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The avatar draws a copper blade across her palm and feels
life leave her body. Twenty feet ahead of her, a gust of wind
coalesces into a humanoid form, and then she is there,
surrounded by the gusts of winds and the very power of the
gods in her hands.
Heat radiates from the priest, somehow bolstering his
allies while weakening his enemies. Battle is joined, and all
the while, his real body is safely hidden behind a pillar on the
other side of the room.
The smell of old books fills the air, and the adventurers
suddenly feel more alert and ready as a lithe woman in armor
walks among them. The sudden clarity leads one adventurer
to suddenly spot the goblins hiding in the shadows, and the
woman quickly lunges in and beheads the foul brute. She
then disappears as quickly as she appeared, and the halfling
hiding around the corner opens his eyes.
Mysterious Origins
The source of an avatar’s powers is not always clear. They are
not tied to any single dogma or faith, and their powers are not
defined by their personal beliefs. Instead, an avatar’s power
comes from shedding their blood on an Avatar Metal. These
metals--copper, silver, gold, and iron--are alloyed with a rare
magical metal called elarium. Once their blood is shed on
one of the four metals, the avatar mixes their life force with
divine energy to bring out one of two Aspects the metal is
associated with--an Aspect of Dawn or Dusk--and the blood
on the metal is consumed. Avatars rarely know other avatars,
and they must rely on their own fortitude, both mental and
physical, and the call of their power to guide them as they
travel the path of their life. They always start their journey
with access to only one of the Avatar Metals, possibly only
just recently having discovered their powers. Fate, fortune
Art by Katerina Poliakova | Eduard Marinov and adventure may guide them to others of their daggers, or
deep research and study may lead to them creating the
missing daggers on their own.
Class | Avatar
1
Class Features
The Avatar As an avatar, you gain the following class features
Proficiency
Level Bonus Features Hit Points
1st +2 Avatar Dagger, Summoning, Divine Hit Dice: 1d8 per avatar level
Attunement Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
2nd +2 Whisper of the Gods
modifier per avatar level after 1st
3rd +2 Avatar Path
Proficiencies
4th +2 Ability Score Improvement Armor: light armor, medium armor
5th +3 Avatar Dagger, Aura Improvement Weapons: Simple weapons
6th +3 Path Feature, Extra Attack (Aspect) Tools: none
Class | Avatar
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At the start of your next turn, the Aspect you summoned Divine Attunement
appears in an unoccupied space anywhere within 60 feet of
your physical body. You then take your turn as the Aspect, Your connection with the gods gives you a preternatural
able to perform any normal action as well as any special ability to recognize their influence. For a magical effect
abilities associated with the Aspect. within 60 feet of you that you can see, you can recognize if it
As the power of Aspects comes from the gods, effects that is divine in origin, and if it is, which divine domain was used
prevent or suppress magic cannot prevent summoning, to create it. Also, you have advantage on religion checks to
although they can affect an Aspects aura's and abilities. identify which specific deity, if any, from the domain was
involved with creating the effect.
Divine Shield
The power of the gods protects your body while you are in a Whisper of the Gods
summoning trance. Whenever you have an Aspect Starting at the 2nd level, you gain the ability to communicate
summoned, your physical body has resistance to slashing, using your Aspects over great distances without fully
piercing, and bludgeoning damage. Your physical body also summoning them.
automatically succeeds on Intelligence, Wisdom, and You now have the Message cantrip when you do not have
Charisma saving throws. an Aspect summoned.
