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Avenger

Dungeons and Dragons


Conversion

Introduction: In this book it is my mission to add convert one of my most favored


classes from 4th edition. The avenger class from Dungeons and Dragons 4th edi-
tion Player’s Handbook 2. It was my task here to reintroduce a bit of positioning
options from previous edition and add it here.

Best wishes, and have fun!

by Stevan Grbić

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their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
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2 TITLE Not for resale. Permission granted to print or photocopy this document for personal use only.
Avenger
“Everything my god needs to say to you can be said god might view you as a heretic or a hero, but you
with my weapon.” answer only to your god and to the vows you swore
upon your initiation as an avenger.

About Class Where will those vows lead you? One thing is cer-
tain: Doing the will of your god is never easy and
In secret temples far from bustling cities and priest- never free of peril.
ly hierarchies, orders of esoteric warriors train
their initiates in ancient traditions now forgotten
or forbidden by most religious organizations. The Class Features
champions of these orders are avengers—deadly
weapons in the hands of their gods, imbued with As a avenger, you gain the following class features.
divine power through secret rites of initiation. In
battle, avengers swear to execute divine vengeance,
Hit Points
entering a mental state that gives them unerring Hit Dice: 1d8 per paladin level
focus on a single enemy. Hit Points at 1st Level: 8 + your Constitution modi-
As an avenger, you were trained in a monastery, fier
initiated through secret rites, and imbued with Hit Points at Higher Levels: 1d8 (or 5) + your Consti-
the power to smite your god’s foes. You might be tution modifier per avenger level after 1st
a disciple of Ioun, sworn to hunt and exterminate
the minions of Vecna until you one day face the Proficiencies
Maimed God. You could be an agent of the Raven Armor: Light Armor, Medium Armor, Sheld
Queen, bringing death to those who would defy
your mistress. Or perhaps you serve Bahamut as Weapons: Simple and martial melee weapons,
an agent of justice, bringing ruin to tyrants and Simple ranged weapons
oppressors. The organizations devoted to your Tools: None

Proficiency Spell Slots per Spell Level


Level Bonus Features 1st 2nd 3rd 4th 5th
1 +2 Armor of Faith, Oath of Enmity (1 per short rest) - - - - -
2 +2 Spellcasting, Fighting Style 2 - - - -
3 +2 Avengers Path, Avengers Path Feature 3 - - - -
4 +2 Ability Score Improvement 3 - - - -
5 +3 Extra Attack 4 2 - - -
6 +3 Avenger’s Censure 4 2 - - -
7 +3 Avenger’s Path Feature 4 3 - - -
8 +3 Ability Score Improvement 4 3 - - -
9 +4 4 3 2 - -
10 +4 Oath of Enmity (2 per short rest) 4 3 2 - -
11 +4 Avenger’s Readiness 4 3 3 -
12 +4 Ability Score Improvement 4 3 3 - -
13 +5 4 3 3 1 -
14 +5 Vengeful Revenant 4 3 3 1 -
15 +5 Avenger’s Path Feature 4 3 3 2 -
16 +5 Ability Score Improvement 4 3 3 2 -
17 +6 4 3 3 3 1
18 +6 Spectral Charge 4 3 3 3 1
19 +6 Ability Score Improvement 4 3 3 3 2
20 +6 Avenger’s Path Feature 4 3 3 3 2

