One thing I think that would really help make champions more unique and interesting would be adding racial traits to the general trait tree. Every champion could then unlock 3 traits that would be different depending on their race.
Here is some info about the the races and their existing unit traits. Some races already have unique traits although and it would make sense to flush this out and give every race some for both unit design and champions. Also here are some ideas for champion and/or unit race traits.
Blood: +1 Dodge per air shard, +1 Initiative per fire shard, +1 Spell Mastery per water shard and +1 Spell Resistance per earth shard
Ability: Soul Spark Does 2 (+1 per level) lightning damage to the victim for 16 mana
Soul Spark bugs me because it overlaps with Pariden's lighting staff, maybe make it melee and splash? Other then that I like what this race has already and we could expand the magical mana consuming theme with some more similar traits like:
-Soul Cleanse: The unit heals for 8 (+2 per level hp) for 18 mana.
-Soul Charge: Unlocks ability which increases the casters initiative by 3 for rest of combat. Costs 10 mana.
-Pride: +1 attack -5 dodge
-Contemplative: -1 initiative, +15 spell mastery and spell resistance.
Blood: +10% Experience
Ability: Rush allows a unit to take an extra action
Traits: -Potential gives +25% Experience
Potential is an odd trait for units to get. Here are some other ideas.
-Hope: +10% armor penetration + 1 critical chance.
-Avenger: +25% damage versus Twisted, Fallen, and Undead.
-Dueling: +1 attack, +25% counterstrike damage.
Blood: +1 Hit Point per Level, +30 to Spell Resistance but tactical spells cost 50% more
Ability: Guarded Strike strikes for half normal damage and leaves the attacker defending
Again I see no need to change anything although they could use some traits like...
-Stubborn: When knocked below 50% health unit becomes invulnerable for 1 turn.
-Heavy: +20 weight capacity, cannot be knocked prone.
-Weathered: +20 resistance to fire, ice, and lightning damage.
Blood: +3 to Attack and Initiative when in an army of 3 or smaller
Ability: Double Strike attacks twice at -30 to Accuracy
Replace Double Strike with Hobble, double strike is way too generic. The below traits would really add flavor to Tarth.
Guerrilla: +1 move and + 2 initiative when below 50% health.
Camouflage: + 5 dodge +10 dodge versus ranged
Trapper: +25 dodge +1 counterattack and +25% counter damage when defending.
Blood: +1 Accuracy per Level and +1 Moves
Traits: -Road Building allows units to build roads
-Experienced gives +1 Level, -1 Gildar per turn
I think all races should have an ability, even the semi removed ones. So some shuffling is necessary here. Remove the +1 movement and make it a trait. Substitute in +1 dodge per level instead. Maybe give them Double Strike. Also make it so experienced reduces the units build time instead of increasing.
-March: +1 Moves
-Bounty: +5 gold per kill
-Fortune: +5 dodge, +5 accuracy, +5 spell resistance.
Blood: +8 to Defense when below 50% Hit Points
Ability: Fortify allows units to fortify tiles to get +10 to Accuracy and +20 to Dodge
Some possible trait ideas.
Phalanx: +25% impale dmg, cannot be knocked back.
Taunt: All nearby enemies must attack this unit next turn, +5 dodge, and leaves the caster defending.
Vain: +25% attack and +1 initiative as long as unit is at full health.
Blood: +20 Weight capacity
Ability: Berserk grants +2 to Attack and Initiative but the unit attacks enemies without the player's direction.
Some traits that highlight the brutal nature of Trogs.
-Mighty: +10 chance to knock enemies prone with any weapon.
-Frenzy: Upon attack this unit gains +1 initiative for 2 turns.
-Bulk: +1 hp per level and +10 weight capacity. -5 to dodge and accuracy.
Blood: +20 Dodge, -1 Hit Point per Level
Ability: Wraith Touch drains 1 Hit Point per level from the victim unless they resist
Traits: -Hallowed Rites gives +3 Mana per unit killed
-Zealot gives +3 Initiative and -1 Hit Point per Level
Some traits ideas to make Wraiths creepier.
-Unlife: Once per combat when reduced to 0 health instead of dying the unit is set to 50% health and knocked prone for 3 turns.
-Ghoul: Upon killing a unit they gain +1 health permanently. Max 2hp per level.
-Death Touch: Units attacked by this unit lose regeneration and cannot be healed.
-Grave Robber: When this unit kills a unit a skeleton is spawned in their place.
Blood: +50% Fire Resistance, -50% Cold Resistance and the ability
Ability: Flame Tongue does 2 fire damage per level to the victim
Some traits that reflect how the Quendar are feared as the ultimate soldiers.
Spikes: Units attacking this unit take 1 damage multiplied by troop size.
Tough Skin: +1 Hp per level, +2 defense.
Dread: Units attacked by this unit have a 15% chance to be pushed back 1 space.
Blood: +2 Attack when in an army of 5 or larger and double the bonus from Swarming
Remove the army size bonus to make room for a special attack like Tackle which does extra damage and knocks both target and user prone.
-Mob: +2 Attack when in an army of 5 or larger
-Savage: +1 attack, +2 initiative, -10 weight capacity.
-Hardy: +1hp per level, immunity to poison.