FenrirHatiSkoll
2016-05-24, 11:57 PM
I'm in the process of converting the avenger to 5e and would like help creating and balancing this class.
The goals for this class are:
- To be a strong melee fighter
- To excel in one-on-one combat
- To posses decent mobility
- To be adequate in exploration scenarios
The core mechanics for this class are:
- Combat is Focused around an Oath of Enmity feature which boosts attack accuracy.
- Makes melee physical attacks using Wisdom.
- Uses no armor but gets AC from a sort of unarmored defense.
- Utilizes a half-caster Warlock style spellcasting.
Without further ado:
Avenger
Level
Proficiency
Features
Oath Uses
Spells Known
Spell slots
Slot Level
1st
+2
Oath of Enmity, Armor of Faith, Sacred covenant
2
-
-
-
2nd
+2
Spellcasting, Blade of Zeal
2
3
2
1st
3rd
+2
Divine Censure, Sacred Studies
3
4
2
1st
4th
+2
Ability Score Improvement
3
4
2
1st
5th
+3
Extra Attack, Fast movement.
3
5
2
2nd
6th
+3
Defended by Faith
4
5
2
2nd
7th
+3
Censure Feature
4
6
2
2nd
8th
+3
Ability Score Improvement
4
6
2
2nd
9th
+4
---
4
7
2
3rd
10th
+4
Protected by Wrath
4
7
2
3rd
11th
+4
(To be Determined)
4
8
3
3rd
12th
+4
Ability Score Improvement
5
8
3
3rd
13th
+5
---
5
9
3
4th
14th
+5
Ghost of Vengeance
5
9
3
4th
15th
+5
Censure Feature
5
10
3
4th
16th
+5
Ability Score Improvement
5
10
3
4th
17th
+6
---
6
11
4
5th
18th
+6
Censure Feature
(To be Determined)
6
11
4
5th
19th
+6
Ability Score Improvement
6
12
4
5th
20th
+6
(To be Determined)
Unlimited
12
4
5th
Class Features
As an avenger you gain the following class features.
Hit Points
Hit Dice: 1d10 per avenger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per avenger level after 1st
Proficiencies
Armor: None
Weapons: Martial melee weapons, Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Acrobatics, History, Insight, Intimidation, Perception, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial melee weapon or (b) any simple weapon
• (a) an explorer’s pack or (b) a priest’s pack
• A holy symbol, a tome of your religion, and calligrapher's supplies
Oath of Enmity
Starting at 1st level, your years of piety have granted you the ability to mark a creature as an enemy of your god. As a bonus action on your turn you may choose one creature within 30 feet of you as your target, your oath of enmity lasts, until the target drops to 0 hit points or falls unconscious or you choose to end it (no action). Once you have used this feature a number of times as shown on the avenger table you must complete a short or long rest before you can use it again.
• You may make melee attacks against your target with advantage.
• No effect can cause you to lose advantage against your oath of enmity target.
While using this ability your god’s influence flows through you, entering you into a combat state in which prayers are uttered instinctively, and your Mind and body focus unerringly on a single target
Armor of Faith
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC is calculated as 13 + your Dexterity Modifier.
Sacred Covenant
Your years of training and study have forged a bond between you and your god allowing you to channel their strength. You may use Wisdom in place of Strength or Dexterity for the attack and damage rolls of weapons in which you are proficient.
(Multiclass: By taking a level in a class other then the avenger you void the effects of Sacred Covenant)
Spellcasting
By 2nd level Your scripture study and the powers bestowed on you by gods have given you facility with spells. See chapter 10 for the general rules of spellcasting and the end of this document for the avenger spell list.
Spell Slots
The Avenger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Avenger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderous smite, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the Avenger spell list. The Spells Known column of the Avenger table shows when you learn more avenger spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 5th level, for example, you learn a new avenger spell, which can be 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Avenger spells you know and replace it with another spell from the Avenger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Avenger spells, so 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your avenger spells.
Blade of Zeal
Starting at 2nd level, whenever you make an attack with advantage, you score a critical hit if both dice rolls have the same roll, unless both rolls are a one. When you score a critical hit in this fashion you deal extra radiant damage equal to your avenger level.
Divine Censure
At 3rd level you may pick either the Censure of Pursuit or the Censure of Retribution, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level, this includes the channel divinity feature.
Channel Divinity
Your censure allows you to channel your god’s power to fuel magical effects. Each Channel Divinity option provided by your censure 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.
Sacred Studies
Starting at 3nd level, due to your studies in the forgotten texts of your religion you have become learned in
the languages with which they are written. You learn one language of your choice from the following list, Supernal, Infernal, Sylvan.