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Saving Throws: Dexterity, Wisdom list. When you do so, choose a number of avenger
Skills: Choose three from Athletics, Acrobatics, spells equal to your Wisdom modifier + half your
Insight, Intimidation, Medicine, Perception, Persua- avenger level, rounded down (minimum of one
sion, Religion, Stealth spell). The spells must be of a level for which you
have spell slots.
Equipment For example, if you are a 5th-level avenger, you
You start with the following equipment, in addition have four 1st-level and two 2nd-level spell slots.
to the equipment granted by your background: With a Wisdom of 14, your list of prepared spells
• (a) a two handed martial weapon or (b) two martial can include four spells of 1st or 2nd level, in any
weapons combination. If you prepare the 1st-level spell cure
wounds, you can cast it using a 1st-level or a 2nd-
• (a) five throwing knives or (b) any simple melee level slot. Casting the spell doesn’t remove it from
weapon your list of prepared spells.
• (a) a priest’s pack or (b) an explorer’s pack You can change your list of prepared spells when
• Common Priest’s robe and a holy symbol, or you finish a long rest. Preparing a new list of aveng-
Chain Shirt er spells requires time spent in prayer and medita-
tion: at least 1 minute per spell level for each spell
on your list.
Armor of Faith
The favour of your deity wards you against harm.
While you are not wearing any armor or using a
Spellcasting Ability
Wisdom is your spellcasting ability for your avenger
shield you add your proficiency bonus to your Ar-
spells, since their power derives from the strength
mor class, and to all your saves.
of your convictions. You use your Wisdom whenever
a spell refers to your spellcasting ability. In addi-
Oath of Enmity tion, you use your Wisdom modifier when setting
the saving throw DC for a avenger spell you cast
Your god gives you the power to strike down your and when making an attack roll with one.
chosen prey. You may as a bonus action choose
one target within 60 feet and mark it as your Oath
bound Enemy. You gain advantage to attacks Spell save DC = 8 + your proficiency bonus + your
against your marked enemy and you add your Wisdom modifier
wisdom bonus to all damage against your marked Spell attack modifier = your proficiency bonus +
enemy. If any situation should make you lose the your Wisdom modifier
advantage against your chosen enemy. You ignore
that effect.
You must spend a short rest to regain all uses of Spellcasting Focus
Oath of Enmity. You gain additional use of Oath of You can use a holy symbol as a spellcasting focus
Enmity at 10th level. for your avenger spells.

Spellcasting Spell List


Spell list can be found at the end of the document.
Preparing and Casting Spells
The Avenger table shows how many spell slots you
have to cast your spells. To cast one of your Avenger
Fighting Style
spells of 1st level or higher, you must expend a slot
of the spell’s level or higher. You regain all expended Dueling
spell slots when you finish a long rest. When you are wielding a melee weapon in one hand
You prepare the list of avenger spells that are avail- and no other weapons, you gain a +2 bonus to dam-
able for you to cast, choosing from the avenger spell age rolls with that weapon.

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Great Weapon Fighting Ability Score Improvement
When you roll a 1 or 2 on a damage die for an at- When you reach 4th level, and again at 8th, 12th,
tack you make with a melee weapon that you are 16th, and 19th level, you can increase one ability
wielding with two hands, you can reroll the die and score of your choice by 2, or you can increase two
must use the new roll. The weapon must have the ability scores of your choice by 1. As normal, you
two-handed or versatile property for you to gain this can’t increase an ability score above 20 using this
benefit. feature.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can
add your ability modifier to the damage of the sec- Extra Attack
ond attack. Beginning at 5th level, you can attack twice, instead
of once, whenever you take the Attack action on
your turn.
Avengers Path
When you reach 3rd level, you choose a path to
best serve your god. Once you chose it you may Avenger’s Censure
not change it. And depending on your path you are When you reach 6th level, you gain one of avenger
granted powers to best represent your purpose. You censures. As an avenger, you train your mind, body,
can now choose Path of Hammer of Judgement, and soul toward one purpose: destroying the en-
Oathsworn, Unveiled Visage or Zealous Assassin. emies of your faith. To that end, you gain divine
Your choice grants you features at 3rd level and aid in pursuing a single target, though the way you
again at 7th,15th, and 20th level. Those features eliminate that enemy varies. Do you pin your foe
include avenger bonus spells and the Channel Di- down and keep other enemies away, or do you pur-
vinity feature. sue your foe across the field of battle?
Choose one of these options. Your choice provides
Avenger bonus spells
bonuses to certain avenger powers, as detailed in
Each path has a list of associated spells. You gain
those powers.
access to these spells at the levels specified in the
path’s description. Once you gain access to an path Censure of Pursuit
spell, you always have it prepared. Path spells don’t If your oath of enmity target moves away from you
count against the number of spells you can prepare willingly, you gain bonus to damage, on your next
each day. single successful attack roll, against the target
If you gain an oath spell that doesn’t appear on the equal your Dexterity Modifier. This bonus increases
avenger spell list, the spell is nonetheless a avenger to twice the Dexterity bonus at 15th level.
spell for you. Censure of Retribution
Whenever an enemy other than your oath of enmity
hits you, you gain a bonus to damage rolls against
Channel Divinity your oath of enmity target equal to your Intelligence
Your oath allows you to channel divine energy to modifier until the end of your next turn. This bonus
fuel magical effects. Each Channel Divinity option is cumulative.
provided by your oath explains how to use it.
When you use your Channel Divinity, you choose
which option to use. You must then finish a short
Avenger’s Readiness
or long rest to use your Channel Divinity again. When you reach 11th level you become innately
Some Channel Divinity effects require saving aware when a fight is about to break out. You can
throws. not be surprised, and you gain advantage to your
initiative rolls.
When you use such an effect from this class, the
DC equals your avenger spell save DC.

