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The AvengerAn elf strides through a forest after dark, hood drawnand weapon ready, and lays his eyes upon his target.He mutters a prayer to the Raven Queen and all blursaround him, only the necromancer remains in focus.As he moves and fights his actions aren’t his own, butinstead guided by the dark Queen herself.Dressed in naught but darkened robes the womanpeers from atop a tree out over the orcish encampment,looking for the one responsible for the tragedy all thoselong years ago. Or-Thaug notices something movingthrough the leaves and tries to run, but it’s too late. He’sbeen marked and now there’s no place left to hide.An axe bites deep into the flesh of a dwarf, but thepain only strengthens his resolve. He turns to the manresponsible, a bandit involved in the attack on Taubold.With righteous fury burning in his eyes, he raises hishammer high and shouts the name of Moradin beforebringing his hammer down in blinding flash of holyvengeance.Avengers are as diverse as the gods that they serve,but it is their wrath that unites them. Whether swornto forever pursue those who would run from their god,or to seek retribution for wrongs done to the church anavenger is driven by a sense of divine wrath.Forgotten RitesHidden from the rest of the world, in temples ormonasteries secret covenants meet to train theirinitiates in traditions long forgotten, or forbidden, by therest of their church. Those who complete this trainingare avengers, deadly avatars of their god’s wrath.Avengers spend their years of training studyingancient and long forgotten texts of their religions andmemorizing sacred prayers which they recite in themidst of battle. Upon the completion of their training anavenger goes through a ceremony of investiture whichculminates in a manifestation of their deity.Upon completing their investiture an avenger isgranted the ability to wield divine power, channelingtheir god’s essence to create magical effects or toincrease their prowess in battle. By doing so they honortheir god and bring an end to any who would opposethem.Classes AvengerPDF compiled, edited and designed to resemble the official Player’s Handbook by Ners1

The eatures 2Armor of Faith, Sacred Studies, Supple StrengthInquisitor’s Instinct, Oath of Enmity, Spellcasting 2Censure, Channel Divinity 2Ability Score Increase 2Extra Attack 3Blade of the Zealot, Blessing of Vengeance 3Censure feature, Evasion 3 3Ability Score Improvement 4 4True Conviction, Oath of Enmity improvement 4Clarity of Soul, Wrath of the Divine 4Ability Score Improvement 5 5Censure feature 5Eye of Justice 5Ability Score Improvement 6 6 6 6Censure featureAbility Score ImprovementSpirit of VengeanceJustice and ExaltationNot many know of the orders which train these esotericwarriors, or why they would choose to live their entirelives in service to a single deity. Few priests of even themost vengeful of gods have ever heard of the avengersthat worship besides them, the groups which recruit andtrain these avengers are secretive and deal with thosewho would spill their secrets in their own fashion. Fewerthen are recruits that make it to the investiture, eitherpassing on the way or being “silenced” due to a slip intongue.Upon completion of their training, even fewer thenare the avengers who do not take to the adventuringlife. None are the treacherous beings who will turnthemselves into the church, and so it is the avengersduty the seek out these individuals and bring the wrathof their god to them.Creating an AvengerAs you create your avenger think about the reasonsthat drove you to become an avenger and undergo thehellish training that led to your divine powers. Did youspend your years mourning the loss of a loved one untila group reached out and offered the ability to right thatwrong? Do you belong to a race in which every membershares a special connection to a certain god or deity?Or were you a simple farmer until tragedy struck anda voice spoke in the back of your head telling you ofsomewhere you can go to prepare you for the fightahead?One of the most important parts of your avenger is thegod you worship, appendix B in the Player’s Handbooklists the deities worshiped by avengers across themultiverse. While any god could have an avenger in theirservice it is more likely that a vengeful god or one whopresides over war or death would have more avengers intheir service, some such gods include: Bane, Kelemvor,Torm, Erythnul, Nerull, Sargonnas, The Raven Queen,Ares, Bast, and Hel.2Classes AvengerSpellsKnown23344556677889910101111Spell Slots per Spell Level1st23344444444444444442nd 3rd22333333333333332233333333334th 5th112233331122Next consider why your avenger is adventuring. Didyou catch wind of a man in a distant land man who hasdone wrong by your god? Did one of your god’s longtime priests renounce his religion and then run fromthe church? Does your god seek the