D&D 5E Avengers - Divine Infiltrators (Rogue Archetype Conversion)

CM

Adventurer
Looking for feedback on this rogue archetype. It's a (mainly thematic) conversion of the 4e Avenger class. Rogue archetype fits it pretty well as a maneuverable, stealthy type. I tried to keep it comparable to the arcane trickster. I didn't go all the way and give them the ability to use a heavy two-handed weapon as they did in 4th. Figured a versatile weapon would be an easier-swallowed compromise.

Avenger (Rogue Archetype)

Some religious orders have need of skilled, discreet individuals to undertake dangerous, clandestine, and politically distasteful missions where a paladin’s overwhelming presence would be undesirable. Recovery of stolen relics, investigation of trap-filled tombs, and removal of heretical leadership are all the purview of the Avenger. Such individuals are often drawn from outside the ranks of the faithful, hand-picked by church leadership from the likes of thieves and assassins for their remarkable talents and willingness to change their ways. These converts undergo intensive indoctrination in religious and martial studies (which in some cases might be called unethical) until they are honed into a razor-sharp, radiant weapon to wield against the church’s enemies.

Monastic Training
When you select this archetype at 3rd level, you reap the benefits of your martial and spiritual training with the paladins and priests of your order. You gain proficiency in the Religion skill and martial melee weapons. You can treat one-handed martial weapons and versatile weapons as finesse weapons.

Spellcasting
When you reach 3rd level, you gain the ability to cast avenger spells. Wisdom is your spellcasting ability, and you use a holy symbol as your spellcasting focus (many avengers have their holy symbol built into the hilt or head of their weapons). You learn the Oath of Enmity cantrip and two additional avenger cantrips. At level 10, you learn one additional avenger cantrip. You know three 1st-level avenger spells of your choice. The Spells Known column on the Avenger Spellcasting table shows when you learn more avenger spells of 1st level or higher.
Whenever you gain an avenger level, you can choose to forget one of your known avenger spells and select a different avenger spell of a level that you can cast.

(apologies to those with dark backgrounds)
avengerspells.PNG

Ritual Casting
You can cast any avenger spell you know as a ritual if that spell has the ritual tag.

Extra Attack
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Channel Divinity
When you reach 13th level, you gain the Channel Divinity ability, which you can use once between rests. At 17th level, you can use it twice between rests. You gain two Channel Divinity powers: Turn Undead and Avenger’s Rebuke. Turn Undead is the same as the cleric version. Avenger's Rebuke appears below:

Avenger’s Rebuke (Channel Divinity)
You pronounce a divine judgment against your enemy, having found them lacking. One creature within 60 feet takes radiant damage equal to 6d6 + your Wisdom modifier, its speed is reduced by half, and it is frightened of you until the end of your next turn. If the creature rolls a successful Charisma saving throw the damage is halved, its speed is not reduced, and it is not frightened.​

Capstone Ability
17th level, TBD



Avenger Spell List

Cantrips
Avenging Shackles (new)
Blade Ward
Bond of Authority (new)
Dancing Lights
Light
Message
Oath of Enmity (new)
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
Warding Blade (new)

1st-level Spells
Bond of the Seeker (new)
Censure of Retribution (new)
Compelled Duel
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Divine Favor
Ensnaring Strike
Guiding Bolt
Guiding Strike (new)
Healing Word
Jump
Longstrider
Protection from Evil and Good
Punishing Smite (new)
Searing Smite
Shared Suffering (new)
Shield of Faith
Vengeance Fulfilled (new)
Thunderous Smite
Wrathful Smite

2nd-level Spells
Aid
Aspect of Might (new)
Avenger’s Foresight (new)
Avenging Echo (new)
Blinding Flare (new)
Branding Smite
Censure of Pursuit (new)
Darkness
Darkvision
Executioner’s Cloak (new)
Find Traps
Hold Person
Locate Object
Magic Weapon
Misty Step
Pass without Trace
Protection from Poison
See Invisibility
Silence
Spider Climb
Suggestion
Zone of Truth

