Avowed Warrior (BW) v10

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by Sean Landis, William Klemt

A DiceDelvers Production
Version 1.0

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DiceDelvers, the DiceDelvers Logo, and all original content copyright ©2017 Sean Landis, William Klemt.
Published under the Community Content Agreement for Dungeon Masters Guild.

“Accolade” by Edmund Blair Leightonin is in the Public Domain.


choose from as you advance in levels. For
Avowed Warrior effects that require a target to make a
saving throw, use your Tenet save DC,
A fighter who emulates the Avowed noted above.
Warrior archetype draws power from Frighten. The target must make a
swearing a sacred vow. Each fighter’s Wisdom saving throw. On a failed save,
vow is unique to them or their the target is frightened of you. The effect
organization, built from tenets based on lasts for as long as you maintain
their firmly held beliefs which can run the concentration (as if concentrating on a
gamut from dominating the weak to spell) to a maximum of 1 minute. The
protecting them. target can reroll the saving throw at the
end of each of its turns, ending the effect
on a success.
Sacred Vow Push. The target must make a Strength
All Avowed Warriors swear a sacred vow, saving throw. On a failed save, the target
the specific tenets of which both empower is pushed 10 feet away from you and
the warrior and binds their conduct. If you knocked prone.
grossly violate one of the tenets of your Once you use this ability, you can’t use
vow, you immediately lose access to the it again until you finish a short or long rest.
abilities it grants until you atone or choose
a more compatible tenet (at your DM’s
discretion).
Improved Strike of Judgement
Tenets. When you choose this Beginning at 7th level, your Strike of
archetype at 3rd level, select two tenets, Judgement becomes more devastating.
which are detailed under “Tenets” below. The extra radiant or necrotic damage from
You gain one additional tenet at 7th, 10th, your strike increases to 3d8. You may
and 15th level. Each time you choose a now choose from the following effects, in
new tenet, you can also replace one tenet addition to Frighten and Push, to apply to
you hold with a different one. your strike:
Spellcasting. Charisma is your Brand. The target becomes outlined
Spellcasting ability for any tenet that with a dim glow. The target sheds dim
allows you to cast a spell. light in a 5-foot radius. Additionally, if the
Saving Throws. If a tenet calls for the target was invisible, it immediately
target to make a saving throw, the DC is becomes visible, and can no longer
calculated as follows: benefit from any form of invisibility. The
Tenet save DC = 8 + Proficiency bonus effect lasts for as long as you maintain
+ Charisma modifier concentration (as if concentrating on a
spell) to a maximum of 1 minute.
Blind. The target must make a
Strike of Judgement Constitution saving throw. On a failed
Starting at 3rd level, you gain the ability to save, the target is blinded. The effect lasts
infuse your strikes with righteous for as long as you maintain concentration
judgement. When you hit a creature with a (as if concentrating on a spell) to a
melee weapon attack, you can deal an maximum of 1 minute. The target can
additional 2d8 radiant or necrotic damage reroll the saving throw at the end of each
(your choice) to the target. of its turns, ending the effect on a
In addition, you can choose to add one success.
of the following effects listed below to the
hit. You will gain additional effects to

Sean Landis, William Klemt. Not for resale Avowed Warrior 3


You can use Strike of Judgement 2 Once you use this ability, you can’t use it
times. You regain all expended uses after again until you finish a short or long rest.
finishing a short or long rest. Crush Opposition. When you hit a
creature with a melee attack, you can use
Undisputed Command a bonus action to make an additional
At 10th level, you have advantage on all melee attack against the same creature.
Charisma (Persuasion) and Charisma Conquer the Weak. On your turn, you
(Intimidation) checks while in battle. can add your Charisma modifier (with a
minimum bonus of +1) to all of your melee
damage rolls. Once you use this ability,
Unyielding Commitment you can’t use it again until you finish a
Starting at 15th level, when you are short or long rest.
reduced to 0 hit points and are not killed Defend the Innocent. When a friendly
outright, you can choose to drop to 1 hit creature within 5 feet of you is hit by an
point instead. Once you use this ability, attack or spell that requires a spell attack
you can’t use it again until you finish a roll and you can see the attacker, you can
long rest. use your reaction to switch places with the
creature and take the damage instead.
Superior Strike of Judgement You must choose to use this feature
Starting at 18th level, your Strike of before the damage is determined.
Judgement improves further. The extra Dominate the Feeble. (Prerequisite:
damage dealt by your strike is increased 15th level). You can cast dominate person
to 4d8. In addition, to Frighten, Push, as a 5th level spell. Once you use this
Brand, and Blind, you can also choose ability, you can’t use it again until you
from finish a short or long rest.
Stagger. The target must make a Embody Duty. You have advantage
Wisdom saving throw. On a failed save, it on saving throws against being charmed.
has disadvantage on attack rolls and Exact Vengeance. (Prerequisite: 15th
ability checks, and can’t take reactions, level). When you take damage from a
until the start of your next turn. creature that is within 5 feet of you, you
Banish. The target must make a can use your reaction to make a melee
Charisma saving throw. On a failed save, weapon attack against that creature.
the target is banished to another plane of Expel the Faithless. As an action,
existence. If the target is an outsider, it is each fiend, fey, or undead within 30 feet
banished to its home plane. If the target is of you that can hear you must make a
native to the current plane, it is banished Wisdom saving throw. On a failed save,
to a harmless demiplane. The effect lasts the creature is turned for 1 minute or until
for as long as you maintain concentration it takes damage.
(as if concentrating on a spell) to a A turned creature must spend its turns
maximum of 1 minute. trying to move as far away from you as it
You can use Strike of Judgement 3 can, and it can’t willingly move to a space
times. You regain all expended uses after within 30 feet of you. It also can’t take
finishing a short or long rest. reactions. For its action, it can use only
the Dash action or try to escape from an
effect that prevents it from moving. If
Tenets there’s nowhere to move, the creature can
Be a Beacon of Hope. (Prerequisite: use the Dodge action. If the creature's
10th level). You can cast aura of vitality. true form is concealed by an illusion,

