Avenger
In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initiates in ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are avengers, deadly weapons in the hands of their gods, imbued with divine power through secret rites of initiation. In battle, avengers swear to execute divine vengeance, entering a mental state that gives them unerring focus on a single enemy.
As an avenger, you were trained in a monastery, initiated through secret rites, and imbued with the power to smite your god’s foes.
You might be a disciple of Ioun, sworn to hunt and exterminate the minions of Vecna until you one day face the Maimed God. You could be an agent of the Raven Queen, bringing death to those who would defy your mistress. Or perhaps you serve Bahamut as an agent of justice, bringing ruin to tyrants and oppressors.
The organizations devoted to your god might view you as a heretic or a hero, but you answer only to your god and to the vows you swore upon your initiation as an avenger.
Where will those vows lead you? One thing is certain: Doing the will of your god is never easy and never free of peril.
Zealous Inquisitors
When the gods need a vessel to enact their will upon the world, they find devoted warriors known as avengers to carry out their duty without question. Avengers are the tools that the gods use to surgically remove enemies of the faith and any who exist in the antithesis of the divine.
There are few who have seen the full force of an avenger on a mission from their god, a weapon of destruction that will remove all obstacles in the path of their judgment. When an avenger has sworn themselves to overcome an enemy, it is an oath that only ends in death.
Devoted Beyond Reason
Some say that avengers are so in tune with the gods they serve that they lose control over their own body when it is time to do that god’s work. When an avenger swears an oath to destroy a foe, they can lose the self awareness to feel pain, fear, or anxiety. There is only the target and the desire to smite it in the name of their deity.
An avenger trusts that their god will see them through in return for being the extension of that god’s power in our world. Avengers never question the path that their god sets before them and anyone who does might end up on the wrong side of an avenger’s wrath.


Creating An Avenger
As you create an avenger, there are a few things to consider to help build out your character. Which deity will you serve, what principles do you want your character to embody, and what style of justice will you employ upon your foes. Appendix B includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.
Once you’ve chosen a deity, consider how your avenger came to serve that god. Were you raised in a monastery of other avengers, dedicated to eradicating the evils of the world? Perhaps you were going about your life and one day had a divine intervention telling you that you were destined for something greater?
Although the class features related to your edict don’t appear until you reach 3rd level, plan ahead for that choice by reading the edict descriptions at the end of the class. Do you seek to exact retribution on your enmities? Have you been sent by your god to pursue evil wherever it tries to hide? Maybe your calling is to unify others in the common goal of rooting out the demons of this world?
Quick Build
You can make an avenger quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the acolyte background.
Class Features
As an Avenger, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Avenger level
- Hit Points at 1st level: 10 + your Constitution modifier
- Hit Points at higher levels: 1d10(or 6) + your Constitution modifier per Avenger level after the 1st
Proficiences
- Armor: None
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution and Wisdom
- Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) any martial melee weapon
- (a) five javelins or (b) any simple weapon
- (a) a priest’s pack or (b) an explorer’s pack
- A holy symbol
The Avenger
| Level | Proficiency Bonus | Features | Prayers Known | Oath Fulfilled |
|---|---|---|---|---|
| 1st | +2 | Oath of Enmity, Unarmored Defense | 0 | - |
| 2nd | +2 | Prayers, Devotion, Oath Fulfilled | 3 | 5 HP |
| 3rd | +2 | Avenger Edict, Channel Divinity | 3 | 5 HP |
| 4th | +2 | Ability Score Improvement | 3 | 5 HP |
| 5th | +3 | Improved Devotion | 3 | 10 HP |
| 6th | +3 | Edict Feature | 3 | 10 HP |
| 7th | +3 | Divine Fervor | 5 | 10 HP |
| 8th | +3 | Ability Score Improvement | 5 | 10 HP |
| 9th | +4 | ─ | 5 | 15 HP |
| 10th | +4 | Edict Feature | 7 | 15 HP |
| 11th | +4 | Improved Devotion | 7 | 15 HP |
| 12th | +4 | Ability Score Improvement | 7 | 15 HP |
| 13th | +5 | ─ | 7 | 20 HP |
| 14th | +5 | Edict Feature | 7 | 20 HP |
| 15th | +5 | Intellect Fortress | 9 | 20 HP |
| 16th | +5 | Ability Score Improvement | 9 | 20 HP |
| 17th | +6 | ─ | 9 | 25 HP |
| 18th | +6 | Unending Devotion | 9 | 25 HP |
| 19th | +6 | Ability Score Improvement | 9 | 25 HP |
| 20th | +6 | Archon of Vengeance | 9 | 25 HP |
Unarmored Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.
