[Class] Avatar

by Witchfire

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Class: Avatar


A Witchfire Homebrew


Claws rip out of gloved hands and a beard shifts to a full mane as a dwarven champion hurries his way to the city gates, where he will shortly meet the invading army.

Layers of torn leather slide over one another like tectonic plates while a warrior dances through the battlefield. His sword emits an eerie glow as he whispers ominous words that tears through both life and limb.

A halfling noble majestically glides up to a smiling shopkeep, her golden curls radiating beams of light as if she were but a god solemnly asking for a mortal favor.

Avatars are unusual creatures who can channel the spirit of an inhuman entity. Whether they invoke the supernatural to change their appearance, infuse it into their attacks, or perform acts short of divine miracles, avatars are fierce warriors with a set of uncanny powers.

The Monster Within

Avatars have been twisted by arcane forces that imbue the essence of a mythological creature inside them. They can channel this magic, known as mana, through spiritual conduits to manifest all sorts of magical effects. In addition, avatars have a refined martial prowess that perfectly compliments their unnatural powers.

While the powers of a specific avatar depend upon the unique nature of their condition, they draw upon abilities reminiscent of the creatures they hold inside, such as ghost-like etherealness or lycanthropic transformations. In addition, their innately magical nature provides them with powerful regenerative abilities, both physical and spiritual, which make the most powerful avatars near-immortal.

Curses and Blessings

The majority of avatars are born under fairly natural circumstances and obtain their powers much later in life. Most of them find their strange powers after encountering some sort of inexplicable phenomena. On occasion an avatar will be gifted their powers by a divine being in a similar fashion to warlocks, or find themselves magically charged as an infusion of powerful magic. Though rare, it is not wholly unheard of for an avatar to inherit their powers via their bloodline.

Some societies view this fusion of spirits as an honor and hold them in great regard, while others ostracize them as degenerates, forcing them to the outskirts of civilization. As a result, avatars range from the proud adventurer and honored hero to the cursed hermit living in solitude.

Avatar
Level Proficiency
Bonus
Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Supernatural Aspect, Mystifying Visage
2nd +2 Fighting Style, Spellcasting, Fabled Rend 2 2
3rd +2 Fabled Magic, Rekindle the Flames 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Supernatural Aspect Feature 4 4 2
7th +3 Shield of Wonders, Rapid Recovery 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 Fabled Rend (1d8) 5 4 3 2
10th +4 Cursed Body, Aspect Restoration 5 4 3 2
11th +4 Supernatural Aspect Feature 6 4 3 3
12th +4 Ability Score Improvement 6 4 3 3
13th +5 7 4 3 3 1
14th +5 Disinclination of Death 7 4 3 3 1
15th +5 Supernatural Aspect Feature 8 4 3 3 2
16th +5 Ability Score Improvement 8 4 3 3 2
17th +6 Fabled Rend (1d10) 9 4 3 3 3 1
18th +6 Immortality 9 4 3 3 3 1
19th +6 Ability Score Improvement 10 4 3 3 3 2
20th +6 Font of Mana 10 4 3 3 3 2

Quick Build

You can make an avatar quickly by following these suggestions. First, make Strength your highest ability score. Your next-highest score should be Wisdom. Second, choose the folk hero background.

Avatar Features

As an avatar, you gain the following class features

Multiclassing

Prerequisites: Strength 13 and Wisdom 13
Proficiencies Gained: light armor, medium armor, shields, simple weapons, martial weapons

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Animal Handling, Athletics, History, Insight, Religion, Stealth, and Survival.

Equipment

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

  • (a) a martial melee weapon or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) a shield
  • (a) leather armor or (b) scale mail
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

Supernatural Aspect

Starting at 1st level, your spirit has been cursed, blessed, or otherwise touched to carry the essence of a supernatural creature. Select one of the supernatural aspect options available to you. Your choice grants you features when you select it at 1st level, and then again at 6th, 11th, 15th levels in this class.

Mystifying Visage

Also at 1st level, you can invoke a sense of otherworldliness and charismatic divinity. When you make a Charisma check or Charisma saving throw, you can choose to add your proficiency bonus to the roll if you aren't already. You must choose to do so before rolling.

