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FenrirHatiSkoll
2016-05-24, 11:57 PM
I'm in the process of converting the avenger to 5e and would like help creating and balancing this class.

The goals for this class are:
- To be a strong melee fighter
- To excel in one-on-one combat
- To posses decent mobility
- To be adequate in exploration scenarios

The core mechanics for this class are:
- Combat is Focused around an Oath of Enmity feature which boosts attack accuracy.
- Makes melee physical attacks using Wisdom.
- Uses no armor but gets AC from a sort of unarmored defense.
- Utilizes a half-caster Warlock style spellcasting.

Without further ado:

Avenger



Level
Proficiency
Features
Oath Uses
Spells Known
Spell slots
Slot Level


1st
+2
Oath of Enmity, Armor of Faith, Sacred covenant
2
-
-
-


2nd
+2
Spellcasting, Blade of Zeal
2
3
2
1st


3rd
+2
Divine Censure, Sacred Studies
3
4
2
1st


4th
+2
Ability Score Improvement
3
4
2
1st


5th
+3
Extra Attack, Fast movement.
3
5
2
2nd


6th
+3
Defended by Faith
4
5
2
2nd


7th
+3
Censure Feature
4
6
2
2nd


8th
+3
Ability Score Improvement
4
6
2
2nd


9th
+4
---
4
7
2
3rd


10th
+4
Protected by Wrath
4
7
2
3rd


11th
+4
(To be Determined)
4
8
3
3rd


12th
+4
Ability Score Improvement
5
8
3
3rd


13th
+5
---
5
9
3
4th


14th
+5
Ghost of Vengeance
5
9
3
4th


15th
+5
Censure Feature
5
10
3
4th


16th
+5
Ability Score Improvement
5
10
3
4th


17th
+6
---
6
11
4
5th


18th
+6
Censure Feature
(To be Determined)
6
11
4
5th


19th
+6
Ability Score Improvement
6
12
4
5th


20th
+6
(To be Determined)
Unlimited
12
4
5th



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 1st

Proficiencies
Armor: None
Weapons: Martial melee weapons, Simple weapons
Tools: None

Saving Throws: Wisdom, Charisma
Skills: Choose three from Acrobatics, History, Insight, Intimidation, Perception, Religion, and Stealth

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

• (a) a martial melee weapon or (b) any simple weapon
• (a) an explorer’s pack or (b) a priest’s pack
• A holy symbol, a tome of your religion, and calligrapher's supplies

Oath of Enmity
Starting at 1st level, your years of piety have granted you the ability to mark a creature as an enemy of your god. As a bonus action on your turn you may choose one creature within 30 feet of you as your target, your oath of enmity lasts, until the target drops to 0 hit points or falls unconscious or you choose to end it (no action). Once you have used this feature a number of times as shown on the avenger table you must complete a short or long rest before you can use it again.

• You may make melee attacks against your target with advantage.
• No effect can cause you to lose advantage against your oath of enmity target.

While using this ability your god’s influence flows through you, entering you into a combat state in which prayers are uttered instinctively, and your Mind and body focus unerringly on a single target

Armor of Faith
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC is calculated as 13 + your Dexterity Modifier.

Sacred Covenant
Your years of training and study have forged a bond between you and your god allowing you to channel their strength. You may use Wisdom in place of Strength or Dexterity for the attack and damage rolls of weapons in which you are proficient.

(Multiclass: By taking a level in a class other then the avenger you void the effects of Sacred Covenant)

Spellcasting
By 2nd level Your scripture study and the powers bestowed on you by gods have given you facility with spells. See chapter 10 for the general rules of spellcasting and the end of this document for the avenger spell list.

Spell Slots
The Avenger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Avenger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderous smite, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the Avenger spell list. The Spells Known column of the Avenger table shows when you learn more avenger spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 5th level, for example, you learn a new avenger spell, which can be 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Avenger spells you know and replace it with another spell from the Avenger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your Avenger spells, so 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 Avenger 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

Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your avenger spells.