3rd-level Spells
Blinding Smite
Bound by Fate (new)
Celestial Fist (new)
Clairvoyance
Crusader’s Mantle
Daylight
Dire Radiance (new)
Dispel Magic
Enemies Abound
Fear
Ghostly Stride (new)
Halo of Blades (new)
Haste
Mass Healing Word
Nondetection
Sending
Sigil of Carceri (new)
Speak with Dead
Spirit Guardians
Tongues
Wings of Vengeance (new)

4th-level Spells
Aura of Life
Aura of Purity
Banishment
Death Ward
Freedom of Movement
Locate Creature
Oath of the Final Duel (new)
Staggering Smite
(need a few more)



Avenger Spell Conversion Notes
Avenger spells are drawn from the paladin, cleric, and wizard spell lists, and focus on melee combat, infiltration, and minor divination. Some existing 5e spells (especially paladin smites) work well as functional equivalents for 4e avenger powers. New spells below are all adapted from or inspired by 4th edition Avenger class features and powers which did not have equivalents in 5e. In some cases they have been renamed as they’ve had a slight change of focus or to avoid conflicting with other spell names. Some may be suitable for clerics, paladins, and favored soul sorcerers.


Aspect of Might
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute

Divine power bolsters your physical prowess. You have advantage on Strength and Dexterity checks and saves, and your speed increases by 10 feet. Each time you hit with a melee weapon attack, you can reroll one of the weapon’s damage dice but must take the second result.


Avenger's Foresight
2nd-level divination
Casting Time: 1 reaction, which you use when an opponent attacks you
Range: Self
Components: V
Duration: Instantaneous

You glimpse a moment into your opponent’s future, allowing you to anticipate their attack. The opponent has disadvantage for this attack. If the attack misses, you can then move up to 10 feet and make a free melee attack with advantage against the same opponent if you’re within range. This movement does not provoke an opportunity attack from the attacker.


Avenging Echo
2nd-level abjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute.

A wake of radiant energy trails from your weapon, shedding bright light in a 10-foot radius and dim light for an additional 20 feet. Any enemy that ends its turn adjacent to you or that makes a melee attack against you takes 1d10 radiant damage. A creature can take this damage no more than once per round.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.


Avenging Shackles
Avenger Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Radiant chains encircle your target, slowing its movement. The target must succeed on a Strength saving throw or take 1d6 radiant damage and its speed is reduced by 15 feet until the start of your next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Blinding Flare
2nd-level evocation
Casting Time: 1 bonus action
Range: Self (15-foot-radius sphere)
Components: V, S
Duration: Instantaneous

A brilliant flash of divine light surrounds you. Creatures other than you within range must roll a Constitution save or be blinded. Those who successfully save have disadvantage on Wisdom (Perception) checks that rely on sight. These effects end at the end of your next turn. Creatures that don’t rely on sight are immune to these effects.


Bond of Authority
Avenger Cantrip
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You draw your enemy forward to to face its judgment, magically pulling a Medium or smaller target within range up to 15 feet closer to you unless it makes a successful Wisdom saving throw. The spell automatically fails if it would lead the target into dangerous terrain such as over a cliff or into lava. The spell’s maximum target sizes increases when you reach 5th level (Large), 11th level (Huge), and 17th level (Gargantuan).


Bond of Pursuit

1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
While the spell lasts, your speed increases by 10 feet and your jump distance is doubled. If your movement brings you closer to a creature designated by your Oath of Enmity, you have a +2 bonus to your AC against any opportunity attacks that movement provokes.


Bound By Fate
3rd-level evocation
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: 1 minute or until discharged

You designate a creature you can see within range as bound to your fate. While the spell lasts, when you take damage you can use your reaction to discharge the spell, ending it. The creature bound to your fate then takes the same amount and type of damage. If the target rolls a successful Wisdom save, the damage is halved. If you cannot see the target, it has advantage on its save.


Celestial Fist
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute

You create a Small, ghostly hand of radiant energy adjacent to you. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When you cast the spell and as a bonus action on your turn, you can move the hand up to 60 feet and the hand then attempts to grapple a Large or smaller creature within 5 feet of it. You use the hand’s Strength score (22) to resolve the grapple. A creature that starts its turn grappled by the hand takes radiant damage equal to 1d8 + your Wisdom modifier. The hand cannot be damaged and does not occupy a space.