extermination ofa particular type of creature? Perhaps you are out forrevenge against a certain individual or group that hasleft a dark mark on your past. Or maybe it’s traditionalthat one of your lineage would take the position ofavenger and eliminate the enemies of your god.Quick BuildYou can make an avenger quickly by following thesesuggestions. First Dexterity should be your highestability score, followed by Wisdom. Second, choose theacolyte background.Class FeaturesAs an avenger, you gain the following class features.Hit PointsHit Dice: 1d10 per avenger levelHit Points at 1st Level: 10 your Constitution modifierHit Points at Higher Levels: 1d10 (or 6) yourConstitution modifier per avenger level after 1stProficienciesArmor: Light armorWeapons: All simple weapons, melee martial weaponsTools: NoneSaving Throws: Strength, WisdomSkills: Choose three from Acrobatics, Athletics, Insight,Intimidate, Investigation, Medicine, Perception,Religion, and Stealth.

EquipmentYou start with the following equipment in addition to theequipment gained by your background. (a) a simple melee weapon and any simple weapon or(b) a martial weapon (a) an explorer’s pack or (b) a priest’s pack A holy symbolArmor of FaithWhen you are not wearing any armor or using a shield,your Armor Class equals 10 your Dexterity modifier your Wisdom modifier.Sacred StudiesAn avenger’s training in martial combat is always pairedwith an intense scholarly curriculum with a focus onthe avenger’s deity. Choose the deity you have sworn toserve. Whenever you make an Intelligence ability checkwhere a comprehensive and exhaustive knowledge ofthat deity would be of benefit you have advantage on theability check.In addition your study of esoteric texts required youto learned an unusual language. You learn your choiceof one of the following languages: Celestial, Infernal, orSylvan.Supple StrengthYou wield heavy weapons with an ease and grace thatterrifies your foes. You can use Dexterity instead ofStrength for the attack and damage rolls of weaponswith the versatile or heavy traits.Inquisitor’s InstinctAt 2nd level, choose up to two of the following skillsthat you are proficient in: Insight, Intimidate, andInvestigation. Your proficiency bonus is doubled for anyability check that uses either of the chosen proficiencies.Oath of EnmityStarting at 2nd level, you can use a bonus action onyour turn to swear an oath of enmity against a creatureyou can see within 30 feet. For the next minute, yougain advantage on all melee weapon attack rolls againstthe target when you use a weapon with the versatile orheavy property.You may use this feature a number of times equalto half your levels in the avenger class your Wisdommodifier (a minimum of once). You regain any expendeduses when you complete a long rest.At 10th level, when you hit a creature under your Oathof Enmity you deal additional damage equal to yourWisdom modifier (minimum 1).SpellcastingWhen you reach 2nd level, you have learned to channelthe righteous power of your god, allowing you to castavenger spells. See chapter 10 of the Player’s Handbookfor the general rules of spellcasting and this documentfor the avenger spell list.Spell SlotsThe Avenger table shows how many spell slots you haveto cast your spells. To cast one of your avenger spells of1st level or higher, you must expend a slot of the spell’slevel or higher. You regain all expended spell slots whenyou finish a long rest.For example, if you know the 1st-level spell sanctuaryand have a 1st-level and a 2nd-level spell slot available,you can cast sanctuary using either slot.Spells Known of 1st Level and HigherYou know two 1st-level spells of your choice from theavenger spell list.The Spells Known column of the Avenger table showswhen you learn more avenger spells of your choice.Each of these spells must be of a level for which youhave spell slots. For instance, when you reach 5th levelin this class, you can learn one new spell of 1st or 2ndlevel.Additionally, when you gain a level in this class, youcan choose one of the avenger spells you know andreplace it with another spell from the avenger spell list,which also must be of a level for which you have spellslots.Spellcasting AbilityWisdom is your spellcasting ability for avenger spells.The power of your spells comes from your dedication tocarrying out the will of your god in the material realm.You use your Wisdom whenever a avenger spell refersto your spellcasting ability. In addition, you use yourWisdom modifier when setting the saving throw DC fora avenger spell you cast and when making an attack rollwith one.Spell save DC 8 your proficiency bonus your Wisdom modifierSpell attack modifier your proficiency bonus your Wisdom modifierRitual CastingYou can cast a avenger spell as a ritual if that spell hasthe ritual tag and you have learned the spell.Spellcasting FocusYou can use a holy symbol (found in chapter 5 of thePlayer’s Handbook) as a spellcasting focus for youravenger spells.CensureAt 3rd level, you choose a censure: the Censure ofPursuit or the Censure of Retribution. Your choicegrants you features at 3rd level and again at 7th, 14th,and 18th level.Classes AvengerPDF compiled, edited and designed to resemble the official Player’s Handbook by Ners3

