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Avenger

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Avenger

An elf strides through a forest after dark, hood drawn


and weapon ready, and lays his eyes upon his target.
He mutters a prayer to the Raven Queen and all blurs
around him, only the necromancer remains in focus.
As he moves and fights his actions aren’t his own, but
instead guided by the dark Queen herself.
Dressed in naught but darkened robes the woman
peers from atop a tree out over the orcish encampment,
looking for the one responsible for the tragedy those
long years ago. The orc notices something moving
through the leaves and tries to run, but it’s too late. He’s
been marked and now there’s no place left to hide.
An axe bites deep into the flesh of a dwarf, but the
pain only strengthens his resolve. He turns to the man
responsible, a bandit involved in the attack on town.
With righteous fury burning in his eyes, he raises his
hammer high and shouts the name of Moradin before
bringing his hammer down in blinding flash of holy
vengeance.
Avengers are as diverse as the gods that they serve,
but it is their wrath that unites them. Whether sworn
to forever pursue those who would run from their god,
or to seek retribution for wrongs done to the church an
avenger is driven by a sense of divine wrath.

Forgotten Rites
Hidden from the rest of the world, in temples or
monasteries secret covenants meet to train their
initiates in traditions long forgotten, or forbidden, by the
rest of their church. Those who complete this training
are avengers, deadly avatars of their god’s wrath.
Avengers spend their years of training studying
ancient and long forgotten texts of their religions and
memorizing sacred prayers which they recite in the
midst of battle. Upon the completion of their training an
avenger goes through a ceremony of investiture which
culminates in a manifestation of their deity.
With their investiture complete an avenger is granted
the ability to wield divine power, channeling their god’s
essence to create magical effects or to increase their
prowess in battle. By doing so they honor their god and
bring an end to any who would oppose them.

Justice and Exaltation


Not many know of the orders which train these esoteric
warriors, or why they would choose to live their entire
lives in service to a single deity. Few priests of even the
most vengeful of gods have ever heard of the avengers
that worship besides them, the groups which recruit and
train these avengers are secretive and deal with those
who would spill their secrets in their own fashion. Even
Classes | Avenger
2
The Avenger
— Spell Slots per Spell Level —
Proficiency Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Unarmored Defense, Supple Strength — — — — — —
2nd +2 Sacred Studies, Spellcasting 2 2 — — — —
3rd +2 Censure, Oath of Enmity 3 3 — — — —
4th +2 Ability Score Increase 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Blade of the Zealot, Blessing of Vengeance 4 4 2 — — —
7th +3 Censure feature, Evasion 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Clarity of Soul, True Conviction 6 4 3 2 — —
11th +4 Oath of Enmity improvement, Wrath of the Divine 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Censure feature 8 4 3 3 1 —
15th +5 Eye of Justice 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Censure feature 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Spirit of Vengeance 11 4 3 3 3 2

fewer are the recruits that make it to their investiture,


either passing on the way or being “silenced” due to a Quick Build
slip in tongue. You can make an avenger quickly by following these
After the completion of their training, even fewer then suggestions. First Dexterity should be your highest
are the avengers who do not take to the adventuring ability score, followed by Wisdom. Second, choose the
life. None are the treacherous beings who will turn acolyte background.
themselves into the church, and so it is the avengers
duty the seek out these individuals and bring the wrath
of their god to them. Class Features
As an avenger, you gain the following class features.
Creating an Avenger Hit Points
As you create your avenger think about the reasons that Hit Dice: 1d10 per avenger level
drove you to become a holy warrior and undergo the Hit Points at 1st Level: 10 + your Constitution modifier
hellish training that led to your divine powers. Did you Hit Points at Higher Levels: 1d10 (or 6) + your
spend your years mourning the loss of a loved one until Constitution modifier per avenger level after 1st
a group reached out and offered the ability to right that
wrong? Do you belong to a race in which every member Proficiencies
shares a special connection to a certain god or deity? Armor: Light armor
Or were you a simple farmer until tragedy struck and a Weapons: All simple weapons, melee martial weapons
voice in the back of your mind told you of somewhere Tools: None
you can go to prepare for the fight ahead?
One of the most important parts of your avenger is the Saving Throws: Strength, Wisdom
god you worship, appendix B in the Player’s Handbook Skills: Choose three from Acrobatics, Athletics,
lists the deities worshiped by avengers across the Insight, Intimidate, Investigation, Medicine,
multiverse. While any god could have an avenger in their Perception, Religion, and Stealth.
service it is more likely that a vengeful god or one who
presides over war or death would have more avengers in Equipment
their service, some such gods include: Bane, Kelemvor, You start with the following equipment in addition to the
Torm, Erythnul, Nerull, Sargonnas, The Raven Queen, equipment gained by your background.
Ares, Bast, and Hel.
Next consider why your avenger is adventuring. Did • (a) a simple melee weapon and any simple weapon or
you catch wind of a man in a distant land who has done (b) a martial weapon
wrong by your god? Did one of your god’s long time • (a) an explorer’s pack or (b) a priest’s pack
priests renounce his religion and run from the church? • A holy symbol
Does your god seek the extermination of a particular
type of creature? Perhaps you are out for revenge
against a certain individual or group that has left a dark
mark on your past.

