TEXT: Avenger
  An elf strides through a forest after dark, hood drawn and
  weapon ready, and lays his eyes upon his target. Muttering a
  prayer to the Raven Queen all blurs around him, only the
  necromancer remains in focus. As he moves and fights his
  actions aren't his own, but are instead guided by the dark
  Queen herself.
  Dressed in naught but darkened robes the woman peers
  from atop a tree out over the orcish encampment, looking for
  the one responsible for the tragedy those long years ago. The
  orc notices something moving through the leaves and tries to
  run, but its too late. He's been marked and now there's no
  place left to hide.
  An axe bites deep into the flesh of a dwarf, but the pain
  only strengthens his resolve. He turns to the man
  responsible, a bandit involved in the attack on the nearby
  town. With righteous fury burning in his eyes, he raises his
  hammer high and shouts the name of Moradin before
  bringing it down in blinding flash of holy vengeance.
  Avengers are as diverse as the gods they serve, but it is
  their wrath that unites them. Whether sworn to forever
  pursue those who would run from their god, or to seek
  retribution for wrongs done to the church an avenger is
  driven by a sense of divine fury.
  Forgotten Rites
  Hidden from the rest of the world, in temples or monasteries
  secret covenants meet to train their initiates in traditions
  long forgotten, or forbidden, by the rest of their church.
  Those who complete this training are avengers, deadly
  avatars of their god's wrath.
  Avengers spend their years of training studying ancient and
  long forgotten texts of their religions and memorizing sacred
  prayers which they recite in the midst of battle. At the zenith
  of their training an avenger goes through a ceremony of
  investiture which ultimately culminates in a manifestation of
  their deity.
  With their investiture complete an avenger is granted the
  ability to wield divine power, channeling their god's essence
  to create magical effects or to increase their prowess in
  battle. By doing so they honor their god and bring an end to
  any who would oppose them.
  Justice and Exaltation
  Not many know of the orders which train these esoteric
  warriors, or why they would choose to live their entire lives in
  service to a single deity. Few priests of even the most vengeful
  of gods have ever heard of the avengers that worship besides
  them, the groups which recruit and train these avengers are
  secretive and deal with those who would spill their secrets in
  their own fashion. Even fewer are the recruits that make it to
  their investiture, either passing on the way or being silenced
  due to a slip in tongue.
  After the completion of their training, far fewer then are the
  avengers who do not take to the adventuring life. None are
  the treacherous beings who will turn themselves into the
  church, and so it is the avengers duty to seek out these
  individuals and bring the wrath of their god to them.
  1
  AVENGER
  
  Creating an Avenger
  As you create your avenger think about the reasons that
  drove you to become a holy warrior and undergo the hellish
  training that led to your divine powers. Did you spend your
  years mourning the loss of a loved one until a group reached
  out and offered the ability to right that wrong? Do you belong
  to a race in which every member shares a special connection
  to a certain god or deity? Or were you a simple farmer until
  tragedy struck and a voice in the back of your mind told you
  of somewhere you can go to prepare for the fight ahead?
  One of the most important parts of your avenger is the god
  you worship, appendix B in the Player's Handbook lists the
  deities worshiped by avengers across the multiverse. While
  any god could have an avenger in their service it is more
  likely that a vengeful god or one who presides over war or
  death would have more avengers in their service, some such
  gods include: Bane, Kelemvor, Torm, Erythnul, Nerull,
  Sargonnas, The Raven Queen, Ares, Bast, and Hel.
  Next consider why your avenger is adventuring. Did you
  catch wind of a man in a distant land who has done wrong by
  your god? Did one of your god's long time priests renounce
  his religion and run from the church? Does your god seek the
  extermination of a particular type of creature? Perhaps you
  are out for revenge against a certain individual or group that
  has left a dark mark on your past.
