Champion is a Subclass of Fighter in Baldur's Gate 3. Fighters primary ability is Strength, their saving throw proficiencies are Strength & Constitution and they have a Hit Die of 1d10. They have proficiency with Simple weaponsMartial WeaponsLight ArmorMedium ArmorHeavy Armor, and ShieldsChampions adds the Improved Critical Hit that gives their weapon attacks score a critical hit.

 

You approach the complex problems posed by combat with one distinctly effective solution - you hit those problems, really quite hard.

 
 
 
 

 

BG3 Champion Progression

 

Champion Notes & Tips & Builds

    • You get a chance to deal high damage when enemies are surprised. You can do multiple attacks 20% or more critical chance hit, one Critical hit guaranteed. If not surprised, you have only multiple attacks with 20%+ critical chance hit, none guaranted critical strike. With the proper set of items, it's even more powerful.
    • When using Champion, get your feat/ability score improvement at level 4. Then, Multiclass and never level up fighter again (unless you need the extra attack at level 5 and the feat again at level 6).
    • The Champion subclass provides an extremely solid "base layer" to your character that gets completed with magical items, consumables, and some ally teamwork. Easy to reach 22+ AC, easy to get extreme mobility so you don't worry about being in a bad position, can use a variety of weapons or armor types instead of being restricted to anything.
    • The Crit works with spells.
    • You can increase your Crit Chance by equipping a bow and an elixir that increases crit chance, reducing the roll needed for a crit to 13. Combine that with an advantage hit and you almost have a 70% crit chance.

 

 

 

Classes and Subclasses
Arcane Trickster  ♦  Archfey  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Battle Master  ♦  Beast Master  ♦  Berserker  ♦  Circle of Spores  ♦  Circle of the Land  ♦  Circle of the Moon  ♦  Circle of the Spores  ♦  Cleric  ♦  College of Lore  ♦  College of Swords  ♦  College of Valour  ♦  Conjuration School  ♦  Divination School  ♦  Draconic Bloodline  ♦  Druid  ♦  Eldritch Knight  ♦  Enchantment School  ♦  Fighter  ♦  Gloom Stalker  ♦  Hunter  ♦  Illusion School  ♦  Knowledge Domain  ♦  Life Domain  ♦  Light Domain  ♦  Monk  ♦  Nature Domain  ♦  Necromancy School  ♦  Oath of the Ancients  ♦  Oath of Vengeance  ♦  Oathbreaker  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Sorcerer  ♦  Storm Sorcery  ♦  Tempest Domain  ♦  The Fiend  ♦  The Great Old One  ♦  Thief  ♦  Transmutation School  ♦  Trickery Domain  ♦  War Domain  ♦  Warlock  ♦  Way of Shadow  ♦  Wild Magic  ♦  Wild Magic (Barbarian)  ♦  Wizard



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    • Anonymous

      6 into Fighter Champion, 4 into Rogue Thief, 1 into Cleric Tempest (better then War Priest with 3 bonus attacks / long rest imo), 1 into Warlock The Great Old One.

      With Dual Wield Melee Half-Orc: 4 attacks per turn, 3 feats, fear on crit (aoe), retaliation for reaction against melee hits, Action Surge, Sneak Attack, some spells for utility.
      I'm currently trying this out as it could be rather fun.

      • Anonymous

        Just go to the real BG3 wiki instead. Lmfao this page is so lackluster and poorly written. Good job fextralife lol.

        • Anonymous

          Okay , this might be the most lackluster fighter subclass, BUT, it's very newbie friendly and makes it a very good class for athletic proficiencies. People underestimate the 3 extra metters on a jump, making it a very good way to jump from one foe to another way easier and help your squissier companions. Also it is the only subclass that adds you an extra fighting style, so yeah, having Duel + Defense for instance, maybe is far from being better than maneouvers or some eldritch knight spells, BUT they provide you excellent passives that are very suitable specially for people who don't want to struggle and just want a hurr durr derp derp fighter with the least micro management possible (belive me when I say some people get overwhelmed with maneouvers...).

          Basically, not a strong subclass, but not the **** subclass everybody is yelling around.