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Vengeful Revenant and that increase the distance you move your foes
with your powers. Your new attack powers push
When you are reduced to 0 hit points but not killed
your targets around or knock them to the ground.
outright, you can drop to 1 hit point instead. You
can’t use this feature again until you finish a long True to the name of this path, you are most effec-
rest. tive if you are wielding a hammer, such as a maul.

Spectral Charge Hammer of Judgement bonus spells


When you move more than 10 feet up to your max Avenger Spells
move you may chose to become insubstantial, and Level
move without provoking any attacks of opportunity 3rd Thunderwave, Shield
until you either make an attack or until beginning 5th Shatter, Heat Metal
of your next turn. You gain advantage on your next
9th Counterspell, Lightning Bolt
attack. If the target is also marked by your oath of
enmity you also deal an additional weapon die to 13th Fabricate, Fire Shield
damage until end of your turn. You must finish a 17th Creation, Wall of Stone
long rest before you can use this ability again.

Channel divinity
Avengers Paths When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Becoming an avenger involves taking vows that Sacred Weapon: As an action, you can imbue one
commit you to the cause of righteousness, an active weapon that you are holding with positive energy,
path to hunting down the wicked. The final oath, using your Channel Divinity. For 1 minute, you add
taken when you are 3rd level is cumulation of all your Intelligence modifier to attack rolls made with
the avenger’s training. Some avengers are not really that weapon (with a minimum bonus of +1). The
considered to be truly chose until they reach level weapon also emits bright light in a 20-foot radius
3rd level and taken the vows. For others this is just and dim light 20 feet beyond that. If the weapon
a formality, an official stamp on what has always is not already magical, it becomes magical for the
been true in the avengers path. duration.
You can end this effect on your turn as part of any
Hammer of Judgement other action. If you are no longer holding or car-
rying this weapon, or if you fall unconscious, this
“The hammer of the smith must sometimes also be effect ends.
the hammer of the warrior.” Turn the Unholy: As an action, you present your
As the blacksmith’s hammer shapes metal ac- holy symbol and speak a prayer censuring fiends
cording to the smith’s will, so you have been sent and undead, using your Channel Divinity. Each
to shape the world to your god’s will. A tool and a fiend or undead that can see or hear you within 30
weapon in your god’s hand, you are called to shape feet of you must make a Wisdom saving throw. If
the course of kingdoms and punish those who the creature fails its saving throw, it is turned for 1
stand opposed to the ways of your god. Although minute or until it takes damage.
the smith’s hammer is a tool of building and cre-
ation, in time of need it can also be a weapon of A turned creature must spend its turns trying to
destruction. move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It
In following this path, you emphasize the control also can’t take reactions. For its action, it can use
elements of many avenger powers, particularly pull- only the Dash action or try to escape from an effect
ing, pushing, sliding, and teleporting your foes. You that prevents it from moving. If there’s nowhere to
gain abilities that let you push your foes even with move, the creature can use the Dodge action.
powers that don’t normally involve forced movement

