep while fending off undead monstrosities that deflect blows from swords and arrows!
    • At the start of each area, a Zombie Minotaur appears with ten armored hit points. They can only be damaged by magical attacks.
    • Complete area 350.

  • Vecna Loots Variant 2: More Than Well Equipped
  • Stop the assault on Candlekeep with the best of your best-equipped Champions!
    • Only Champions with at least two Epic equipment or better may be used.
    • Two wizard students join the formation, but they just get in the way.
    • Complete area 350.


Dungeons & Dragons Idle Champions Waterdeep: Dragon Heist Variants

Waterdeep: Dragon Heist Adventure Variants

  • Champions of Waterdeep Variant 3: Take Five
  • Head home after a job well done with Champions from Year Five. What can possibly go wrong?
    • Only Event Champions from Year Five can be used.
    • Complete area 300.

  • Once More Into the Breach Variant 3: Nightmare Mode
  • Head into Undermountain while grappling with an absolute plethora of bosses!
    • Each boss needs to be defeated four times to advance.
    • Only Champions with WIS of 8 or lower can be used.
    • Complete area 375.


Dungeons & Dragons Idle Champions Baldur's Gate Descent into Avernus Variants

Baldur's Gate: Descent into Avernus Adventure Variants

  • The Darkness Runs Deeper Variant 3: Faerun's Most Wanted
  • Learn more about the events in Baldur's Gate with Champions from the most used time gates.
    • You may only use the Champions in the top 30% of current time gate popularity.
    • Evergreen Champions can not be used.
    • Complete area 400.

  • Difficult Terrain Variant 3: Faerun's Most Neglected
  • Head to Candlekeep with the Champions from the least used time gates, but watch your step!
    • You may only use the Champions in the bottom 30% of current time gate popularity.
    • Evergreen Champions can not be used.
    • Complete area 425.


Dungeons & Dragons Idle Champions Icewind Dale: Rime of the Frostmaiden

Icewind Dale: Rime of the Frostmaiden Adventure Variants

  • Moose Tracks Variant 3: Ten in Ten-Towns
  • Enter Ten-Towns with a Champion of OUR choice.
    • A random Champion from seat 10 is immediately unlocked, added to the formation, and can't be removed.
    • Champions from the first two bench seats cannot be used.
    • Complete area 350.

  • Civilization Variant 3: Lone Wolf Party
  • Head to Termalaine with Champions that tend to go it alone.
    • Only Champions that aren't part of an affiliation can be used.
    • One Winter Wolf appears with each non-boss wave. They don't drop gold, nor do they count towards quest progress.
    • One Winter Wolf Alpha appears at the start of each boss area. They must be defeated in order to progress.
    • Complete area 375.

Dungeons & Dragons Idle Champions Wild Beyond the Witchlight Variants

Wild Beyond the Witchlight Adventure Variants

  • Hither of the Feywild Variant 3: Don't Squeeze the Spiders
  • Venture into the Feywild while fighting spiders resistant to magic.
    • Additional Giant Spiders appear in each area. They don't drop gold, nor do they count towards quest progress.
    • Only Champions with a melee or ranged base attack can be used.
    • Champions' base attack cooldowns are increased by 3 seconds.
    • Complete area 450.

  • Prince of a Thousand Enemies Variant 3: Where the Magic Happens
  • Head further into Hither with your best magical attackers.
    • Only Champions with a Magical base attack can be used.
    • Whenever a Champion attacks and doesn't kill at least one monster, the Champion is stunned for 5 seconds.
    • Complete area 500.


See the in-game Change Log for more information!
August 26th, 2022
Idle Champions: Pack Antics Series 2 
Posted in Idle Champions.

After a successful Witchlight run, some new kobold Champions return for a second series. But this time it's kobolds IN SPAAAAAAACE!!!!

The new series of our colorful, popular, and adorable comic Pack Antics has returned with an exciting Spelljammer adventure! This time Krydle, Nayeli, Makos, Reya, Shandie, and Tyril have all been polymorphed into small kobolds, and geared out to take on whatever Wildspace can throw at them!

Pack Antics Spelljammer Comic #1

Both series of Pack Antics are drawn by Luke McKay, and written by Treavor Bettis. You can find the entire first series on our Official Idle Champions Discord saved in the Comics channel of the Art section. Series 2 will be posted there, as well as on our Official Twitter, so you can always keep up with the latest kobold antics.

Return to Sender: A Pack Antics Adventure

Dungeons & Dragons Return to Sender headshots

Return to Sender is a special D&D one shot with Treavor taking the Dungeon Master seat! Our players include Lauren as Tyril, Vee as Shandie, and Mars as Krydle...but all transformed into kobolds! Watch live on our Twitch channel on Wednesday August 31st from 1-4pm Pacific!

Collect Your Own Crew!

Dungeons & Dragons Pack Antics Series 2 gif

Starting on August 31st, you can pick up these adorable new skins for your own Idle Champions! All six Champions are available in the store as individual packs, or buy the Pack Antics Series 2 Bundle Pack to get the whole set for a discount!

Because Reya Mantlemorn is an Evergreen Champion unlockable only through play in the Descent into Avernus Campaign, her Skin & Feat Pack will not unlock the Champion. But we're here to help you finish your Descent Into Avernus adventures so you can enjoy Pact Antics Reya! From August 31st until Sept 7th Pacific Time, you will collect 50% bonus favor whenever you reset a Descent into Avernus adventure! Reya is unlockable by completing the second variant of the Idyllglen adventure titled: "Reya Reborn" towards the end of the Descent into Avernus campaign.

Check out the in-game store for all of the details when these packs go live on August 31st!
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