Oath of Enmity
As a bonus action, if you are not wearing armor, you can utter an oath of enmity against a creature you can see within 30 feet of you.
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You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Your oath also ends if you fall unconscious. You may swear an oath of enmity a number of times equal to your Wisdom modifier. You must then finish a short or long rest to regain any expended uses of this feature.
Devotion
You can accumulate devotion points in a pool that can then be spent later on prayers. Your pool can never exceed your Avenger level. You accumulate one devotion point any time one of the following occurs during your Oath of Enmity: you hit the target of your oath with a melee attack or the target of your oath hits you or an ally within 5 feet of it with a melee or spell attack.
Prayers
At 2nd level, you gain the ability to augment your attacks against your enmity to swing the momentum of battle in your favor. You gain three prayers from the Avenger Prayers Class Prayers list at the end of this section. You gain another two at 7th, 10th and 15th level. Each time you learn new prayers you can also replace one prayer you know with a different one. You can only use one instance of each Prayer option on an attack, unless otherwise noted.
Oath Fulfilled
Starting at 2nd level, when you’ve struck down your target marked by your oath of enmity, your god fuels you with vitality to continue fighting in their name. If you have any devotion points in your pool when your oath of enmity ends, your pool of devotion empties and you gain 5 temporary hit points. These temporary hit points last until you take a short or long rest.
The hit points you gain from this ability increase to 10 hit points at level 5, 15 hit points at level 9, 20 hit points at level 13, and 25 hit points at level 17.
Avenger Edict
At level 3, you choose an Avenger Edict: Retribution, Pursuit, or Unity. Your Edict grants you features at 3rd, 6th, 10th, and 14th levels.
Channel Divinity
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn the Unholy and an effect determined by your edict. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals 8 + your proficiency bonus + your Wisdom modifier.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn the Unholy
As an action, you present your holy symbol and speak a prayer censuring fiends and undead. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th and 19th level you can increase one ability score of your choice by 2 or increase two ability scores by 1. As normal, you can’t increase an ability score above 20 using this feature.
Improved Devotion
Beginning at 5th level, you begin to show the power of your devotion through feats of physical and mental strength. You now gain a devotion point whenever you succeed on a saving throw against your oath of enmity target and gain a devotion point whenever you score a critical hit against your oath in addition to the normal one you get for a hit.
Additionally, you learn the Purge the Unholy prayer. This prayer does not count towards your prayers known limit.
When you reach level 11, you gain one devotion point whenever you swear your oath of enmity.
Divine Fervor
At 7th level, your zeal cannot be contained and your god’s will pushes you forward granting you advantage on initiative rolls.
Intellect Fortress
At 15th level, you are immune to charm and fear effects, cannot be frightened, and are immune to psychic damage from your oath of enmity target.
Unending Devotion
When you reach 18th level, at the beginning of your turn if you currently have no devotion you gain 4 devotion points.
Archon of Vengeance
At 20th level, your Wisdom score increases by 4. The maximum for it is now 24. Additionally, when you use your Oath of Enmity class feature, instead of choosing one creature, you may choose a number of creatures equal to your Wisdom modifier you can see within 30 feet of you to be the targets of your oath.
Avenger Edicts
Your edict dictates how you show devotion to your god, each edict follows a different path and strives to show that devotion in combat differently. They are detailed below.
Edict of Retribution
After you swear an oath of enmity, you keep your enemy beside you and drive other foes away. Your powers help you isolate one creature at a time and bring it down quickly and
let you take vengeance when that creature’s allies get past your defenses.
Channel Divinity
As a part of your edict you also gain an additional channel divinity option.
Channel Divinity: Menancing Presence
Starting at level 3, you can use an action to embody the divine wrath of your deity. Each creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw against your Channel Divinity DC. On a failed save, the target is frightened of the avenger for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the avenger, it can attempt another Wisdom saving throw to end the effect on it.
Censure of Retribution
When you take this edict at 3rd level, choose one prayer from the Edict of Retribution list to learn. This prayer does not count towards your Prayers Known limit.
Additionally, whenever an enemy other than your oath of enmity target hits you, you gain a bonus to the damage of your next melee attack against your oath of enmity target equal to your Wisdom modifier. This bonus is cumulative.
