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Avenger Class

DnD 5th edition

Introduction: Just few more builds for clerics

This is test.

by Stevan Grbic

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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 edition Player's Handbook 2. It was my task here to reintroduce
a bit of positioning options from previous edition and add it here.

Avenger Class
“Everything my god needs to say to you can be said with my weapon.”
In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initiates in
ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are
avengers—deadly weapons in the hands of their gods, imbued with divine power through secret rites of
initiation. In battle, avengers swear to execute divine vengeance, entering a mental state that gives them
unerring focus on a single enemy.

As an avenger, you were trained in a monastery, initiated through secret rites, and imbued with the power to
smite your god’s foes. You might be a disciple of Ioun, sworn to hunt and exterminate the minions of Vecna until
you one day face the Maimed God. You could be an agent of the Raven Queen, bringing death to those who
would defy your mistress. Or perhaps you serve Bahamut as an agent of justice, bringing ruin to tyrants and
oppressors. The organizations devoted to your god might view you as a heretic or a hero, but you answer only
to your god and to the vows you swore upon your initiation as an avenger.

Where will those vows lead you? One thing is certain: Doing the will of your god is never easy and never free of
peril.

Class Features
As a avenger, you gain the following class features.

Hit Points
Hit Dice: 1d8 per paladin level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per avenger level after 1st

Proficiencies
Armor: Light Armor, Medium Armor, Sheld
Weapons: Simple and martial melee weapons, Simple ranged weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Medicine, Perception, Persuasion,
Religion, Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a two handed martial weapon or (b) two martial weapons

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• (a) five throwing knives or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Common Priest’s robe and a holy symbol, or Chain Shirt

Level Prof. Features - Spell Slots per Spell Level -


Bonus
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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Armor of Faith
The favour of your deity wards you against harm. While you are not wearing any armor or using a shield you add
your proficiency bonus to your Armor class, and to all your saves.

Oath of Enmity
Your god gives you the power to strike down your 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 against your marked
enemy and you add your wisdom bonus to all damage against your marked enemy. If any situation should make
you lose the advantage against your chosen enemy. You ignore that effect.
You must spend a short rest to regain all uses of Oath of Enmity. You gain additional use of Oath of Enmity at
10th level.

Spellcasting
Preparing and Casting Spells
The Avenger table shows how many spell slots you have to cast your spells. To cast one of your Avenger spells
of 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.
You prepare the list of avenger spells that are available for you to cast, choosing from the avenger spell list.
When you do so, choose a number of avenger spells equal to your Wisdom modifier + half your avenger level,
rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level avenger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom
of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare
the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2ndlevel slot. Casting the spell doesn’t
remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of avenger spells
requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your avenger spells, since their power derives from the strength of your
convictions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a avenger spell you cast and when making an attack roll
with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier


Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your avenger spells.

Spell List
Spell list can be found at the end of the document.

Fighting Style
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage
rolls with that weapon.

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Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile
property for you to gain this benefit.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Avengers Path
When you reach 3rd level, you choose a path to best serve your god. Once you chose it you may not change it.
And depending on your path you are granted powers to best represent your purpose. You can now choose Path
of Hammer of Judgement, Oathsworn, Unveiled Visage or Zealous Assassin.
Your choice grants you features at 3rd level and again at 7th,15th, and 20th level. Those features include
avenger bonus spells and the Channel Divinity feature.

Avenger bonus spells


Each path has a list of associated spells. You gain access to these spells at the levels specified in the path’s
description. Once you gain access to an path spell, you always have it prepared. Path spells don’t count against
the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the avenger spell list, the spell is nonetheless a avenger spell for
you.

Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option 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 or long rest
to use your Channel Divinity again. Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals your avenger spell save DC.

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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Avenger’s Censure
When you reach 6th level, you gain one of avenger censures. As an avenger, you train your mind, body, and
soul toward one purpose: destroying the enemies of your faith. To that end, you gain divine aid in pursuing a
single target, though the way you eliminate that enemy varies. Do you pin your foe down and keep other
enemies away, or do you pursue your foe across the field of battle?

Choose one of these options. Your choice provides bonuses to certain avenger powers, as detailed in those
powers.

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Censure of Pursuit
If your oath of enmity target moves away from you willingly, you gain bonus to damage, on your next single
successful attack roll, against the target equal your Dexterity Modifier. This bonus increases to twice the
Dexterity bonus at 15th level.

Censure of Retribution
Whenever an enemy other than your oath of enmity hits you, you gain a bonus to damage rolls against your
oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative.

Avenger’s Readiness
When you reach 11th level you become innately aware when a fight is about to break out. You can not be
surprised, and you gain advantage to your initiative rolls.

Vengeful Revenant
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use
this feature again until you finish a long rest.

Spectral Charge
When you move more than 10 feet up to your max move you may chose to become insubstantial, and move
without provoking any attacks of opportunity until you either make an attack or until beginning of your next turn.
You gain advantage on your next attack. If the target is also marked by your oath of enmity you also deal an
additional weapon die to damage until end of your turn. You must finish a long rest before you can use this
ability again.