In addition you may double your proficiency bonus for any religion check you make.
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.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing armor or wielding a shield.
Defended by Faith
Beginning at 6th level, you can add half of your proficiency bonus, rounded down, to any saving throw in which you are not proficient.
Protected by Wrath
Starting at 10th level. You are immune to being frightened or charmed by your oath of enmity target. If you are frightened or charmed by a creature the effect is ended if you use Oath of Enmity on that creature.
Level 11
Undetermined
Ghost of Vengeance
Starting at 14th level your movement is not affected by non-magical difficult terrain.
In addition you have advantage on saving throws and ability checks against being restrained, slowed, grappled, or paralyzed.
Level 20
Undetermined
Divine Censures
Censure of Pursuit
Your god lets you choose from an expanded list of spells when you learn an avenger spell. The following spells are added to the avenger spell list for you.
Censure of Pursuit expanded spells
Spells Level
Spells
1st
hunter’s mark, longstrider
2nd
levitate, hold person
3rd
blink, clairvoyance
4th
dimension door, locate creature
5th
scrying, hold monster
Channel Divinity
When you take this Censure at 3rd level, you gain the following two Channel Divinity options.
Wings of Faith. As a bonus action you may beseech you god to imbue you with unparalleled speed, for the next minute your speed is doubled.
Visage of the Reaper. As an action on your turn you may present your holy symbol and force your oath of enmity target to roll a Wisdom save, on a failed save it is instilled with dread for one minute. While instilled with dread it must use its movement each turn to move away from you. The target may repeat its wisdom save at the end of each of its turns.
Nowhere to Run
Starting at 7th level, Whenever you successfully hit your oath of enmity target with an opportunity attack you may move up to your speed as part of the reaction, staying adjacent to your target during the move as far as you are able. This movement does not provoke opportunity attacks.
Seething Ire
Starting at 15th level, whenever your oath of enmity target starts its turn adjacent to you it must make a Wisdom saving throw. On a failed save your oath of enmity target takes 1d8 + your Wisdom modifier in Psychic damage.
Level 18
Undetermined
Censure of Retribution
Your god lets you choose from an expanded list of spells when you learn an avenger spell. The following spells are added to the avenger spell list for you.
Censure of Pursuit expanded spells
Spells Level
Spells
1st
armor of Agathys, hellish rebuke
2nd
heat metal, blindness/deafness
3rd
spirit guardians, bestow curse
4th
fire shield, guardian of faith
5th
geas, destructive wave
Channel Divinity
When you take this Censure at 3rd level, you gain the following two Channel Divinity options.
Wrath of the Divine. When a creature hits you with a critical hit you may use your reaction and your channel divinity to force that creature to make a Dexterity saving throw. On a failed save the creature takes radiant damage equal to the critical hit damage, or half as much on a successful one.
River of Life. As an action on your turn you may invoke the protection of your deity, for the next minute you regain Your Constitution modifier + One half your avenger level hit points at the start of each of your turns.
Fury of The Gods
Starting at 7th level you have a pool of Fury Dice, which are d6s, the pool can have in it a number of dice equal to your proficiency modifier. Whenever a creature hits you, you may add one Fury dice to the pool. Whenever you hit your oath of enmity target with a melee attack you may roll any number of Fury dice and add the total roll to the damage of the attack as radiant damage. Any unused fury dice are lost after a short or long rest.
Your Fury dice increase to d8s at 11th level and d10s at 17th level.
Righteous Reckoning
Starting at 15th level whenever your oath of enmity target hits you with an attack may use your reaction to make a single melee attack against your target if it’s within range.
Unstoppable Enmity
At 18th level you may enact an unstoppable Vow of Enmity, this acts as a regular Vow of Enmity except that it forces the marked creature to suffer disadvantage on attack rolls against you for the duration. You regain the use of this feature on a short rest.
Avenger Spells
1st Level
Bane
Compelled Duel
Detect Evil and Good
Dissonant Whispers
Divine Favor
Expeditious Retreat
Searing Smite
Tasha’s Hideous Laughter
Thunderous Smite
Wrathful Smite
2nd Level
Blur
Branding Smite
Darkvision
Enhance Ability
Magic Weapon
Misty Step
See Invisibility
3rd Level
Blinding Smite
Dispel Magic
Fear
Haste
See Invisibility
Slow
Water Walk
4th Level
Banishment
Death Ward
Freedom of Movement
Staggering Smite
5th Level
Banishing Smite
Dispel evil and good
Legend Lore
Passwall
~
Please don't hesitate to point out anything off.
