Base Class: Fighter
Nemesis has seen the need for revenge in your heart. She grants you her powers and can remove them at her whim. Do not anger the Goddess of Vengeance, or you shall feel hers.
Focus of the Vengeful God
Improved Critical
Beginning at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Channel Vengeance
As a vessel of revenge at 3rd level, you gain the following two Channel Vengeance options:
Declare Enemy
As an action, you present your bound list of targets and speak of the revenge you seek, using your Channel Divinity.
Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Destruction
As a bonus action, you can utter a vow of destruction against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Relentless Avenger
By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed (rounded down to the nearest multiple of 5) immediately after the attack and as part of the same reaction. This movement does not provoke opportunity attacks.
Vengeful Fighting Style
Fighting Style:
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blessed Warrior
You learn two cantrips of your choice from the Paladin spell list. They count as Fighter spells for you, and Strength is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Paladin spell list.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Vengeful Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Avenging Angel
At 18th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
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