Censure of Pursuit
2nd-level transmutation
Casting Time: 1 bonus action
Range: 50 feet
Components: V
Duration: Concentration, up to 1 minute

You must have a creature designated with your Oath of Enmity cantrip to cast this spell. While the spell lasts, whenever the creature designated by your Oath of Enmity moves on its turn, you can use your reaction to move up to half your speed as long as you end this movement closer to your Oath of Enmity target. If your Oath of Enmity target does not attack you or cast a spell affecting you on its turn, you have advantage on your next attack roll against it if made within one round.


Censure of Retribution
1st-level evocation
Casting Time: 1 reaction, which you use when you take damage from an opponent.
Range: Self
Components: V, S
Duration: 1 minute or until discharged

Your blade is empowered with radiant flames, shedding dim light in a 15-foot radius. When you make a melee attack you can discharge this spell, ending it and granting you advantage on the attack roll. If your attack hits, it deals 2d8 extra radiant damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Dire Radiance
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous

A burst of withering radiance blasts forth from your open palm, forming a 30-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 7d6 radiant damage on a failed save, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Guiding Strike
1st-level evocation
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and golden radiance surrounds it. The next attack roll made against this target by another creature before the end of your next turn has advantage.


Executioner's Cloak
2nd-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

Choose a target within range. You become invisible to that target. Each time you deal damage to that target, it is allowed to make a Wisdom saving throw to end this spell.


Ghostly Stride
3rd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Until the end of your turn

You become incorporeal. You can move through other creatures and objects as if they were difficult terrain. You resist acid, cold, fire, lightning, poison, and thunder damage, as well as bludgeoning, piercing, and slashing damage from non-magical weapons. You cannot be grappled or restrained, and any such conditions end immediately. Your attacks and spells function normally.
If you end your turn inside an object you are shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.


Halo of Blades
3rd-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

You conjure five flying blades of force which orbit around you for the duration. When you cast the spell and as a bonus action on subsequent turns, you can direct one of the blades to attack a creature within 60 feet as a melee spell attack. On a hit, the target takes force damage of 2d8 + your spellcasting ability bonus. Hit or miss, the blade disappears. Enemies within 5 feet who make a melee attack against you take 1d6 force damage for every two blades remaining in the halo.
At Higher Levels. If you cast this spell using a 4th-level or higher slot, the spell conjures one additional blade per spell level above 3rd.


Oath of Enmity
Divination cantrip
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: 1 minute (special)

You utter an oath of enmity against one creature within range and gain divine insight into its movements. You can deal your sneak attack damage with melee weapon attacks against the target if no other enemies are within 5 feet of you (in addition to the usual means of qualifying for sneak attacks). You have advantage on any checks you make to locate the creature. You cannot cast this spell spell again until the creature is defeated or the duration expires.
At higher levels, this spell allows you to re-roll one or more of your sneak attack dice when you sneak attack your oath of enmity target: 5th level (one die), 11th level (two dice), and 17th level (three dice). You must take the result of the second roll.


Oath of the Final Duel
4th-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: 1 minute

You must have a creature designated with your oath of enmity cantrip to cast this spell. Whenever your oath of enmity target moves on its turn, you can use your reaction to teleport anywhere within 5 feet of it and make a melee attack against it. If this attack hits, you gain 15 temporary hit points.


Punishing Smite
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

Your weapon flares with red light. The next time you hit a creature with a melee weapon attack during this spell’s duration, the target takes an extra 1d6 psychic damage, ending the spell. In addition, the target must make a Constitution saving throw or be wracked with agonizing pain, taking a penalty of 1d4 on its attack rolls and saving throws until the end of your next turn. If the target is still suffering from the spell’s pain and you hit it again with a melee attack, the pain’s duration extends until the end of your next turn (up to 1 minute total). You need not concentrate on this spell to extend the duration of the pain.


Shared Suffering
1st-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You force your victim to partake in the pain of your wounds. The target takes 2d12 psychic damage. A successful Wisdom saving throw reduces the damage by half. You receive temporary hit points equal to the damage the target suffered.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.