The goals for this class are:
- To be a strong melee fighter
- To excel in one-on-one combat
- To posses decent mobility
- To be adequate in exploration scenarios
The core mechanics for this class are:
- Combat is Focused around an Oath of Enmity feature which boosts attack accuracy.
- Makes melee physical attacks using Wisdom.
- Uses no armor but gets AC from a sort of unarmored defense.
- Utilizes a half-caster Warlock style spellcasting.
Without further ado:
Avenger
Level
Proficiency
Features
Oath Uses
Spells Known
Spell slots
Slot Level
1st
+2
Oath of Enmity, Armor of Faith, Sacred covenant
2
-
-
-
2nd
+2
Spellcasting, Blade of Zeal
2
3
2
1st
3rd
+2
Divine Censure, Sacred Studies
3
4
2
1st
4th
+2
Ability Score Improvement
3
4
2
1st
5th
+3
Extra Attack, Fast movement.
3
5
2
2nd
6th
+3
Defended by Faith
4
5
2
2nd
7th
+3
Censure Feature
4
6
2
2nd
8th
+3
Ability Score Improvement
4
6
2
2nd
9th
+4
---
4
7
2
3rd
10th
+4
Protected by Wrath
4
7
2
3rd
11th
+4
(To be Determined)
4
8
3
3rd
12th
+4
Ability Score Improvement
5
8
3
3rd
13th
+5
---
5
9
3
4th
14th
+5
Ghost of Vengeance
5
9
3
4th
15th
+5
Censure Feature
5
10
3
4th
16th
+5
Ability Score Improvement
5
10
3
4th
17th
+6
---
6
11
4
5th
18th
+6
Censure Feature
(To be Determined)
6
11
4
5th
19th
+6
Ability Score Improvement
6
12
4
5th
20th
+6
(To be Determined)
Unlimited
12
4
5th
Class Features
As an avenger you gain the following class features.
Hit Points
Hit Dice: 1d10 per avenger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per avenger level after 1st
Proficiencies
Armor: None
Weapons: Martial melee weapons, Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Acrobatics, History, Insight, Intimidation, Perception, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial melee weapon or (b) any simple weapon
• (a) an explorer’s pack or (b) a priest’s pack
• A holy symbol, a tome of your religion, and calligrapher's supplies
Oath of Enmity
Starting at 1st level, your years of piety have granted you the ability to mark a creature as an enemy of your god. As a bonus action on your turn you may choose one creature within 30 feet of you as your target, your oath of enmity lasts, until the target drops to 0 hit points or falls unconscious or you choose to end it (no action). Once you have used this feature a number of times as shown on the avenger table you must complete a short or long rest before you can use it again.
• You may make melee attacks against your target with advantage.
• No effect can cause you to lose advantage against your oath of enmity target.
While using this ability your god’s influence flows through you, entering you into a combat state in which prayers are uttered instinctively, and your Mind and body focus unerringly on a single target
Armor of Faith
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC is calculated as 13 + your Dexterity Modifier.
Sacred Covenant
Your years of training and study have forged a bond between you and your god allowing you to channel their strength. You may use Wisdom in place of Strength or Dexterity for the attack and damage rolls of weapons in which you are proficient.
(Multiclass: By taking a level in a class other then the avenger you void the effects of Sacred Covenant)
Spellcasting
By 2nd level Your scripture study and the powers bestowed on you by gods have given you facility with spells. See chapter 10 for the general rules of spellcasting and the end of this document for the avenger spell list.
Spell Slots
The Avenger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Avenger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderous smite, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the Avenger spell list. The Spells Known column of the Avenger table shows when you learn more avenger spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 5th level, for example, you learn a new avenger spell, which can be 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Avenger spells you know and replace it with another spell from the Avenger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Avenger spells, so 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your avenger spells.
Blade of Zeal
Starting at 2nd level, whenever you make an attack with advantage, you score a critical hit if both dice rolls have the same roll, unless both rolls are a one. When you score a critical hit in this fashion you deal extra radiant damage equal to your avenger level.
Divine Censure
At 3rd level you may pick either the Censure of Pursuit or the Censure of Retribution, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level, this includes the channel divinity feature.
Channel Divinity
Your censure allows you to channel your god’s power to fuel magical effects. Each Channel Divinity option provided by your censure 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.
Sacred Studies
Starting at 3nd level, due to your studies in the forgotten texts of your religion you have become learned in
the languages with which they are written. You learn one language of your choice from the following list, Supernal, Infernal, Sylvan.