          I don't know if they pland to release an expansion up to level 20, but if it's not the case I should maybe recomend to let the player have their second fighting style at 6 then at 10 improve the critical like the D&D 5e says, up to +2. That would make some good arrangements

          • Anonymous

            I really wished they give champ a passive that that lets them equip weapons and items for free, or at least once per turn or for a bonus action.
            Instead of a half proficiency on dex.

            It would fit with the avarice of a champion. Showing off prized equipment. And fun to play with, as there are plenty of weapons that gets unused because the select few just have better passives.

            You can do some fun stuff like rush with a spear, then daze then with a hammer.
            It would be a play style close to battle master, but has different varieties.

            • Anonymous

              Worst subclass ever.

              It's a 5% crit chance increase, that's it. Other class can reach crit on 14 or +. With champion, it's 13 or +. Not a great improvement.

              To the people saying you don't need to rest because you don't have ressource management. Well of course, if you gained nothing, you don't need to rest to restore "nothing".

              • Anonymous

                guys want to ask, how exactly crit working, if i reduce crits to 14-15, is that mean when i roll 14-20 its automatically success attack as normal crit? or it's just make crit attack if i actually hit it(as normal attack roll)

                • Anonymous

                  so i resreached a bit more but my statement not changed! it is a suck CLASS!!!
                  depend on items and even the pure class is not that great (if you multi it become much better but only 3fighter/champion need cause of the -1 reducer)
                  so the items mostly came from act 3!!!
                  what you can get the more earlist is the knife undermountain king (shortsword) in act 2 in githyanki creshe
                  also the viciousness elixir work until long rest so a big help! (i think you get the ingrediment in act 2 too or at least in underdark) (later there is vendors/merchants)
                  so in early act 2 you get -2 reducer + your -1 from the class... (in early act 1)
                  so get 17-20 dice and it is 20% crit chance...
                  in the end game you can get
                  horned helmet and first blood blade (dagger) + the dead shot bow so get -3 another reducer
                  and get the 14-20 roll so 35% crit chance...!
                  without wasting the 3 levels witzhout champion you get 30% crit chance with the items!

                  and next the multiclass which is pretty sick!!!
                  barbarian/berserk is the true dominator in here!
                  get 9lv berserk and 3lv champion so get brutal critical
                  and know the point the reckless attack by with get ADVANTAGE! so throwing 2 dice and get double chance FOR CRIT!!!
                  in early act 2 get the -3 reducer (undermountain knife, viciousness elixir, champion feature) and barbarian reckless attack
                  so get the 2x 17-20 dice and the 36% crit chance
                  and if you get every items then 2x 14-20 dice 57,75% crit chance!

                  so it is pretty tricky mostly cause you use dual wield and the reckless attack use only your main hand! it is suck
                  so actually you have:
                  1st reckless attack: 57,75% crit chance
                  2nd normal attack: 35% crit chance
                  3rd extra attack: 35% crit chance! so deffinitly you make 1 critical hit per every turn at least!!!

                  and the damage is
                  1d4+2 + 1d4(crit) + 1d4(barbarian) bloodthrist/first blood
                  1d6+2 + 1d6(crit) + 1d6(barbarian) undermountain king
                  so get a 3d4+2 and 3d6+2 which is a 8+11+5/5modifer medium dmg (if you get 2 critical hit)

                  but the best way is use the undermountain sword in main hand so get the 3d6+2+5 which is 16dmg medium
                  and you have + 2 attacks with 1d6+2+5 and 1d4+2+5 which is 10+9=19dmg
                  so total in a round you make 35dmg and even have chance you get an another crit!

                  it is worth i? of course NOT! :D
                  for short the balduran giantslayer greatsword have better stat with this!
                  get 12 fighter or barbarian and make 3 attacks per turn still can use -3 crit reducer! (bow, helmet, elixir)
                  so still need 17-20 36% crit chance so actually in 3 attacks you get at least 1 per turns...
                  2d6+2+10modifer! 18dmg per attacks!!! you have 3 so get 54dmg per turns!
                  and you have 36% crit chance!!! so at least 1 is go to crit
                  4d6+2+10 = 24dmg + 18+18 = 60DMG!!!! :/

                  with the barbarian brutal critical it is even... i stop calculating cause pointless!!!