Channel DivinityClarity of SoulAt 3rd level, you gain the ability to channel divineenergy directly from your deity, using that energy to fuelmagical effects. You start with two such effects: AbjureAdversary and Guidance.When you use your Channel Divinity, you choosewhich effect to create. You must then finish a short orlong rest to use your Channel Divinity again.Some Channel Divinity effects require saving throws.When you use such an effect from this class, the DCequals your avenger spell save DC.Abjure Adversary. As an action, you present your holysymbol and condemn a creature you can see within 30feet, using your Channel Divinity. That creature mustsucceed on a Wisdom saving throw or take radiantdamage equal to your avenger level x 3 and have itsmovement speed reduced to 0 until the end of its nextturn. On a successful save, a creature takes half as muchdamage and it’s speed is unaffected. Fiends and undeadhave disadvantage on this saving throw.Divine Guidance. As a reaction when a friendlycreature within 30 feet of you misses with an attackroll, you can use your Channel Divinity to allow them toreroll the attack and use the second result.Starting at 11th level, you are constantly under the effectof the zone of truth centered on yourself. This effectends if you knowingly tell a lie and does not resumeuntil you complete a long rest.Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score of yourchoice by 2, or you can increase two ability scores ofyour choice by 1. As normal, you can’t increase an abilityscore above 20 using this feature.Extra AttackBeginning at 5th level, you can attack twice, instead ofonce, whenever you take the Attack action on your turn.Blade of the ZealotStarting at 6th level, when you make an attack roll withadvantage and both dice show the same result higherthan 1, the attack is a critical hit.Blessing of VengeanceStarting at 6th level, when you reduce a creature underthe effect of your oath of enmity to 0 hit points youregain an expended use of that feature.EvasionBeginning at 7th level, your effortless grace allows youto dodge out of the way of certain area effects, such asa red dragon’s fiery breath or an ice storm spell. Whenyou are subjected to an effect that allows you to makea Dexterity saving throw to take only half damage, youinstead take no damage if you succeed on the savingthrow, and only half damage if you fail.True ConvictionAt 10th level, you are immune to being charmed andfrightened.4Classes AvengerWrath of the DivineStarting at 11th level, the first time you score a criticalhit with a weapon attack each turn you may immediatelymake an additional weapon attack.Eye of JusticeStarting at 15th level, you can cast the spell true seeingon yourself without spending a spell slot. You can usethis feature again after you complete a short or long rest.Spirit of VengeanceAt 20th level, you can use your oath of enmity featurean unlimited number of times. Additionally, when youuse the Attack action and make at least one weaponattack against a creature under your oath of enmity youmay make one additional weapon attack against thatcreature.CensuresA censure binds an Avenger to a set of goals andpurposes, upon reaching 3rd level an avenger picksit’s censure and decides it’s path. Whether bound topursue those who would run, provide retribution forwrongdoings done, or to unite allies against enemiesan avenger serves and honors their god through theircensure.Censure of PursuitYour target may run, your target may hide, but you willfind him, no place is safe for your target and no armorwill stay your blade, with methodical devastation youpursue any who would run. By training yourself in thecensure of pursuit you master abilities that assist you infinding and executing. None shall escape your god.Bond of PursuitStarting at 3rd level, when a creature targeted by youroath of enmity feature chooses to use its movementto move away from you, you can use your reaction topursue it. After the creature ends its movement you maymove up to your speed and make a melee weapon attackagainst the creature if it is within range of your weapon.Relentless StrideAlso starting at 7th level, your base movement speedincreases by 10 feet and moving through difficult terraincosts you no extra movement. At 14th level, your basemovement speed increases by 15 feet instead of 10 feet.At 18th level, your base movement speed increases by20 feet rather than 15 feet.Enmity’s ReachAt 14th level, you may target creatures up to 60 feetaway with your oath of enmity. When you do, you canteleport an empty space adjacent to that creature.

