Avenger

Those who swear an oath of vengeance choose to hunt down creatures who have wronged others. Sometimes an avenger hunts a specific organization or  group of creatures, and sometimes an avenger simply tries to destroy  evil. Some avengers become obsessive or selfishly focused on a campaign  of vengeance, but usually paladins following this path put protecting  others above all else. Avengers are powerful at punishing and locking  down foes.​

Level 3

Avenger: Channel Conviction

Choose one of the following features. You gain the other feature at level 10.

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Commanding Challenge

Bonus Action – 1 Creature (30 ft.) – 10 Minutes – 1/Short Rest – Magical

Wisdom Save

  • Failure: Target is goaded by you. While goaded in this way, if they damage a creature other than you, they take 2d8 radiant damage. A creature can only take this damage once per turn. This effect ends if you become incapacitated or die or if you or your target move more than 30 ft. away from each other.
  • Success: No effect.

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Avenger’s Leap

Reaction – 1 Creature (60 ft.) – 1/Short Rest – Magical

Trigger: A hostile creature willingly moves away from you to a location within range.

  • You leap to a location within 5 ft. of the target without triggering attacks of opportunity. When you land, make a single weapon attack against them.

You can use this ability as soon as the target starts moving or at any point in their movement, so long as they are further from you than where they started moving. 

Avenger Extra Prepared Spells

When you reach certain levels as a paladin, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of paladin spells have prepared.

Level 6

Avenger: Searing Retribution

Reaction – 1 Creature (10 ft.) – 1/Short Rest – Magical

Trigger: A creature damages you or one of your allies.

  • You use one of your smite options on the target. You use the highest spell level you currently know how to cast, but you do not consume a spell slot.

When your paladin auras increase in range to 30 ft. at level 18, the range of this ability also increases to 30 ft.

Avenger: Channel Conviction

Your chosen Sacred Oath grants you whichever Channel Conviction option you didn’t choose at level 3, which you can use once between each short or long rest, separately from the other option. As before, this replaces the Channel Divinity feature.

Level 10

Avenger: Channel Conviction

You now gain the feature you did not choose at level 3.

Commanding Challenge

Bonus Action – 1 Creature (30 ft.) – 10 Minutes – Magical

Wisdom Save

  • Failure: Target is goaded by you. While goaded in this way, if they damage a creature other than you, they take 2d8 radiant damage. A creature can only take this damage once per turn. This effect ends if you become incapacitated or die or if you or your target move more than 30 ft. away from each other.
  • Success: No effect.

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Avenger’s Leap

Reaction – 1 Creature (60 ft.) – Magical

You can use this ability when a hostile creature willingly moves away from you to a location within range.

  • You leap to a location within 5 ft. of the target without triggering attacks of opportunity. When you land, make a single weapon attack against them.

You can use this ability as soon as the target starts moving or at any point in their movement, so long as they are further from you than where they started moving. 

Level 14

Avenger: Avenger’s Vow

You speak a creature’s name, their title, or otherwise specify a single creature, condemning them for past misdeeds.

No Action Cost – Self – 1 Hour – Magical

Trigger: You use Commanding Challenge, Avenger’s Leap, or Searing Retribution.

  • You have advantage on attack rolls against the target.
  • You have advantage on all investigation, perception, and survival checks made to locate the creature.