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Avengers - Divine Infiltrators (Rogue Archetype Conversion)
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<blockquote data-quote="CM" data-source="post: 7330571" data-attributes="member: 18340"><p>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.</p><p></p><p><span style="font-size: 18px"><span style="font-family: 'Book Antiqua'"><span style="color: #800000"><strong>Avenger (Rogue Archetype)</strong></span></span></span></p><p></p><p>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.</p><p></p><p><span style="color: #000000"><span style="color: #800000"><strong><span style="font-family: 'Book Antiqua'"><span style="font-size: 12px">Monastic Training</span></span></strong></span></span></p><p>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.</p><p></p><p><span style="color: #800000"><strong><span style="font-family: 'Book Antiqua'"><span style="font-size: 12px">Spellcasting</span></span></strong></span></p><p>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 <em>Oath of Enmity</em> 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. </p><p> 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.</p><p></p><p>(apologies to those with dark backgrounds)</p><p>[ATTACH]93416[/ATTACH]</p><p></p><p><span style="color: #000000"><span style="color: #800000"><strong><span style="font-family: 'Book Antiqua'"><span style="font-size: 12px">Ritual Casting</span></span></strong></span></span></p><p>You can cast any avenger spell you know as a ritual if that spell has the ritual tag.</p><p></p><p><span style="color: #000000"><span style="color: #800000"><strong><span style="font-family: 'Book Antiqua'"><span style="font-size: 12px">Extra Attack</span></span></strong></span></span></p><p>Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p></p><p><span style="color: #000000"><span style="color: #800000"><strong><span style="font-family: 'Book Antiqua'"><span style="font-size: 12px">Channel Divinity</span></span></strong></span></span></p><p>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:</p><p></p><p style="margin-left: 20px"><strong>Avenger’s Rebuke (Channel Divinity)</strong></p> <p style="margin-left: 20px"><strong></strong>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.</p><p></p><p><span style="color: #000000"><span style="color: #800000"><strong><span style="font-family: 'Book Antiqua'"><span style="font-size: 12px">Capstone Ability</span></span></strong></span></span></p><p>17th level, TBD</p><p></p><p></p><p></p><p><span style="font-size: 18px"><span style="font-family: 'Book Antiqua'"><span style="color: #800000"><strong>Avenger Spell List</strong></span></span></span></p><p></p><p><strong><span style="color: #800000"><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'">Cantrips</span></span></span></strong></p><p>Avenging Shackles (new)</p><p>Blade Ward</p><p>Bond of Authority (new)</p><p>Dancing Lights</p><p>Light</p><p>Message</p><p>Oath of Enmity (new)</p><p>Resistance</p><p>Sacred Flame</p><p>Spare the Dying</p><p>Thaumaturgy</p><p>Warding Blade (new)</p><p></p><p><strong><span style="color: #800000"><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'">1st-level Spells</span></span></span></strong></p><p>Bond of the Seeker (new)</p><p>Censure of Retribution (new)</p><p>Compelled Duel</p><p>Detect Evil and Good</p><p>Detect Magic</p><p>Detect Poison and Disease</p><p>Disguise Self</p><p>Divine Favor</p><p>Ensnaring Strike</p><p>Guiding Bolt</p><p>Guiding Strike (new)</p><p>Healing Word</p><p>Jump</p><p>Longstrider</p><p>Protection from Evil and Good</p><p>Punishing Smite (new)</p><p>Searing Smite</p><p>Shared Suffering (new)</p><p>Shield of Faith</p><p>Vengeance Fulfilled (new)</p><p>Thunderous Smite</p><p>Wrathful Smite</p><p></p><p><strong><span style="color: #800000"><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'">2nd-level Spells</span></span></span></strong></p><p>Aid</p><p>Aspect of Might (new)</p><p>Avenger’s Foresight (new)</p><p>Avenging Echo (new)</p><p>Blinding Flare (new)</p><p>Branding Smite</p><p>Censure of Pursuit (new)</p><p>Darkness</p><p>Darkvision</p><p>Executioner’s Cloak (new)</p><p>Find Traps</p><p>Hold Person</p><p>Locate Object</p><p>Magic Weapon</p><p>Misty Step</p><p>Pass without Trace</p><p>Protection from Poison</p><p>See Invisibility</p><p>Silence</p><p>Spider Climb</p><p>Suggestion</p><p>Zone of Truth</p><p></p><p><strong><span style="color: #800000"><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'">3rd-level Spells</span></span></span></strong></p><p>Blinding Smite</p><p>Bound by Fate (new)</p><p>Celestial Fist (new)</p><p>Clairvoyance</p><p>Crusader’s Mantle</p><p>Daylight</p><p>Dire Radiance (new)</p><p>Dispel Magic</p><p>Enemies Abound</p><p>Fear</p><p>Ghostly Stride (new)</p><p>Halo of Blades (new)</p><p>Haste</p><p>Mass Healing Word</p><p>Nondetection</p><p>Sending</p><p>Sigil of Carceri (new)</p><p>Speak with Dead</p><p>Spirit Guardians</p><p>Tongues</p><p>Wings of Vengeance (new)</p><p></p><p><strong><span style="color: #800000"><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'">4th-level Spells</span></span></span></strong></p><p>Aura of Life</p><p>Aura of Purity</p><p>Banishment</p><p>Death Ward</p><p>Freedom of Movement</p><p>Locate Creature</p><p>Oath of the Final Duel (new)</p><p>Staggering Smite</p><p>(need a few more)</p><p></p><p></p><p></p><p><span style="font-size: 15px"><span style="font-family: 'Book Antiqua'"><span style="color: #800000"><strong>Avenger Spell Conversion Notes</strong></span></span></span></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Aspect of Might</span></strong></span></span></p><p>2nd-level evocation</p><p>Casting Time: 1 bonus action</p><p>Range: Self</p><p>Components: V</p><p>Duration: 1 minute</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Avenger's Foresight</span></strong></span></span></p><p>2nd-level divination</p><p>Casting Time: 1 reaction, which you use when an opponent attacks you</p><p>Range: Self</p><p>Components: V</p><p>Duration: Instantaneous</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Avenging Echo</span></strong></span></span></p><p>2nd-level abjuration</p><p>Casting Time: 1 bonus action</p><p>Range: Self</p><p>Components: V</p><p>Duration: Concentration, up to 1 minute.</p><p></p><p>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.</p><p><strong>At Higher Levels</strong>. 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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Avenging Shackles</span></strong></span></span></p><p>Avenger Cantrip</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p>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).</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Blinding Flare</span></strong></span></span></p><p>2nd-level evocation</p><p>Casting Time: 1 bonus action</p><p>Range: Self (15-foot-radius sphere)</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Bond of Authority</span></strong></span></span></p><p>Avenger Cantrip</p><p>Casting Time: 1 bonus action</p><p>Range: 30 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p>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).</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Bond of Pursuit</span></strong></span></span></p><p></p><p>1st-level transmutation</p><p>Casting Time: 1 bonus action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: 1 minute</p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Bound By Fate</span></strong></span></span></p><p>3rd-level evocation</p><p>Casting Time: 1 bonus action</p><p>Range: 30 feet</p><p>Components: V</p><p>Duration: 1 minute or until discharged</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Celestial Fist</span></strong></span></span></p><p>3rd-level evocation</p><p>Casting Time: 1 action</p><p>Range: 60 feet</p><p>Components: V, S</p><p>Duration: 1 minute</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Censure of Pursuit</span></strong></span></span></p><p>2nd-level transmutation</p><p>Casting Time: 1 bonus action</p><p>Range: 50 feet</p><p>Components: V</p><p>Duration: Concentration, up to 1 minute</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Censure of Retribution</span></strong></span></span></p><p>1st-level evocation</p><p>Casting Time: 1 reaction, which you use when you take damage from an opponent.</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: 1 minute or until discharged</p><p></p><p>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.</p><p><strong>At Higher Levels:</strong> 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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Dire Radiance</span></strong></span></span></p><p>3rd-level evocation</p><p>Casting Time: 1 action</p><p>Range: Self (30-foot cone)</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p>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.</p><p><strong>At Higher Levels</strong>. 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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Guiding Strike</span></strong></span></span></p><p>1st-level evocation</p><p>Casting Time: 1 action</p><p>Range: 5 feet</p><p>Components: V, M (a weapon)</p><p>Duration: Instantaneous</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Executioner's Cloak</span></strong></span></span></p><p>2nd-level enchantment</p><p>Casting Time: 1 bonus action</p><p>Range: 30 feet</p><p>Components: V</p><p>Duration: Concentration, up to 1 minute</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Ghostly Stride</span></strong></span></span></p><p>3rd-level conjuration</p><p>Casting Time: 1 bonus action</p><p>Range: Self</p><p>Components: V</p><p>Duration: Until the end of your turn</p><p></p><p>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.