Blade of Zeal
Starting at 2nd level, whenever you make an attack with advantage, you score a critical hit if both dice rolls have the same roll, unless both rolls are a one. When you score a critical hit in this fashion you deal extra radiant damage equal to your avenger level.

Divine Censure
At 3rd level you may pick either the Censure of Pursuit or the Censure of Retribution, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level, this includes the channel divinity feature.

Channel Divinity
Your censure allows you to channel your god’s power to fuel magical effects. Each Channel Divinity option provided by your censure explains how to use it.
When you use your Channel Divinity, you choose which option to use. 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 your avenger spell save DC.

Sacred Studies
Starting at 3nd level, due to your studies in the forgotten texts of your religion you have become learned in
the languages with which they are written. You learn one language of your choice from the following list, Supernal, Infernal, Sylvan.
In addition you may double your proficiency bonus for any religion check you make.

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.

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

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing armor or wielding a shield.

Defended by Faith
Beginning at 6th level, you can add half of your proficiency bonus, rounded down, to any saving throw in which you are not proficient.

Protected by Wrath
Starting at 10th level. You are immune to being frightened or charmed by your oath of enmity target. If you are frightened or charmed by a creature the effect is ended if you use Oath of Enmity on that creature.

Level 11
Undetermined

Ghost of Vengeance
Starting at 14th level your movement is not affected by non-magical difficult terrain.
In addition you have advantage on saving throws and ability checks against being restrained, slowed, grappled, or paralyzed.

Level 20
Undetermined

Divine Censures

Censure of Pursuit
Your god lets you choose from an expanded list of spells when you learn an avenger spell. The following spells are added to the avenger spell list for you.

Censure of Pursuit expanded spells


Spells Level
Spells


1st
hunter’s mark, longstrider


2nd
levitate, hold person


3rd
blink, clairvoyance


4th
dimension door, locate creature


5th
scrying, hold monster



Channel Divinity
When you take this Censure at 3rd level, you gain the following two Channel Divinity options.
Wings of Faith. As a bonus action you may beseech you god to imbue you with unparalleled speed, for the next minute your speed is doubled.
Visage of the Reaper. As an action on your turn you may present your holy symbol and force your oath of enmity target to roll a Wisdom save, on a failed save it is instilled with dread for one minute. While instilled with dread it must use its movement each turn to move away from you. The target may repeat its wisdom save at the end of each of its turns.

Nowhere to Run
Starting at 7th level, Whenever you successfully hit your oath of enmity target with an opportunity attack you may move up to your speed as part of the reaction, staying adjacent to your target during the move as far as you are able. This movement does not provoke opportunity attacks.

Seething Ire
Starting at 15th level, whenever your oath of enmity target starts its turn adjacent to you it must make a Wisdom saving throw. On a failed save your oath of enmity target takes 1d8 + your Wisdom modifier in Psychic damage.

Level 18
Undetermined


Censure of Retribution
Your god lets you choose from an expanded list of spells when you learn an avenger spell. The following spells are added to the avenger spell list for you.

Censure of Pursuit expanded spells


Spells Level
Spells


1st
armor of Agathys, hellish rebuke


2nd
heat metal, blindness/deafness


3rd
spirit guardians, bestow curse


4th
fire shield, guardian of faith


5th
geas, destructive wave



Channel Divinity
When you take this Censure at 3rd level, you gain the following two Channel Divinity options.
Wrath of the Divine. When a creature hits you with a critical hit you may use your reaction and your channel divinity to force that creature to make a Dexterity saving throw. On a failed save the creature takes radiant damage equal to the critical hit damage, or half as much on a successful one.
River of Life. As an action on your turn you may invoke the protection of your deity, for the next minute you regain Your Constitution modifier + One half your avenger level hit points at the start of each of your turns.

