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Avatar

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.

A Connection with the Gods


Avatars are extremely rare individuals who have a connection
with the divine domains of their world. By paying a price of
their own blood upon a specially imbued dagger, their mind
leaves their body. Depending on the dagger and their needs at
the time, the avatar manifests an Aspect of a divine domain,
and their mind enters this construct. These Aspects are
magical creatures formed from a mixture of the avatar’s own
life and the influence of the divine domain.
This comes at a price, though. While an avatar has an
Aspect summoned forth, they slowly pay their phyiscal body's
life into maintaining it. Provided the avatar does not stress
themselves, this lost life force can be reclaimed by dismissing
the Aspect. But should the Aspect be destroyed or the avatar
stay in the Aspect for too long, the avatar will pay the price.
The risk is worth the reward, though, for through the
various Aspects, avatars can change the nature of the very
battlefield, helping their allies and harming their foes. Each
Aspect's effect on the area around them is different, so an
Avatar must choose wisely which divine domain they decide
to bring forth.

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

7th +3 Formless Power (1/rest) Saving Throws: Constitution, Charisma


Skills: Choose two from Athletics, Arcana, Deception,
8th +3 Ability Score Improvement History, Insight, Intimidation, Nature, Religion, and
9th +4 Aura Improvement Persuasion
10th +4 Path Feature Equipment
11th +4 Avatar Dagger You start with the following equipment, in addition to the
equipment granted by your background:
12th +4 Ability Score Improvement
a simple weapon
13th +5 Aura Improvement, Formless Power
(2/rest) (a) a priest's pack or (b) a scholar's pack
leather armor
14th +5 Path Feature
15th +5 Avatar Dagger Avatar Dagger
16th +5 Ability Score Improvement You start with one Avatar Dagger. This is a special dagger
made of elarium smelted with either iron, gold, silver, or
17th +6 Aura Improvement copper. Which of the four you start with is your choice, and
18th +6 Formless Power (3/rest) the Aspects you have access to will depend on which dagger
19th +6 Ability Score Improvement you choose. You gain an additional dagger of your choice
when you reach the 5th level, and again at the 11th level, and
20th +6 Blazing Aura the final dagger at the 15th level.
You can work with your Dungeon Master to decide how you
obtain your additional daggers, whether you find it as
treasure, manage to craft it yourself, or whatever other part of
your avatar’s journey it may be.
Creating an Avatar
When creating an avatar, think about how your character Summoning
discovered their connection with the gods. Were they As an avatar, you have the ability to mix your own life energy
religious and sought the power? Did they stumble upon it with the power of the gods to manifest an Aspect, which is
while trying to study some other form of magic? Or was it just as much you as it is the god you are channeling. The
thrust upon them by someone who might have recognized eight possible Aspects are detailed at the end of the class
their latent ability? description. To manifest an Aspect, you must first shed your
Why has your avatar decided to adventure? Are they own blood on an Avatar Metal (typically in a dagger form).
looking for more Avatar Metals, and thus more power? Do Then, any time in the next minute, before the blood dries, you
they feel a call to roam from the Aspects that they already may choose which of two Aspects of the Metal, Dawn or
have access to? Or do they feel a general call of duty? Dusk, you wish to summon and pay the life cost to summon
In short, no one type of person is an avatar. What ties the Aspect.
avatars together, though, is their inborn gift and ability to During your turn, you may spend 1 action to summon an
channel their life force into Aspects. Beyond that, from Aspect. You choose which of the Aspects from the dagger you
beggar to noble, an avatar could be anyone. The biggest are summoning, lose your avatar level in hit points, and fall
character point is how they discovered their power. into a trance. Your movement speed becomes 0, your body
cannot take actions or reactions. The only way for your body
Quick Build to wake up is for your summoned Aspect to either be
You can make an avatar quickly by following these dismissed, as your mind has fully left your body to enter the
suggestions. First, make Charisma your highest ability score, Aspect. Your soul is still in your body, though, and you know
followed by Constitution. Choose the Hermit background. what direction and how far away your body is, and whether or
not it is being hurt.

