Base Class: Rogue
Deities and churches may need the services of a roguish type to monitor enemies, retrieve relics, or eliminate traitors. For this task, many faiths rely on the services of the Divine Executor. Often confused with a divine executioner, the executor is not a mere assassin (though that role is occasionally needed and filled by the executor) the executor takes on any task to benefit his god no matter how dishonorable or distasteful it may seem to others. With the silent backing of a deity, and a great deal of diligence and patience, the Divine Executor can accomplish any task demanded by the faithful.
SPELLCASTING
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips. You learn three cantrips: Guidance and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice
at 10th level.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Preparing and Casting Spells. During a short or long rest, you must prepare your spells, selecting a number of spells up to half your rogue level plus your Wisdom modifier (minimum 2 spells) from the cleric list, and spending one minute in prayer per spell-level for each spell prepared. The Divine Executor must be adaptable and may change prepared spells on a short rest, but only regains spell-slots on a long rest.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC ~ 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier ~ your proficiency bonus + your Wisdom modifier
Covert Guidance
The Divine Executor makes a simple but silent gesture, or whispers the briefest prayer, to call upon the deity's blessing in a time of need, often as a force of habit before attempting a difficult task. When you take this subclass at 3rd level, you learn the Guidance cantrip and can cast it as a bonus action with yourself as the target. This may be cast with either a verbal component or somatic component only - a brief gesture or a whispered prayer - so as not to be counterproductive to stealthy activities.
Divine Protection
At 9th level, exposure to divine energies has inured you against some of their effects, as much so as the children of the celestials. You gain resistance to Necrotic and Radiant damage.
Relic Retriever
Beginning at 13th level, whenever a member of your faith casts Locate Object upon you, the effect is permanent until you touch the object you are to retrieve. You can have multiple such spells active upon you at a time as you search for different relics of divine importance.
Divine Concealment
At 17th level once per long rest as a bonus action, you may become imperceptible to one type of creature (ie: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, shapeshifters, undead) regardless of said creature’s natural or magical truesight, blindsight, tremorsense or other means of perception. You may cast spells and manipulate objects in this state, but only objects on your person when you triggered this ability remain imperceptible, new items picked up appear to float in the air and may reveal your presence. This effect lasts until you attack a creature or cause it to make a saving throw in the presence of the affected creature type, select a new creature type (after a long rest) or do something to obviously reveal yourself (douse yourself with non-transparent liquid, make an impression in a soft material, etc) which prompts a creature of that type to express disbelief in your illusion - represented by an Intelligence or Wisdom check - at the DM's discretion.
For example: making yourself imperceptible to dragons among humanoids has no effect, and attacking humanoids does not end the effect unless it is done in the presence of a dragon - and sneaking into the red dragon's hoard to retrieve a lost relic is relatively easy, but picking up the relic or any other treasure is likely to alert the dragon when it's valuables appear to be floating away, and laying in a pile of gold making 'coin-angels' would almost certainly prompt an Intelligence check, likely dispelling the illusion. Similarly, you could make yourself imperceptible to devils and live for years on a lower plane of Baator, watching and waiting, but an incursion of Modrons or Gith would be quite capable of seeing you, as would every devil if you took an active role to defend yourself from them.
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Posted May 2, 2022Replaced by Devout Executor to fix issue of half-caster cleric spells never working correctly.