                  • Anonymous

                    oke for short cause i cant use any real space for this!
                    you just need 3 items cause the class is suck!
                    viciousness elixir, horned helmet, death shot bow and get -3 reducer so 17-20 dice and it is 20% crit chance!

                    then 9 level barbarian berserker and the rest is not matter!
                    use reckless attack an increase that 20% to 36%! and a berserker still can hit +2 times so
                    1st attack: 36%
                    2nd attack: 20%
                    3rd attack: 20%

                    it's mean
                    4d6+3+10modifer = 12+3+10=25dmg medium + 2x 2d6+3+10mod = 6+3+10=19x2=38
                    so deal 63dmg per turns!!!

                    while with the all critical items just make 2d4+2 + 2d6+2 (if both is critical) = 4+2+5mod + 6+2+5mod = 11+13=24
                    and you also can attack once more but even if get 3 critical in 1 turn it is just an another 13dmg
                    so deal only 37dmg per turns...

                    • Anonymous

                      Clarification to crit stacking...

                      [Base] Critical Hit Threshold: 20

                      [Class] Champion's Feature: -1

                      [Cloak] Shade-Slayer Cloak: -1

                      [Helmet]
                      Sarevok's Horned Helm: -1
                      (Two Versions) Dark Judicator Helm: -1

                      [Elixir] Elixir of Viciousness: -1

                      Dual Weild:
                      [Weapon] [Dagger] Bloodthrist: -1

                      [Weapon] [Shortsword] Knife of the Undermountain King: -1

                      [Weapon] [Bow] The Dead Shot: -1

                      [Feat] [Magic Only] Spell Sniper: -1

                      For a Sorc picking up lvl 4 Fighter, you can mainly use lower end spells and upcast for 12+ Roll Crit.

                      For Melee, 11 Champion and 1 War Cleric you can have 13+ Crit. 3 Attacks per Action + 1 Additional Attack Via Warcleric Passive. If you use the Extra Action Gloves, First turn 15 Attacks With 70% Crit Chance if you have Advantage.

                      • Anonymous

                        Citation for the claim that Crit threshold can be reduced to 13?

                        [Base] Critical Hit Threshold: 20
                        [Cloak] Shade-Slayer Cloak: -1
                        [Helmet] Sarevok's Horned Helm: -1
                        [Elixir] Elixir of Viciousness: -1
                        [Class] Champion's Feature: -1
                        -----------------------------------------
                        Choose (1) One:
                        [Weapon] [Dagger] Bloodthrist: -1
                        [Weapon] [Bow] The Dead Shot: -1
                        ---------------------
                        (Optional) Does Weapon Buff count while casting?
                        [Feat] [Cantrips] Spells Sniper: -1
                        --------------------------------------------
                        [Attack] Critical Hit Threshold: (20) - (5) = 15
                        [Cantrip] Critical Hit Threshold: (20) - (6*) = 14

                        (*Requires [Weapon] Buff to count for Casting)

                        IF [Melee] and [Ranged] Weapons' buffs BOTH count at the same time AND while casting spells, THEN [Attack] CHT = 14 & [Cantrip] CHT = 13
                        That said, most of this Champ's damage is [Ranged] coming from either [1-30] Firebolt Dmg via [Magic Initiate] or the [11-27] Piercing Dmg via [The Dead Shot] to use it.

                        • Anonymous

                          To really leverage the improved critical from this class, an excellent build is Thief 4, Champion 5, College of Swords 3, using a dual-wielder hand x-bow build. It has a 48% to land a critical on any given turn. You can respec it how you please, but Dex 16-17, Con 14, and Cha 15-16 is a safe starting point. Str will be the dump stat here.

                          Thief 4 gives you an additional bonus action (allowing you to take an additional attack with your off-hand x-bow). It also gives you a feat, which you'll want either to be Sharpshooter or Crossbow Expert. I'd usually opt for Sharpshooter to optimize damage, but that -5 to hit early game is only useful if you have advantage. Both are useful. An ASI here is also a solid choice, but once you hit Fighter 2, the sharpshooter penalty will go down to -3. Speaking of which...

                          Champion 5 gives you Action Surge, the Archery fighting style, Improved Critical, your second feat, and extra attack. You can choose an ASI to Dex (or a Dex/Cha split) to maximize damage and minimize the sharpshooter penalty or take Crossbow Expert. There are numerous ways in the game to get to 20 Dex without taking an ASI.

