User:Quincy/Holy Avenger (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Holy Avenger[edit]

Holy Avengers is specialized Divine Champions chosen from the gods to protect the world from the evil! Holy Avengers has Strong divine Magic but they known to use the weapons like a fighters.

Holy Avenger[edit]

Playing as Holy Avenger you are a good person. Typically a Holy Avenger disdains beings such as fiends and undead, however, they will prioritize the good of all.

Quick Build

You can make a Holy Avenger quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier background.

Creating an Holy Avenger[edit]

Class Features

As a Holy Avenger you gain the following class features.

Hit Points

Hit Dice: 1d10 per Holy Avenger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Holy Avenger level after 1st

Proficiencies

Armor: all armors and shields
Weapons: simple and martial weapons
Tools: none
Saving Throws: Charisma and Constitution
Skills: Choose three from Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) martial weapon or (b) simple melee weapon and shield
  • an explorer’s pack
  • full plate and holy symbol

Table: The Holy Avenger

Level Proficiency
Bonus
Features Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Lay on Hands, Holy Smite, Spell Casting, Fighting Style 2 2
2nd +2 Divine Bond 2 3
3rd +2 Divine Health,Divine Path 2 4 2
4th +2 Ability Score Improvement 2 4 3
5th +3 Extra Attack 2 4 3 2
6th +3 Ability Score Improvement 2 4 3 3
7th +3 Divine Path feature 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 Exorcism 3 4 3 3 3 1
10th +4 Improved Divine Bond, Extra Attack 3 4 3 3 3 2
11th +4 Aura of Courage 3 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 3 3 3 2 1
13th +5 3 4 3 3 3 2 1 1
14th +5 Ability Score Improvement 3 4 3 3 3 2 1 1
15th +5 Divine Path feature 3 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Extra Attack 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Divine Path feature 4 4 3 3 3 3 2 2 1 1


Lay on Hands[edit]

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 your Holy Avenger level × 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.

Holy Smite[edit]

Starting at 1st 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. The damage increases by 1d8 if the target is an undead or a fiend.

Fighting Style[edit]

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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 re-roll 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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spell Casting[edit]

Charisma is your spellcasting ability for your Holy Avenger spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Holy Avenger spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Cantrips gain from Clerics Spell list

Divine Bond[edit]

At 2nd level you make a pray and you take Divine Bond with your weapon, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to three bonded weapons, but can summon only one at a time with your bonus action. You can't break with your weapons. Your weapon may not be damaged. You may use radiant as the damage type for your weapon.

Divine Health[edit]

By 3rd level, the divine magic flowing through you makes you immune to disease and poison.


Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class.

Exorcism[edit]

At 9th level, the next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 8d8+30 Radiant damage for a 5th-level spell slot, plus 2d8+5 for each spell level higher than 5th. That spell can affect only Fiends and undead, and if you make extra attack you may use another spell slot to continue the exorcism. If the target dies from Exorcism it is a true death , if is a fiend can't return to his home plane to restore, if is undead its body and soul disappears

Improved Divine Bond[edit]

At 10th level you can bond with your armor. Bonded weapons gain +2 on attack roll and bonded armor +2 to AC. You may have up to 3 bond with armor, this count is separate from the bond count for weapons. You may summon and don bonded armor as an bonus action or reaction, if you are already wearing armor it is dropped. You may not break with your armors. Your armor may not break or be damaged.

Aura of Courage[edit]

Starting at 11th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 15th level, the range of this aura increases to 30 feet.

At 18th level, the range of this aura increases to 300 feet.

Divine Paths[edit]

Divine Sentinel[edit]

Divine Advantage

At 3rd level Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you , you can use your reaction to make a melee weapon attack against the attacking creature.

Divine Challenge

At 7th level as a bonus action, once per combat unless the target dies, you mark the target. The target remains marked until you use this power against another target. While a target is marked, it takes a –4 penalty to attack and damage rolls for any attack that doesn’t include you as a target. You know the location of your target. If dispel is used on the target, mark will end.

Martyr’s Blessing

At 15th level as Interrupt action Choose an ally within 30 feet of you, is hit by a melee or a ranged attack. You teleport adjacent to him and take full damage while they take quarter damage rounded down. You may use this (1+Charisma Mod) times per short rest.

Divine Body

At 20th level as an action you transform your body into angel you have angelic wings and gain following benefits For 1 hour: Gain +4 to Charisma You can talk with double voice and gain +5 to Intimidation Wings sprout from your back and grant you a flying speed of 60 feet. You gain advantage against Fiends and undead Once you use this feature, you can’t use it again until you finish a long rest.

Spells automatically learned once level is achieved

1st level: Thunderous Smite, Detect Evil and Good, Purify Food and Drink, Create or Destroy Water, Cure Wounds.

3rd level: Find Steed, Find Traps, Prayer of Healing, Zone of Truth

5th level: Create Food and Water, Daylight, Remove Curse, Dispel Magic.

7th level: Aura of Life, Banishment, Polymorph, Divination.

9th level: Commune, Dispel Evil and Good,Greater Restoration, Raise Dead.

11th Level: Find the Path, True Seeing, Word of Recall.

13th level: Etherealness, Plane Shift, Regenerate.

15th level: Control Weather.

17th level: Mass Heal, True Resurrection.

Champion of Hope[edit]

Danger Sense

At 3rd level You can’t be surprised while you are conscious and other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Divine Bodyguard

Choose an ally within 5 squares of you. You take that ally’s damage until the end of the encounter or until you end the effect as a free action. This persists while below 0 health, but ends if you die, damage taken this way does not trigger an automatic death saving roll failure.

Benign Transposition

At 15th level One ally within 30 squares of you, you and the target swap places. If an enemy is now within your melee reach, you can make an attack against it. This is interrupt action, Once you use this feature, you can’t use it again until you finish a short or long rest.

Celestial Intervention

At 20th level an Deva once per week comes to support you. The deva automatically disappears in twenty-four hours or when dismissed with a free action.

Spells automatically learned once level is achieved

1st level: Thunderous Smite, Detect Evil and Good, Purify Food and Drink, Create or Destroy Water, Cure Wounds.

3rd level: Find Steed, Find Traps, Prayer of Healing, Zone of Truth

5th level: Create Food and Water, Daylight, Remove Curse, Dispel Magic.

7th level: Aura of Life, Banishment, Polymorph Divination.

9th level: Commune, Dispel Evil and Good,Greater Restoration, Raise Dead.

11th Level: Find the Path, True Seeing, Word of Recall.

13th level: Etherealness, Plane Shift, Regenerate.

15th level: Control Weather.

17th level: Mass Heal, True Resurrection.