Base Class: Cleric
Judgment clerics are trained in the ways of knowledge, infiltration and death, whilst learning to harnessing divine magic. Holy Assassins are taught quick whispered arcane prayers and forgotten rites to cast spells. Their magic relies upon their devotion and strict adherence to the deity’s tenants/code/laws.
They are first & foremost Assassins belonging to a Holy Orders & monasteries that are devoted worshipers of the Ancient Primordial Deity Sithis. Many of the arts mastered by these frightening assassins were developed within their Order or monastery, Since ancient times, religious orders Holy Assassins are trained in isolation from a young age and are reacclimated to social life returning to their Order or monastery. After completing a set of trials they are recognised as a lethal assassin and become a highly respected individual within the Order or monastery.
Bonus Proficiencies
When you choose this domain at 1st level, you gain Proficiency in the Sleight of Hand, Stealth and the Poisoner's kit.
Adept Martial Artist
At 1st level, as a result of your extensive martial arts training, granting you mastery with small blades and unarmed combat styles. During this gruelling training you've learnt to trust your instincts you have granted you ability to think & react quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
You gain the following benefits while you are wielding a small blade, like a dagger or are unarmed and aren't wearing Armor or wielding a shield:
+ Your AC that equals 10 + your Dexterity modifier + your Constitution modifier.
+ You can use Dexterity or Strength for the attack and damage rolls of your unarmed attacks.
+ You can roll a d4 in place of the normal damage of your unarmed strike. This die increases when you reach certain levels, shown in the Monk table.
+ When you use the Attack action with an unarmed strike on your turn, you can make another unarmed strike as a bonus action.
+ Your speed increases by 10 ft. This bonus increases when you reach certain levels, shown in the Monk's table.
Channel Divinity: Shadow Strider
Starting at 2nd level, you can use your Channel Divinity to move effectively within the shadows. As a bonus action you can step from one shadow to another, when you are in dim light or darkness. You are able to teleport a distance equal to your movement speed, to an unoccupied space that you can see that's also within dim light or darkness. Moving in this manner doesn't provoke opportunity attacks.
Nocturnal Hunter
At 2nd level, you have learnt the importance of darkness and how to take advantage opportunities.
+ You gain a bonus to you initiative rolls equal to you Intelligence modifier
+ As a bonus action, You can apply poison to (your claws), a dagger or any ammo.
+ Whilst in darkness you're invisible to creatures that rely on Darkvision. Only when you attack from the darkness you gain the Ability to Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the rouge's table.
Natural Explorer
At 6th level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favoured terrain, you gain the following benefits:
+ Difficult terrain doesn’t slow your group’s travel.
+ Your group can’t become lost except by magical means.
+ Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
+ If you are traveling alone, you can move stealthily at a normal pace.
+ When you forage, you find twice as much food as you normally would.
+ While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Channel Divinity: Judgment
At 8th level, you have become your deity's the personal executioner. Using your Channel Divinity to infuse divine energy into your attacks, allowing you to deal an addition 1d10 radiant damage on a successful attack. Your damage increases by 1d10 if the target is an undead or a fiend This bonus jumps to 3d10 at level 17.
Eternal Vow
At 8th level, your deity enters your dream wanting to reward your devotion. All you have to do swear an Eternal Vow to your deity. Once the vow is made your soul now belongs to your deity and can freely possess you when they deem it necessary. Other forces and creatures are unable to tamper with your soul nor possess you. You gain the effects associated with your deity's alignment.
- Timeless Body - prerequisite your devoted to a Good deity
You suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
- Eternity - prerequisite your devoted to a Neutral or Evil deity
You become an eternal servant of your deity. Your unable to age beyond your prime, nor can you die from old age
Divine Beast
At 17th level, You've become a true apex predator. Gaining a reputation from those who opposes your deity, viewing you as a harbinger of doom. Your Dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24.