                          Lastly, College of Swords 3 gets you the dual-wielding fighting style, which lets you add your Dex modifier to the damage of the off-hand attack, as well as Flourishes, which are exceptionally useful in many situations.

                          • Anonymous

                            Human Male, 12 levels of Champion.

                            Feats: Tavern Brawler, Alert, Athlete, and 4th is your choice (Tough is the most braindead choice).

                            Literally fight the entire game as basic as possible.

                            Locked door? Punch it.

                            Some druid trying to poison you? Throw your spear at them.

                            Armored laser guns shooting you? Hit it with a chair.

                            Giant Iron Golem trying to pulverize you? Screw tactics, throw your spear at it until it's dead.

                            • Anonymous

                              Pair champion level 7 jump with Gith jumping ability, plus athlete feat, and you can Jump behind any enemy on any planes of existence with "Nothing personal, kid."

                              • Anonymous

                                People underestimate the power of the Champion isn't in its raw damage or end game capabilities. Obviously Battle master and especially Eldritch knight outclasses here.
                                Champion's power comes from how it loses basically no damage potential between rests, and how splash-able it is in multi-classing.

                                Fighters are already a good 1st lvl class for multi-classing as they give effectively all weapon/armor proficiency.
                                Adding the Champion not having any class resources means your multi-class character always has his fighter capabilities to fall back onto without worrying about fighter resources.
                                And most important of all... Champion is effectively maxed out lvl 5 and fighters get a Feat at lvl 6!
                                To Multiclass in BG3, you normally have to give up 1 Feat slot, because most classes's power spikes (outside of 10-12 spikes) are at lvl 6 - 7.
                                Battlemaster gets superiority dice and 2 more Manuvres at 7, and Eldritch Knight gets War magic at 7. They are at low potential at levels bellow 7, thus not making them very multiclass-able.

                                Champion though has the important Subclass features at lvl 3 (and a feat at lvl4). So you can stop there.
                                Or add 2 more levels for Extra attack and another feat.

                                In conclusion, Champion by itsself may be underwhelming outside of not loosing significant damage potential as time between rests drags on.
                                But it is by far the most splash-able class for multi-classing.

                                • Anonymous

                                  Now that the game has been put for awhile, I unironically like the Champion:

                                  - No resources other than the Fighter specific ones = less rests. Useful for time sensitive events.
                                  - Gets a bonus to Initiative via Remarkable Athele. Even a bonus of 1 or 2 Initiative is huge since the roll is a d4 and not a d20
                                  - Bonus to jump range is huge: elevation = more damage.
                                  - Critical % stacks with items.

                                  The longer the day/battle goes on, the more the value of the Champion increases. Definitely not as bad as the PnP version.

                                  • Anonymous

                                    Multiclass Champion (5) with Assassin (7) and slapped every crit equipment on my character, whenever I roll 16 or higher it crits. Duelist as a fighting style and defensive duelist for some tankiness

                                    • Anonymous

                                      Archery god.
                                      Assasin 5 lvl/ Champion 6 lvl/ Warlock The Great Old One 1 lvl.

                                      Assasin with alert feat almost always has 1st move and advantage, combined with champion crits bonus plus bonus attack at 5th lvl, second wind, 2 extra feat. Last but not least The Great Old One mortal reminder inflits fear. In theory, If enemies are suprised GG. You can do multiple attacks 20% or more critical chance hit, one Critical hit guaranted. If not surprised, you have only multiple attacks with 20%+ critical chance hit, none guaranted critical strike. With proper set of items it's even more powerful.

                                      • Anonymous

                                        Guide for using champion:
                                        Get your feat/ability score improvement at level 4.
                                        Multiclass and never level up fighter again (unless you need the extra attack at level 5 and the feat again at level 6).

                                        Congrats. You now have an imrpoved critical, action surge, second wind and proficiency with most weapons and armour.

                                        • Anonymous

                                          Everybody shitting on this subclass but as a DnD player for years I can say that it's , in first place, the easiest of them all, making the fighter aproachable to litteraly anybody playing Baldur's Gate 3 even if it's their first RPG ever.