Bond of Retribution
Beginning at 6th level, whenever you are hit by an enemy during your Oath of Enmity, you gain one devotion point. That enemy does not have to be the target of your oath to grant this benefit.
Disciple of Retribution
At 10th level, you gain proficiency in the Intimidation and Religion skills if you are not proficient in them already. If you are already proficient in either of these you gain, expertise instead.
Additionally, when you roll for initiative and have no uses of your Oath of Enmity feature remaining, you gain one use.
Embodiment of Retribution
Upon reaching 14th level, your dedication to destroying your enmity is so strong that your spirit continues to fight even when your body begins to fail. While your oath of enmity is active, having 0 hit points doesn’t knock you unconscious.
You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your oath ends, and you die then only if you still have 0 hit points.
Edict of Pursuit
Once you swear an oath of enmity against a target, you pursue that creature wherever it goes. As much as it might try to escape your wrath, your powers let you follow it and punish it for trying to flee.
Channel Divinity
As a part of your edict you also gain an additional channel divinity option.
Channel Divinity: Inescapable Justice
Starting at 3rd level, your pious pursuit hinders your enmity’s ability to escape. As a bonus action, choose one creature that you can see within 30 feet of you to make a Wisdom saving throw against your Channel Divinity DC. On a failed save, the creature is drawn to you, compelled by your divine demand. For the next minute, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this effect doesn’t restrict the target’s movement for that turn.
This effect ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Censure of Pursuit
When you take this edict at 3rd level, choose one prayer from the Edict of Pursuit list to learn. This prayer does not count towards your Prayers Known limit.
Additionally, whenever your oath of enmity target willingly moves away from you this turn, you gain a bonus to the damage of your next melee attack against your oath of enmity equal to your Wisdom modifier. This bonus is cumulative.
Bond of Pursuit
When you reach 6th level, whenever the target of your Oath of Enmity moves or when you move to within 5 feet of it, you gain one devotion point per turn. This movement can be the result of moving, dashing, or teleporting.


Disciple of Pursuit
At 10th level, you gain proficiency in the Athletics and Religion skills if you are not proficient in them already. If you are already proficient in either of these you gain, expertise instead.
Additionally, when you roll for initiative and have no uses of your Oath of Enmity feature remaining, you gain one use.
Embodiment of Pursuit
At 14th level, your god blesses you with the miraculous ability to match the speed of your enmity. During your oath, your speed becomes the same as your oath target’s speed, if theirs is higher than yours. If your oath target has a Burrow, Climb, Fly, or Swim speed, you also gain a speed of that type that matches theirs.
Edict of Unity
Once you have sworn an oath of enmity, you surround the target with as many allies as possible. If the enemy seeks to flee, your powers compel it to face you. Alone you are powerful, but fighting alongside your comrades you are vengeance incarnate.
Channel Divinity
As a part of your edict you also gain an additional channel divinity option.
Channel Divinity: Heaven’s Wrath
Starting at 3rd level, you can use your Channel Divinity to condemn another creature for death. As an action, you choose a one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally hits the cursed creature it has vulnerability to all of that attack’s damage and then the curse ends.
Censure of Unity
When you take this edict at 3rd level, choose one prayer from the Edict of Unity list to learn. This prayer does not count towards your Prayers Known limit.
Additionally, whenever your oath of enmity target hits you, you may choose one ally within 30 feet of you to gain a bonus to the damage of their next attack against your oath of enmity equal to your Wisdom modifier. This bonus is cumulative if you choose the same ally multiple times.
Bond of Unity
At 6th level, whenever an ally hits your Oath of Enmity target, you gain one devotion point.
Disciple of Unity
At 10th level, you gain proficiency in the Medicine and Religion skills if you are not proficient in them already. If you are already proficient in either of these you gain, expertise instead.
Additionally, when you roll for initiative and have no uses of your Oath of Enmity feature remaining, you gain one use.
Embodiment of Unity
At 14th level, whenever your Oath Fulfilled class feature triggers, you may choose any number of allies within 30 feet of you to also gain temporary hit points according to that ability.
Avenger Prayers
Your avenger powers are called prayers. Many avengers describe the experience of calling on their gods’ powers in combat as a state in which prayers are uttered almost instinctively, as if their gods were controlling their actions.
