Base Class: Rogue
Even churches and temples of deities of goodness and light have need of those willing to get their hands dirty and willing to sully their honor in service of what must be done. Dawn blades are devout rogues, drawing divine power from deities of light to strike as a sudden ray of searing sunlight in darkness. They are often considered controversial by other adherents of their faith, yet the faith's leadership understands such agents are sometimes necessary.
Eyes of Dawn
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases by 30 feet.
Dawn Strike
Starting at 3rd level, when you deal damage with your Sneak Attack feature, you can magically change the extra damage dealt to radiant damage. When you hit an undead or fiend with such a Sneak Attack, you deal an extra 1d6 damage.
Radiant Beam
Beginning at 3th level, when you deal radiant damage to a creature with a melee weapon attack, you can use a bonus action to throw a portion of that radiant energy to a different creature you can see within 30 feet of you. Make a ranged weapon attack against the second creature. You are proficient with this beam, and you don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature (though you still have disadvantage from other sources). On a hit, the beam deals 1d6 radiant damage.
When you reach 10th level in this class, the beam's damage increases to 2d6.
Bolstering Light
Starting at 9th level, when you reduce a creature to 0 hit points, with radiant damage, choose one of the following:
- Gain temporary hit points equal to twice your rogue level for 1 hour.
- End one condition affecting you. The condition can be blinded, deafened, or poisoned.
- End one curse affecting you.
- End one disease affecting you.
Sudden Illumination
At 13th level, when you hit a creature with your Radiant Beam, it must succeed on a Constitution saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the end of its next turn.
Dawn Flare
At 17th level, when you use your Dawn Strike feature to deal radiant damage to a creature that can't see you, the creature must make a Constitution saving throw (DC equal to 8 + your proficiency + proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 10d6 radiant damage and can't regain hit points until the start of your next turn. Once a creature takes damage from this feature, it is immune to your Dawn Flare for 24 hours.
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