If you are already proficient with an ability check or saving throw, you instead add double your proficiency bonus to the roll. You cannot do so if you are under an effect that already doubles your proficiency bonus, such as Expertise.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain expended uses after a long rest.

Fighting Style

At 2nd Level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a fighting style option more than once, even if you later get to choose again.

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 reroll 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.

Two Weapon Fighting

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

Spellcasting

By the time you reach 2nd level, you learn how to manipulate your aspect's innate magical energy, known as mana, to create magical effects, much like a sorcerer does. See the general rules of spellcasting for directions on casting spells.

Spell Slots

The Avatar table shows how many spell slots you have to cast your avatar spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the avatar spell list, shown below.

The Spells Known column of the Avatar table shows when you learn more avatar spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the avatar spells you know and replace it with another spell from the avatar spell list, which also must be of a level for which you have spell slots.

Avatar Spell List

1st Level
  • Absorb Elements (xge)
  • Armor of Agathys
  • Bane •
  • Burning Hands
  • Cause Fear • (xge)
  • Compelled Duel •
  • Cure Wounds
  • Detect Magic •
  • Disguise Self
  • Expeditious Retreat •
  • Faerie Fire •
  • False Life
  • Hellish Rebuke
  • Hex •
  • Inflict Wounds
  • Magic Missile
  • Spirit Rend •
  • Thunderwave
  • Zephyr Strike • (xge)
2nd Level
  • Alter Self •
  • Blur •
  • Darkness •
  • Darkvision
  • Dragon's Breath •
  • Enhance Ability •
  • Hold Person •
  • Invisibility •
  • Lesser Restoration
  • Levitate •
  • Misty Step
  • Nysful's Magic Aura
  • Pass Without Trace •
  • Spider Climb •
  • See Invisibility •
3rd Level
  • Bestow Curse •
  • Counterspell
  • Dispel Magic
  • Elemental Weapon •
  • Fear •
  • Feign Death
  • Fly •
  • Haste •
  • Protection from Energy •
  • Remove Curse
  • Vampiric Touch •
4th Level
  • Banishment •
  • Death Ward
  • Elemental Bane • (xge)
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility •
  • Shadow of Moil • (xge)
5th Level
  • Circle of Power •
  • Cone of Cold
  • Dominate Person •
  • Greater Restoration
  • Hold Monster •
  • Rary's Telepathic Bond
  • Telekinesis •

• requires concentration

Spellcasting Ability

Wisdom is your spellcasting ability for your avatar spells, since you create spells by guiding the flow of magic from your aspect. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a avatar spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Focused Casting

Your supernatural aspect acts as a form of living arcane focus, allowing you to direct your magic without the need for a material component. As long as you are not incapacitated or unconscious, you can ignore the material components needed to cast your avatar spells, other than any components which are consumed in the process.

Fabled Rend

Also at 2nd level, you learn the spirit rend spell, described below. This spell does not count towards your total spells known.

When you reach 9th level in this class, the additional force damage dealt by the spell increases to 1d8 for you, instead of its normal amount. At 17th level in this class, the additional force damage increases again to 1d10.


Spirit Rend

1st level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a hand-carved mask representing a mythical creature)
  • Duration: 1 minute, requires concentration
  • Classes: Avatar

You open up magical conduits to infuse your attacks with mana that can tear through flesh and soul alike. Until the spell ends, damage from your attacks ignores resistance (but not immunity) to bludgeoning, piercing, and slashing damage, and your melee attacks deal an additional 1d6 force damage.


At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Fabled Magic

At 3rd level, your gain access to your aspect's unique set of magical abilities, known as its fabled spells. Your supernatural aspect's' description contains the list of fabled spells for you, and the avatar levels at which you learn them. In addition, spirit rend counts as a fabled spell for you.

Once you learn a fabled spell you always know it, and the spell doesn't count towards your total spells known. The spell is a avatar spell for you, even if it normally wouldn't be one.

Rekindle the Flames

Also at at 3rd level, you can spend time in ritual to recharge your magical energies. Once per day, when you finish a short rest, you can select a number of expended spell slots to recover. The spell slots must have a combined level that is no greater than your avatar level divided by four, rounded up.

