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## Sanctified Shadow Rogue Whether it be that you went to an extraplanar for the next step or simply a divine practitioner who took up a more direct approach, you lean on slightly more than just yourself to deal with problems. With that otherwordly presence at your back, you sling curses interspersed with slashes and stabs. Your link to the divine can come from any deity, but is almost always a creature of some sort, rather than the domain that they rule over. A Divine Rogue is best suited up close with the enemy, treading the fine line between being effective and attracting unwanted attention. ##### Subclass Features | Level | Features | |:----:|:-------------| | 3rd | Theurgic Connection, Otherworldly Curse | | 9th | Fealty | | 13th | Otherwordly Meddling | | 17th | Command of Repentence | ### Theurgic Connection When you choose this archetype at 3rd level, you begin to foster a link to divine powers. When you deal sneak attack damage, you can change the damage type of your sneak attack. The damage type is necrotic or radiant; you choose the type of damage when you gain this feature. Additionaly, whenever you score a critical hit against an undead or fiend, you can roll an extra 1d6 necrotic or radiant damage (the same type as you chose for sneak attack damage) and add it to the extra damage of the critical hit. This increases by 1d6 at 9th, 13th and 17th level. ### Otherworldly Curse Also at 3rd level, the link to a higher power you now foster channels through you. **Otherworldly Curses:** You learn three Otherworldly Curses of your choice, which are listed under "Otherworldly Curses" below. You can only use one of these abilities when you deal sneak attack damage on a melee weapon attack against a hostile creature, and only once per turn. You learn one additional Otherworldly Curse of your choice at 9th, 13th and 17th level. Each time you learn a new Otherworldly Curse, you can also replace one Otherworldly Curse you know with a different one. You can only learn a Curse that you have enough sneak attack dice to fuel. **Sneak Attack:** To fuel any given Curse, you must sacrifice sneak attack dice. When you apply a Otherworldly Curse, reduce the number of dice rolled by an amount specified in the Curse. If you do not have enough dice to remove, you cannot use a Otherworldly Curse. If you score a critical hit, you remove dice from the pool before they are doubled. **Saving Throws:** Some of your Otherworldly Curses require your targets to make a saving throw to resist its effect. The saving throw DC is calculated as follows: **Otherworldly Curse Save DC** = 8 + your proficiency bonus + your Wisdom modifier. \columnbreak ### Fealty Upon reaching 9th level, you gain advantage on saving throws against charm and frighten effects and you gain immunity to disease. Also, you can cast *protection from evil and good*, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for this spell. Finally, if you start your turn within your reach of an enemy, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. ### Otherwordly Meddling Begining at 13th level, you can call upon your deity to intervene. Doing so requires you to use your bonus action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your rogue level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell of a level equal to or lower than your Wisdom modifier would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required. ### Command of Repentence At 17th level, your presence is enough to sway the fortitude of enemies. If you start your turn within your reach of an enemy, the first time you force them to make a saving throw from one of your Curses, they make it with disadvantage. This lasts until the start of your next turn. ## Otherworldly Curses These curses are presented in ascending order of number of sneak attack dice they cost. #### Cause fear (1 die) The target must make a wisdom saving throw or be frightened of you until the end of your next turn. This has no effect on constructs or undead. #### Prone (1 die) The target must make a strength saving throw or be knocked prone. #### Guiding Strike (1 die) The next attack roll made against this target before the end of your next turn has advantage. #### Compelled duel (2 dice) The creature must succeed on a wisdom saving throw or have disadvantage to attack any creatures other than you until the end of your next turn. This also ends if you go more than 30ft away from the enemy. \pagebreak #### Radiant Sensor (2 dice) Until the end of your next turn, the target can't benefit from invisibility and has disadvantage on Dexterity (Steath) checks. In addition, any creature that is blinded by means other than heavy obscurement can perceive the creature if it would be within their normal vision. #### Sanctuary (2 dice) If the target targets you with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This doesn't protect you from area effects, such as the explosion of a fireball. This lasts until the end of your next turn, you make an attack or cast a harmful spell. #### Bane (3 dice) The target must make a charisma saving throw. If they fail this saving throw, they are affected by the Bane spell until the end of your next turn. #### Blinding (3 dice) The target must make a constitution saving throw or be blinded until the end of your next turn. #### Brand of Judgement (3 dice) The next time the target hits with an attack before the end of their next turn, they take radiant or necrotic damage (whichever type you chose for Theurgic Connection) equal to half of the damage that they did with that attack, to a maximum of twice your Rogue level. #### Hold Person (3 dice) If the target is a humanoid, they must succeed on a wisdom saving throw or be paralyzed until the end of the target's next turn. #### Anchoring Aura (4 dice) Until the start of your next turn, if the target attempts to teleport, they must succeed on a Charisma saving throw or fail to teleport. #### Sequestering Strike (4 dice) The target must succeed on a Charisma saving throw or be teleported up to 20 feet away. You then immediately teleport to a space adjacent to them. #### Winds of the Astral Sea (4 dice) You teleport 40 feet to an unoccupied space you can see. #### Lifesteal (5 dice) You regain hit points equal to half the damage dealt by your attack after this curse is applied to a damage roll. #### Reactive Interference (5 dice) Before the start of your next turn, when you see the target attempt to take a reaction whist within your melee range, you can use your reaction to make an attack roll against them. On a hit, the target takes no damage, but the creature's reaction fails and has no effect. \columnbreak #### Twin Step (6 dice) Immediately after you attack, you teleport up to 30 feet to a space you can see. Before the start of your next turn, you can use your reaction to teleport to a space adjacent to the creature you used this curse on. If there is no valid space when you use this reaction, you take 2d10 force damage and are not teleported. #### Martyr's Smite (7 dice) Once before the end of your next turn, when the target makes a damage roll, you can use your reaction to roll 7d6 and subtract it from the roll. This can be done after seeing the roll, but before the creature deals its damage. #### Reverse Gravity (7 dice) If the creature is not somehow anchored to the ground, it falls upwards 20 feet where it floats. The target can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. At the end of your next turn, it falls back down. If some solid object (such as a ceiling) is encountered in this fall, Falling Objects and creatures strike it just as they would during a normal downward fall. #### Hold Monster (8 dice) If the target is not an undead, they must succeed on a wisdom saving throw or be paralyzed until the end of the target's next turn. #### Scatter to the Astral Winds (8 dice) Each creature of your choice except for you and the target within 20 feet of you is teleported to a different space within 40 feet of you that you can see. An unwilling creature must succeed on a Wisdom saving throw to resist being teleported.
> #### Artist > Kekai Kotaki