Avengers Paths
Becoming an avenger involves taking vows that commit you to the cause of righteousness, an active path to
hunting down the wicked. The final oath, taken when you are 3rd level is cumulation of all the avenger’s training.
Some avengers are not really considered to be truly chose until they reach level 3rd level and taken the vows.
For others this is just a formality, an official stamp on what has always been true in the avengers path.

Hammer of Judgement
“The hammer of the smith must sometimes also be the hammer of the warrior.”
As the blacksmith’s hammer shapes metal according to the smith’s will, so you have been sent to shape the
world to your god’s will. A tool and a weapon in your god’s hand, you are called to shape the course of kingdoms
and punish those who stand opposed to the ways of your god. Although the smith’s hammer is a tool of building
and creation, in time of need it can also be a weapon of destruction.
In following this path, you emphasize the control elements of many avenger powers, particularly pulling,
pushing, sliding, and teleporting your foes. You gain abilities that let you push your foes even with powers that
don’t normally involve forced movement and that increase the distance you move your foes with your powers.
Your new attack powers push your targets around or knock them to the ground.
True to the name of this path, you are most effective if you are wielding a hammer, such as a maul.

Hammer of Judgement bonus spells


Avenger Level Spells

3rd Thunderwave, Shield

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5th Shatter, Heat Metal

9th Counterspell, Lightning Bolt

13th Fabricate, Fire Shield

17th Creation, Wall of Stone

Channel divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your
Channel Divinity. For 1 minute, you add your Intelligence modifier to attack rolls made with that weapon (with a
minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.
If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this
weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends 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 the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try
to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the
Dodge action.

Avalanche Strike
At 3rd level, whenever you land a hit with a weapon attack you may force target to move 5 feet to an unoccupied
space within range if able. This move does not provoke attack of opportunity. Your attack was done with a
blundgroning weapon you move target up to 5 feet per intelligence modifier.

Thunder Hammer
Starting at 7th level, when you land a successful attack you may spend your bonus action and either knock
target prone, or push it 10 feet. If you are wielding a bludgeoning weapon you may choose to push target back
equal to 5 feet plus additional 5 feet per intelligence bonus. You may use this ability number of times equal to
your intelligence modifier (minimum 1). You regain all uses after you finish short or long rest.

Resolve of Steel
Beginning at 15th level, you may activate your resolve of steel as a reaction when you are about to take
damage. You then gain resistance to all damage for next minute. You regain this ability after you finish a short or
long rest.

Hammer of the Final Pronouncement


At 20th level, when you make a successful attack you may as a bonus action declare that hit count as a critical.
You also add an additional weapon damage die, and you push target 15 feet, and target is stunned. Target may
end stun by making a Constitution save against your spell save dc at the end of his turn. If you used a
bludgeoning weapon for this ability you also push target back equal to 5 feet for intelligence bonus, and you deal
additional 6d6 thundering damage. You may use this ability again after you finish a short or long rest.

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Oathsworn
“Your words are nothing but wind. My words endure.”
For certain avenger sects, the swearing of oaths is a central part of their religious observances and their rites of
initiation. In the teachings of these sects, an oath sworn by an avenger is akin to the words of creation spoken
by the gods to give lasting form to the world; when the avenger’s will and the god’s will are one, an avenger’s
oath has the power to make reality conform to the words of the oath.
As a member of one of these oathsworn sects, your 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 you. When your foe lies
dead, you claim the reward of fulfilling your oath, drawing new vigor for the remaining battle. As you advance
along the oathsworn path, you gain powers that are more effective against the target of your oath, weakening it
or making it vulnerable to your later attacks. You can even grant the benefit of your oath of enmity to your allies
for a short time, ensuring that they help you bring your foe to justice.

Oathsworn bonus spells


Avenger Level Spells

3rd Sanctuary, Healing Word

5th Blindness/Deafness, Hold Person

9th Clairvoyance, Blink

13th Guardian of Faith, Banishment

17th Wall of Force, Planar Binding

Channel divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blood Oath. As an action, you can imbue yourself with holy power to focus on defense against your chosen
enemy, by spending your Channel Divinity. For next one minute you add +3 to your Armor Class and saves
against attacks and spells from enemy you marked with oath of enmity.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends 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 the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try
to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the
Dodge action.

Sworn Action
At 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one
additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.

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Enduring Oath
Starting at 7th level, When your oath of enmity drops to 0hp, you can spend any number of Hit Dice as a bonus
action and heal.

Sworn Crusade
Beginning at 15th level, your oath and will translates to your allies. As a bonus action you may declare up to 3
allies(including yourself) within 30 feet of you gain advantage to attack rolls until beginning of your next turn. You
may use this ability again after you finish short or long rest.

Oath Bond
At 20th level, when you mark target with an oath of enmity it also has vulnerability to all damage you do as long
as it is marked.

