Rogue
Base Class: Rogue

Avengers are zealous warriors who wield divine power outside of the structures of most temples and sects, acting as harbingers of holy wrath. Done in the shadows, their work is often clandestine and dangerous, but the power invested in them allows them to cut down any foe.

"In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initiates in ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are avengers: deadly weapons in the hands of their gods, imbued with divine power through secret rites of initiation. In battle, avengers swear to execute divine vengeance, entering a mental state that gives them unwavering focus on a single target.

As an avenger, you were trained in a monastery, initiated through secret rites, and imbued with the power to smite your god's foes. You might be a disciple of Ioun, sworn to hunt and exterminate the minions of Vecna until you one day face the Maimed God. You could be an agent of Savras, bringing death to those who abuse divination magic and try to avoid their fate. Or perhaps you serve Bahamut as an agent of justice, bringing ruin to tyrants and oppressors. The organizations devoted to your god might view you as a hero or a heretic, but you answer only to your god and the vows you swore upon your initiation as an avenger. Where will those vows take you? Only one thing is certain: doing the will of your god is never easy, and never free of peril."

Spellcasting

When you reach 3rd level, your connection to your deity bestows the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Cleric spell list.

Cantrips

You learn three cantrips of your choice from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level.

Spell Slots

The Avenger Spellcasting table shows how many spell slots you have to cast your Cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Command and have a 1st-level and a 2nd-level spell slot available, you can cast Command using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Cleric spells of your choice.

The Spells Known column of the Avenger Spellcasting table shows when you learn more Avenger spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

WIsdom is your spellcasting ability for your Avenger spells, since you learn your spells intuitively. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Avenger Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Oath of Enmity

Starting at 3rd level, you are able to make a vow drawing on the divine authority invested in you. You can use a bonus action and designate a creature within 60 feet as your Oath of Enmity target. For one minute you have advantage on attack rolls against the target if no other enemies are within 5 feet of you, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the end of the duration, you can use a bonus action on a subsequent turn of yours to mark a new creature. In addition, you can move through the spaces of other creatures if you end the movement closer to your Oath of Enmity target.

Bonds of Vengeance

When you choose this archetype at 3rd level, you gain a choice of benefits related to your Oath of Enmity.

Bond of Pursuit

When your Oath of Enmity target moves away from you willingly, you deal proficiency+Dexterity modifier extra damage to it on your next melee weapon attack before the end of your next turn.

Bond of Retribution

When an enemy other than your Oath of Enmity target damages you, gain proficiency+Wisdom modifier damage on your next melee weapon attack against your Oath target before the end of your next turn.

Bond of Unity

You deal half proficiency(rounded down) extra bonus damage on one melee weapon attack a turn against your Oath of Enmity target for each ally of yours within 10 feet of the target.

Armor of Faith

Starting at 9th level, your holy zeal has enhanced your senses and intuition, enabling you to evade and resist attacks more readily. You have a Wisdom modifier bonus to your unarmored Armor Class, and advantage on saving throws against spells cast by your Oath of Enmity target.

Avenging Critical

By 13th level, the precision and efficiency given by divine insights have made your strikes even more lethal. Your critical hits deal one extra die of damage, or two if the target is your Oath of Enmity target.

Oath of the Final Strike

When you reach 17th level, the divine wrath you bear is fully invested in every attack- each of which aims to be the first and the last. Your attacks can score a critical hit on a roll of 19-20, or 18-20 if the target is your Oath of Enmity target.

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