Classes | Avenger
3
Unarmored Defense Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the
When you are not wearing any armor or using a shield, avenger spell list.
your Armor Class equals 10 + your Dexterity modifier + The Spells Known column of the Avenger table shows
your Wisdom modifier. when you learn more avenger spells of your choice.
Each of these spells must be of a level for which you
Supple Strength have spell slots. For instance, when you reach 5th level
in this class, you can learn one new spell of 1st or 2nd
You wield heavy weapons with an ease and grace that level.
terrifies your foes. You can use Dexterity instead of Additionally, when you gain a level in this class, you
Strength for the attack and damage rolls of all melee can choose one of the avenger spells you know and
weapons. replace it with another spell from the avenger spell list,
which also must be of a level for which you have spell
slots.
Sacred Studies
At 2nd level, choose up to two of the following skills that Spellcasting Ability
you are proficient in: Insight, Intimidate, Investigation, Wisdom is your spellcasting ability for avenger spells.
and Religion. Your proficiency bonus is doubled for any The power of your spells comes from your dedication to
ability check that uses either of the chosen proficiencies. carrying out the will of your god in the material realm.
In addition, your study of esoteric texts required you You use your Wisdom whenever a avenger spell refers
to learn an unusual language. You learn your choice of to your spellcasting ability. In addition, you use your
one of the following languages: Celestial, Infernal, or Wisdom modifier when setting the saving throw DC for
Sylvan. a avenger spell you cast and when making an attack roll
with one.
Spellcasting Spell save DC = 8 + your proficiency bonus +
When you reach 2nd level, you have learned to channel your Wisdom modifier
the righteous power of your god, allowing you to cast
avenger spells. See chapter 10 of the Player’s Handbook Spell attack modifier = your proficiency bonus +
for the general rules of spellcasting and this document your Wisdom modifier
for the avenger spell list.
Spellcasting Focus
Spell Slots You can use a holy symbol (found in chapter 5 of the
The Avenger table shows how many spell slots you have Player’s Handbook) as a spellcasting focus for your
to cast your spells. To cast one of your avenger spells of avenger spells.
1st level or higher, you must expend a slot of the spell’s
level or higher. You regain all expended spell slots when
you finish a long rest.
Censure
For example, if you know the 1st-level spell sanctuary At 3rd level, you choose a censure: the Censure of
and have a 1st-level and a 2nd-level spell slot available, Pursuit or the Censure of Retribution. Your choice
you can cast sanctuary using either slot. grants you features at 3rd level and again at 7th, 14th,
and 18th level.

Oath of Enmity
Starting at 3rd level, you can use a bonus action on your
turn to swear an oath of enmity against a creature you
can see within 30 feet. For the next minute, you gain
advantage on all melee weapon attack rolls against the
target. This ability ends immediately if you use it again
to target a new creature.
You may use this feature a number of times equal
to half your levels in the avenger class + your Wisdom
modifier (a minimum of once). You regain any expended
uses when you complete a long rest.
Starting at 11th level, when you deal damage with a
weapon attack to a creature under your oath of enmity
you deal an additional 1d6 radiant damage.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

Classes | Avenger
4
Extra Attack an avenger serves and honors their god through their
censure.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Censure of Pursuit
Blade of the Zealot Your target may run, your target may hide, but you will
find him, no place is safe for your target and no armor
Starting at 6th level, when you make an attack roll with
will stay your blade, with methodical devastation you
advantage and both dice show the same result of 2 or
pursue any who would run. By training yourself in the
higher, the attack is a critical hit.
censure of pursuit you master abilities that assist you in
finding and executing. None shall escape your god.
Blessing of Vengeance
Bond of Pursuit
Starting at 6th level, when you reduce a creature under
Starting at 3rd level, when you take the Dash,
the effect of your oath of enmity to 0 hit points you
Disengage, or Dodge action on your turn you can use a
regain an expended use of that feature.
bonus action to make one weapon attack.