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Avalanche Strike an oath sworn by an avenger is akin to the words of
creation spoken by the gods to give lasting form to
At 3rd level, whenever you land a hit with a weapon
the world; when the avenger’s will and the god’s will
attack you may force target to move 5 feet to an un-
are one, an avenger’s oath has the power to make
occupied space within range if able. This move does
reality conform to the words of the oath.
not provoke attack of opportunity. Your attack was
done with a blundgroning weapon you move target As a member of one of these oathsworn sects, your
up to 5 feet per intelligence modifier. oath of enmity power carries particular weight.
When you swear your god’s judgment against a
foe, that creature’s attacks are less likely to harm
Thunder Hammer you. When your foe lies dead, you claim the reward
of fulfilling your oath, drawing new vigor for the
Starting at 7th level, when you land a successful
remaining battle. As you advance along the oath-
attack you may spend your bonus action and either
sworn path, you gain powers that are more effec-
knock target prone, or push it 10 feet. If you are
tive against the target of your oath, weakening it or
wielding a bludgeoning weapon you may choose to
making it vulnerable to your later attacks. You can
push target back equal to 5 feet plus additional 5
even grant the benefit of your oath of enmity to your
feet per intelligence bonus. You may use this ability
allies for a short time, ensuring that they help you
number of times equal to your intelligence modifier
bring your foe to justice.
(minimum 1). You regain all uses after you finish
short or long rest.

Oathsworn bonus spells


Resolve of Steel Avenger Spells
Level
Beginning at 15th level, you may activate your
resolve of steel as a reaction when you are about to 3rd Sanctuary, Healing Word
take damage. You then gain resistance to all dam- 5th Blindness/Deafness, Hold Person
age for next minute. You regain this ability after you 9th Clairvoyance, Blink
finish a short or long rest.
13th Guardian of Faith, Banishment
17th Wall of Force, Planar Binding
Hammer of the Final Pronouncement
At 20th level, when you make a successful attack Channel divinity
you may as a bonus action declare that hit count as When you take this oath at 3rd level, you gain the following
a critical. You also add an additional weapon dam- two Channel Divinity options.
age die, and you push target 15 feet, and target is
stunned. Target may end stun by making a Con- Blood Oath: As an action, you can imbue yourself with holy
stitution save against your spell save dc at the end power to focus on defense against your chosen enemy, by
of his turn. If you used a bludgeoning weapon for spending your Channel Divinity. For next one minute you
this ability you also push target back equal to 5 feet add +3 to your Armor Class and saves against attacks and
for intelligence bonus, and you deal additional 6d6 spells from enemy you marked with oath of enmity.
thundering damage. You may use this ability again You can end this effect on your turn as part of any other ac-
after you finish a short or long rest. tion. If you fall unconscious, this effect ends.
Turn the Unholy: As an action, you present your holy sym-
bol and speak a prayer censuring fiends and undead, using
Oathsworn your Channel Divinity. Each fiend or undead that can see or
hear you within 30 feet of you must make a Wisdom saving
“Your words are nothing but wind. My words en-
throw. If the creature fails its saving throw, it is turned for 1
dure.”
minute or until it takes damage.
For certain avenger sects, the swearing of oaths is a
central part of their religious observances and their A turned creature must spend its turns trying to move as
rites of initiation. In the teachings of these sects, far away from you as it can, and it can’t willingly move to a