</p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Halo of Blades</span></strong></span></span></p><p>3rd-level conjuration</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: 1 minute</p><p></p><p>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.</p><p><strong>At Higher Levels</strong>. If you cast this spell using a 4th-level or higher slot, the spell conjures one additional blade per spell level above 3rd.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Oath of Enmity</span></strong></span></span></p><p>Divination cantrip</p><p>Casting Time: 1 bonus action</p><p>Range: 60 feet</p><p>Components: V</p><p>Duration: 1 minute (special)</p><p></p><p>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. </p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Oath of the Final Duel</span></strong></span></span></p><p>4th-level conjuration</p><p>Casting Time: 1 bonus action</p><p>Range: 60 feet</p><p>Components: V</p><p>Duration: 1 minute</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Punishing Smite</span></strong></span></span></p><p>1st-level evocation</p><p>Casting Time: 1 bonus action</p><p>Range: Self</p><p>Components: V</p><p>Duration: Concentration, up to 1 minute</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Shared Suffering</span></strong></span></span></p><p>1st-level necromancy</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p>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.</p><p><strong>At Higher Levels</strong>. 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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Sigil of Carceri</span></strong></span></span></p><p>3rd-level conjuration</p><p>Casting Time: 1 action</p><p>Range: 50 feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 minute</p><p></p><p>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. </p><p>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.</p><p><strong>At Higher Levels</strong>. If you cast this spell using a 4th-level or higher slot, the chains deal 1d10 additional force damage per spell level above 3rd.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Vengeance Fulfilled</span></strong></span></span></p><p>1st-level evocation</p><p>Casting Time: 1 reaction, which you use when you reduce an enemy to 0 HP.</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p></p><p>The fulfillment of your vengeance restores your body and mind. You regain a number of hit points equal to 1d12 + your spellcasting ability modifier.</p><p><strong>At Higher Levels</strong>. 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.</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Warding Blade</span></strong></span></span></p><p>Avenger Cantrip</p><p>Casting Time: 1 action</p><p>Range: 5 feet</p><p>Components: V, S</p><p>Duration: 1 round</p><p></p><p>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).</p><p></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Book Antiqua'"><strong><span style="color: #800000">Wings of Vengeance</span></strong></span></span></p><p>3rd-level evocation</p><p>Casting Time: 1 bonus action</p><p>Range: Self</p><p>Components: V</p><p>Duration: 5 rounds (special)</p><p></p><p>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).</p><p>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.</p></blockquote><p></p>
[QUOTE="CM, post: 7330571, member: 18340"] 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. [SIZE=5][FONT=Book Antiqua][COLOR="#800000"][B]Avenger (Rogue Archetype)[/B][/COLOR][/FONT][COLOR="#800000"][/color][/SIZE][COLOR="#800000"][/COLOR] 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. [COLOR="#000000"][COLOR="#800000"][B][FONT=Book Antiqua][SIZE=3]Monastic Training[/SIZE][/FONT][/B][/COLOR][/COLOR] 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. [COLOR="#800000"][B][FONT=Book Antiqua][SIZE=3]Spellcasting[/SIZE][/FONT][/B][/COLOR] 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 [I]Oath of Enmity[/I] 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) [ATTACH=CONFIG]93416._xfImport[/ATTACH] [COLOR="#000000"][COLOR="#800000"][B][FONT=Book Antiqua][SIZE=3]Ritual Casting[/SIZE][/FONT][/B][/COLOR][/COLOR] You can cast any avenger spell you know as a ritual if that spell has the ritual tag. [COLOR="#000000"][COLOR="#800000"][B][FONT=Book Antiqua][SIZE=3]Extra Attack[/SIZE][/FONT][/B][/COLOR][/COLOR] Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. [COLOR="#000000"][COLOR="#800000"][B][FONT=Book Antiqua][SIZE=3]Channel Divinity[/SIZE][/FONT][/B][/COLOR][/COLOR] 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: [INDENT][B]Avenger’s Rebuke (Channel Divinity) [/B]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.