Evasion Relentless Stride


Also starting at 7th level, your base movement speed
Beginning at 7th level, your effortless grace allows you increases by 10 feet and moving through difficult terrain
to dodge out of the way of certain area effects, such as costs you no extra movement.
a red dragon’s fiery breath or an ice storm spell. When
you are subjected to an effect that allows you to make
Enmity’s Reach
a Dexterity saving throw to take only half damage, you
At 14th level, you may target creatures up to 60 feet
instead take no damage if you succeed on the saving
away with your oath of enmity. When you do, you can
throw, and only half damage if you fail.
teleport an empty space adjacent to that creature.

Clarity of Soul Inescapable Step


At 18th level, you are immune to being restrained,
Starting at 10th level, you are constantly under the effects that would reduce your movement speed, and
effect of the zone of truth centered on yourself. This you cannot be grappled.
effect ends if you knowingly tell a lie and resumes when
you finish a long rest.

True Conviction
At 10th level, you are immune to being charmed or
frightened by the target of your oath of enmity.

Wrath of the Divine


Starting at 11th level, the first time you score a critical
hit with a weapon attack each turn you may immediately
make an additional weapon attack.

Eye of Justice
Starting at 15th level, you can cast the spell true seeing
on yourself without spending a spell slot. You can use
this feature again after you complete a short or long rest.

Spirit of Vengeance
At 20th level, you can use your oath of enmity feature
an unlimited number of times. Additionally, when you
deal damage to a creature under your oath of enmity the
creature loses any damage resistances it has. If it would
be immune to a damage type you deal, it takes half
damage instead.

Censures
A censure binds an Avenger to a set of goals and
purposes, upon reaching 3rd level an avenger picks
it’s censure and decides it’s path. Whether bound to
pursue those who would run, provide retribution for
wrongdoings done, or to unite allies against enemies

Classes | Avenger
5
Censure of Retribution Freedom of Movement Commune
The world over which your god presides follows strict Greater Invisibility Contagion
laws of balance and ones your god seeks to maintain. Locate Creature Dawn
And thus it is that any who would strike out against Phantasmal Killer Dispel Evil and Good
their chosen agents would receive punishment in kind, Shadow of Moil Hold Monster
any who seek to undo their champion will face the Holy Weapon
same. The censure of retribution focuses on abilities 5th Level Mislead
that hinder your foes and deal immediate retribution Banishing Smite
for wrongs done. No act against your god will go New Spells
unpunished.
Executioner’s Eye
Bond of Retribution 1st-level divination
Starting at 3rd level, when your hit points are equal to or
less than half of your maximum hit points your weapon Casting Time: 1 action
attacks deal an additional 1d4 damage. Range: Self
Components: V, S, M (a book of final rites)
Duration: Concentration, up to 1 minute
Spiteful Challenge
Also starting at 7th level, when you place your oath
You assess a creature you can see for weakness and
of enmity on a creature you may choose to have that
discover how best to bring them harm. When you hit the
creature roll a Wisdom saving throw. On a failed save,
targeted creature with a weapon attack you can end this
that creature has disadvantage on any attack that
spell to cause that attack to become a critical hit.
does not include you as a target for one minute. On a
At Higher Levels. When you cast this spell using a
successful save nothing happens and the creature is
spell slot of 3rd level or higher, the casting time changes
immune to this effect for 24 hours.
to 1 bonus action.
Once you have used this feature you may not do so
again until you finish a short or long rest.
Forsaken Chains
1st-level evocation
Wrath’s Reward
Starting at 14th level, whenever you reduce your oath of
Casting Time: 1 action
enmity target to 0 hit points, you may choose to roll a hit
Range: 120 feet
die. You regain a number of hit points equal to the die
Components: V, S, M (a length of chain)
roll plus your Wisdom modifier.
Duration: Concentration, up to 1 minute
Fanatic’s Rebuke You gesture at a creature within range and three ghostly
Starting at 18th level, when your oath of enmity hits
manacles and chains spring from the ground, latching
you with an attack you may use your reaction to make a
onto the creature. Each time the creature moves 5 feet,
melee attack against your oath of enmity target if within
one of the chains breaks and the creature takes 1d12
range.
necrotic damage.
At Higher Levels. When you cast this spell using a
Avenger Spells spell slot of 2nd level or higher, two additional chains
latch onto the creature per spell slot above 1st level.
1st Level Hold Person
Alarm Lesser Restoration Hate
Bane Locate Object 2nd-level abjuration
Bless Misty Step
Command See Invisibility Casting Time: 1 bonus action
Compelled Duel Silence Range: 60 feet
Detect Evil and Good Spectral Form Components: V
Detect Magic Zone of Truth Duration: Concentration, up to 1 minute
Dissonant Whispers
Executioner’s Eye 3rd Level Choose a creature within range and utter a promise
Faerie Fire Bestow Curse to live until they get their justice. Once per turn when
Forsaken Chains Blinding Smite you deal damage to that creature before this spell ends,
Guiding Bolt Dispel Magic you regain hit points equal to 1d6 + your spellcasting
Inflict Wounds Fear modifier. This spell ends if the creature is reduced to 0
Inquisitor’s Eye Feign Death hit points.
Oath-Sealing Covenant Haste
Protection from Evil and Inexorable Pursuit Inquisitor’s Eye
Good Nondetection 1st-level divination
Sanctuary Protection from Energy
Scornful Glare Reaping Smite Casting Time: 1 action
Zephyr’s Strike Remove Curse Range: Self
Speak with Dead Components: V, S
2nd Level Duration: Concentration, up to 10 minutes
Blindness/Deafness 4th Level
Detect Thoughts Banishment You open your mind to details that might otherwise
Enhance Ability Death Ward escape your notice. Whenever you make an Insight,
Hate Divination Intimidation, Investigation, or Perception ability check