For instance, at 5th level in this class you can recover two 1st level spell slots, or one 2nd level spell slot.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Shield of Wonders

At 7th level, channeling your aspect's mana conjures a protective aura around a creature. When you use a spell slot to cast an avatar spell that requires concentration, you may select either yourself or one of the spell's targets. Your choice of creature gains temporary hit points equal to 5 times the spell's level, which last until you lose concentration on the spell.

If the spell is one of your fabled spells, you add your proficiency bonus to the number of temporary hit points.

Rapid Recovery

Also at 7th level you recover from bodily injury at an inhuman pace. If you regain hit points by spending hit dice at the end of a short rest, each hit die recovers two extra hit points.

Cursed Body

At 10th level, you are immune to the effects of lycantropy and cannot be directly targeted by another creature's curse, such as by a bestow curse or hex spell, or by a Hexblade's curse. You are still subject to the effects of cursed magical items.

Avatar Restoration

Also at 10th level, you use your action to magically cure one disease or condition on yourself, which can be blinded, deafened, or poisoned.

You can do so a number of times equal to your Wisdom modifier (minimum of once), and regain expended uses at the end of a long rest.

Disinclination of Death

At 14th level, as you begin to inch away from mortality, you can better starve off the shadow of death. You gain the following features.

  • You become stable on your first successful death saving throw.
  • At the start of your turns while you have 0 hit points but are stable, roll a d20. On a roll of 20 (or automatically after 5 minutes) you gain 1 hit point.

Immortality

At 18th level your inhuman nature safeguards your body from from degrading with time. You still appear to age one year for every two years that pass, but you no longer suffer the negative effects of old age— not even death. You also cannot be aged magically by any means short of a wish spell.

Font of Mana

At 20th level, you can cast any of your 1st level fabled spells at will without using a spell slot. You can also cast your 2nd level fabled spell once this way without using a spell slot, but must finish a long rest before you may do so again.

You must still spend a spell slot if you wish to cast any of these spells at a different level.

Aspect of the Wild

Avatars who possess the Aspect of the Wild carry a beast-like creature within them. This aspect yearns to break free, to unleash its wild nature and strengthen its host's connection with the beasts who roam the land. Though not all avatars who have this power come from a cursed history, warriors cursed with lycantrophy occasionally find a way to contain it, turning it into their aspect.

Aspect of the Wild Features
level Feature
1st inner beast, primal weapons
6th fury of the beast
11th primal toughness
15th call of the wild
Fabled Spells

The Aspect of the Wild bestows upon you the following fabled spells.

Avatar Level Fabled Spell
3rd speak with animals
5th enhance ability •
9th protection from energy •
13th dominate beast •
17th reincarnate

Inner Beast

Starting when you first gain this aspect you represent a specific type of animal, known as your inner beast. You may make your choice using the Inner Beast Options table, in which case your choice may be an animal related to those listed but more appropriate to your homeland, or by working with your DM to decide on one appropriate for your character.

At your option, you possess minor physical attributes that are reminiscent of your inner beast. For instance, if your inner beast is the eagle your eyes might be bright yellow, or if your inner beast is the tiger your skin may have light striations.

You gain advantage on all Wisdom checks made to interact with beasts of a similar nature to your choice.

Inner Beast Options
D10 Inner Beast
1 Ape
2 Bear
3 Boar
4 Crocodile
5 Eagle
D10 Inner Beast
6 Elk
7 Snake
8 Shark
9 Tiger
10 Wolf

Primal Weapons

Also at 1st level, you have natural weapons appropriate to your inner beast, such as fangs, talons, claws, horns, or tusks. You can sheathe and unsheathe your primal weapons as a bonus action. When you sheathe them, they meld back into your form.

You can use your primal weapons to make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage (as is appropriate) equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Fury of the Beast

At 6th level, when you take the Attack action on your turn, you can use your bonus action to make an attack using your primal weapons.

Primal Toughness

At 11th level, you can use your reaction when you take any damage to reduce the amount by 1d4 + your Wisdom modifier.

