{"name":"Avenger","overview":"[i]\u201cEverything my god needs to say to you can be said[\/i]\r\n[i]with my weapon.\u201d[\/i]\r\n\r\nIn secret temples far from bustling cities and priestly\r\nhierarchies, orders of esoteric warriors train their initi-\r\nates in ancient traditions now forgotten or forbidden by\r\nmost religious organizations. The champions of these\r\norders are avengers\u2014deadly weapons in the hands of\r\ntheir gods, imbued with divine power through secret\r\nrites of initiation. In battle, avengers swear to execute\r\ndivine vengeance, entering a mental state that gives\r\nthem unerring focus on a single enemy.\r\nAs an avenger, you were trained in a monastery,\r\ninitiated through secret rites, and imbued with the\r\npower to smite your god\u2019s foes. You might be a disciple\r\nof Ioun, sworn to hunt and exterminate the minions\r\nof Vecna until you one day face the Maimed God. You\r\ncould be an agent of the Raven Queen, bringing death\r\nto those who would defy your mistress. Or perhaps\r\nyou serve Bahamut as an agent of justice, bringing\r\nruin to tyrants and oppressors. The organizations\r\ndevoted to your god might view you as a heretic or a\r\nhero, but you answer only to your god and to the vows\r\nyou swore upon your initiation as an avenger.\r\nWhere will those vows lead you? One thing is\r\ncertain: Doing the will of your god is never easy and\r\nnever free of peril.","hit_dice":"1d8","hit_points_at_1st_level":"8 + Constitution  mod","hit_points_at_higher_levels":"1d8 + Constitution  mod or 5 + Constitution  Mod","armor_proficiencies":"none","weapon_proficiencies":"Simple weapons, martial weapons","tools":"","saving_throws":"Wisdom and Dexterity","skills":"Choose three from Acrobatics, Athletics, medicine, Intimidate, Perception, Religion, Stealth, history.","starting_equipment":"(a) any simple weapon (b) any martial weapon\r\n(a) a light crossbow and 20 bolts or (b) any simple weapon\r\n(a) a priest's pack or (b) an explorer's pack\r\n(a) a holy symbol","spellcasting":"none","class_features":"-[b]Unarmored Defense[\/b]\r\nBeginning at 1st level, while you are not wearing armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.\r\n\r\n-[b]Mind And Might[\/b]\r\nBeginning at 1st level, when using any weapon you can use either your wisdom or dexterity for attack and damage rolls. you must be proficient in the weapon to gain this feature.\r\n\r\n-[b]Fighting Style[\/b]\r\nStarting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\nBlessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.\r\n\r\nBlind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n\r\nDefense. While you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nDueling. 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.\r\n\r\nGreat 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\nInterception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\r\n\r\nProtection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\nClose Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.\r\n\r\nMariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.\r\n\r\nThrown Weapon Fighting (UA). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.\r\nIn addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.\r\n\r\nTunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.\r\n\r\nUnarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.\r\nWhen you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.\r\n\r\n-[b]Divine Speed[\/b]\r\nbeginning at level 2 your speed increases by 10 feet while you are not wearing armor or wielding a shield this increases to 20 feet at level 9, and then 30 feet at level 15\r\n\r\n-[b]Oath of Enmity[\/b]\r\nat 3rd level, as a bonus action, you target one creature within 30 feet that you can see and swear an Oath of Enmity against them for one minute, or till they drop to 0hp\r\nWhen the avenger makes a melee attack against his or her oath of enmity target, and the target is the only enemy adjacent to the avenger, the avenger makes the attack with advantage.\r\nyou can use this feature a number of times equal to your proficiency bonus, you regain all uses after a long rest.\r\n\r\n-[b]Avenger's Censure option[\/b]\r\nWhen you reach 3rd level, you commit yourself to a Censure\r\nCensure of Pursuit (Hunter)\r\nCensure of Retribution (Martyr)\r\n\r\n[b]Ability Score Improvement[\/b]\r\nWhen 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.\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n\r\n-[b]Avenger's Censure feature level 6[\/b]\r\n\r\n[b]-Holy Protection[\/b]\r\nBeginning at level 7, when you make a saving throw you can add your wisdom modifier to it.\r\n\r\n\r\n-[b]Avenger's Censure feature level 10[\/b]\r\n\r\n[b]-Oath of the Relentless Hunter[\/b]\r\nBeginning at level 11, You can touch an enemy and swear an oath to hunt it to the end of the world. With this oath, you can always find your foe.\r\nUntil you use this power on a different target, you can use an action to determine the distance and the\r\ndirection to the target. The distance and the direction are based on a straight line between you and the target, ignoring any barriers. If the target is on a different plane from\r\nyou, you know which plane but gain no other information.