Whenever you choose a prayer to learn, it can be taken from the Class Prayers or Prayers list associated with your Edict choice. Each prayer has benefits as described below:
Class Prayers
Aspect of Fury
Requirements: 4 Devotion, Avenger level 10
The heat of your burning devotion radiates off of you, damaging any who would dare get close to you. Until your oath ends, or until you attack an enemy other than your oath target, you have an aura of 5 feet around you that deals 1d8 Radiant and 1d8 Fire damage when a creature enters the area for the first time on a turn or starts its turn there.
Distracting Flare
Requirements: 1 Devotion
You strike your weapon across your holy symbol, sending sparks of radiant energy flying through the air to distract your foes. As an action, each creature in a 15 foot cone centered on you must make a Constitution saving throw against your Channel Divinity DC. If a creature fails, they are blinded until the end of your next turn.
Divine Insight
Requirements: 1 Devotion
Your deity whispers your enemies weaknesses in your ear. As a bonus action, you study your Oath of Enmity target and if it has any immunities, resistances, or vulnerabilities, you learn what they are.
Fanatical Punishment
Requirements: 1 Devotion
When your Oath of Enmity target attacks you, whether it is a hit or miss, you may use your reaction to make an opportunity attack against the triggering oath target.
Indomitable Resolve
Requirements: 2 Devotion, Avenger level 10
When an attacker that you can see hits you with an attack, you can use your reaction to gain resistance to the attack’s damage.
Merciless Judgement
Requirements: 3 Devotion, Avenger level 15
When you roll radiant damage from any source of one of your avenger prayers, deal maximum damage, instead of rolling.
Protected by Faith
Requirements: 2 Devotion
As a reaction when you are hit by an attack, increase your AC by 4 until the start of your next turn.
Purge the Unholy
Requirements: 1 Devotion, Improved Devotion
class feature
If both of your attack rolls from your Oath of Enmity advantage would hit your Oath of Enmity target, you
may roll damage for the attack as if you hit with your
weapon twice.
Radiant Vengeance
Requirements: 1 Devotion
When you hit your Oath of Enmity target with a melee attack, you may treat the damage as magical and add 1d8 Radiant damage to the attack. This prayer may be applied any number of times to the same attack to a maximum of five.
Refocus Enmity
Requirements: 2 Devotion
You swear a new oath using your Oath of Enmity feature. This does not count against your total uses of that feature per day. You may use this prayer after your enmity dies but before your Oath Fulfilled class feature empties your devotion pool. This new oath does not trigger your Oath Fulfilled class feature.
Refuge of Piety
Requirements: 2 Devotion
During your oath, if you would make a saving throw, you may use this prayer to use your Wisdom save in place of the normal save.
Wrath of the Divine
Requirements: 3 Devotion, Avenger level 10
If your Oath of Enmity target scores a critical hit against you, you may use this prayer as a reaction to inflict radiant damage to your Oath of Enmity target equal to their damage roll.
Zealous Onslaught
Requirements: 2 Devotion, Avenger level 7
You can make a single melee weapon attack as a bonus action against your Oath of Enmity target.
Edict of Retribution Prayers
Avenging Echo
Requirements: 1 Devotion, Edict of Retribution
If both of your attack rolls from your Oath of Enmity advantage would have hit your oath target and one creature within 5 feet of it within your reach, you may resolve the attack as if you hit with your weapon once against each creature.
Death’s Embrace
Requirements: 4 Devotion, Avenger level 15, Edict of Retribution
When you hit your Oath of Enmity target with a melee attack, you may use the difference between your current hit points and your hit point maximum as the damage dealt by the attack. This damage is considered Radiant and this prayer cannot be used again until you finish a long rest.
Fiery Justice
Requirements: 1 Devotion, Edict of Retribution
When you hit your Oath of Enmity target with a melee attack, you may treat the damage as magical and add 1d8 Fire damage to the attack. This prayer may be applied any number of times to the same attack to a maximum of five.
Penance and Retribution
Requirements: 1 Devotion, Edict of Retribution
When you miss your oath of enmity target with a melee attack, you may take damage equal to your Wisdom modifier to reroll one of your attack rolls from your Oath of Enmity advantage attack.
Ready The Final Blow
Requirements: 2 Devotion, Edict of Retribution
As a bonus action you can prepare yourself to land a devastating strike against your enmity. Until your oath ends, or until you attack an enemy other than your oath target, treat any attack roll of 18, 19, or 20 as a critical hit.
Sacred Duel
Requirements: 2 Devotion, Edict of Retribution
You create a psychic bond with your enmity, causing it to feel your pain when it’s allies attack you. Until your oath ends, or until you attack an enemy other than your oath target, whenever you take damage from an enemy other than your oath target, your oath target takes psychic damage equal to half of the damage you took.