In addition you may double your proficiency bonus for any religion check you make.
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.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing armor or wielding a shield.
Defended by Faith
Beginning at 6th level, you can add half of your proficiency bonus, rounded down, to any saving throw in which you are not proficient.
Protected by Wrath
Starting at 10th level. You are immune to being frightened or charmed by your oath of enmity target. If you are frightened or charmed by a creature the effect is ended if you use Oath of Enmity on that creature.
Level 11
Undetermined
Ghost of Vengeance
Starting at 14th level your movement is not affected by non-magical difficult terrain.
In addition you have advantage on saving throws and ability checks against being restrained, slowed, grappled, or paralyzed.
Level 20
Undetermined
Divine Censures
Censure of Pursuit
Your god lets you choose from an expanded list of spells when you learn an avenger spell. The following spells are added to the avenger spell list for you.
Censure of Pursuit expanded spells
Spells Level
Spells
1st
hunter’s mark, longstrider
2nd
levitate, hold person
3rd
blink, clairvoyance
4th
dimension door, locate creature
5th
scrying, hold monster
Channel Divinity
When you take this Censure at 3rd level, you gain the following two Channel Divinity options.
Wings of Faith. As a bonus action you may beseech you god to imbue you with unparalleled speed, for the next minute your speed is doubled.
Visage of the Reaper. As an action on your turn you may present your holy symbol and force your oath of enmity target to roll a Wisdom save, on a failed save it is instilled with dread for one minute. While instilled with dread it must use its movement each turn to move away from you. The target may repeat its wisdom save at the end of each of its turns.
Nowhere to Run
Starting at 7th level, Whenever you successfully hit your oath of enmity target with an opportunity attack you may move up to your speed as part of the reaction, staying adjacent to your target during the move as far as you are able. This movement does not provoke opportunity attacks.
Seething Ire
Starting at 15th level, whenever your oath of enmity target starts its turn adjacent to you it must make a Wisdom saving throw. On a failed save your oath of enmity target takes 1d8 + your Wisdom modifier in Psychic damage.
Level 18
Undetermined
Censure of Retribution
Your god lets you choose from an expanded list of spells when you learn an avenger spell. The following spells are added to the avenger spell list for you.
Censure of Pursuit expanded spells
Spells Level
Spells
1st
armor of Agathys, hellish rebuke
2nd
heat metal, blindness/deafness
3rd
spirit guardians, bestow curse
4th
fire shield, guardian of faith
5th
geas, destructive wave
Channel Divinity
When you take this Censure at 3rd level, you gain the following two Channel Divinity options.
Wrath of the Divine. When a creature hits you with a critical hit you may use your reaction and your channel divinity to force that creature to make a Dexterity saving throw. On a failed save the creature takes radiant damage equal to the critical hit damage, or half as much on a successful one.
River of Life. As an action on your turn you may invoke the protection of your deity, for the next minute you regain Your Constitution modifier + One half your avenger level hit points at the start of each of your turns.
Fury of The Gods
Starting at 7th level you have a pool of Fury Dice, which are d6s, the pool can have in it a number of dice equal to your proficiency modifier. Whenever a creature hits you, you may add one Fury dice to the pool. Whenever you hit your oath of enmity target with a melee attack you may roll any number of Fury dice and add the total roll to the damage of the attack as radiant damage. Any unused fury dice are lost after a short or long rest.
Your Fury dice increase to d8s at 11th level and d10s at 17th level.
Righteous Reckoning
Starting at 15th level whenever your oath of enmity target hits you with an attack may use your reaction to make a single melee attack against your target if it’s within range.
Unstoppable Enmity
At 18th level you may enact an unstoppable Vow of Enmity, this acts as a regular Vow of Enmity except that it forces the marked creature to suffer disadvantage on attack rolls against you for the duration. You regain the use of this feature on a short rest.
Avenger Spells
1st Level
Bane
Compelled Duel
Detect Evil and Good
Dissonant Whispers
Divine Favor
Expeditious Retreat
Searing Smite
Tasha’s Hideous Laughter
Thunderous Smite
Wrathful Smite
2nd Level
Blur
Branding Smite
Darkvision
Enhance Ability
Magic Weapon
Misty Step
See Invisibility
3rd Level
Blinding Smite
Dispel Magic
Fear
Haste
See Invisibility
Slow
Water Walk
4th Level
Banishment
Death Ward
Freedom of Movement
Staggering Smite
5th Level
Banishing Smite
Dispel evil and good
Legend Lore
Passwall
~
Please don't hesitate to point out anything off.