Rogue - Purifier Archetype

by KibblesTasty

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Rogue Archetypes











Purifier

Not all priests are clerics. Not all problems can be solved by prayer and preaching. Sometimes a more subtle touch is needed to steer the world as the faith dictates, and that is the roll of a Purifier. A blade in the night that commits the lesser evil for the greater good, or a quick end to someone that sniffed too close the Cult of Vecna's business, both could be the work of these divinely guided rogues.

Good is not nice, evil is not stupid. Whatever the organization or god a Purifier serves, it is one that understands the practical nature of the world. Spying, stealing, extracting information, purging the heretics... they have many tasks before them, and complete them with a grim determination.

A Purifier is almost always lawful following an organizational code with zealous focus, but the laws they follow may or may not have any relation to the laws of the land they are in.

Naming Convention: Inquisitor?

This archetype shares a lot of conceptual space with what many entries in the genre would call an "Inquisitor", but there already exists the "Inquisitive" rogue that lacks the divine backing present here, and having two archetypes with such similar names would ultimately cause confusion..

Purification

Starting at 3rd level, when you deal damage with your Sneak Attack, you can choose to deal the extra damage as Radiant damage.

Church Militant

When you choose this archetype at 3rd level, you gain proficiency with the religion skill and martial weapons. Your proficiency bonus is doubled for Intelligence (Religion) checks.

Path of Faith

Starting at 9th level, you have mastered the darkness that your foes lurk in. Your Wisdom (Perception) is not effected by dim light.

Additionally, you learn the spell guidance.

Sanctification

At 13th, you learn the spells protection from good & evil, divine favor, and shield of faith. You can cast these spells without consuming a spell lot a number of times equal to your Wisdom modifier (combining all uses of these spells). You regain all uses after completing a long rest.

Additionally, during a short or long rest, you can create one use of Holy Water from normal water without any additional components by reciting a ten minute ritual.

Condemnation

Starting at 17th level, you can use the bonus action granted by your Cunning Action to instill supernatural dread in a foe you can see. They must make a Wisdom saving throw against 8 + your wisdom modifier + your proficiency, or become frightened of you. They make the save with disadvantage if they don't know where you are. A creature frightened may repeat the saving throw at the end of each of their turns.

While a creature is frightened of you, you have advantage on attacks against that creature.

Once a creature passes a save against this effect, they are immune to this effect for 24 hours.

Art Credits:

  • Holy Symbol, Wizards of the Coast
  • Subclass Art, Paizo.

Supported By

Creation is made possible by generous patrons:

  • Ara Enzeru
  • Austin Fox
  • Corgi B.
  • David Ramero
  • Spenser Birney

...and many more!

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