  Quick Build
  You can make an avenger quickly by following these
  suggestions. First, Wisdom should be your highest ability
  score, followed by Dexterity or Constitution. 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 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapon, martial weapons
  Tools: None
  Saving Throws: Wisdom, Charisma
  Skills: Choose two from Acrobatics, Athletics, Insight,
  Intimidation, Medicine, Perception, Religion, and Stealth
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) a martial weapon or (b) two simple weapons
  (a) an explorer's pack or (b) a priest's pack
  Robes and a holy symbol
  The Avenger
  Level
  Proficiency
  Bonus
  Features
  Rituals
  Known
  Ritual
  Level
  1st
  +2
  Armor of Faith, Holy
  Warrior
  -
  -
  2nd
  +2
  Oath of Enmity, Ritual
  Casting, Sacred Studies
  3
  1st
  3rd
  +2
  Divine Censure, Channel
  Divinity
  3
  1st
  4th
  +2
  Ability Score
  Improvement
  3
  1st
  5th
  +3
  Extra Attack
  4
  2nd
  6th
  +3
  Blade of Zeal
  4
  2nd
  7th
  +3
  Censure Feature,
  Defended by Faith
  4
  2nd
  8th
  +3
  Ability Score
  Improvement
  5
  2nd
  9th
  +4
  Improved Ritual Casting
  5
  3rd
  10th
  +4
  True Conviction
  5
  3rd
  11th
  +4
  Improved Oath of
  Enmity, Wrath of the
  Divine
  6
  3rd
  12th
  +4
  Ability Score
  Improvement
  6
  3rd
  13th
  +5
  Aegis of Belief
  6
  4th
  14th
  +5
  Censure Feature
  7
  4th
  15th
  +5
  Eyes of the Inquisitor
  7
  4th
  16th
  +5
  Ability Score
  Improvement
  7
  4th
  17th
  +6
  Ardent Fury
  8
  5th
  18th
  +6
  Censure Feature
  8
  5th
  19th
  +6
  Ability Score
  Improvement
  8
  5th
  20th
  +6
  Spirit of Vengeance
  8
  5th
  Armor of Faith
  When you are not wearing any armor, your Armor Class
  equals 13 + your Dexterity modifier You can use a shield and
  still gain this benefit.
  Holy Warrior
  You wield heavy weapons with an ease and grace that
  terrifies your foes. You can use your Wisdom modifier,
  instead of Strength or Dexterity, for the attack and damage
  rolls of all melee weapons.
  2
  AVENGER
  
  Oath Of Enmity
  Starting at 2nd level, you can use a bonus action on your turn
  to swear an oath against a creature you can see within 30
  feet. For the next minute, as long as that creature is the only
  hostile creature within 5 feet of you, you gain advantage on
  all melee weapon attack rolls against that creature. This
  ability ends immediately if you reduce the creature to 0 hit
  points, or use it again to target a new creature.
  You may use this feature a number of times equal to half
  your levels in the avenger class + your Wisdom modifier (a
  minimum of once). You regain any expended uses when you
  finish a long rest.
  Starting at 11th level, You maintain advantage against your
  Oath of Enmity target even if there are other hostile creatures
  within 5 of you.
  Starting at 17th level, no effect (such as disadvantage) can
  cause you to lose advantage against your Oath of Enmity
  target.
  Ritual Casting
  When you reach 2nd level, your time training has taught you a
  number of spells that you can cast as rituals. See chapter 10
  of the Player's Handbook for the general rules of spellcasting
  and this document for the avenger spell list.
  Rituals Known of 1st Level and Higher
  You know three 1st-level spells of your choice from the
  avenger spell list.
  The Rituals Known column of the Avenger table shows
  when you learn more avenger spells of your choice. Each of
  these spells must be of a level for which you have access to.
  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 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 access to.
  Wisdom is your spellcasting ability for these spells.
  Spellcasting Focus
  You can use a holy symbol (found in chapter 5 of the Player's
  Handbook) as a spellcasting focus for your avenger spells.