                                          That being said, this class also provides excellent off-combat oportunities giving proficiency with every str-dex-con you are not proficient at. I mean, it's like the jack of all trades of the bard but only for athletic purposes, and specially in this game that's a lot to say considering I used jumping here in 1 month more than in 10 years of DnD (and to be fair in over 20 years of role playing). So yeah, say whatever you want, but this is a big feature to look forward to.

                                          Finally you can have 2 fighting styles. It might not seem a big deal, but provides more than it seems at first glance. Either you want versatility going archery and two-handed, either you want to be a tank but with a little more damage with Defence + Dueling or even if you want to have the AC of a shield user but strike hard while dual whielding. Not to mention the Knight-mode with Defence + Protection. Is just... I don't know, it provides so much good combination without having to micro manage LITTERALY ANYTHING and beeing aproachable to the most noob player ever that I can't believe everybody is shitting at this subclass. Hell yeah Battle Master is a beast with maneuvers but precisely in BG3 Champion is a very good subclass and probably one of the most underrated you will see in this game.

                                          • Anonymous

                                            so just for calculating!
                                            champion ability -1 reducer crit (after the proluge you can easly reach level 3)
                                            undermountain king knife (shortsword) -1 reducer critical in creshé so get in very early act2
                                            the death shot (longbow) -1 reducer in act 3 merchant
                                            bloodthrist/blade of the first blood (dagger) -1 reducer in the act 3 mid-late boss fight...
                                            horned helmet -1 reducer in same quest where you get bloodthrist...

                                            so get -5 reducer which mean 15 for crit! it is very good but litereally get in the act 3...! (there is more like justicier helmet and shade-slayer cloak but they need hiding!!!) so the 15crit mean 30% critical chance
                                            if you are pure then can make 1 dual wield attacks (1action+1bonus) then 2 another single attacks even can use dexterity gloves to get another +1 attack even there is a ring what give you the reckless attack effect (advantage and enemies get advantage too)
                                            so the 30% become double tp 60% and can try 3-4 times! so probably get 2 critical attack in 1 turn + 2 normal

                                            but the point! it is really worth ot??? i mean the dmg!
                                            shortsword deal 1d6+2 dmg and the dagger make 1d4+1d4necrotic+2 dmg
                                            the crit become 2d6+2+2d42+d4+2 and it is a medium 6+2+4+4+2=16dmg!!!

                                            with the everburn sword you make 2d6+1d4fire and even not used bonus action... if you use (with 2h weapon feat or berserker bonuc action) and actually after the proluge not must to wait 70 hours playtime!
                                            you get normal 2x 2d6+1d4 = 16dmg... and even there is chance to get critical! so get 2x 3d6+2d4 = 24dmg lol

                                            the champion just not worth it!!!!!!!!!!

                                            • Anonymous

                                              The very sad problem!
                                              This class depend of the items and litereally you get the first reduce item at act 2 in Githyanki ceché… (that Shortsword which is actually a modofication to 19 so not stack but Still you get 18 cause the others REDUCING)

                                              And again there is no longsword (or i don’t know about it / i Still not completed) just only 2 daggers, 1 rapier, 1 shortsword and 1 bow!
                                              And most of item use as an assassin/rogue and not as a fighter!
                                              But for those who want this;
                                              1. Undermountain king knife (the shortsword) set the Crit hit to 19 (not stack but become the new one!)
                                              2. Horned helmet reducing 1 point
                                              3. Death shot bow reducing 1 point
                                              4. The champion ability itself

                                              So get -4 which is 16!!!
                                              There is more items like That 2 daggers but actually they are an end boss…!!! Lol
                                              The cape also not that good cause use the assassin/rogue hider build!

                                              So already have the 5/20 chance which is 25% for Crit! Full level fighter get 3 attacks per rounds and can get +1 attacks from gloves
                                              But ever you get the knives in the end boss then you can get 6/20 chance which is 33%

                                              With this item build you get to 16 and even can use a shield, boots, gloves, medal, 2 rings, and a mail!!!
                                              Get some attack advantage buff armor so get the bigger dice roll
                                              But champion is really a act 3 game thing!!! Which is very bad

                                              • Anonymous

                                                Champion is honestly probably not worth going to 12 on, a 3/7 champ wizard is honestly prolly your best bet. Since you can lower all to hit spells down to a 18 to crit, doesn't sound like much but that's a 15% to crit. Same as a 9th level spell. The issue with improved crit is its boring, and in PNP's case you can't stack it with other sources. What makes champion good is you can stack it here and get around 15 to crit on hit.

