Arcane Avenger (5e Subclass)

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Weapon Master[edit]

When you adopt this tradition at 2nd level you gain proficiency with one type of weapon of your choice (This weapon can be used as your spellcasting focus.), attacks made with this weapon also use your Intelligence Modifier for attack rolls. You can also pick one fighting style from the fighter class and your Hit Points increase by 2 for every level you take in this class.

Avenger's Assault[edit]

Starting at 2nd level, you can enter a battle-focused state which enhances you with increased mobility and lethality. It is often called 'Avenger' and it doesn't change your appearance, but if it suits your background it might have a different name and visual change.

You can use a bonus action to enter Avenger state, which lasts for 1 minute. It ends early if you are incapacitated.You can also dismiss the Reaper state at any time you choose (no action required).

While you are in the Reaper state, you gain the following benefits:

• You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)

• Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks.

• You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

• When spells that deal damage are cast and successfully hit a target, the target takes additional damage equal to three times your Intelligence Modifier (minimum of +3), this damage is the same as the spell that was cast.

You can use this feature a number of times equal to your Intelligence Modifier. You regain all expended uses of it when you finish a short or long rest.

Action Surge[edit]

Beginning at 6th level, you can take two actions, instead of one. The number of actions increases to three when you reach 11th level in this class and to four when you reach 16th level in this class.

Avenger's Avoidance[edit]

At 6th level you also gain a natural resistance to magical effects that are applied to you. Whenever you have to make a saving throw in response to a magical effect, you have advantage on the saving throw roll.

Divine Smite[edit]

Starting at 10th level, when you roll for damage, you can add 3d8 damage, in addition to the damage of the spell. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Avenger's Advantage[edit]

Starting at 14th level, you add three times your Intelligence modifier (minimum of +3) to the damage of your melee weapon attacks while you are in Avenger state.

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