Additionally, you may make a semi-transparent image of
Maintaining an Aspect one of your available Aspects with a range of 120 feet for 1
At the end of any turn you still have an Aspect summoned, minute with concentration. As a bonus action, you may
your physical body loses your avatar level in hit points. choose to see, hear, talk, or any combination of the three
through the illusion. Observers of the illusion will be able to
Aspect Auras tell it is an illusion, and you can as part of your turn move the
Each Aspect, as part divine energy, affects the area around it illusion at a speed of 15 feet per round. The illusion must stay
simply by being there. Each Aspect radiates an Aura simply within a range of the spell. You may not use this additional
with its presence. These Auras strengthen as you gain avatar ability again until you have completed a long or short rest.
levels, as detailed on the Avatar Table. Except for instances of You can use this ability through solid objects. Magical
anti-magic fields or persistent effects that might supress an silence, 1 foot of stone, 1 inch of common metal, a thin sheet
aura, it is always in effect so long as an Aspect is present. The of lead, or 3 feet of wood block this ability. The range of the
effective level of auras is detailed with the Aspects. spell does not have to follow a straight line and can follow
freely around corners or through openings.
Dismissing an Aspect
You may, as an action, use a dismiss action with your Aspect. Avatar Path
Choosing this action immediately ends your turn, and your
Aspect disappears. An Aspect also automatically uses the When you reach the 3rd level, you choose your Avatar Path.
Dismiss action if it moves to another plane of existence. As each Avatar Metal has two Aspects, Dusk and Dawn, there
However, there is no range on how far an Aspect may be from are also two Avatar Paths. Each path grants additional
its avatar, so long as they are on the same plane of existence. powers and skill with its Aspects. The Paths are detailed
By whatever means, when an Aspect dismisses, the avatar further below.
wakes up, their mind returned to their body. They also regain
hit points equal to the summoning and maintenance costs of Ability Score Improvement
the Aspect, or half their maximum hit points rounded down, When you reach the 4th level, and again at the 8th, 12th,
whichever is lower. 16th, and 19th level, you can increase one ability score of
If an Aspect reaches 0 hit points, it disappears and the your choice by 2, or you can increase two ability scores of
avatar's body instantly has 0 hit points and must start making your choice by 1. As normal, you can’t increase an ability
death throws as normal. No matter how much damage an score above 20 using this feature.
Aspect takes, it cannot kill the avatar outright.
Class | Avatar
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Falling Dusk An Aspect has all the skills, feats, proficiencies, and
At the 6th level, you may use your bonus action to magically knowledge of its avatar, in addition to being proficient in
cause bright light to dim in the area surrounding your Aspect martial weapons, heavy armor, and shields. Additionally, it
for a 30 foot radius. For the duration of this effect, when a always radiates a divine aura, as listed below in the Aspect
hostile creature in range makes an attack, you may use your descriptions.
reaction to blind it. It must make a Wisdom saving throw or Aspects are constructs by nature, and they cannot be
be blinded until the start of your next turn. If it succeeds, healed.
nothing happens
Falling Dusk lasts for up to 1 minute and counts as the Bonding Equipment
same level of magic as the Aspect's Aura. You may not use If an Aspect has not bonded to equipment that would replace
this ability again until you have completed a long rest. it, they manifest with scalemail armor and two weapons of
the Avatar's choosing, including 20 pieces of basic
Quick Summon ammunition as appropriate. The forms of the weapons are
When you reach the 10th level, you may summon Dusk chosen when the Aspect is summoned, and counts as magical
Aspects as a bonus action. If you do, they appear in an empty for the purposes of overcoming damage resistances and
space within five feet of you, and you continue your turn as immunities.
the Aspect. You are still limited to the total actions and An Avatar may choose to bond equipment, magical or
movements of a normal turn, so if you have already spent mundane, to their Aspects. They may not bond artifacts or
movement or actions in your physical form, you cannot spend sentient weapons. To do this, an avatar performs a ritual with
them as your Aspect this turn. You do not need to pay a the equipment that takes thirty minutes and can be
maintenance cost on the same turn that you summoned an performed during a short rest. The ritual can be used for
Aspect using this ability. multiple pieces of equipment at the same time.
At the end of the ritual, the avatar summons any of their
Divine Resistance available Aspects, and it takes the equipment from the avatar.