Splinter the Formation
Requirements: 1 Devotion, Edict of Retribution
You strike your oath of enmity target and, with a wave of force, push away other enemies, isolating your prey. When you hit your oath of enmity target with a melee attack, each other enemy within 10 feet of it must succeed on a Strength saving throw vs your Channel Divinity DC. On a failed save, that creature is pushed 10 feet directly away from you and knocked prone.
Temple of Lights
Requirements: 3 Devotion, Avenger level 10, Edict of Retribution
When you hit your enmity with a melee attack, deal an additional 2d8 Radiant damage. Until your oath ends, create an aura in a 10 foot radius sphere centered on you. This aura sheds bright light within the 10 foot radius it creates and dim light for an additional 10 feet. Whenever you hit a creature within the aura of bright light with a melee attack, the attack deals an additional 2d8 Radiant damage.
Temple of Shadows
Requirements: 3 Devotion, Avenger level 10, Edict of Retribution
When you hit your enmity with a melee attack, deal an additional 2d8 Necrotic damage. Until your oath ends, create an aura in a 10 foot radius sphere centered on you. This aura sheds magical darkness within the 10 foot radius it creates. A creature with darkvision can't see through this darkness, and non magical light cannot illuminate it.
However, you can see within the darkness as if it weren’t there and your oath target can see you in this same way. Whenever you hit a creature within the aura of darkness with a melee attack, the attack deals an additional 2d8 Necrotic damage.
Weight of Sinners
Requirements: 2 Devotion, Edict of Retribution
For each enemy adjacent to you that is not your Oath of Enmity target, you gain a bonus to damage against your Oath of Enmity target equal to your Wisdom modifier.
Edict of Pursuit Prayers
Accept No Defeat
Requirements: 2 Devotion, Edict of Pursuit
At the start of your turn, if you are grappled, paralyzed, restrained, or stunned by an effect that a save can end, you may make a saving throw to end that condition. On a success, you may take your turn normally. On a fail, you still make your save at the end of your turn.
Blade Step
Requirements: 2 Devotion, Edict of Pursuit
With an arc of your weapon, you send a wave of force toward your enemy, then appear next to it ready to strike again. Use this prayer before you make a melee attack. Your weapon gains the Range 20/60 property for the attack. If you hit with the attack, treat all damage from it as Force damage, then you may teleport to a space within 5 feet of the target.
Eyes of Justice
Requirements: 1 Devotion, Avenger level 10, Edict of Pursuit
Until your oath ends, or until you attack an enemy other than your oath target, you can see your oath target as if you had truesight out to a range of 300 feet.
Fierce Persecution
Requirements: 1 Devotion, Edict of Pursuit
When you hit your Oath of Enmity target with a melee attack, you may treat the damage as magical and add 1d8 Force damage to the attack. This prayer may be applied any number of times to the same attack to a maximum of five.
Oath of Divine Lightning
Requirements: 3 Devotion, Avenger level 10, Edict of Pursuit
You call up towards the heavens, praying for the strength to overcome your foe, as a lightning bolt strikes your weapon. Until your oath ends, or until you attack an enemy other than your Oath of Enmity target, your oath target takes 2d8 lightning damage at the end of its turn if it does not move at least 5 feet away from you.
Righteous Pursuit
Requirements: 2 Devotion, Edict of Pursuit
If your Oath of Enmity target ends its turn more than 5 feet away from you, you can use your reaction to move your speed. You must end this movement as close to your Oath of Enmity target as possible.
If you are within melee range at the end of this movement, you can make an attack against your Oath of Enmity target.
Seeker’s Step
Requirements: 1 Devotion, Edict of Pursuit
After you are hit by an enemy that is not your oath of enmity target, you can use your reaction to teleport 10 feet.
Shatter the Sinful
Requirements: 4 Devotion, Avenger level 15, Edict of Pursuit
This prayer uses your Action, Movement, and Bonus action. Teleport up to 90 feet, ending next to your Oath of Enmity target, and make a number of melee attacks equal to your Wisdom modifier against your oath target. These additional attacks do not generate devotion. This prayer cannot be used again until you finish a long rest.