  Sacred Studies
  At 2nd level, you gain proficiency in the Religion skill. If you
  are already proficient in it, you gain proficiency in one of the
  following skills of your choice: Insight, Intimidation,
  Medicine, or Perception. Your proficiency bonus is doubled
  for any ability check you make that uses Religion. You receive
  this benefit regardless of the skill proficiency you gain from
  this feature.
  In addition, your study of esoteric texts has required you to
  learn some unusual languages. You learn your choice of two
  of the following languages: Abyssal, Celestial, Infernal,
  Primordial or Sylvan.
  Divine Censure
  At 3rd level, you choose a censure: the Censure of Pursuit,
  the Censure of Retribution, or the Censure of Unity. Each
  censure is detailed at the end of the class description. Your
  choice grants you features at 3rd level and again at 7th, 14th,
  and 18th level.
  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: Abjure Undead and
  Divine Guidance. 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.
  Abjure Undead
  As an action, you present your holy symbol and speak a
  prayer condemning the undead. Each undead that can see or
  hear you within 30 feet of you must succeed on a Wisdom
  saving throw (DC equal to 8+your proficiency bonus+your
  Wisdom modifier) or take 3d8 radiant damage and be pulled
  10 feet in a straight line towards you. A creature that
  succeeds on the saving throw takes half damage and is not
  moved.
  Divine Guidance
  As a reaction, when a creature within 30 feet of you makes an
  attack roll you can raise your holy symbol and shout out a
  blessing to grant that creature advantage on the attack roll.
  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.
  Blade of Zeal
  Starting at 6th level, whenever you make an attack roll with
  advantage, you score a critical hit if both dice show the same
  result except if both results are a 1.
  Defended by Faith
  Starting at 7th level, you can add half of your proficiency
  bonus, rounded up, to any saving throw that doesn't already
  include your proficiency bonus.
  Improved Ritual Casting
  At 9th level, your mastery of divine rituals allows you to cast
  them much faster than normal. The total casting time for any
  of your avenger rituals is considered to be only 1 minute.
  3
  AVENGER
  
  True Conviction
  Starting at 10th level, you can't be charmed or frightened.
  Your devotion to your god outweighs all other motivations
  Wrath of the Divine
  Starting at 11th level, whenever you score a critical hit
  against a creature you may immediately make a single melee
  weapon attack against that creature.
  Aegis of Belief
  At 13th level, while your Oath of Enmity feature is active, you
  are considered to be behind half cover by all creatures other
  than your Oath of Enmity target.
  Eyes of the Inquisitor
  At 15th level, you gain ability to see invisible creatures and
  objects as well as perceive the original form of a
  shapechanger or a creature that is transformed by magic.
  Ardent Fury
  Starting at 17th level, whenever you roll the maximum result
  for a damage die on a melee attack, you may roll the die again
  and add the new result to the attack as radiant damage.
  Spirit of Vengeance
  At 20th level, your holy wrath know no limit. You can use your
  Oath of Enmity feature an unlimited number of times.
  Additionally, when you deal damage to the target of your Oath
  of Enmity feature you ignore any damage resistances it has. If
  it would be immune to a damage type you deal, it takes half
  damage instead.
  Divine Censures
  A censure binds an Avenger to a set of goals and purposes,
  upon reaching 3rd level an avenger picks its censure and
  decides its path. Whether bound to pursue those who would
  run, provide retribution for wrongdoings done, or to unite
  allies against enemies an avenger serves and honors their
  god through their censure.
  Censure of Pursuit
  Your target may run, they may hide, but you will find them, no
  place is safe for your foe and no armor will stay your blade.
  With methodical devastation you pursue any who would run.
  By training yourself in the censure of pursuit you master
  abilities that assist you in finding and executing. None shall
  escape your god.
  Bond of Pursuit
  Your presence alone unsettles those you seek, those who
  don't run suffer for their arrogance
  Starting at 3rd level, when your Oath of Enmity target
  starts its turn within 5 feet of you it takes 1d8 psychic
  damage.
  Righteous March
  At 3rd level, while traveling in a group, you may travel for up
  to 12 hours a day before having to roll for Forced March.
