Order of Valor
The blade of sacred temples discriminates against no act of evil. It must be swift and strong against any foul doing regardless of it being done by a friend or a foe. Although it is intended as such in theory, such dedication is hard to achieve in practice, which is why the Order of Valor exists.
When a member of the clergy goes rogue, a paragon armed for this duty, who is educated in the ways of the temple, intercepts the corrupted in the name of the temple and of the deity it stands for.
When you become a member of the Order of Valor, you become proficient with a martial weapon of your choice.
Deny Weakness
While you are under an effect that requires you to make a saving throw at the end of your turn, you can make the saving throw at the start of your turn instead, ending the effect on yourself on a success. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses when you finish a long rest.
Avatar Form Only. When you fail a saving throw, you can choose to succeed instead. You can use this feature only once every time you assume avatar form.
Golden Armor of Heaven
You become proficient with medium armor, heavy armor, and shields.
Avatar Form Only. If you are not wearing armor when you assume avatar form, you can conjure a golden version of an armor with which you are proficient on your body (no action required) for the duration of the avatar form. If the armor has nonmetal parts, they are embroidered with golden threads. You can dismiss the armor (no action required). There are no Strength prerequisites to use this conjured armor.
Weapon of the Chosen One
When you choose this feature, you must also choose a favored weapon type (for example: shortswords, longswords, battleaxes, halberds) that you are proficient with. You can conjure one or two of them in your hands as a reaction. You can dismiss it if you wish (no action required). You can change the type of your favored weapon when you gain a level in this class. The weapons disappear when they leave your hand.
If you have the Wrath of the One Above feature, you no longer require a reaction to conjure your favored weapon. It appears in your hand when you assume avatar form if you want it to do so.
Avatar Form Only. The weapon(s) you conjure using this feature are magical for the duration of the avatar form.
The Divine Bannerette
Prerequisite: 4th level
As an action, you can conjure a banner of your deity, your temple, or another divine authority you serve. The banner can appear in your hand or floating right behind you, depending on your choice, and fluttering in all its glory. The banner remains for 2 rounds. All allies within 60 feet of you that can see the banner have advantage on their attack rolls for the duration. The banner disappears if it falls to the ground. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses when you finish a long rest.
Avatar Form Only. If you conjure the banner while in your avatar form or the banner is conjured when you enter avatar form, the banner remains until your avatar form ends.
Armored Wings
Prerequisite: 5th level
Avatar Form Only. You sprout wings of metal. You have a f lying speed of 30 feet and the wings grant you a +1 bonus to AC while you are not flying.
When you reach 10th level in this class, you gain the wings and the flying speed even if you do not assume avatar form. However, they do not grant a bonus to AC while you are out of avatar form.
Golden Armor of the Angels
Prerequisite: Golden Armor of Heaven, 6th level
You ignore the Strength prerequisites to wear an armor.
Avatar Form Only. If you are not wearing armor when you assume avatar form, you can conjure a golden version of a +1 armor, with which you are proficient, on your body (no action required) for the duration of the avatar form. If the armor has nonmetal parts, they are embroidered with golden threads. You can dismiss the armor (no action required). If you are wearing armor when you assume avatar form, you gain a +1 bonus to AC. This +1 bonus does not stack with the shield of faith spell.
Extra Attack
Prerequisite: 6th level You can attack twice instead of once whenever you take the Attack action on your turn.
Avatar Form Only. If you are a paragon of 17th level or higher, you can attack thrice instead of twice whenever you take the Attack action on your turn.
The Divine Emissary
Prerequisite: The Divine Bannerette, 6th level
You are the emissary of the divine, a sacred messenger, and the banner you conjure with the Divine Bannerette feature is the proof. So long as you carry the banner, neither you nor your allies shall ever fall. When you conjure the banner, you and your allies within 60 feet of you gain temporary hit points for 8 hours. The amount of temporary hit points gained is equal to your level in this class.
Avatar Form Only. At the start of each of your turns, if there is an ally within 60 feet of you who has less than 5 temporary hit points, it gains 5 temporary hit points.