Tether of Light
Requirements: 1 Devotion, Edict of Pursuit
You manifest a rope of your spiritual devotion and use it to pull your enmity closer to you. As a bonus action, select one Oath of Enmity target within 30 feet of you, it must succeed on a Wisdom saving throw vs your Channel Divinity DC. On a failed save, that creature is Grappled and pulled 10 feet directly towards you. This effect lasts until the target succeeds on it’s saving throw or until you attack an enemy other than your oath target.
Twin Step
Requirements: 1 Devotion, Edict of Pursuit
In pursuit of your Oath of Enmity target there can be no rest. This turn you can take the disengage or dash action as a bonus action.
Spark of Faith
Requirements: 3 Devotion, Avenger level 10, Edict of Pursuit
As an action, you teleport yourself to an unoccupied space you can see within 90 feet.
Immediately after you reappear, bolts of lightning arc around you, and each creature within 10 feet of the space you arrive in must make a Constitution saving throw against your Channel Divinity save DC, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. Your oath of enmity target has disadvantage on the save.
Edict of Unity Prayers
Chains of Fate
Requirements: 3 Devotion, Avenger level 10, Edict of Unity
You create a divine bond between yourself and one of your allies, sharing in the rigors of combat against your enemy. As an action, choose one ally within 30 feet of you. Until your oath ends, you or your ally fall unconscious, or until you attack an enemy other than your oath target, whenever you or your ally take damage from an enemy attack, the damage is split evenly between the two of you.
Dismiss the Unworthy
Requirements: 2 Devotion, Edict of Unity
After you attack your oath target, make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you may push the target a distance up to 5 feet times your Wisdom modifier away from you. If the target ends this movement adjacent to one of your allies, that ally can use their reaction to make a melee attack against the target.
Guiding Halo
Requirements: 2 Devotion, Edict of Unity
Until your oath ends, or until you attack an enemy other than your Oath of Enmity target, you create an aura in a 10 foot radius sphere centered on you. Whenever an ally makes an attack roll or a saving throw within the aura, that ally can roll a d4 and add the number rolled to the attack roll or saving throw.
Leading Strike
Requirements: 1 Devotion, Edict of Unity
After hitting your oath target, the next attack roll made against it by an attacker other than you before the end of your next turn has advantage.
Marked for Damnation
Requirements: 4 Devotion, Avenger level 15, Edict of Unity
After you hit or miss with an attack against your oath of enmity target, each ally you can see within 30 feet of you
may use their reaction to make an attack against your
oath of enmity target. These attacks do not generate
devotion if they hit and this prayer cannot be used
again until you finish a long rest.
Purifying Exorcism
Requirements: 1 Devotion, Edict of Unity
When you hit your Oath of Enmity target with a melee attack, you may treat the damage as magical and add 1d8 psychic damage to the attack. This prayer may be applied
any number of times to the same attack to a maximum
of five.
River of Life
Requirements: 1 Devotion, Edict of Unity
After you hit your oath target, choose one ally within 30 feet of you. That ally gains temporary hit points equal to your Wisdom modifier.
Strength of Many
Requirements: 1 Devotion, Edict of Unity
When you roll damage against your oath of enmity target you get a bonus to the damage equal to the number of allies within 30 feet of you.
Summon to Duty
Requirements: 2 Devotion, Edict of Unity
After you hit your oath target, choose one ally within 30 feet of you. That ally may use their reaction to move up to their speed. All attacks of opportunity made against that ally during this movement have disadvantage.
Sworn Crusade
Requirements: 3 Devotion, Avenger level 10, Edict of Unity
Until your oath ends, or until you attack an enemy other than your oath target, you and your allies score a critical hit when attacking your oath target on any attack roll of 19 or 20.

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Disclaimer
5th edition Avenger class based off of the 4th edition Avenger detailed in 4th Edition Players Handbook II and 4th Edition Divine Powers Handbook. Using pieces of text, names, powers etc to recreate from 4th edition to 5th edition.
Art
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DnD 4th Edition Players Handbook II: Avenger Zealous Assassin pg:47 Art By: Eva Widermann
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DnD 4th Edition Players Handbook II: pg:32 Art By: William O'Conner
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DnD 5th Edition Dungeon Masters Guide Holy Avenger pg 175
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DnD 5th Edition Dungeon Masters Guide Vorpal Sword pg 209
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Viktor Fetsch: https://fetschart.blogspot.com/
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Jared Ondricek: https://watercolors.giantsoup.com/
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Michael Richards: https://mdrportfolio.wordpress.com/
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Dongjun(Russell) Lu: https://www.ludongjun.com/
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Flavio Greco Paglia: https://www.artstation.com/flaviogreco