Class | Avatar
2
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.

Spellcasting Extra Attack


Each Aspect has two cantrips it can cast while summoned. Beginning at the 6th level, your Aspects may attack twice
When no Aspect is summoned, you may cast any of the instead of once when they take the attack action.
cantrips of your available Aspects. Aspects can perform the
somatic components of their cantrips even when wielding a Formless Power
weapon and shield.
When you reach the 7th level, you gain the ability to briefly
loosen your control over the Aspect, allowing it to teleport
Spellcasting Ability across the battlefield. You may, as a bonus action, instantly
Charisma is the avatar's spellcasting ability. Calculate your
move your Aspect to any unoccupied space within 120 feet of
spell save DC and your spell attack modifier as follows:
its present location.
Spell Save DC = 8 + your proficiency bonus + Once you have used this ability, you may not use it again
your Charisma modifier until you have finished a long or short rest. When you reach
the 13th level level, you may use it 2 times between rests. At
Spell attack modifier = your proficiency bonus + the 18th level, you may use it 3 times between rests.
your Charisma modifier

Divine Attunement Class | Avatar


3
Blazing Aura Quick Summon
When you reach the 10th level, you may summon Dawn
When you reach the 20th level, you can bridge the gap Aspects as a bonus action. If you do, they appear in an empty
between Dusk and Dawn. As a bonus action, if you are using space within five feet of you, and you continue your turn as
a Dawn Aspect, you may activate the aura of the Dusk Aspect the Aspect. You are still limited to the total actions and
from the same Avatar Dagger, and likewise if you are using a movements of a normal turn, so if you have already spent
Dusk Aspect, its paired Dawn Aspect's aura. movement or actions in your physical form, you cannot spend
This effect lasts for 1 minute, and once used, cannot be them as your Aspect this turn. You do not need to pay a
used again until you have finished a long rest. maintenance cost on the same turn that you summoned an
Aspect using this ability.
Avatar Paths Divine Resistance
At the 3rd level, an avatar must choose to follow the Path of Also when you reach the 10th level, your attunement to Dawn
Dawn or the Path of Dusk. The Aspects associated with empowers your Divine Shield. When your have any Aspect
Dawn are Light, Life, Nature, and Knowledge. The Aspects summoned, your physical body now has resistance to radiant,
associated with Dusk are War, Death, Tempest, and Trickery. lightning, fire, and cold damage.