[/INDENT] [COLOR="#000000"][COLOR="#800000"][B][FONT=Book Antiqua][SIZE=3]Capstone Ability[/SIZE][/FONT][/B][/COLOR][/COLOR] 17th level, TBD [SIZE=5][FONT=Book Antiqua][COLOR="#800000"][B]Avenger Spell List[/B][/COLOR][/FONT][COLOR="#800000"][/color][/SIZE][COLOR="#800000"][/COLOR] [B][COLOR="#800000"][SIZE=3][FONT=Book Antiqua]Cantrips[/FONT][/SIZE][/COLOR][/B] 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) [B][COLOR="#800000"][SIZE=3][FONT=Book Antiqua]1st-level Spells[/FONT][/SIZE][/COLOR][/B] 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 [B][COLOR="#800000"][SIZE=3][FONT=Book Antiqua]2nd-level Spells[/FONT][/SIZE][/COLOR][/B] 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 [B][COLOR="#800000"][SIZE=3][FONT=Book Antiqua]3rd-level Spells[/FONT][/SIZE][/COLOR][/B] 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) [B][COLOR="#800000"][SIZE=3][FONT=Book Antiqua]4th-level Spells[/FONT][/SIZE][/COLOR][/B] 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) [SIZE=4][FONT=Book Antiqua][COLOR="#800000"][B]Avenger Spell Conversion Notes[/B][/COLOR][/FONT][COLOR="#800000"][/color][/SIZE][COLOR="#800000"][/COLOR] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Aspect of Might[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Avenger's Foresight[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Avenging Echo[/COLOR][/B][/FONT][/SIZE] 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. [B]At Higher Levels[/B]. 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Avenging Shackles[/COLOR][/B][/FONT][/SIZE] 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). [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Blinding Flare[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Bond of Authority[/COLOR][/B][/FONT][/SIZE] 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). [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Bond of Pursuit[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Bound By Fate[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Celestial Fist[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Censure of Pursuit[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Censure of Retribution[/COLOR][/B][/FONT][/SIZE] 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. [B]At Higher Levels:[/B] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Dire Radiance[/COLOR][/B][/FONT][/SIZE] 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. [B]At Higher Levels[/B]. 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Guiding Strike[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Executioner's Cloak[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Ghostly Stride[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Halo of Blades[/COLOR][/B][/FONT][/SIZE] 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. [B]At Higher Levels[/B]. If you cast this spell using a 4th-level or higher slot, the spell conjures one additional blade per spell level above 3rd. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Oath of Enmity[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Oath of the Final Duel[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Punishing Smite[/COLOR][/B][/FONT][/SIZE] 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Shared Suffering[/COLOR][/B][/FONT][/SIZE] 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. [B]At Higher Levels[/B]. 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Sigil of Carceri[/COLOR][/B][/FONT][/SIZE] 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. [B]At Higher Levels[/B]. If you cast this spell using a 4th-level or higher slot, the chains deal 1d10 additional force damage per spell level above 3rd. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Vengeance Fulfilled[/COLOR][/B][/FONT][/SIZE] 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. [B]At Higher Levels[/B]. 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. [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Warding Blade[/COLOR][/B][/FONT][/SIZE] 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). [SIZE=3][FONT=Book Antiqua][B][COLOR="#800000"]Wings of Vengeance[/COLOR][/B][/FONT][/SIZE] 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. [/QUOTE]
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Avengers - Divine Infiltrators (Rogue Archetype Conversion)
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