Fury of The Gods
Starting at 7th level you have a pool of Fury Dice, which are d6s, the pool can have in it a number of dice equal to your proficiency modifier. Whenever a creature hits you, you may add one Fury dice to the pool. Whenever you hit your oath of enmity target with a melee attack you may roll any number of Fury dice and add the total roll to the damage of the attack as radiant damage. Any unused fury dice are lost after a short or long rest.
Your Fury dice increase to d8s at 11th level and d10s at 17th level.

Righteous Reckoning
Starting at 15th level whenever your oath of enmity target hits you with an attack may use your reaction to make a single melee attack against your target if it’s within range.

Unstoppable Enmity
At 18th level you may enact an unstoppable Vow of Enmity, this acts as a regular Vow of Enmity except that it forces the marked creature to suffer disadvantage on attack rolls against you for the duration. You regain the use of this feature on a short rest.

Avenger Spells
1st Level
Bane
Compelled Duel
Detect Evil and Good
Dissonant Whispers
Divine Favor
Expeditious Retreat
Searing Smite
Tasha’s Hideous Laughter
Thunderous Smite
Wrathful Smite

2nd Level
Blur
Branding Smite
Darkvision
Enhance Ability
Magic Weapon
Misty Step
See Invisibility

3rd Level
Blinding Smite
Dispel Magic
Fear
Haste
See Invisibility
Slow
Water Walk

4th Level
Banishment
Death Ward
Freedom of Movement
Staggering Smite

5th Level
Banishing Smite
Dispel evil and good
Legend Lore
Passwall

~

Please don't hesitate to point out anything off.

Scarce
2016-05-25, 03:31 AM
Your table is a little confusing right now, since it doesn't really line up with the features you've provided, but that's alright; tables are tough.

Armor of Faith: Most of the base classes which lend some type of AC feature give it as 10 + Dexterity Modifier + Ability Modifier, while you're not wearing any armor. This would probably benefit from conforming to that.

Sacred Covenant is something I take special beef with: replacing Strength and Dexterity with Wisdom for all weapons means that this class is all types of MAD. For this to work, you need to provide incentive for players to take Dex or Strength in addition to Wisdom (rather than letting them realize, perhaps too late, that there's no way they're going to survive combat with 13 AC.)

I'd recommend that you cut Sacred Covenant and change your Oath of Enmity to work only with finesse weapons, like a rogue's sneak attack. That way, players get a huge hint that Dex is the way to build their character.

sajro
2016-05-25, 04:30 AM
I agree with changing unarmored defense.

But Sacred Covenant does not make this class MAD it makes you need 2 stats: Dex and Wis while allowing a wide variety of weapon choices.
Changing the oath to only work with finesse would still have the class rely on wis and Dex but with less weapon choices.

Finesse: Dex for Ac and attacks wis for spells
Sacred Covenant Dex for Ac and wis for attack and spells

Amnoriath
2016-05-25, 06:48 AM
1. This Vow of Enmity is in every way a better version than the Vengeance Paladin's version which comes at level 3 as one of its Channel Divinity options(one per rest). What is really ridiculous is that it has a short rest recharge.
2. Sacred Covenant makes it SAD but not all that interesting. A good half-caster utilizes its casting stat for other purposes to make it unique. Also its restriction just isn't used in 5e
3. The class itself isn't that great in damage consistently. Fury of the Gods though recharge method is way too easy.
4. Slow is a 3rd level spell
5. 5 sub-class levels should be reserved for base classes with either fluiditiy in its strategy or concept. Yours is very specific.

FenrirHatiSkoll
2016-05-25, 07:04 AM
Your table is a little confusing right now, since it doesn't really line up with the features you've provided, but that's alright; tables are tough.

Thanks for pointing that out, it should be good now.



Armor of Faith: Most of the base classes which lend some type of AC feature give it as 10 + Dexterity Modifier + Ability Modifier, while you're not wearing any armor. This would probably benefit from conforming to that.

