Avenger/Foreigner | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Avenger/Foreigner

Avenger servants are those who've lived lives of rage and have gained a thirst for vengeance. Those who have wronged an avenger, no matter the time or place, must always watch themselves, for their existence will be their deaths at the hands of an avenger.   (Foreigners are a variant servant that is not fully related to Avengers beyond certain abilities. See the changes below)
hit dice: 1D8
hit points at 1st level: 12
hit points at higher levels:
armor proficiencies: Light armor, medium armor, and shields.
weapon proficiencies: 3 Simple or Martial weapons of your choice.
tools: Thieves' Tools and Poisoner's Kit
saving throws: Constitution and Wisdom
skills: Insight, Intimidation, and 2 other skills of your choice
starting equipment:
spellcasting:
   
Level Cantrips Known Spells Known Spell Slots Available Spell Level
1 - - - -
2 2 3 2 1
3 2 4 2 2
4 2 5 2 2
5 3 6 3 3
6 3 7 3 3
7 3 8 3 3
8 3 9 3 3
9 3 10 3 4
10 4 11 3 4
11 4 12 4 4
12 4 13 4 4
13 4 14 4 4
14 4 15 4 4
15 5 16 4 4
16 5 17 4 4
17 5 18 5 5
18 5 19 5 5
19 5 20 5 5
20 6 21 5 5
Avengers have a form of spellcasting similar to warlocks but use Wisdom as their spellcasting ability. They have limited spell uses, but every spell casted is done at maximized levels shown on the table above. Spell slots are regained via a short rest and during long rests, one spell on one's list may be exchanged for another. Avengers have access to spells from the warlock and sorcerer spell lists.  
  • Spell Save DC: 8 + Proficiency Bonus + Wisdom Modifier
  • Spell Attack Mod: Wisdom Modifier + Proficiency Bonus
class features:
subclass options:

Avenger


Upon becoming an Avenger-class servant, you gain the following abilities:
  • You gain access to spellcasting.
  • Mark of Vengeance: Select a creature you can see within 100ft of you as a bonus action. That creature is promptly marked for the next 10 minutes. The creature has disadvantage on any saving throws caused by you and whenever you damage the marked creature, they take an additional amount of either poison or necrotic damage (your choice) equal to your current level. Creatures can use an action to roll a constitution save (at disadvantage) to remove this mark. This ability can be used a number of times equal to your proficiency bonus and all uses recharge after a long rest. Only one creature can be marked at a time, with a new mark application removing the previous target's mark.

Vengeful Invocations


Upon becoming an Avenger, you also gain access to one of the following invocations/bonus:
  • Agonizing Blast: When you cast Eldritch Blast, you can add your spellcasting modifier to its damage.
  • Avenger's Quarry: You can cast Hunter's Mark without using a spell slot. When the spell ends, you can cast this spell again after a short or long rest.
  • Elemental Finesse: When you cast a damaging cantrip, you can add an additional D4 of either Fire, Cold, Lightning, Thunder, or Force.
  • Repelling Blast: When you hit a creature with Eldritch Blast, you can knock the creature back by 10ft.
  • Vigor of the Dark: When you kill a creature, you can gain Temporary HP equal to your proficiency bonus x 2.
 

Spell Darkening


Additionally, after becoming an Avenger, you gain the ability to change the damage type of any damaging spells you cast. Specifically, you may change the spell damage to either necrotic or poison. If the spell deals multiple damage types, you can only change one damage type. If the spell originally dealt either necrotic or poison damage, that spell may instead deal an additional damage die. The latter ability can only be used a number of times equal to your proficiency bonus and recharges after a short rest.  

Avenger's Sacrifice


At level 3, you gain an ability unique to Avengers. On your turn, regardless of which Command Card you were given, you can give yourself the Arts command card. However, doing so will cause you and any allied creatures within 30ft of you to suffer one of the following penalties:
  • (1-3) They gain disadvantage on all saves against harmful effects until the start of your next turn.
  • (4-6) Enemy creatures targeting them will gain a +2 to hit.

Replenishing Magic


At level 6, your magical capacities gain the ability to recharge at a much more efficient way. Whenever you fill up your Arts meter, you not only quicken your Noble Phantasm recharge rate, but also regain a spell slot.