Also when you reach the 10th level, your attunement to Dusk The Aspect is then dismissed, and the equipment disappears
empowers your Divine Shield. When your have any Aspect with it. Anything bonded to an Aspect always disappears
summoned, your physical body now has resistance to when it is dismissed, even if the Aspect is not holding it. If
necrotic, force, acid, and poison damage. something the Aspect is bonded to moves to separate plane
of existence from the Aspect, the bond is broken.
Demoralize The Aspect may break the bond to equipment as a free
When you reach the 14th level, once per long rest, you may action. If it does, the equipment remains after the Aspect is
use your bonus action to demoralize all hostile creatures dismissed.
within 60 feet of your Dusk Aspect and that aren’t immune to Aspects may only have two weapons, any associated
fear or charming. They receive a d10, and on their next ammunition for said weapons, one set of armor, a shield, and
attack, ability check, or saving throw, they must also roll this three other items bonded to them. The equipment replaces
d10 and subtract it from the result. Once the d10 is rolled, it any armor or weapons that would be otherwise summoned
is lost. A creature may only have one of these demoralized with Aspect. All Aspects share the same bonded equipment,
dice at a time. and they also share their avatar's attunements, whether or
not the attuned item is bonded.
Class | Avatar
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Nature
Dawn Aspects Cantrips: Thorn Whip, Mold Earth
Light Aura: When the Nature Aspect is summoned, the air freshens
Cantrips: Sacred Flame, Light around it and smells of fresh tilled earth within a 60 foot
Aura: When the Light Aspect is summoned, a soothing radius of the Aspect. Friendly creatures within this area
magical light radiates from it, filling a 15 foot radius with feel invigorated, and when they make a Strength or
bright light and out to a 30 foot radius with dim light. Any Constitution saving throw, they may add 2 to the result.
friendly creature at least in the dim light shed by this aura Additionally, you may use your bonus action to target a
rolls an additional 1d4 radiant damage to the first hostile non-flying creature in range and summon vines to
successful weapon or spell attack they make that turn. entangle them. They must make a Dexterity saving throw
against your spell save DC or they move as though in
As you gain levels, the radiant damage and radius of the difficult terrain until the beginning of your next turn.
light improves.
As you gain levels, the bonus to the saves and number of
Aura of Light hostile creatures you may target improves.
Level Damage Radius Level of Effect
Aura of Nature
1 1d4 15/30 1st level Level Bonus to Saves Targets Level of Effect
5 2d4 20/40 3rd level 1 2 1 1st level
9 3d4 25/50 5th level 5 3 2 3rd level
13 4d4 30/60 7th level 9 4 3 5th level
17 5d4 35/70 9th level 13 5 4 7th level
17 6 5 9th level
Life
Cantrips: Poison Spray, Mending Knowledge
Aura: When the Life Aspect is summoned, an sense of vitality
and hope surrounds your Aspect for a radius of 30 feet. At Cantrips: Eldritch Blast, Guidance
the start of their turns, all friendly creatures in range Aura: When the Knowledge Aspect is summoned, the air
receive 4 temporary hit points. These hit points disappear grows dry around it and smells of old books within a 40
once a creature is no longer in the aura. Additionally, you foot radius of the Aspect. When any friendly creature in this
may use your bonus action to target a friendly creature in area makes an Intelligence or Wisdom saving throw, they
range. Until the start of your next turn, that creature may may add 2 to the result. Additionally, you may use your
roll a d4 whenever it makes an attack and add the result to bonus action to target a friendly creature. That creature
its attack roll. may make perception checks as a bonus action, and any
saving throws that would happen at the end of their turns
As you gain levels, the temporary hit points and number of now happen at the beginning. This effect lasts until the
creatures you can target improves. start of your next turn.
Aura of Life As you gain levels, the bonus to the saves and number of
Level Temporary Hit Points Targets Level of Effect creatures you may target improves.