Path of Dawn Inspire


When you choose this path, you choose to walk in Divine When you reach the 14th level, once per long rest, any of your
Light. The hit point cost to summon and maintain Dawn Dawn Aspects may inspire those around it as a bonus action.
Aspects is halved, rounded up. All allies within 60 feet of your Dawn Aspect get a d10
inspiration die. Any time in the next 10 minutes, they may roll
Channel Dawn this die and add the result to one attack, ability check, or
When you choose this path, you also gain the ability to saving throw they make. They may roll the d20 before
Channel Dawn as a bonus action while a Dawn Aspect is deciding to use this inspiration, but must decide before the
summoned. When you use this ability, you may not use it DM says whether the roll succeeds or fails. Once the
again until after a long rest. When you reach the 10th level, inspiration is rolled, it is lost.
you may use it again after any rest. The effect of Channel A creature may only have one of this kind of inspiration die
Dawn is different depending on what aspect you have at a time, but they may have other types of inspiration, such
summoned, and the effective range of each effect is the same as Bardic Inspiration, at the same time.
as the Aspect's aura.
Path of Dusk
Light Aspect: All hostile creatures in range must make a
Dexterity saving throw. If they fail, they are surrounded by When you choose this path, you choose to walk in Divine
motes of twinkling light. All attacks against them are Shadows. The hit point cost to summon and maintain Dusk
made with advantage. This effect lasts for 1 minute and Aspects is halved, rounded up.
requires the Aspect's concentration.
Life Aspect: You may heal any creature in range that is Channel Dusk
not undead or a construct. The healing is for a total of When you choose this path, you also gain the ability to
your level times your Charisma Modifier. You may divide Channel Dusk as a bonus action while a Dusk Aspect is
these hit points however you wish among targets in range. summoned. When you use this ability, you may not use it
Nature Aspect: Choose a willing creature in range and again until after a long rest. When you reach the 10th level,
name a damage type. Its resistance to that damage is you may use it again after any rest. The effect of Channel
increased by one level. It cannot be more than immune to Dusk is different depending on what Aspect you have
a type of damage. This effect lasts for 1 minute and summoned, and the effective range of each effect is the same
requires the Aspect's concentration. as the Aspect's aura.
Knowledge Aspect: Choose any creature in range and War Aspect: Allies within range may use their reaction, if
name a damage type. That creature makes a Constitution they have it, to make a single attack on a creature in range.
saving throw, and on a fail, has its resistance lowered by Death Aspect: All hostile creatures in range make a
one level. It cannot be more than vulnerable to a type of Wisdom saving throw or be frightened for 1 minute. While
damage. This effect lasts for 1 minute and requires the frightened, they may make saving throws at the start of
Aspect's concentration. their turns.
Tempest Aspect: Hostile creatures in range must make a
Rising Dawn Strength saving throw or be pushed by strong winds 15
At the 6th level, you may use your bonus action to create a 30
feet and knocked prone. You may choose if all creatures
foot radius area around your Aspect filled with hope. For the
are pushed away from or towards your Aspect.
duration, when a friendly creature in range attacks, you may
Trickery Aspect: All friendly creatures, including yourself,
use your reaction to give it advantage that attack roll.
are surrouned by a shimmering mirage. Attacks against
Rising Dawn lasts for up to 1 minute and counts as the
them are made at disadvantage. This effect lasts for each
same level of magic as the Aspect's Aura. You may not use
creature for 1 minute or until they are hit, at which point
this ability again until you have completed a long rest.
the mirage disappates.

Class | Avatar
4
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.

The Aspects Appearance


While all Aspects are roughly humanoid enough to wear
Aspects by Metal armor and use weapons, their appearances can vary greatly.
Metal Dawn Dusk No two Aspects are alike, and each one is personal to the
Iron Light War avatar that summons it. This even extends to bonded
Silver Life Death equipment which, while bonded, is slightly altered in its
appearance depending on which Aspect has been summoned
Copper Nature Tempest and that Aspect's nature. When an Aspect breaks a bond to a
Gold Knowledge Trickery piece of equipment, it reverts to its original appearance.
At summoning, the avatar may choose whether the Aspect
Each Avatar Metal can manifest two different Aspects: one is small, medium, or large. Any equipment it is bonded to
associated with Dawn, one associated with Dusk. The above shrinks or grows to fit. An Aspect's movement speed is 25 if
table shows which Aspects are associated to which metals. small, 30 if medium, or 35 if large.
When the avatar sheds their blood on an Avatar Metal and Additionally, when an Aspect is large, it gains +2 to its
summons an Aspect, the avatar's mind and part of their very Strength and -2 to its Dexterity. When it is small, it gains +2
life force merges with a divine domain to form the Aspect. to its Dexterity and -2 to its Strength.
When summoned, an Aspect has the same maximum hit
points as the avatar that summoned it, and their current hit
points at summoning are equal to the avatar's current hit
points before the summoning cost was paid. After it is
summoned, an Aspect's hit points are tracked seperately from
the avatar's, and it is effectly a completely separate creature.
Its ability scores are the same as its avatar's.

Class | Avatar
5
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

Art by Kekai Kotaki | Art by Daarken

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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
7

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