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space within 30 feet of you. It also can’t take reactions. For its To the initiated in your faith, the face of your god
action, it can use only the Dash action or try to escape from is a wondrous sight, capable of inspiring awe and
an effect that prevents it from moving. If there’s nowhere to increased devotion. To the enemies of your god, the
move, the creature can use the Dodge action. face is a thing of fear, of searing and blinding radi-
ance.
Your path is about your own physical and spiritual
Sworn Action transformation. As you progress along the path of
At 3rd level, you can push yourself beyond your normal limits the unveiled visage, you become a more clear mirror
for a moment. On your turn, you can take one additional of your god’s face and a more faithful expression of
action on top of your regular action and a possible bonus the god’s will. You can tap into the vigilance of the
action. divine mind and transform yourself into a divine
Once you use this feature, you must finish a short or long rest aspect not unlike an angel, flying on wings to better
before you can use it again. fight your god’s foes.

Enduring Oath Unveiled Visage bonus spells


Starting at 7th level, When your oath of enmity drops to 0hp, Avenger Spells
you can spend any number of Hit Dice as a bonus action and Level
heal. 3rd Charm Person, Command
5th Suggestion, Prayer of Healing
Sworn Crusade 9th Spirit Guardians, Slow
13th Guardian of Faith, Divination
Beginning at 15th level, your oath and will translates to
your allies. As a bonus action you may declare up to 3 17th Mass Cure Wounds, Hold Monster
allies(including yourself ) within 30 feet of you gain advan-
tage to attack rolls until beginning of your next turn. You may
Channel divinity
use this ability again after you finish short or long rest.
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Oath Bond Radiant Strike: When you hit a creature with a
At 20th level, when you mark target with an oath of enmity melee weapon attack, you can expend one Chan-
it also has vulnerability to all damage you do as long as it is nel Divinity to deal additional 3d10 radiant to the
marked. target, in addition to weapon’s damage. The dam-
age increases by 1d8 if the target is an undead or a
fiend.
Unveiled Visage Turn the Unholy: As an action, you present your
holy symbol and speak a prayer censuring fiends
“Look upon my face and see the face of my god.” and undead, using your Channel Divinity. Each
At the culmination of your rite of initiation years fiend or undead that can see or hear you within 30
ago, one of the avengers in your secret temple feet of you must make a Wisdom saving throw. If
pulled back the hood of a voluminous cloak to re- the creature fails its saving throw, it is turned for 1
veal a face that was not mortal, but fully divine. You minute or until it takes damage.
saw the face of your god in that moment, and that
sight transformed you. That knowledge of divine A turned creature must spend its turns trying to
presence is what allows you to wield the power you move as far away from you as it can, and it can’t
have and what authorizes you to act in your god’s willingly move to a space within 30 feet of you. It
name. Slowly—ever so slowly—you are growing into also can’t take reactions. For its action, it can use
the image of your god, to the point where your face only the Dash action or try to escape from an effect
begins to reveal your deity’s countenance as well. that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.

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Unveiled Blessing yourself or hide in a nimbus of divine light, and you
master techniques that take advantage of openings
At 3rd level, you gain an additional use of your
in combat, dealing greater damage when you have
Channel Divinity(Total of 2).
combat advantage or against bloodied foes. At the
culmination of the path, you can make yourself
invisible to your foe, then sear it with blinding radi-
Soaring Charge
ance that leaves it more susceptible to your attacks.
Starting at 7th level, you may spend a bonus action
to gain flying speed equal to your movement speed.
While you move attacks of opportunity have disad- Zealous Assassin bonus spells
vantage to hit you. If at the end of your turn you are
not on the ground you receive falling damage as per Avenger Spells
normal. You may use this ability again when you Level
finish a short or long rest. 3rd Bane, Hunter’s Mark
5th Hold Person, Misty Step
9th Haste, Fear
Bloodied Might
13th Dimension Door, Phantasmal Killer
Beginning at 15th level, once you are reduced to
one half or less total hit points you regain all uses 17th Hold Monster, Scrying
of all Channel Divinity. You may use this ability
again once you finish a long rest. Channel divinity
When you take this oath at 3rd level, you gain the
Divine Aspect following two Channel Divinity options.