  Boundless Pursuit
  Starting at 7th level, when a creature moves out of your
  reach, you may use your reaction to move up to your speed
  towards that creature and make a melee attack if it is within
  range. This movement doesn't provoke opportunity attacks.
  Unyielding Seeker
  Starting at 14th level, you have advantage on all Wisdom
  (Survival) checks made to track creatures.
  In addition, whenever you make a Wisdom (Survival) check
  to track a creature that was once the target of your Oath of
  Enmity feature, you can treat a d20 roll of 19 or lower as a
  20.
  Executioner's Step
  At 18th level, the range of your Oath of Enmity feature
  extends to 120 feet.
  In addition, when you use your Oath of Enmity feature you
  can teleport to an empty space adjacent to your Oath of
  Enmity target. Once you use this feature you can't do so again
  until you finish a short or long rest.
  Censure of Retribution
  The world over which your deity presides follows strict laws,
  laws of balance, ones you seek to maintain. And thus it is that
  any who would strike out against their chosen agents would
  receive punishment in kind, any who seek to undo their
  champion will face the same. The censure of retribution
  focuses on abilities that hinder your foes and deal immediate
  retribution for wrongs done. No act against your god will go
  unpunished.
  Bond of Retribution
  Starting at 3rd level, when you use your Oath of Enmity
  feature, you may force your Oath of Enmity target to roll a
  Wisdom saving throw (DC equal to 8+your proficiency
  bonus+your Wisdom modifier) on a failure your Oath of
  Enmity target gains disadvantage on attack rolls that do not
  include you as the target for one minute.
  On a successful save, the target isn't affected, and you can't
  use this feature against it again for 24 hours.
  4
  AVENGER
  
  Confession
  Starting at 3rd level, your training has given you the ability to
  read a person and take a guess as to their misdeeds. If you
  speak to a humanoid for at least 1 minute you can attempt to
  uncover the creature's past sins. At the end of the
  conversation the creature makes a Charisma (Deception)
  check contested by your Wisdom (Insight) check. On a failure
  you learn of any wrongdoings that creature has committed
  within the past 10 days as determined by your DM. You learn
  only the types wrongdoings committed but no further
  information.
  On a success, you learn no information out of the usual and
  the creature is aware of your intent to uncover its secrets.
  Reckoning
  Starting at 7th level you have a pool of Fury dice, which are
  d6s. You may have a number of dice in your pool up to your
  wisdom modifier (minimum of 1). Whenever your Oath of
  Enmity target hits you with an attack you can add a fury die
  to your pool. When you hit your Oath of Enmity target with a
  melee attack you may expend any number of Fury dice and
  add them to the attack as radiant damage.
  Any unspent Fury dice are lost when you finish a short or
  long rest.
  Wrath's Reward
  Starting at 14th level, when you reduce a creature under the
  effect of your Oath of Enmity feature to 0 hit points you may
  expend a hit die to regain hit points equal to the hit die + your
  avenger level.
  Once you use this feature you can't do so again until you
  finish a short or long rest.
  Retaliation
  Starting at 18th level, when you take damage from a creature
  that is within 5 feet of you, you can use your reaction to make
  a melee weapon attack against that creature.
  Censure of Unity
  There are many who go about unaware of the gods above
  them and of their purpose to serve them, as one sworn to the
  censure of unity you devote your life to shepherding these
  lost lambs and uniting them in combat against your foes. As
  one who swears the censure of unity you learn abilities to
  bolster your allies and guide them to victory. No servant of
  your god shall ever fight alone.
  Bond of Unity
  Starting at 3rd level, when you activate your Oath of Enmity
  feature, you may choose one creature other than yourself
  within 60 feet of you who can hear you. The first time that
  creature hits your Oath of Enmity target with a weapon
  attack before the start of your next turn, that creature gains
  temporary hit points equal to your avenger level + your
  Wisdom modifier.
  Small Blessings
  At level 7, you gain the Guidance, Light, and Mending
  cantrips. Wisdom is your spellcasting ability for these spells.