                                                • Anonymous

                                                  it is ****ed up but

                                                  but the point is the stack! you can stack with:
                                                  dark justicer helmet -1
                                                  bloodthrist dagger -1
                                                  blade of the first blood (dagger) -1
                                                  (and there is a cape too but it do only when hiding...)
                                                  so you get actually a 16 or bigger for crits!!!
                                                  it is ****ed up because depending from rare equipments!!!

                                                  would be much better if you get at max level a d15 for crit and a skill per battles what automatically use crit attack!!!

                                                  • Anonymous

                                                    Really enjoying this subclass a lot. It provides an extremely solid "base layer" to your character that gets completed with magical items, consumables, and some ally teamwork. Easy to reach 22+ AC, easy to get extreme mobility so you don't worry about being in a bad position, can use a variety of weapons or armor types instead of being restricted to anything. Also very easy to play and enjoy without thinking a ton every turn. The Level 7 and 10 subclass features are underrated. Fighter gets a lot of feats to pick (a total of 3 by the time you're level 8 is awesome), so you can hit 20 strength/dexterity and pick something fun like Mage Slayer, Athlete, Alert, Tough etc.

                                                    • Anonymous

                                                      HELLO, this is guide how to make your 16-19 to be a critical hit, if they even stack at all idk
                                                      Items:
                                                      Dark Justiciar Helmet: by completing Shar's Gauntlet in Act 2 (Covert Critical, obscured -1 to Crit)
                                                      Shade-Slayer Cloak: Sold by a kid in the 'Guild' in Act 3 Lower City (Stealthy Critical, hiding -1 to Crit)
                                                      The Dead Shot (Bow): Sold by Fytz near Sorc Sundries in Act 3 Lower City (Improved Critical, -1 to Crit)
                                                      Actually multiclassing to Fighter 3 Champion, probably best go 8 Rogue and 4 Fighter after. Sure you're missing 1 feat from 10 Rogue, but 9 Rogue doesn't give anything anyway, so go Fighter Champion as sub. (Improved Critical, -1 to Crit)
                                                      Yuanti Scale Mail (Medium 15 AC, +Dex bonus as AC) can hit 19 AC in Act 2 (Last Light Inn)
                                                      Speedy Lightfeet, forgot where, double dash for up to 8 Lightning Dmg bonus

                                                      Medium Armor Prof
                                                      Ability +2 Dex
                                                      Sharpshooter

                                                      Voila, 16 - 20 to Crit, 25% Chance

                                                      • Anonymous

                                                        Something i would like to point out is that baldur's has a few items which can improve your crit chance as well, so realistically you could get crits down to 18 or 17(maybe 16 i have no idea how many of these there are). This gives you a 38.5% and 48.8% chance respectively(57.8% for 16) to land a crit in 3 attacks. Combine this with the ring in shar's gauntlet and the illitithid power to "bank" crits if your ever in a tight spot and need consistency, along with on crit effects, and champion crit build is suddenly respectable.

                                                        • Anonymous

                                                          everyone says champ sucks, but consider that with multi attack (up to 3X at 11), this 18 crit has a chance to proc every single time. On lower-mid levels, it doesnt matter much, but on tactician, some fights go on forever. A champ can be taking 30-50 swings a fight. With other advantage bonuses (blindness spell/ raven peck, grease, fear/opportunity strikes, etc), the chance increases more. The Battle Master gets FOUR procs only, period. Im not saying Champ is better, I dont know the math, but something to consider.

                                                          • Anonymous

                                                            Anyone have any idea if the crit works with spells as well? Thinking of going "The Old Ones" Warlock, getting spell sniper. Eldritch Blast seems to scale at character level rather than class level as well. So would be an 18-20 crit range, and on crit fear enemies causing them to have disadvantage on ability checks and attack rolls.

                                                            • Anonymous

                                                              This class will probably be quite fun in BG3 seeing as weapons have special attacks tied to the type of weapon now.

                                                              • Anonymous

                                                                This one is gonna be great when finally released. With Great Weapon Fighting/Master and a Greatsword, you’ll be a disgusting crit machine.

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