Dark Presence


At 7th level, your presence has the ability to strike fear into those that may think of harming you. As an action, you can activate your aura of dark presence. For the next minute, you're surrounded by a dark magical aura in a 20ft radius. Creatures that start their turn in the area or move into the aura must make a wisdom save or be frightened by you. If they fail the save by 5 or more, they are instead stunned until they are hit, afterwards they remain frightened. Frightened creatures can re-roll at the end of their turn or when they are damaged. On a success, they can't be frightened by Dark Presence. This ability and its effects requires concentration and has one use per long rest.

Boundless Vengeance


At 13th level, your soul of vengeance goes even further beyond. You can now mark creatures with a Mark of Vengeance at a range of 500ft. Alternatively, if you're targeting a humanoid creature, you can say their true name (first and last name) to not only target them regardless of distance, but you also deal 5D8 necrotic or poison damage to them directly. If the latter ability is used, that creature can no longer be marked by you for the next 72 hours.    
Enigma of the Foreigner Foreigner servants are not what they initially seem. While they still represent/resembly a figure from history and/or legends, they hold a far more disturbing secret. Foreigner-class servants are formed from an unsettling mixture between the universe's Weave and the powers/essence of an otherworldly power, be it a deity or monstrous abberation. Organizations like Gaia-Stella have very limited knowledge on Foreigners, other than their otherworldly ties and the ability to summon them like servants.

Variant Class: Foreigner


A variant type of servant that is less revolved around vengeance and more towards its origins of the unknown/otherworldly, Foreigners utilize a similar form of magic and many of their abilities and class features are the same. However, there are a few differences that can differentiate Foreigners from Avengers, thus making them a notably unique class, but not too far-off from Avenger.   If you would like to play as a Foreigner-type servant, please consult the following abilities and changes below. Any changes not mentioned will remain the same from Avenger.  

Foreign Arcana


When you become a Foreigner-class servant, you gain spellcasting similar to that of an Avenger. However, you use Charisma instead of wisdom. Similarly, your saving throw proficiency is charisma instead of wisdom.
  • Eldritch Mark (Replaces Mark of Vengeance): As a bonus action, you select a creature within 100ft of you that you can see. That creature is promptly marked for the next 10 minutes. The creature has disadvantage on any saving throws caused by you and whenever you damage the marked creature, they take an additional amount of either force or psychic damage (your choice) equal to your current level. Creatures can use an action to roll a constitution save (at disadvantage) to remove this mark. This ability can be used a number of times equal to your proficiency bonus and all uses recharge after a long rest. Only one creature can be marked at a time, with a new mark application removing the previous target's mark.
  • Spell Transmute (Replaces Spell Darkening): As a Foreigner servant, you gain the ability to change the damage type of any damaging spells you cast. Specifically, you may change the spell damage to either force or psychic. If the spell deals multiple damage types, you can only change one damage type. If the spell originally dealt either force or psychic damage, that spell may instead deal an additional damage die. The latter ability can only be used a number of times equal to your proficiency bonus and recharges after a short rest.
 

Invocations of the Outside


The invocations you can take are different. Select one of the following invocations:
  • Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
  • Eldritch Mind: You have advantage on maintaining Concentration.
  • Grasp of the Foreign: Once per turn, when you hit a creature with eldritch blast, you can pull that creature 10ft closer.
  • Influence of the Far Realms: You gain proficiency in two persuasion-based skills of your choice
  • Lance of Lethargy: Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

Existence Outside the Domain


At 3rd level, you can briefly draw upon your otherworldly origins. On your turn, regardless of which Command Card you were given, you can give yourself the Quick command card. However, doing so will cause you and any allied creatures within 30ft of you to suffer one of the following penalties:
  • (1-3) They gain disadvantage on all saves against harmful effects until the start of your next turn.
  • (4-6) Enemy creatures targeting them will gain a +2 to hit.
 

Presence of Insanity


At 7th level, you can invoke upon the maddening eldritch power that channels within you. As an action, you can activate your aura of insanity. For the next minute, you're surrounded by a sickeningly vivid aura with a 20ft radius. Creatures that start their turn or move into the area must make a wisdom save or be put under the effects of Confusion. If they fail the save by 5 or more, they are also blinded until the start of their next turn. Affected creatures can re-roll at the end of their turn or when they are damaged. On a success, they can't be affected by Presence of Insanity. This ability and its effects requires concentration and has one use per long rest.

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