Call of the Wild

At 15th level you can open your spiritual passageways to unleash your inner beast, using your action to transform into a representation of the untamed wilderness. Your physical appearance changes to resemble a hybrid of your true form and your inner beast, similar to the appearance of lycantropes.

This transformation lasts for 1 hour and ends early if you fall unconscious, drop to 0 hit points, or use your action to revert to your true form. You must then finish a long rest before you can transform again.

While transformed, you gain the following.

  • When making an unarmed strike, you can add your Wisdom modifier to the attack roll.
  • You have advantage on Wisdom checks and Wisdom saving throws.
  • Your speed increases by 10 feet, and you do not risk exhaustion from exceeding the number of times you can dash, as described on pg. 252 of the DMG.

Aspect of the Ghostveil

The spirit of the ghostveil exitss between two worlds, most commonly the world of the living and the world of the late. It can seamlessly move through the fabric of each plane, pulling its host into and out of the plane with it. These avatars possess otherworldy abilities that let them alter reality with illusory visions and travel through neighboring planes.

Aspect of the Ghostveil Features
level Feature
1st visions of a different plane
6th spectral step
11th undying resistance
15th unveiling the diaphanous
Fabled Spells

The Aspect of the Ghostveil bestows upon you the following fabled spells.

Avatar Level Fabled Spell
3rd silent image •
5th blur •
7th blink •
9th freedom of movement
11th mislead •

Visions of a Different Plane

Your aspect grants you the minor illusion cantrip if you don't already know it, and it counts as an avatar spell for you.

When you cast the cantrip, you can choose to create the ghost-like apparition of a Medium or smaller humanoid you've seen before, instead of creating the image of an object. You can use your action on subsequent turns to have the image perform basic movements and gestures, such as smiling or moving its hands, but it may not make any noise or move from its current space.

Spectral Step

At 6th level, you can quickly propel yourself through the border Ethereal. As a bonus action you can teleport yourself up to 30 feet to a spot you can see, but may not do so again until you move 0 feet on one of your turns. As you teleport, you create a ghostly trail in your wake that harmlessly dissipates at the end of your turn.

Undying Resistance

At 11th level you resist necrotic damage, and your maximum hit points cannot be reduced by any means short of a wish spell.

Unveiling the Diaphanous

At 15th level you can call upon your aspect to shift into the border Ethereal for some time, using your action to transform into an incorporeal figure. Your physical appearance changes to become pale and translucent for the duration, similar to the appearance of a ghost.

This transformation lasts for 1 hour and ends early if you fall unconscious, drop to 0 hit points, or use your action to revert to your true form. You must then finish a long rest before you can transform again.

While transformed, you gain the following.

  • You resist bludgeoning, piercing, and slashing damage.
  • You gain a +5 bonus to Stealth checks.
  • You can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object. If your transformation ends while you are inside an object, you take 4d10 force damage and are ejected to the nearest unoccupied space (chosen at random if there are multiple).

Aspect of Celestial Light

While some gods may choose to make their presence known on the material plane through direct needs, the majority of them will send divine messengers to other planes to act on their behalf, such as angels and valkyries. Avatars carrying the celestial light are hosts to such a divine natured spirit. These avatars usually begin as mortals acting in accordance to a particular god or pantheon, but as they grow in power they may seem to become gods themselves.

Aspect of Celestial Light Features
level Feature
1st herald of celestial light
6th angelic touch / infernal touch
11th hallowed body
15th messenger of the gods
Fabled Spells

The Aspect of Celestial Light bestows upon you the following fabled spells.

Avatar Level Fabled Spell
3rd detect evil and good •
5th lesser restoration
7th daylight
9th water walk
11th commune

Herald of Celestial Light

Your aspect grants you the light cantrip if you don't already know it. The cantrip counts as an avatar spell for you.

When you cast the cantrip, you can choose to have it emit sunlight or moonlight for the duration, instead of its normal light.

  • Sunlight. The light is radiant gold and slightly warm to the touch. Creatures and objects directly illuminated by it within the radius of bright light count as being in direct sunlight.

  • Moonlight. The light is silver in color and brings mild discomfort to certain creatures. A shapechanger or undead within its bright light must succeed on a Charisma saving throw or shimmer while directly illuminated. On success the creature beomes immune to this effect for 24 hours.