While it would benefit from the conformity, I'm hesitant to give it 10+Dex+Wis unarmored defense. With it the avenger would make attacks, cast spells, and boost AC all with Wisdom.



Sacred Covenant is something I take special beef with: replacing Strength and Dexterity with Wisdom for all weapons means that this class is all types of MAD. For this to work, you need to provide incentive for players to take Dex or Strength in addition to Wisdom (rather than letting them realize, perhaps too late, that there's no way they're going to survive combat with 13 AC.)

I can't see how this makes it mad, as sajro stated it needs Dex and Wis to work, only two stats which is the norm.

Thanks for all the suggestions.

FenrirHatiSkoll
2016-05-25, 07:26 AM
1. This Vow of Enmity is in every way a better version than the Vengeance Paladin's version which comes at level 3 as one of its Channel Divinity options(one per rest). What is really ridiculous is that it has a short rest recharge.
2. Sacred Covenant makes it SAD but not all that interesting. A good half-caster utilizes its casting stat for other purposes to make it unique. Also its restriction just isn't used in 5e
3. The class itself isn't that great in damage consistently. Fury of the Gods though recharge method is way too easy.
4. Slow is a 3rd level spell
5. 5 sub-class levels should be reserved for base classes with either fluiditiy in its strategy or concept. Yours is very specific.

1. That's almost by design, the vengeance paladin was based off of the 4e avenger so they'ed have similar abilities. But the vengeance paladin is more of a dip into the avenger, like an eldritch knight dips into wizard, gaining similar abilities to a lesser degree. I'll strip the immunities though.

2. It does make it a little SAD yes, but without it it's even more MAD, it would need strength for attacks, dex for Ac, Wis for spellcasting, and Con for Hp, this would spread it's ability points far too thin.

The resriction isn't wanted by me either but needed. Without it any cleric or druid could step up and gain full melee ability. But this isn't to say it diminishes multiclassing either, dipping into avenger would still grant use of Oath of enmity and Armor of faith.

3.I agree here, the way i've changed this from it's last edition it definately lacks in damage. Any suggestions?

4. Nice catch.

5. Changed.

Thanks for all the criticism.

Amnoriath
2016-05-25, 09:17 AM
1. That's almost by design, the vengeance paladin was based off of the 4e avenger so they'ed have similar abilities. But the vengeance paladin is more of a dip into the avenger, like an eldritch knight dips into wizard, gaining similar abilities to a lesser degree. I'll strip the immunities though.

2. It does make it a little SAD yes, but without it it's even more MAD, it would need strength for attacks, dex for Ac, Wis for spellcasting, and Con for Hp, this would spread it's ability points far too thin.

The resriction isn't wanted by me either but needed. Without it any cleric or druid could step up and gain full melee ability. But this isn't to say it diminishes multiclassing either, dipping into avenger would still grant use of Oath of enmity and Armor of faith.

3.I agree here, the way i've changed this from it's last edition it definately lacks in damage. Any suggestions?

4. Nice catch.

5. Changed.

Thanks for all the criticism.
1. Well I wouldn't say it is a dip but a different sort of basis of retribution. The problem with many a 4e classes was that they were primarily designed to fill mechanical niches in a power source. While that is fine for 4e the problem with porting to other editions is how specific they often are. I think you may need to modify it so that the it is a divine agent of observation and enforcement. The main issue I have with it is flat advantage on attack rolls that amount of time a day. The other was controversial enough but at least it proceeded other choices yours doesn't.
2. In the sense you won't likely get 20 in your main stats yes, but not in comparison to others. The ones that are well designed seek to find ways to expand uses for your casting stat.
3. I think you ought to change Vow of Enmity into a sort of challenge in that you add your wisdom modifier to your damage rolls against that target and they have disadvantage on attacks roll to others as long as you can see them and you have attacked them in the previous round. This would be a start. Then perhaps open up actions to ensure more attacks against them and maybe throw in advantage later or when they don't attack you.
4. Also the other thing that bothers me is the potential of 4 5th level spells a rest. The intention of the Warlock was in comparison to full-casters while yours is in comparison to half-casters. While the resource is less the power and choices are considerably more.

