Rogue
Base Class: Rogue

Most religious followers are casual followers, and even the more committed rarely ever earn the blessings and boons of their deities. Those who show such devotion tend to follow the path of a faithful cleric or righteous paladin, whatever their connection to their deity dictates. There are a few, however, whose devotion is so extreme it can drive them to insanity, abandoning their reason in favor of mindlessly obeying whatever they are told by spiritual superiors. Even the ones who retain their sanity, however, often find themselves ostracized, and walk the path of the fanatical rogue instead. Fanatics embrace the intensity of their faith, letting it drive and fuel them while still holding the reins to their reason.

Fanatic's Moxie

3rd-level Fanatic feature

When you choose this archetype at 3rd level, you have developed a deep devotion that is not easily broken. You have advantage on saving throws against being frightened and charmed, as well as to maintain concentration. You also gain proficiency in the Religion skill.

Channel Divinity

3rd-level Fanatic feature

Though your expression of faith is not magical like a cleric or paladin, you have still earned divine boons from your deity. 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. You gain two Channel Divinity options:

Divine Mandate - As a bonus action, choose a creature within 30 feet of you. Your patron marks them for removal. For 1 minute or until you lose concentration (as if you were concentrating on a spell), if you miss that creature with an attack, you can choose to hit instead.

Accusation - As an action, choose a creature within 30 feet of you that can hear you. You level an accusation against them, fueled by your fanaticism. They must make a Charisma saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or immediately take damage equal to two rolls of your Sneak Attack damage and be stunned until the end of your next turn. On a successful save, the creature takes half damage and is not stunned. The damage type is either radiant, necrotic, or psychic; you choose each time you use this feature.

Fervent Strikes

9th-level Fanatic feature

At 9th level, your dedication drives you into lethal frenzy. When a creature is under the effect of your Divine Mandate, you can use your Sneak Attack on them more than once per turn, but only if all applications are to the creature affected by your Divine Mandate.

In addition, if you land a critical hit on the target of your Divine Mandate, you can make another attack against them as a bonus action.

Anoint

13th-level Fanatic feature

Starting at 13th level, your fanaticism becomes infectious to those willing to receive. You can use a bonus action on your turn to anoint one creature you can touch, other than yourself. That creature can apply your Sneak Attack damage to the next weapon attack it hits, even if that weapon is not a finesse or ranged weapon. This extra damage is either necrotic or radiant, you choose each time you use this feature. Only one creature can have this benefit at a time, and it lasts until it is used or until you use this feature again.

Desperate Prayer

17th-level Fanatic feature

Beginning at 17th level, your devotion can safeguard you against death. If you drop to 0 hit points, roll a d4. On a 4, you remain at 1 hit point and expend a use of this ability. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/28/2021 11:19:56 AM
4
0
--
Coming Soon
12/30/2021 12:01:49 AM
2
0
--
Coming Soon
2/21/2022 10:37:40 AM
9
0
--
Coming Soon
2/24/2022 11:11:21 AM
10
0
--
Coming Soon
6/9/2022 2:33:18 AM
16
0
--
Coming Soon
12/30/2022 3:40:06 AM
27
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes