Base Class: Cleric
Avengers of Kossuth are gifted magical abilities by the Tyrant King Kossuth, ruler of the Fire Plane. These powers allow them to wreak havoc and destruction, immolating all that would obstruct their goals. Avengers function in a similar way to a Cleric, channelling power from the Lord of Flames. Due to the destructive nature of elemental fire, Avengers are usually natives to the Fire Plane or are in some way protected from the purifying flames they utilise. Avengers tend to be single minded in the pursuit of their goals, and care little for convention or law.They may choose to abide by laws etc. if it suits their purposes, but consider themselves outside of such constraints.
Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Intimidate, Medicine, Investigate, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol
Spellcasting
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric 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.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric 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
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
Fires of Retribution
Also at 1st level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 fire damage and is set alight for 1 minute on a failed saving throw, and half damage on a successful one. A creature set alight by this effect takes 1d4 fire damage at the start of its turn, and makes a Constitution saving throw (using your cleric spell save DC) at the end of each its turns to end the effect or spend their action on their turn to put out the flames.
You can use this feature a number of times equal to your Cha modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Bonus Cantrip
When you choose this domain at 1st level, you gain the fire bolt cantrip. It does not affect the number of cantrips known, but counts as a Cleric spell
Channel Divinity: Irresistible Inferno
Starting at 2nd level, when you deal fire damage with a spell, you can use your Channel Divinity to make the creature(s) affected vulnerable to that damage. If an affected creature is immune to fire damage it instead becomes resistant for the purposes of this effect and a creature with resistance takes full damage.
Blessing of Kossuth
At 6th level, if you spend at least 1 hour within 10 feet of an open fire such as a hearth; campfire, fireplace or stove, you gain a bonus to the next skill check you make equal to your Cha modifier (min. 1).
Blade of Vengeance
Starting at 8th level, you are able to focus flame into the legendary Blade of Vengeance sword as a bonus action. You must have your main hand empty to do this. Blade of Vengeance acts as a +1 magical longsword, dealing 1d8 fire damage and 1d8 radiant damage plus your strength or dexterity modifier on a hit.
The sword lasts until you use it to attack, if it comes in contact with water or for a maximum of 1 minute. You can summon Blade of Vengeance a number of times equal to your Cha modifier. This resets after a long rest.
Incendiary Wrath
At 17th level the heat of your faith keep you alive even when you receive a fatal blow.
When you are reduced to 0 hitpoints you can chose to drop to 1 instead. If you do so you get temporary hitpoints equal to your level. Then every creature of your choice in a 30-foot radius must make a Constitution saving throw, taking 4d10 fire damage on a failed one and half of that on a successful one.
Once you use this feature you can't do so again until you finish a long rest.
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