Golden Armor of the Divine
Prerequisite: Golden Armor of Angels, 9th level
Avatar Form Only. If you are not wearing armor when you assume avatar form, you can conjure a golden version of a +2 armor, with which you are proficient, on your body (no action required) for the duration of the avatar form. If the armor has nonmetal parts, they are embroidered with golden threads. You can dismiss the armor (no action required). If you are wearing armor when you assume avatar form, you gain a +2 bonus to AC. This +2 bonus does not stack with the shield of faith spell.
Weapon of the Valorous
Prerequisite: Weapon of the Chosen One, 9th level
When you take this avatar feature, all your weapon attacks become magical.
Additionally, the weapons you can conjure using the Weapon of the Chosen One and Wrath of the One Above features become +1 magical weapons with radiant energy f lowing through them. You also deal an extra 1d6 radiant damage on a hit with these weapons. If the target is an evil aligned creature, the extra damage increases to 2d6. When you score a critical hit, you can choose to make another attack with the conjured weapon against the nearest enemy with advantage, provided that you can reach the enemy with your remaining movement.
Starting at 15th level, the weapons become +2 magical weapons, which deal an extra 2d6 radiant damage on a hit. If the target is an evil-aligned creature, the extra damage increases to 4d6.
Paragon’s Smite
Prerequisite: 10th level
You are blessed with the holy powers of your deity to crush foes. You can cast the branding smite spell. Using this feature, you can cast this spell twice at its lowest level without expending a spell slot. You regain any expended uses when you finish a long rest.
Avatar Form Only. You can cast the branding smite spell as if it is a 3rd level spell instead of 2nd. If you are a paragon of 17th level or higher, you can cast the branding smite spell as if it is a 4th level spell instead of 3rd.
Wings of War
Prerequisite: Armored Wings, 10th level
You gained experience with your wings and can now use them more efficiently in combat.
- As a reaction, when you are targeted by an attack, you can cover your body with your wings made of metal. You have a +5 bonus to AC against the attack.
- As a bonus action, you can target a creature within 5 feet of you and use your wings in different ways to attack it. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning, slashing or piercing damage (one of your choice).
You cannot use this feature while flying. After you use your wings in the ways described above, your flying speed is reduced to 20 feet until the end of your next turn.
Avatar Form Only. You can use this feature while flying.
Divine’s Grip
Prerequisite: Weapon of the Chosen One, 14th level
You can wield a two-handed weapon you conjured by means of the Weapon of the Chosen One feature with one hand.
Avatar Form Only. You gain a bonus to the damage of your weapon attacks, equal to your Charisma modifier (a minimum of one damage).
The Divine Commander
Prerequisite: The Divine Emissary, 14th level
Your voice can be heard by anyone within 30 feet of you, regardless of any environmental or magical effects that would normally hinder their ability to do so.
Avatar Form Only. You are the divine commander, deemed so by the forces high above. They watch over you and let you act as their hand that guides mortal forces. While you are carrying the banner you conjured with the Divine Bannerette feature, you can command your allies within 60 feet of you to attack once per turn, they can move up to their movement left for that turn and make one weapon attack as a reaction.
Blessed by the Sword of the Six Armed Archangel
Prerequisite: 17th level
Avatar Form Only. You hold your hands out towards the sky, crying out a prayer of vengeance, destruction, and absolution. Six armored arms emerge out of your back, emitting a brilliant light, each holding a sword forged in the heavens. A small blast wave originating from you pushes all unattended objects within 60 feet of you 10 feet further away from you, and a blessed chorus sings a hymn so loud it can be heard from 1 mile away. As an action, you make six melee weapon attacks with a +3 bonus to your attack rolls against a single creature within 5 feet of you. On a hit, each attack deals 2d6 + 3 slashing and 2d8 radiant damage. This damage cannot be increased or reduced by other effects. When you score critical hits with these attacks, you can roll the damage dice of the attack one additional time. When you use this feature, you can’t take actions, reactions, or use your movement on your next turn.
You can use this feature once every time you assume avatar form.
War of the Divine
Prerequisite: 17th level
Avatar Form Only. You can summon twin angels of war to your domain by using the Summoning Crystal you acquired through the Sacred Haven feature instead of other angels you can summon with it. Also, while being apart from each other would normally weaken twin angels of war, there are no such limitations in this domain.
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