Final Hyena
2016-05-25, 10:54 AM
Blade of Zeal
Starting at 2nd level, whenever you make an attack with advantage, you score a critical hit if both dice rolls have the same roll, unless both rolls are a one. When you score a critical hit in this fashion you deal extra radiant damage equal to your avenger level.
I would call it something other than a critical hit or you might get confusion about whether you roll the extra die you normally do on a crit. It could also be read that on rolling 20s with both dice you get the radiant damage but no extra dice.
Zealous Strike, Radiant Flurry, Divine Blow etc.


Protected by Wrath
Starting at 10th levwl. You are immune to being frightened or charmed by your oath of enmity target. If you are frightened or charmed by a creature the effect is ended if you use Oath of Enmity on that creatue.
Level
Creature


Level 11
Undetermined
How about;
Hazardous Enmity
At 11th level you are able to enact a Vow of Enmity without using a charge of oath, however doing so causes you to gain a level of exhaustion when it ends.


Level 20
Undetermined
How about;
Unstoppable Enmity
At 20th level you may enact an unstoppable Vow of Enmity, this acts as a regular Vow of Enmity except that it forces the marked creature to suffer disadvantage on attack rolls against you for the duration. You regain the use of this feature on a short rest.


Wrath of the Divine. When a creature hits you with a critical hit you may use your channel divinity to force that creature to make a Dexterity saving throw. On a failed save the creature takes radiant damage equal to the critical hit damage, or half as much on a successful one.
This is fairly strong, you could at least make it require a reaction.


River of Life. As an action on your turn you may invoke the protection of your deity, for the next minute you regain 2 + Your Constitution modifier (minimum of 1) hit points at the start of each of your turns.
This doesn't scale all that well, maybe healing Constitution modifier + 1/2 your Avenger level
Also check formatting.


Fury of The Gods
Starting at 7th level you have a pool of Fury Dice, which are d6s, the pool can have in it a number of dice equal to your proficiency modifier. Whenever a creature hits you, you may add one Fury dice to the pool. Whenever you hit your oath of enmity target with a melee attack you may roll any number of Fury dice and add the total roll to the damage of the attack as radiant damage. Any unused fury dice are lost after a short or long rest.
Your Fury dice increase to d8s at 11th level and d10s at 17th level.
I would limit this so that you can only gain one Fury Dice a turn and that they are lost after a minute.

JNAProductions
2016-05-25, 11:12 AM
Just a minor note-this is better than a half-caster. It ends with the same slots and spell level as a Warlock, which is a full caster. I'd drop it down to 3 slots at level 4 at the end.

Yakk
2016-05-25, 02:33 PM
The traditional Avenger in 4e was Wis, sub Int or Dex.

Your Oath mechanic lacks the tactical fun of the 4e Oath. The reuse mechanic makes it "nearly unlimited", but adds bookkeeping.

Spells seem tacked on. No unique spells.

The core 4e mechanic was "use a big weapon and prayer to smack someone". The mechanic you use to avoid dipping for "wis as a weapon" is not used in 5e.

I'd be temped to somehow tie "using wis to attack with" to the oath and have its damage somehow not work with other classes ways to do damage.

Like, Oath Strike replaces the attack action, and uses different mechanics.

We could split the Dex/Wis and Int/Wis avengers focus. They both use Oath Strike as their primary damage dealing mechanic.

The Dex avenger makes additional attacks using their finesse weapon. The Int avenger uses magic in addition to their Oath Strike with a large, two-handed weapon. The Str/Wis avenger uses a large, two-handed weapon, and makes additional attacks with it (in addition to their Oath Strike).

We can then align the stats with the 3 4e Avenger builds:

Dex -> Pursuit
Int -> Retribution
Str -> Unity

?

