Holy Avenger (5e Subclass)

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Holy Avenger[edit]

Ranger Conclave

This world is falling apart, themost I can do is hold it together a few more years.

Holy Avengers are the devout. Their faith in their god is so great that they have become avatars for their god's will. Woe be to anyone who incurs the wrath of the Holy Avenger, for they never give up. Holy Avengers are always rangers that serve the order of their god. A very few Holy Avengers serve the cosmos as a whole to prevent any side from disrupting the order of the universe by getting to powerful and changing the dynamic.

As both the best hunters and among the strongest combatants in any religion, Holy Avengers are supported as needed by their church, though most tend to rely on themselves and their god. Holy Avengers range from imposing their god's will on the world to detesting the slightest change in patterns. Because of their god's blessing, the greatest among them see things over a vaster period of time than most mortals, even elves, due to the centuries of experiences.

He disturbs the natural balance... there will be no warning when vengance comes.
—Lasith the Hunter, Half-elf Holy Avenger

Holy Avengers spend their time hunting down enemies of their god in an attempt to allow other servants to advance their god's purposes, or just to protect their god's servants. Holy Avengers of fiercer gods can be cruel, brooking no interference, while the Avengers of kinder gods are incredibly altruistic.

Most people connect Holy Avengers to inquisitors, when they now what they are, but they discount the fact that they also have similarities to religious champions, prophets, and even avatars.

Conclave Spells

You gain conclave spells at the ranger levels listed:

Ranger Level Spells
3rd protection from evil and good
5th find steed
9th beacon of hope
13th find greater steed
17th holy weapon
Lay on Hands

At 3rd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to half your ranger level (rounded down) x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Detect Evil

Also at 3rd level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Divine Smite

Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Profane Enemy

Starting at 7th level, you have advantage on Wisdom (Survival) checks to track abyssal, fiends and undead, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn abyssal, infernal and deep speech, if you don't know those languages already.

If you have the Favored Enemy feature or already, you can replace those creature types for another type.

Ancient Knowledge

At 11th level, you are blessed with knowledge of struggles past against their god's enemies. You gain one additional spell slot of each spell level you can prepare. These spell slots can only be used to cast the bonus spells granted by your Conclave Spells.

As you gain levels in this class and are able to prepare 4th and 5th-level ranger spells, you gain an additional spell slot of that level.

Miracle

At 15th level, as an action, you can ask for the intervention of a good aligned deity, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components: the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

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