At 20th level, you can take on the divine aspect of Divine Shroud: When you spend a Channel Divin-
your god for next minute. You gain +2 to attacks, ity as an action you may teleport up to 15 feet and
damage, saves, and armor class, all your damage make a single attack with an advantage.
counts as radiant, and you gain flight speed equal Turn the Unholy: As an action, you present your
to your movement speed. Once you use this feature, holy symbol and speak a prayer censuring fiends
you can’t use it again until you finish a long rest. and undead, using your Channel Divinity. Each
fiend or undead that can see or hear you within 30
feet of you must make a Wisdom saving throw. If
Zealous Assassin the creature fails its saving throw, it is turned for 1
minute or until it takes damage.
“It is the will of Sehanine that the servants of Lolth
A turned creature must spend its turns trying to
should die as they lived—in silence and in secret.”
move as far away from you as it can, and it can’t
Every avenger is trained in the ruthless art of
willingly move to a space within 30 feet of you. It
combat and skilled in the art of isolating a foe and
also can’t take reactions. For its action, it can use
dispatching it with a few swift blows. Some avenger
only the Dash action or try to escape from an effect
sects also emphasize the art of stealth—particularly
that prevents it from moving. If there’s nowhere to
those dedicated to deities who favor stealth, shad-
move, the creature can use the Dodge action.
ows, and secrecy, including Sehanine, Lolth, Zehir,
and Vecna. Among these avengers, the most dan-
gerous follow the path of the zealous assassin.
Finishing Technique
As a follower of this path, you embody devotion and
At 3rd level, your tenacity can wear down the most
ruthlessness in equal measure, making you a dead-
potent foes. When you hit a creature with a weapon
ly weapon aimed at your deity’s foes. Your skills are
attack, the creature takes an extra 1d8 damage if
focused on the ability to slip in and out of shadows
it’s below its hit point maximum. You can deal this
at the edge of combat, dealing blows that quickly
extra damage only once per turn.
dispose of enemies. You pool shadows around

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Zealot’s Veil Spell List per Level
Starting at 7th level, when you move at least 15 feet
you may roll a stealth check against enemies pas- 1st Level
sive perceptions. You are counted to be invisible Bless
until end of your next turn or until you take and Command
attack or spellcasting action. Cure Wounds
Detect Evil and Good
Detect Magic
Strike from Empty Air Detect Poison and Disease
Divine Favor
You teleport to the perfect position to deliver a Heroism
deadly strike against your foe. Protection from Evil and Good
Beginning at 15th level, as an action you may tele- Purify Food and Drink
port up to 15 feet and make a single weapon attack. Shield of Faith
If you hit your attack counts as a critical, if you had
advantage to this attack you deal additional 2d8 2nd Level
damage. You may use this ability again after you Aid
finish a short or long rest. Find Steed
Lesser Restoration
Locate Object
Blade of the Zealot Magic Weapon
Your weapon sears your foe with radiant energy and Protection from Poison
leaves it vulnerable to your attacks. Zone of Truth
At 20th level, just after you score a hit you may as
a bonus action add additional 2d8 radiant dam- 3rd Level
age. And also target grants advantage to all your Create Food and Water
attacks, and you deal 2d8 at the start of each of Daylight
your turns, target may end this effect by making a Dispel Magic
successful Wisdom save against your spell save. You Magic Circle
may use this effect number of times equal to your Remove Curse
wisdom bonus. You regain all uses when you finish Revivify
a long rest.
4th Level
Banishment
Credits Death Ward
Locate Creature
I’d like to thank my gaming group for playtesing
these builds whose feedback helped me shape this 5th Level
fun class option, and i would like to deirect special Dispel Evil and Good
thanks to Sanja Grbic aka Rigrena on deviantart. Geas
com. Raise Dead

Artist
Sanja Grbic “Rigrena“
http://rigrena.deviantart.com

10 TITLE Not for resale. Permission granted to print or photocopy this document for personal use only.

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