Classes | Avenger
6
before the end of this spell you can roll a 1d4 and add Spectral Form
it to the result. After making an ability check with one 2nd-level transmutation
of those skills you can end this spell early to change the
result of the d20 roll to 20. Casting Time: 1 reaction, which you take in response to
being damaged by a creature
Inexorable Pursuit Range: Self
3rd-level divination Components: V, S, M (a relic of a deceased humanoid)
Duration: 1 round
Casting Time: 1 minute
Range: Touch Wisps of smoke and mist envelop you as you turn
Components: V, S invisible and gain resistance to all damage, including the
Duration: 1 year triggering damage, until the end of your next turn.

Touching a creature you mark it for later pursuit. While


this spell remains in effect, you can use an action to
determine the distance and direction to the creature. If
the creature is on another plane, you know which plane
but learn no other information. When you cast this spell
any previous use of this spell ends immediately.

Oath-Sealing Covenant
1st-level divination

Casting Time: 1 minute


Range: Touch
Components: V, S, M (two rings)
Duration: Until dispelled

When two creatures make a promise to one another you


seal it with magic and a prayer. If either creature breaks
the promise they made the other immediately knows
the promise has been broken and this spell ends. If this
spell ends as the result of another spell, both creatures
become aware of that fact.

Reaping Smite
3rd-level evocation

Casting Time: 1 bonus action


Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon


attack during this spell’s duration, your weapon digs
deep into the enemy and a sense of impending doom
washes over them. The attack deals an extra 3d12
necrotic damage to the target. Additionally, if this
damage reduces the target to 0 hit points it cannot be
restored to life or raised as undead by any spell other
than wish.

Scornful Glare
1st-level enchantment Avenger class created by the request of and collaboration
with Sterling Vermin patron, Jared J., by
Casting Time: 1 bonus action Benjamin Huffman
Range: 30 feet Sterling Vermin Adventuring Co.
Components: V, S
Duration: 1 round Desktop Publishing by Ners
Indesign Template by Ners
You cast a scornful glare at a creature within range. The
creature must succeed on a Wisdom saving throw or Art credit in order of appearance:
succumb to the terror in your wordless threat and be “Cathedral Interior” by Nathanaël Roux
frightened until the start of your next turn. While the “Avenger Icon” by Nathanaël Roux
creature is frightened by this spell, a creature must take “Skull Pendant” by Nathanaël Roux
the Dash action and move away from you by the safest “Scheming Noble” by Matt Morrow
available route, unless there is nowhere to move. “Mountains” by Nathanaël Roux
“Blood Mystic” by Matt Morrow
“Reaper” by Tamas Baranya

Classes | Avenger
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