  No Mercy
  Starting at 7th level, when a creature other than yourself
  scores a critical hit against any creature within 5 feet of you
  that is hostile to you, you may use your reaction to make one
  melee weapon attack against that creature.
  Soothe Affliction
  Minor injuries and afflictions can not be allowed to stop god's
  chosen few.
  At 14th level you gain the ability to free a creature from its
  debilitating effects. As an action you may a touch a willing
  creature to end one disease or condition afflicting it. The
  condition can be blinded, charmed, deafened, frightened,
  paralyzed, or poisoned.
  You may use this feature a number of times equal to your
  Wisdom modifier. You regain any expended uses when you
  finish a long rest.
  As One
  Starting at 18th level, while your Oath of Enmity feature is
  active, while you are within 5 feet of your Oath of Enmity
  target your friends have advantage on attack rolls against
  your Oath of Enmity target.
  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.
  5
  AVENGER
  
  Avenger Spells
  1st Level
  Alarm
  Ceremony
  Covenant @
  Comprehend Languages
  Detect Magic
  Detect Poison and Disease
  Identify
  Purify Food and Drink
  Seek Refuge@
  2nd Level
  Augury
  Bring to Light @
  Erase from Memory @
  Gentle Repose
  Iron Vigil @
  Sanctify Weapon
  Silence
  3rd Level
  Feign Death
  Greater Ceremony @
  Phantom Steed
  Rebuff the Wicked @
  Water Breathing
  Water Walk
  4th Level
  Binding @
  Divination
  Endure Elements @
  Protect Thoughts @
  5th Level
  Commune
  Contact Other Plane
  Greater Phantom Steed @
  Seal the Grave @
  Binding
  4th-level transmutation (ritual)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a silver lockbox worth at least 150 gp
  which the spell consumes)
  Duration: 10 days
  You touch an object no larger than a 5-foot cube and chose
  one of the following modes which applies for the duration of
  the spell.
  When you cast the spell, you can designate creatures that
  aren't affected by this spell.
  Gravity. Magic ties this object stronger to the forces of
  gravity. Any creature that attempts to move this object finds
  that it weighs 100 times its normal weight.
  Heat. The object glows white hot in response to a
  creature's touch. Any creature in physical contact with the
  object takes 2d8 fire damage at the start of each of their
  turns.
  Exhaustion. The object saps the energy of the being
  holding it. Any creature in physical contact with the object
  suffers two levels of exhaustion.
  Covenant
  1st-level divination (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (A length of rope or chain)
  Duration: Until dispelled
  You touch two or more creatures and bind them to a
  promise, whether it's a simple statement or an extensive legal
  document. The targets of this spell must be within 10 feet of
  you throughout the casting.
  If a creature fails to uphold their end of the deal, or breaks
  the promise the other targets of this spell are immediately
  alerted mentally at which point this spell ends. A creature
  alerted this way only knows that the deal was broken, but
  nothing else.
  Endure Elements
  2nd-level abjuration (ritual)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a bit of fur from an artic creature and
  a scale from a desert lizard)
  Duration: 8 hours
  You touch a willing creature and protect them from the
  effects of extreme weather for the duration. A creature under
  the effect of this spell is protected from Extreme Cold,
  Extreme Heat, a as described in chapter 5 of the Dungeon
  Master's Guide.
  Erase from Memory
  2nd-level enchantment (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (an ivory or jade mask worth at least
  100 gp)
  Duration: Concentration, up to 1 hour
  For the duration of the spell magic protects you from the
  witness of other creatures. Creatures interact with you
  normally while under the effects of this spell but upon leaving
  you (or vice versa) they find they cannot remember your
  physical appearance and have disadvantage on any checks
  made to recall further information about you.
  Greater Ceremony
  3rd-level abjuration (ritual)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (250 gp worth of powdered silver,
  which the spell consumes)
  Duration: Instantaneous
  6
  AVENGER
  
  You perform an immaculate religious ceremony that is
  infused with great magic. When you cast the spell, choose
  one of the following rites, the target of which must be within
  10 feet of you throughout the casting.