1 4 1 1st level Aura of Knowledge
5 8 1 3rd level Level Bonus to Saves Targets Level of Effect
9 12 2 5th level 1 2 1 1st level
13 16 2 7th level 5 3 2 3rd level
17 20 3 9th level 9 4 3 5th level
13 5 4 7th level
17 6 5 9th level
6
Nature
Class | Avatar
Dusk Aspects Tempest
Cantrips: Shocking Grasp, Gust
War Aura: When the Tempest Aspect is summoned, the wind
Cantrips: True Strike, Thaumaturgy starts to gust in seemingly random directions within 60
Aura: When the War Aspect is summoned, the air within a 40 feet of the Aspect. All friendly creatures in range have their
foot radius warms to just slightly more than comfortable. movement speed increased by 5 feet per turn. Additionally,
Any friendly creature in range of this effect gains +1 to all you may use your bonus action to target one ally in range.
attack rolls and adds 1d4 additional damage to the first Until the start of your next turn, when that ally makes a
weapon or spell damage roll they make that turn. successful attack, the creature they hit makes a
Constitution saving throw against your Spell Save DC. If it
As you gain levels, the attack bonus and damage bonus
fails, it is lightly shocked and cannot take reactions until its
improves.
next turn. It has disadvantage on this save if it is wearing
Aura of War metal.
Level Attack Bonus Damage Bonus Level of Effect As you gain levels, the speed bonus and the number of
1 1 1d4 1st level allies you can target improves.
5 1 1d6 3rd level Aura of Tempest
9 2 1d8 5th level Level Speed Bonus Targets Level of Effect
13 2 1d10 7th level 1 5 1 1st level
17 3 1d12 9th level 5 10 2 3rd level
9 15 3 5th level
Death 13 20 4 7th level
Cantrips: Chill Touch, Spare the Dying 17 25 5 9th level
Aura: When the Death Aspect is summoned, an Aura of
lurking dread surrounds your Aspect for a radius of 30 feet. Trickery
You may use your bonus action to target a hostile creature
in range. It must make a Charisma saving throw. If it fails, Cantrips: Vicious Mockery, Minor Illusion
it rolls a d4 whenever it makes an attack, saving throw, or Aura: When the Trickery Aspect is summoned, the soft sound
ability check and subtracts the result from the roll. This of carnival music can be heard within 40 feet of the Aspect.
effect lasts until the beginning of your next turn. When any friendly creature in this area makes a Dexterity
Additionally, whenever a creature attacks one of your allies or Charisma saving throw, they may add 2 to the result.
that is in range of this aura, the attacking creature must Additionally, you may use your bonus action to target a
make a Constitution saving throw or take 1d4 necrotic hostile creature in range. That creature must make a
damage. Charisma saving throw. On a fail, they roll a d4. On a 1, they
are stunned until the end of their next turn. On a 2, they are
As you gain levels, the number of creatures you can target
frightened until the end of their next turn. On a 3, they are
and the necrotic counter damage improves.
enraged and are compelled to attack the Aspect on their
Aura of Death next turn. On a 4, nothing happens. Creatures immune to
Level Targets Necrotic Damage Level of Effect charm are not affected. Once a creature has successfully
saved against this ability, it cannot be affected again for 24
1 1 1d4 1st level hours.
5 2 2d4 3rd level As you gain levels, the bonus to the saves and number of
9 3 3d4 5th level creatures you may target improves.
13 4 4d4 7th level Aura of Trickery
17 5 5d4 9th level Level Bonus to Saves Targets Level of Effect
1 2 1 1st level
5 3 2 3rd level
Credits 9 4 3 5th level
Artists cited where possible under art. 13 5 4 7th level
Avatar Class by Richard Fife.
Special thanks to TheFootKnight, 17 6 5 9th level
/u/Three_Flower, /u/Ragnin, and the rest of
/r/UnearthedArcana for feedback and
playtesting, of course, to the Homebrewery
Class | Avatar
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