Pursuit gets AC from Dex, mobility, and something to make foes run away. (catch 22)

Retribution gets less AC, but damage mitigation (resistance?). Plus some penalties to ignore them (catch 22)

Unity could get a defensive boost when near allies?

FenrirHatiSkoll
2016-05-25, 07:29 PM
I would call it something other than a critical hit or you might get confusion about whether you roll the extra die you normally do on a crit. It could also be read that on rolling 20s with both dice you get the radiant damage but no extra dice.
Zealous Strike, Radiant Flurry, Divine Blow etc.

It's supposed to be an actual critical hit with an extra little boost. Any suggestions on wording change?


Level
Creature

Wow, well I was writing late at night but still.


How about;
Hazardous Enmity
At 11th level you are able to enact a Vow of Enmity without using a charge of oath, however doing so causes you to gain a level of exhaustion when it ends.

I like it but there should be enough uses at 11 level that they don't need to dip into exhaustion, and a level 11 ability should be something that builds on or works with existing features while also being a powerful ability to boost it up into tier 3, like the paladin's improved divine smite for example.


How about;
Unstoppable Enmity
At 20th level you may enact an unstoppable Vow of Enmity, this acts as a regular Vow of Enmity except that it forces the marked creature to suffer disadvantage on attack rolls against you for the duration. You regain the use of this feature on a short rest.

This I like, though level 20 abilities are generally something that boosts your ability to keep fighting throughout the day. I'll use it for the retribution capstone.


This is fairly strong, you could at least make it require a reaction.
Whoops this was supposed to from the beginning, thanks.


This doesn't scale all that well, maybe healing Constitution modifier + 1/2 your Avenger level Also check formatting.

Yeah, I agree I'll change it. What about the formatting?


I would limit this so that you can only gain one Fury Dice a turn and that they are lost after a minute.

I don't think that's necessary, unless you are getting swarmed or are up against a creature much too strong for you, it's unlikely that you would get any more than 1 per turn anyways. And if your getting swarmed you can only use these dice on your oath target, which will probably die quick and consume a use of your oath. If your up against a creature that's too tough for you, well, there's some other problems.

Thanks for all your help.

Final Hyena
2016-05-25, 08:11 PM
It's supposed to be an actual critical hit with an extra little boost. Any suggestions on wording change?
Blade of Zeal
Starting at 2nd level, whenever you make an attack with advantage, you score a critical hit if both dice rolls have the same roll, unless both rolls are a one. When you score a critical hit in this fashion you deal extra radiant damage equal to your avenger level in addition to the extra dice normally rolled from a critical hit.


Wow, well I was writing late at night but still.
I'm a horrendous speller without a tiredness excuse, if it wasn't for the internet/spell checker I would be royally buggered.


I like it but there should be enough uses at 11 level that they don't need to dip into exhaustion, and a level 11 ability should be something that builds on or works with existing features while also being a powerful ability to boost it up into tier 3, like the paladin's improved divine smite for example.
I know, it wasn't a great suggestion, how about changing your enmity so that you have advantage on one type of saving throw caused by your mark? Then again that likely isn't good enough.
I think the class could use a feature that is a bit different from what it's already doing, maybe;
Adaptable Casting
You may cast an avenger spell as a bonus action rather than an action. The spell is cast as if one slot lower than an avenger would normally cast.


Yeah, I agree I'll change it. What about the formatting?
It used to go onto the next line part way through the sentence, it's fine now.


I don't think that's necessary, unless you are getting swarmed or are up against a creature much too strong for you, it's unlikely that you would get any more than 1 per turn anyways. And if your getting swarmed you can only use these dice on your oath target, which will probably die quick and consume a use of your oath. If your up against a creature that's too tough for you, well, there's some other problems.
The issue is it's very easy for anyone to just gently stab themselves for 1 damage each several times and max out their dice pool. Not to mention that it's far stronger than the other archetypes ability "Nowhere to Run."


Thanks for all your help.
We live to help... That'll be £300.00 please.