  Atonement. You touch one willing creature whose
  alignment has changed and restore it to its original
  alignment.
  Bless Water. You touch up to one gallon of water and
  cause it to become holy water.
  Coming of Age. You touch one humanoid who is a young
  adult. For the next 7 days, the target has advantage on ability
  checks. A creature can benefit from this rite only once.
  Dedication. You touch one humanoid who wishes to be
  dedicated to your god's service. For the next 7 days, the target
  has advantage on saving throws. A creature can benefit from
  this rite only once.
  Funeral Rite. You touch one corpse, and for the next year,
  the target can't become undead by any means short of a wish
  spell.
  Wedding. You touch adult humanoids willing to be bonded
  together in marriage. For the next 30 days, each target gains
  a +2 bonus to AC while they are within 30 feet of each other.
  A creature can benefit from this rite again only if widowed.
  Greater Phantom Steed
  4th-level illusion (ritual)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (the jawbone of a horse)
  Duration: 24 hours
  A Large quasi-real, horselike creature appears on the
  ground in an unoccupied space of your choice within range.
  You decide the creature's appearance, but it is equipped with
  a saddle, bit, and bridle. Any of the equipment created by the
  spell vanishes in a puff of smoke if it is carried more than 10
  feet away from the steed.
  For the duration, you or a creature you choose can ride the
  steed. The creature uses the statistics for a pegasus, except it
  has a speed of 100 feet, a flying speed of 120 feet, and can
  travel 12 miles in an hour, or 16 miles at a fast pace. When
  the spell ends, the steed gradually fades, giving the rider 1
  minute to dismount. The spell ends if you use an action to
  dismiss it or if the steed takes any damage.
  Iron Vigil
  2nd-level transmutation (ritual)
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (a rooster's feather)
  Duration: Concentration, up to 8 hours
  You create a magic circle with a 15-foot-radius, as long as
  you remain within the circle for the duration you don't need
  food, water, or sleep, and can gain the benefits of a long rest if
  you spend all 8 hours performing light activity like praying,
  reading, or keeping watch.
  Protect Thoughts
  4th-level abjuration (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a polished mirror)
  Duration: 8 hours
  For the duration of the spell your thoughts can't be read by
  telepathy or other means unless you allow it. Anyone who
  attempts to read your mind sees and hears only static.
  Rebuff the Wicked
  3rd-level abjuration (ritual)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (a miniature silver shield, worth at
  least 50 gp)
  Duration: 8 hours
  You touch up to 5 creatures and choose one of the
  following creature type: celestial, fey, fiend, or undead.
  For the duration of the spell whenever a creature of the
  selected type makes an attack roll against a creature targeted
  by this spell the creature must roll a d4 and subtract the
  number rolled from the attack roll.
  Sanctify Weapon
  2nd-level transmutation (ritual)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a vial of holy water, which the spell
  consumes)
  Duration: 24 hours
  You touch a nonmagical weapon. Until the spell ends, that
  weapon counts as magical for the purpose of overcoming
  resistance and immunity to nonmagical attacks and damage.
  Seal the Grave
  4th-level abjuration (ritual)
  Casting Time: 1 hour
  Range: 150 feet
  Components: V, S, M (a jeweled locket worth at least 300 gp
  and an iron nail which is driven through the locket)
  Duration: Instantaneous
  You consecrate an area against the effects of necromancy.
  Choose a point within range, for the next 24 hours all corpses
  in a 100-foot radius centered on that point can't become
  undead by any means short of a wish spell.
  Casting this spell on the same spot every day for a year
  makes this effect permanent.
  Seek Refuge
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a dove's feather)
  Duration: Instantaneous
  You sense the distance and direction to the nearest place
  that has been consecrated or desecrated, as with the hallow
  spell, as long as that place is within 10 miles of you.
  7
  AVENGER
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Avenger update.pdf