Inescapable StepAt 18th level, you move through the air and waterwith effortless motion. You gain a fly and swim speedequivalent to your base movement speed.Censure of RetributionThe world over which your god presides follows strictlaws of balance and ones your god seeks to maintain.And thus it is that any who would strike out againsttheir chosen agents would receive punishment in kind,any who seek to undo their champion will face thesame. The censure of retribution focuses on abilitiesthat hinder your foes and deal immediate retributionfor wrongs done. No act against your god will gounpunished.Bond of RetributionStarting at 3rd level, when a creature not targeted byyour oath of enmity feature makes an attack roll againstyou, you can use your reaction to exact retribution.After the attack is resolved, make an opportunity attackagainst a creature targeted by your oath of enmityfeature.Revengeful StrikeAlso starting at 7th level, when you hit a creature withan opportunity attack you deal additional damageequivalent to your Wisdom modifier (a minimum of 1).Avenger Spells1st LevelBaneBlessCommandCompelled DuelDetect Evil and GoodDetect MagicDissonant WhispersFaerie FireGuiding BoltInflict WoundsProtection from Evil andGoodSanctuaryThunderous SmiteWrathful Smite2nd LevelBlindness/DeafnessDetect ThoughtsEnhance AbilityHold PersonLesser RestorationLocate ObjectMisty StepSee InvisibilitySilenceZone of Truth3rd LevelBestow CurseBlinding SmiteDispel MagicFearFeign DeathHasteNondetectionProtection from EnergyRemove CurseSpeak with Dead4th LevelBanishmentDeath WardFreedom of MovementGreater InvisibilityLocate Creature5th LevelBanishing SmiteCommuneContagionDispel Evil and GoodHold MonsterMisleadEnduring SpiritAt 14th level, when you have less than half yourmaximum hit points remaining you gain 2 to yourArmor Class.Fanatic’s RebukeAt 18th level, when a creature not under the effect ofyour oath of enmity starts or ends its turn adjacent toyou it takes your Wisdom modifier (minimum 1) inradiant damage.Avenger class created at the request of SterlingVermin patron, Jared Jolley byBenjamin Huffmanhttp://sterlingvermin.com/Art Credits in Order of Appearance“The Sanctuary” by NilTrace“Magic Items” by Ianllanas“Hannibal: The Elven Avenger” by Mateslaurentiu“Trail of the Gods” by Deivcalviz“Goblet” by 152mm“Concept Dark Armor” by Gloroh“Temple Entrace” by NilTraceClasses AvengerPDF compiled, edited and designed to resemble the official Player’s Handbook by Ners5

Player’s Handbook) as a spellcasting focus for your avenger spells. Censure At 3rd level, you choose a censure: the Censure of Pursuit or the Censure of Retribution. Your choice grants you features at 3rd level and again at 7th, 14th, and 18th level. 4 Cfiflffffffiff Affiffi Channel Divinity .

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