My Documents
Become a Patron!
# Rogue: Divine Blade As a member of a church, clergy, cult, or order, you act as a discrete weapon for the will of your deity. Be it infiltrating a rival faith to gather information, or assassinating targets given to you by a higher power, these rogues are utilized by most to complete clandestine work that would otherwise besmirch their faith's good name. ### Theological Training When you choose this archetype at 3rd level, you gain proficiency in the History and Religion skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. ### Weapon of Divinity Starting at 3rd level, you are imbued with a piece of divine power, allowing you to deliver your deity's wrath. When you deal Sneak Attack damage to a creature, you can choose to change all of the damage of that attack to necrotic or radiant damage. ### Aegis of Wrath At 3rd level, whenever you deal necrotic or radiant damage to a creature with your Sneak Attack, you can choose to turn some of that divine fury into a protective barrier for a creature within 30 feet of the original target that you can see. Roll half the number of Sneak Attack dice for your level (round up), and the second creature gains temporary hit points equal to the roll's total. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Divine Guidance At 9th level, you can channel divine magic to get guidance from your deity. You learn the *Guidance* cantrip. Additionally, you learn the *Augury* and *Zone of Truth* spells. Once you've cast one of these spells, you cannot do so again until you finish a long rest. Wisdom is your spellcasting ability for these spells. \columnbreak ### Searing Wrath At 13th level, you can envelop a creature you strike with divine flames. When you deal necrotic or radiant damage to a creature with your Sneak Attack, you can force them to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failure, the creature begins to burn for 1 minute. At the start of each of its turns, the creature suffers necrotic or radiant damage equal to half your Rogue level (round up). The creature can repeat its Constitution saving throw at the end of each of its turns. Once you've used this ability, you cannot do so again until you finish a short or long rest. ### Mark of Death At 17th level, you can sear a divine brand upon a creature, marking it for death by your deity. When you hit a creature with a weapon attack, you can choose to mark it for 1 minute. The mark ends early if the targets dies, you die, or you're incapacitated. Until the mark ends, the target suffers the following effects: - You know its location if it's on the same plane of existence as you, and it gains no benefits against you from hiding or being invisible. - It loses resistance and/or immunity to necrotic and radiant damage. - Attack rolls against it score a critical hit on a roll of 19 or 20. - The first time each turn that it takes damage from an attack or spell, it suffers an additional 2d6 necrotic or radiant damage. At the end of each of the marked creature's turns, it can make a Charisma saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier), ending the mark on a success. Once you've used this feature, you cannot do so again until you finish a long rest.