Way of the Avenger

Avengers are warriors with conviction. A church has paladins to fight the enemies of their cause. They have clerics to exemplify their teachings. But many churches have secrets, old rites, dealings that are too unsavory to be delt with in the public eye. Devotees who commit their mind, body, and spirit to vanquishing the foes of the faith become avengers, sanctified monks that handle secret missions for their faith. Each church has their own unique avenger order; some keep their agents a secret, while others have avengers act in the open as a show of force. Some churches dedicate their avenger orders to one specific task---hunting undead or retrieving stolen relics, for example---but most avengers are granted the freedom to enforce the justice (or injustice) of their deity as they or their superiors see fit.

Way of the Avenger Features
Monk Level Features
3rd Oath of Enmity, Sacred Stealth
6th Channel Divinity, Divine Agent
11th Ki Retribution
17th Supernal Wrath

Oath of Enmity

Starting when you choose this tradition at 3rd level, you swear an oath to destroy your foes, focusing your ki to deadly purpose. As a bonus action, you may spend 2 ki points to cast hunter’s mark. While concentrating on the spell, you gain a bonus to Constitution saving throws to maintain concentration equal to your Wisdom modifier.

In taking this oath, you choose one type of martial melee weapon without the heavy or special properties. You gain proficiency in the chosen weapons if you don't already have it, and they are treated as monk weapons for you.

Sacred Stealth

Once you choose this tradition at 3rd level, your training allows you to channel your ki for specific purposes: to heighten spiritual understanding, and to quiet your body as you move in for the kill.

When you make a Dexterity (Stealth) or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on that check and all Dexterity (Stealth) and Intelligence (Religion) checks for the next minute.

Channel Divinity

At 6th-level, you gain the ability to channel divine energy directly from your deity, using that energy to augment your combat against the enemies of your faith. You have two such effects: Divine Boon and Righteous Shadow.

When you use your Channel Divinity, choose which effect to create. You must then finish a short or long rest before you use Channel Divinity again.

Divine Boon. You may use your Channel Divinity to cast the spell prepared with your Divine Agent feature. You cast the spell as if with a 2nd-level spell slot, with Wisdom as your spellcasting ability. Once you have used Channel Divinity in this way, you cannot do so again until you have completed a long rest.

Righteous Shadow. You can use your Channel Divinity to move blindingly fast as you strike, outmaneuvering your foes. When you hit a creature with an attack, you may move up to your speed immediately afterward. This movement does not provoke opportunity attacks.


Divine Agent

At 6th level, you strengthen your connection to the divine. When you finish a long rest, you may meditate for two minutes to prepare a single 1st or 2nd-level spell from the paladin spell list. That spell remains prepared until you prepare a different one. Unlike paladins, you do not gain spell slots with which to cast this spell (but see the Channel Divinity: Divine Boon feature).

Ki Retribution

Starting at 11th level, you can use your ki to block attacks, redirecting the violent energy back into the attacker. When you would take damage from a melee attack, you may spend 1 ki point and use your reaction to negate up to 1d10 + your Wisdom modifer + your monk level of the damage.

On your next turn, the first monk weapon attack or unarmed strike you make that hits the opponent whose damage was negated deals additional radiant damage equal to the damage negated. If you fail to hit the opponent with a monk weapon or unarmed strike by the end of the turn, the violent energy can't escape, and you must either use your reaction to spend 2 ki points or immediately take the negated damage.

Supernal Wrath

Beginning at 17th level, you can briefly embody your deity's furious purpose. Using your action, you undergo a transformation. This action counts as an Attack action with a monk weapon for the purpose of using your Martial Arts, Flurry of Blows, and similar monk features. You are encapsulated in a seething nimbus of divine ki, which spreads behind your back in phantasmal wings. For 1 minute, you gain the following benefits:

  • On your turn---and while using the Channel Divinity: Righteous Shadow feature---your wings grant you a flying speed equal to your speed. While you fly, opportunity attacks against you have disadvantage. You can only fly in short bursts; you fall if you end your turn or another creature's turn in the air and nothing else is holding you aloft.
  • At the start of each turn---and immediately on this one---you gain 1 temporary ki point. You lose unspent temporary ki at the end of your turn.
  • At any point on your turn, you can spend 2 ki points to extend your Supernal Wrath by 1 minute.

Once you use this feature, you can't use it again until you finish a long rest.

Picture Credits:


1st page - Wizards of the Coast (Complete Divine, 3.5)


2nd page - Wizards of the Coast (Player's Handbook 2, 4e)


Way of the Avenger is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.