Angelic Touch

At 6th level, you have a pool of dice equal to your level in this class, which are d6's. As an action you can spend a number of these dice no greater than half your avatar level to emit a pulse of radiant light that is directed at yourself or a creature within 5 feet. The spent dice are then unavailable to you until you finish a long rest.

  • If the target is a construct, nothing happens.
  • If the target is a fiend or undead, it must succeed on a Constitution saving throw against your spell save DC or take 1d6 radiant damage per spent die and become blinded until the end of its next turn. On success, it takes half as much damage and is not blinded.
  • If the target is neither a construct, fiend, or undead, it regains 1d6 hit points per spent die.

Hellish Touch

At the DM's discretion, if you are evil-aligned, you instead gain the hellish touch feature at 6th level, which functions identical to angelic touch but has the following exceptions.

  • If a target is a fiend or undead, it regains 1d6 hit points per spent die.
  • If a target is neither a construct, fiend or undead, it must succeed on a Constitution saving throw against your spell save DC or take 1d6 necrotic damage per spent die and become blinded until the end of its next turn. On success, it takes half as much damage and is not blinded.

Hallowed Body

At 11th level you resist radiant damage and are immune to disease.

Messenger of the Gods

At 15th level you can call forth your divine nature, using your action to transform into a herald of the gods. If your alignment is good or neutral, you sprout large angelic wings and you appear pristine and pure. If your alignment is evil, you instead sprout large skeletal wings and you appear grim and wretched. You must then finish a long rest before you can transform again.

This transformation lasts for 1 hour and ends early if you fall unconscious, drop to 0 hit points, or use your action to revert to your true form.

While transformed, you gain the following.

  • Any creature who attempts to attack you or target you with a harmful spell must first succeed on a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This effect does not protect you from area effects, and it ends on a creature if you target it with an attack or do anything harmful to it.
  • You have advantage on Charisma checks and Charisma saving throws.
  • You have a flying speed of 60 feet.

Creating an Aspect

You should follow these guidelines when creating your own supernatural aspect.

  • Fabled spell options — If the subclass is based on a particular creature, consider selecting spells that are available to that creature or simulate its natural abilities. Also, keep in mind that a level 20 avatar can cast its 1st level fabled spell indefinitely without requiring a spell slot.
  • 1st level feature. Flavor — the 1st level feature sets the tone for the rest of the subclass and should offer plenty of roleplay opportunities. It should not be one which relies on a resource or limited number of uses. A cantrip makes a good starting point for this feature.
  • 6th level feature. Utility — The 6th level feature comes immediately after extra attack, and should be used for the main combat or utility ability. This should be where an aspect shows off its unique abilities.
  • 11th level feature. Defense — The 11th level feature is defensive in nature, as this is roughly the point where the character starts losing their mortality by gaining the aspect's signature defenses. As with the fabled spell options, you may look at existing creatures for inspiration.
  • 15th level feature. Transformation — At 15th level the player is awarded their magnum opus, a 1 hour transformation where their character completely transforms into their aspect. This transformation should grant them abilities for both combat and roleplay, including at least one environmental feature.

Afterword

After multiple months of work and many, many rewrites, I am extremely happy to share this class with you. It is the culmination of months of work, and I am very happy with the overall direction that it has taken. I hope you enjoy playing it as much as I had during playtesting. I would love to hear back regarding your experiences with it, and please share any content you make for it!

While the core mechanic of the class has changed multiple times, from the very start it has been intended as a supernatural warrior who relies on their supernatural durability. Mechanically, the class is a very durable half-caster that feels somewhat like a magical barbarian, and while they lack the immediate burst damage of a Paladin's divine smite, their spirit rend allows them to keep up with the damage outputs of other characters.

If you do decide to make an avatar, do not fret over having a low Dexterity, as your hit points and supernatural powers will keep you alive. Even if you do manage to fall in combat, chances are that it will only be temporary.

Credits

Alice Witchfire — Concept, author, designer
HideyoshiForest Spirit
Yasen StrollovGhost Soldier
Miguel RegodonAasimar Oracle


Version 2.24