\r\n\r\n\r\n[b]-Blur of Speed[\/b]\r\nAt level 13, your movement no longer provokes attacks of opportunity\r\n\r\n\r\n-[b]Avenger's Censure feature level 14[\/b]\r\n\r\n[b]-Justice never sleeps[\/b]\r\nbeginning at level 17, you no longer need to eat, drink or sleep\r\n\r\n\r\n\r\n-[b]Pursuit of Justice[\/b]\r\nat level 18, when you use your Oath of Enmity if your target has any special movement (flying, burrow, etc) you gain an equivalent speed equal to your walking speed\r\n\r\n\r\n-[b]Avenger's Censure feature level 20[\/b]","subclass_options":"[b][h3]-Censure of Pursuit (Hunter)[\/h3]\r\n[\/b]\r\n\r\n-[b]Censure of Pursuit[\/b]\r\nAt 3rd level, you have learned how to hunt down your Oath of Enmity even when they try and flee. As a reaction at the end of your Oath of Enmity's turn if they are not within 5ft of you,\r\nyou can move up to your speed this move doesn't provoke attacks of opportunity and you must end closer to your Oath of Enmity target. you can use this reaction a number of times equal to your dexterity modifier (minimum 1)\r\nyou regain all uses after a long rest.\r\n\r\n[b]-Overwhelming Strike[\/b]\r\nAt level 6, As you attack, you maneuver around your foe, forcing it to move with you.\r\nwhen you hit a large or smaller creature with an attack you can move 5 feet and the target moves to the space you left if possible.\r\n\r\n\r\n[b]-Sequestering Strike[\/b]\r\nat 10th level, you have become adept at isolating your Oath of Enmity.\r\nwhen you hit your Oath of Enmity with an attack you can teleport 20 feet to an unoccupied square and then your Oath of Enmity is teleported to an adjacent square of your choice.\r\nyou can use this feature 3 times and regain all uses after a long rest.\r\n\r\n-[b]Divine Step[\/b]\r\nat 14th level, you can cast Freedom of movement on yourself at will\r\n\r\n[b]-Oath of the Final Duel[\/b]\r\nat level 20 You swear an oath that you will slay the foe before you. As long\r\nas you work to fulfill this oath, that foe cannot escape. when you use your Oath of Enmity you can use this feature well, if your Oath of Enmity is more than 15 feet away from you when you use this feature and at the start of your turn,\r\nyou can teleport to a space within 15 feet of it as a free action. This effect ends if you end your turn more\r\nthan 15 feet away from the target or after 1 minute. you can't use this feature again till you finish a long rest.\r\n\r\n[b][h3]-Censure of Retribution (Martyr)[\/h3]\r\n[\/b]\r\n\r\n[b]-Censure of Retribution[\/b]\r\nAt 3rd level When any enemy other than your oath of enmity target hits you, you gain a\r\nbonus to damage rolls against your oath of enmity target equal to your Wisdom modifier the first time you hit on your next turn.\r\nThis bonus is cumulative\r\n\r\n[b]-Halo of Fire[\/b]\r\nat level 6, as a bonus action, you call down a ring of fire in a 5-foot radius around you for one minute, any creature that attempts leave this effect must make a dexterity saving throw (DC 10 +wisdom mod +proficiency bonus) on a failure they take fire damage equal to 1d8+ wisdom modifier or half on a success, you can use this feature a number of times equal to your Wisdom modifier (minimum 1)\r\n\r\n[b]-Mind over Matter[\/b]\r\nstarting at level 10, your hit point maximum increases by an amount equal to your Wisdom modifier and increases by your Wisdom modifier again whenever you gain a level in this class\r\n\r\n-[b]Pull of Vengeance[\/b]\r\nat level 14, as an action, every creature of your choice within 30 feet must make a Strength saving throw (DC 10 +wisdom mod +proficiency bonus) or be pulled 30 feet toward you or none on a success.\r\nonce you use this feature you can't use it again till you finish long or short rest.\r\n\r\n\r\n[b]-Martyrdom[\/b]\r\nat level 20, you sacrifice yourself to smite down your Oath of enmity.\r\nas an action, every enemy creature within 30ft must make a Wisdom saving throw DC (DC 10 +wisdom mod +proficiency bonus) on a success they have disadvantage on attack rolls against anyone but you,\r\non a failure on their next turn, they must use their movement to move straight towards you and use their action to attack you with advantage.\r\nhaving 0 hit points doesn\u2019t knock you unconscious. You still must make death-saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don\u2019t die until the end of your next turn, and you die then only if you still have 0 hit points. once you use this feature you can't use it again till you finish long rest.","table_data":"level 1 | - | Unarmored Defense, Mind And Might\r\nlevel 2 | - | Fighting Style, Divine Speed\r\nlevel 3 | - | Oath of Enmity, Avenger's Censure option\r\nlevel 4 | - | Ability Score Improvement\r\nlevel 5 | - | Extra Attack\r\nlevel 6 | - | Avenger's Censure feature\r\nlevel 7 | - | Holy Protection\r\nlevel 8 | - | Ability Score Improvement\r\nlevel 9 | - | Divine Speed improvement\r\nlevel 10 | - | Avenger's Censure feature\r\nlevel 11 | - | Oath of the Relentless Hunter\r\nlevel 12 | - | Ability Score Improvement\r\nlevel 13 | - | Blur of Speed\r\nlevel 14 | - | Avenger's Censure feature\r\nlevel 15 | - | Divine Speed improvement\r\nlevel 16 | - | Ability Score Improvement\r\nlevel 17 | - | Justice never sleeps\r\nlevel 18 | - | Wings of justice\r\nlevel 19 | - | Ability Score Improvement\r\nlevel 20 | - | Avenger's Censure feature","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"933941","world":""}