Base Class: Rogue
Holy Assassins, also known as the Shadow Saints, are one of the most lethal orders of the Church. Devout followers of the faith, as only those who would die for the cause are deemed worthy, they are trained in secret by the Paladin and Cleric orders. Their zealous fervor grants them unrivaled powers on the battlefield, wielding massive weapons as if they were mere toys, infusing their blades with divine powers, and hunting down the enemies of the Church one by one. The Shadow Saints undertake a diverse range of missions, often infiltrating cults and other organization that threaten the safety of the Church and its members. They eliminate threats to the Church in a merciless and brutal fashion. Despite their often gruesome missions, they hold to one tenet only - No cost is too high to protect the innocent.
Sanctified Assassin
At 3rd level, your intense training bears fruit, granting you proficiency with martial weapons and medium armor.
At the end of a long rest, you can perform a ritual on a melee weapon you are proficient with that deals
piercing or slashing damage, sanctifying it. It becomes your sanctified blade. You can only have one such
sanctified blade at a time. When in your hands, your sanctified blade has the finesse property, and is
considered magical.
Holy Fervor
Also at 3rd level, your devotion to eradicating enemies of the Church is made manifest by the righteous powers
you wield. You have a pool of points that you can expend to fuel this divine power called Holy Fervor points.
The number of points in the pool equals 1 + your Charisma modifier. You regain all your expended Holy Fervor
points when you finish a short or long rest. In addition, each time you kill an Aberration, Fiend, Monstrosity or
Undead of CR 1/4 or higher with your sanctified blade, you regain one Holy Fervor point.
Saving Throws. Some of your divine attacks require your target to make a saving throw to resist the
effects. The saving throw DC is calculated as follows:
Holy Fervor save DC = 8 + your proficiency bonus + your Charisma modifier
The powers below use your Holy Fervor points.
● Armor of the Faithful.
When a creature targets you with an attack, you can expend a Holy Fervor point as a
reaction. The target must make a Wisdom saving throw against your Holy Fervor save DC. On a failed
save,the creature must choose a new target or lose the attack or spell and the creature can’t target you until
the start of your next turn. This power doesn't protect you from area effects, such as the explosion of a fireball.
● Rend the Blasphemous.
On your turn after taking the Attack action with your sanctified blade, you can expend a Holy Fervor point as
bonus action to let the divine hand guide you. Make a weapon attack against a creature within your reach.
You gain a bonus to your attack roll equal to your Charisma modifier.
● Chains of Judgement.
When you damage a creature with your sanctified blade, you can expend a Holy Fervor point to create radiant
chains that restrain the creature. The target must succeed on a Strength saving throw against your Holy Fervor
save DC or take radiant damage equal to your Charisma modifier and become restrained until the end of your
next turn.
● Divine Retaliation.
When a creature damages you with a melee attack, you can use your reaction and expend one Holy Fervor point
to emit a holy light from your sanctified blade. All hostile creatures in a 10 foot radius must make a constitution saving
throw against your Holy Fervor save DC, on a failed save they become blinded until the end of your next turn.
● Holy Destruction.
When you hit a creature with an attack that could apply your Sneak Attack damage, you can expend two Holy Fervor
points to cause a rain of radiant blades to fall on the battlefield. Instead of damaging the creature with your Sneak Attack, all
creatures in a 15-foot cone originating from the target (including the target) must succeed on a Dexterity saving throw against your
Holy Fervor save DC or take radiant damage equal to your Charisma modifier + half your Sneak Attack damage, or half as much
on a success.
Each time you expend a Holy Fervor point you gain temporary hit points equal to your Charisma modifier.
Saintly Revelations
At 9th level, your faith has granted you divine insight, showing you how to channel divine energy to embolden your blade.
You learn two cleric cantrips of your choice.
Additionally, you learn two 1st level spells from the paladin spell list. Your sanctified blade is your spellcasting focus for these spells.
You can cast these spells a number of times equal to half your proficency bonus, but only as 1st level spells. You regain all uses
of this feature when you finish a short or long rest. Charisma is your spellcasting ability for these spells and they use your Holy
Fervor save DC.
Saint's Judgement
At 13th level, you have learned to channel holy power into your blade. Your sanctified blade deals an additional 1d8 radiant damage.
Additionally, while wielding your sanctified blade, as an action, you can cast spirit guardians, requiring no components. Creatures within the area
of the spell are considered within 5 feet of an enemy for the purposes of your Sneak Attack. Once you cast the spell in this way, you can't do so
again until you finish a long rest, unless you expend three Divine points to use it again.
Final Judgement
At 17th level, when you hit creature with an attack that could apply your Sneak Attack damage, you can spend any amount of Divine points you have
remaining, and deal an additional 2d8 radiant damage for every Holy Fervor point spent this way. You heal a number of creatures up to the amount
of dice you spent, that are within 30 feet of you, for the amount of radiant damage this attack does.