Sigil of Carceri
3rd-level conjuration
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: Concentration, up to 1 minute

You mark one creature within range with the baleful red rune of the prison plane of Carceri, and thick iron chains appear to encircle and entrap it. The target takes 3d10 force damage and is restrained. If it makes a successful Strength or Dexterity saving throw (its choice) the damage is halved and the target is not restrained.
A creature that ends its turn restrained by the chains takes 3d10 force damage. To free itself, the restrained target can use its action to make a Strength or Dexterity check (its choice) against your spell save DC, escaping on a success. Another creature that can reach the target can use its action to make a Strength check to free the target. Once the target escapes, the spell ends.
At Higher Levels. If you cast this spell using a 4th-level or higher slot, the chains deal 1d10 additional force damage per spell level above 3rd.


Vengeance Fulfilled
1st-level evocation
Casting Time: 1 reaction, which you use when you reduce an enemy to 0 HP.
Range: Self
Components: V, S
Duration: Instantaneous

The fulfillment of your vengeance restores your body and mind. You regain a number of hit points equal to 1d12 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d12 for each slot level above 1st.


Warding Blade
Avenger Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: 1 round

As a part of the action used to cast this spell you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects. In addition, you are surrounded by a faint shroud of golden flame that sheds dim light in a 15-foot radius for the duration. If a creature hits you with a melee attack before the spell ends, you can use your reaction to deal 1d10 radiant damage to it, ending the spell. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Wings of Vengeance
3rd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 5 rounds (special)

Shining, translucent wings of light sprout from your shoulders, carrying you swiftly to your sworn foes. You gain a flying speed equal to your movement for the duration. If you use your action to make a melee attack, the spell’s duration increases by another round (up to a maximum of 1 minute total).
If you are still aloft when the spell ends, you descend 60 feet per round for up to 1 minute, taking no falling damage and landing on your feet.
 
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Quickleaf

Legend
[MENTION=18340]CM[/MENTION] Good start! I especially like that you did the spell conversions. I don't have a lot of time right now, but I'll comment on the one thing that stands out...

9th level rogue feature cannot be Extra Attack. It's broken for 2 reasons...

First, an avenger rogue able to attack twice has twice as many chances to apply Sneak Attack damage than any other rogue, which makes them way more powerful.

Second, other roguish archetypes don't have extreme combat capability at 9th level. Rather, they tend to have exploration/interaction focused features: Assassin = Infiltration Expertise, Thief = Supreme Sneak, Arcane Trickster = Magical Ambush (mostly enchantment & illusion magic), Inquisitive = Steady Eye, Mastermind = Insightful Manipulator, Scout = Superior Mobility, Swasbuckler = Panache.

One alternative...instead of having to wait till 19th level to cast locate creature, maybe the avenger should have their own class feature allowing them to do something similar. I'd put some provision on it, like needed a trail, scrap of target's belongings or hair, a living descendant, etc. That would feel very thematically suited to an avenger.
 

CM

Adventurer
Thanks for the comments!

I'm a little skeptical of Extra Attack being all that overpowered compared to other rogues, as the avenger will most likely not be dual-wielding (many spells have somatic components) and so will not be as likely to get that backup offhand attack to try for sneak attack in case their main attack misses. Arcane tricksters get a pretty potent ability for their 9th, but I think it balances out with their (IMO) lackluster spell selection. Instead I'll probably add a couple more spells which might make it easier to get advantage on attacks. Xanathar's Zephyr Strike is one.

Point taken on the 9th level power typically being exploration-related however, and that some sort of seeking ability would be desirable much earlier. Here's the draft replacement for level 9:

Sanctified Hunter
Beginning at 9th level, you can cast the locate creature or locate object spell without requiring a spell slot. You need not be familiar with the creature or object or have seen it in person, but you must at least know its name and have an accurate description or image. If you possess a belonging, lock of hair, blood stain, or other item closely related to the creature or a detailed, firsthand drawing and description of the object you seek, the spell’s range increases to 1 mile and its maximum duration is doubled.

If you use this ability and the spell fails because the creature or object is out of range, on another plane, or beyond running water (as described by the locate creature spell), you are aware of the reason for the failure. You regain the use of this ability after completing a long rest.
 

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