Unveiled Visage
“Look upon my face and see the face of my god.”
At the culmination of your rite of initiation years ago, one of the avengers in your secret temple pulled back the
hood of a voluminous cloak to reveal a face that was not mortal, but fully divine. You saw the face of your god in
that moment, and that sight transformed you. That knowledge of divine presence is what allows you to wield the
power you have and what authorizes you to act in your god’s name. Slowly—ever so slowly—you are growing
into the image of your god, to the point where your face begins to reveal your deity’s countenance as well.

To the initiated in your faith, the face of your god is a wondrous sight, capable of inspiring awe and increased
devotion. To the enemies of your god, the face is a thing of fear, of searing and blinding radiance.

Your path is about your own physical and spiritual transformation. As you progress along the path of the
unveiled visage, you become a more clear mirror of your god’s face and a more faithful expression of the god’s
will. You can tap into the vigilance of the divine mind and transform yourself into a divine aspect not unlike an
angel, flying on wings to better fight your god’s foes.

Unveiled Visage bonus spells


Avenger Level Spells

3rd Charm Person, Command

5th Suggestion, Prayer of Healing

9th Spirit Guardians, Slow

13th Guardian of Faith, Divination

17th Mass Cure Wounds, Hold Monster

Channel divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Radiant Strike. When you hit a creature with a melee weapon attack, you can expend one Channel Divinity to
deal additional 3d10 radiant to the target, in addition to weapon's damage. The damage increases by 1d8 if the
target is an undead or a fiend.

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Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends 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 the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try
to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the
Dodge action.

Unveiled Blessing
At 3rd level, you gain an additional use of your Channel Divinity(Total of 2).

Soaring Charge
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 disadvantage to hit you. If at the end of your turn you are not on the
ground you receive falling damage as per normal. You may use this ability again when you finish a short or long
rest.

Bloodied Might
Beginning at 15th level, once you are reduced to one half or less total hit points you regain all uses of all
Channel Divinity. You may use this ability again once you finish a long rest.

Divine Aspect
At 20th level, you can take on the divine aspect of your god for next minute. You gain +2 to attacks, damage,
saves, and armor class, all your damage counts as radiant, and you gain flight speed equal to your movement
speed. Once you use this feature, you can’t use it again until you finish a long rest.

Zealous Assassin
“It is the will of Sehanine that the servants of Lolth should die as they lived—in silence and in secret.”
Every avenger is trained in the ruthless art of combat and skilled in the art of isolating a foe and dispatching it
with a few swift blows. Some avenger sects also emphasize the art of stealth—particularly those dedicated to
deities who favor stealth, shadows, and secrecy, including Sehanine, Lolth, Zehir, and Vecna. Among these
avengers, the most dangerous follow the path of the zealous assassin.

As a follower of this path, you embody devotion and ruthlessness in equal measure, making you a deadly
weapon aimed at your deity’s foes. Your skills are focused on the ability to slip in and out of shadows at the edge
of combat, dealing blows that quickly dispose of enemies. You pool shadows around yourself or hide in a
nimbus of divine light, and you master techniques that take advantage of openings in combat, dealing greater
damage when you have 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 radiance that leaves it more susceptible to your
attacks.

Zealous Assassin bonus spells


Avenger Level Spells

3rd Bane, Hunter’s Mark

5th Hold Person, Misty Step

9th Haste, Fear

13th Dimension Door, Phantasmal Killer

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17th Hold Monster, Scrying

Channel divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Shroud. When you spend a Channel Divinity you may teleport up to 15 feet and make a single attack
with an advantage.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends 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 the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try
to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the
Dodge action.

Finishing Technique
At 3rd level, your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack,
the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only
once per turn.

Zealot’s Veil
Starting at 7th level, when you move at least 15 feet you may roll a stealth check against enemies passive
perceptions. You are counted to be invisible until end of your next turn or until you take and attack or
spellcasting action.

Strike from Empty Air


You teleport to the perfect position to deliver a deadly strike against your foe.
Beginning at 15th level, as an action you may teleport up to 15 feet and make a single weapon attack. If you hit
your attack counts as a critical, if you had advantage to this attack you deal additional 2d8 damage. You may
use this ability again after you finish a short or long rest.

Blade of the Zealot


Your weapon sears your foe with radiant energy and leaves it vulnerable to your attacks.
At 20th level, just after you score a hit you may as a bonus action add additional 2d8 radiant damage. And also
target grants advantage to all your attacks, and you deal 2d8 at the start of each of your turns, target may end
this effect by making a successful Wisdom save against your spell save. You may use this effect number of
times equal to your wisdom bonus. You regain all uses when you finish a long rest.

Spell List per Level


1st Level
Bless
Command
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor

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Heroism
Protection from Evil and Good
Purify Food and Drink
Shield of Faith

2nd Level
Aid
Find Steed
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Zone of Truth

3rd Level
Create Food and Water
Daylight
Dispel Magic
Magic Circle
Remove Curse
Revivify

4th Level
Banishment
Death Ward
Locate Creature

5th Level
Dispel Evil and Good
Geas
Raise Dead

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