Sean Landis, William Klemt. Not for resale Avowed Warrior 4


shapeshifting, or other effect, that form is Preserve Nature. You can cast animal
revealed while it is turned. Once you use friendship as a 1st level spell and without
this ability, you can’t use it again until you expending any material components.
finish a short or long rest. Once you use this ability, you can't use it
Focus Your Hatred. As a bonus again until you finish a short or long rest.
action, choose one creature you can see Protect the Righteous. (Prerequisite:
within 10 feet of you. You gain advantage 7th level). Whenever you or a friendly
on attack rolls against that creature for 1 creature within 15 feet of you must make
minute but have disadvantage on attack a saving throw, the creature gains a
rolls against all other targets for the bonus to the saving throw equal to your
duration, or until the target creature is Charisma modifier (with a minimum bonus
dead. Once you use this ability, you can't of +1). You must be conscious to grant
use it again until you finish a short or long this bonus.
rest. Pursue Your Foes. On your turn, you
Hunt Down Enemies. You can cast may Dash as a bonus action towards any
hunter’s mark as a 1st level spell. Once creature that caused damage to you since
you use this ability, you can’t use it again your last turn.
until you finish a short or long rest. Show Compassion. You gain a pool
Impose Dread. (Prerequisite: 10th of healing energy that replenishes when
level). When a hostile creature moves you take a long rest. With this pool, you
within 15 feet of you, it must make a can restore a total number of hit points
Wisdom saving throw against your Tenet equal to your fighter level x 5.
save DC. On a failed save, the creature As an action, you can touch a creature
has disadvantage on attack rolls against and restore a number of hit points to that
you. The creature can repeat the saving creature up to the maximum amount
throw at the end of each of its turns. On a remaining in your pool. Alternatively, you
success or if the effect is ended on it, the can spend 5 hit points from your pool of
creature is immune to this ability for 24 healing to cure the target of one disease
hours. or neutralize one poison affecting it. You
Inspire Loyalty. (Prerequisite: 7th can cure multiple diseases and neutralize
level). You can cast find steed. Once you multiple poisons with a single use of this
use this ability, you can’t use it again until ability, expending hit points separately for
you finish a short or long rest. each one.
Lead with Courage. (Prerequisite: This healing has no effect on undead
10th level). You and your allies within 15 or constructs.
feet are immune to being frightened. You Speak with Honesty. (Prerequisite:
must be conscious to grant this effect. proficiency in Insight skill). Your
Maintain Purity of Mind, Body, and proficiency bonus is doubled on all
Soul. (Prerequisite: 15th level). You Wisdom (Insight) checks, however you
become immune to all diseases, including have disadvantage on Charisma
magical diseases like mummy rot. In (Deception) checks.
addition, you can use an action to end one Spread Joy and Merriment.
spell effect on yourself or one willing (Prerequisite: 7th level). You can cast
creature that you can touch. You can use calm emotions. Once you use this ability,
this feature a number of times equal to you can't use it again until you finish a
your Charisma modifier (minimum of short or long rest.
once). You regain any expended uses Uncover Heretics. (Prerequisite: 7th
when you finish a long rest. level). You can cast detect thoughts

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without expending any material
components. Once you use this ability,
you can't use it again until you finish a
short or long rest.
Uphold Honor. You can cast
compelled duel. Once you use this ability,
you cannot use it again until you finish a
short or long rest.

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