Covenant of Vengeance

Covenant of Vengeance

During the war against the primordials, Moradin and Kord worked together to forge Guldarak, “the God Hammer.” They crafted the hammer out of raw thunder and bound its handle with rings of lightning. Moradin was the first to wield the hammer, taking it into the Great Dismal Delve in the heart of the Elemental Chaos. Moradin used the God Hammer to shatter the stone that protected the primordial Zurtharak, who was called the Vein of Iron for the way he burrowed and twisted through solid stone. With Kord and Bahamut at his side, Moradin then used the hammer to shatter the primordial’s body.   Several other gods wielded Guldarak during the war, and the hammer became a symbol of divine vengeance. Each time the primordials scored a victory against the gods, a god lay a hand on Guldarak, swore an oath of vengeance, and then took up the hammer and carried out that oath.   Like Guldarak, you are an instrument of divine vengeance, wielding thunder to smite your god’s foes. Thunder wards your allies and dazes your enemies, and can even teleport your allies to your side.  

Channel Divinity: Lingering Rebuke

As a reaction when you are dealt damage, you curse all creatures of your choice within 30 feet of you. Each target makes a Wisdom saving throw. For 1 minute, any creature that failed takes 1d6 + your spellcasting modifier radiant damage any time they deal damage to or miss you or an ally within 30 of you with an attack.  

Warrior of the Heavens

Also at 1st level, you gain an additional hit point, and gain another any time you gain a level in this class. In addition, you gain proficiency with martial melee weapons.  

Enduring Castigation

Beginning when you reach 6th level, while you have more than half your hit points, each creature of your choice within 30 feet of you takes a -2 penalty to saving throws. If that saving throw is against ongoing damage, it is a -3 instead.  

Penance

Starting when you reach 8th level, any time you score a critical hit with a melee weapon attack or a spell attack, the target is stunned until the end of your next turn.  

Warding Thunder

Beginning at 17th level, you have the booming power of the God Hammer surrounding you. Whenever a creature hits you with an attack from within 30 feet of you, you can use a reaction to force that creature to make a Dexterity saving throw. On a failure, the target takes 2d8 thunder damage and is stunned until the beginning of its next turn.

Comments

Please Login in order to comment!