Rogue
Base Class: Rogue

Most adventurers who serve the gods do so openly as priests, clerics, and paladins. However, some dark and ruthless gods bestow divine power upon Justicars. These zealous servants work tirelessly to impose the will of their god, and resort to whatever means they deem necessary. Operating in the shadows and driven only by faith, they answer to no mortal.

Justicar Features
Rogue Level Feature
3rd Spellcasting, Channel Divinity, Divine Sense
9th Consecrated Strikes
13th Divine Judgment
17th Anointed Inquisitor

 

Credit: laserllama homebrew [Reddit, Patron, GMBinder]

art credit: "Angelheart Protector" by Cristi Balanescu

Spellcasting

At 3rd level, your conviction and faith allow you to produce divine spells, much like a cleric or a paladin does.

Cantrips. You learn two cantrips of your choice from the Justicar Spell List at the end of this Archetype, and you learn an additional Justicar cantrip when you reach 10th level.

Spell Slots. The Justicar 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. For example, if you know the wrathful smite spell and have both a 1st and a 2nd-level spell slot, you can cast wrathful smite using either spell slot.

Justicar Spellcasting
Rogue
Level
Spells
Known
1st
Level
2nd
Level
3rd
Level
4th
Level
3rd 3 2 — — —
4th 4 3 — — —
5th 4 3 ─ — —
6th 4 3 ─ — —
7th 5 4 2 — —
8th 6 4 2 — —
9th 6 4 2 — —
10th 7 4 3 — —
11th 8 4 3 — —
12th 8 4 3 — —
13th 9 4 3 2 —
14th 10 4 3 2 —
15th 10 4 3 2 —
16th 11 4 3 3 —
17th 11 4 3 3 —
18th 11 4 3 3 —
19th 12 4 3 3 1
20th 13 4 3 3 1

 

Spells Known of 1st-Level and Higher. You know three 1st-level justicar spells. The Spells Known column of the Justicar Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.

When you gain a level, you can replace one of your Spells Known with another spell from the Justicar Spell List. The spell must also be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for Justicar spells, as your power is fueled by belief. You use Charisma whenever a spell refers to your spellcasting ability. You also use your Charisma modifier when setting the saving throw DC or making a spell attack roll for a Justicar spell.

Channel Divinity

At 3rd level, you gain the ability to channel divine energy directly from your god, and can use it to fuel magical effects. You start with one such divine effect, Shroud of Faith.

Once you use your Channel Divinity, you must finish a short or long rest before you can use it again. Upon reaching 13th level, you can use it twice between short or long rests.

Divine Sense

The presence of evil registers on your senses like a noxious odor, and good rings like music in your years. Starting at 3rd level, you can use a bonus action to open your awareness to detect such creatures in your presence. Until the end of your next turn, you know the location of any celestials, fiends, or undead within 60 feet that are not shielded from divination magic. You know the creature type of any creature whose presence you sense, but not its identity. You also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell, within the same radius.Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.

Consecrated Strikes

Your god has consecrated your weapons. Beginning at 9th level, when you hit a creature with an attack that includes Sneak Attack damage, you can expend a spell slot of 1st-level or higher to empower your strike with radiant judgment.

The additional damage from your Sneak Attack becomes radiant damage, and if you roll a 1 or 2 on any of damage dice for this attack, you can re-roll the die, though you must use the new roll, even if your new roll is a 1 or a 2.

Divine Judgment

You pour out divine wrath on those you mark as blasphemers or heretics. Starting at 13th level, you can use a bonus action to mark a creature you can see within 30 feet as a foe of your god. While marked, any attack you make against that creature scores a critical hit on a roll of 19 or 20 on the d20.

Your mark lasts for 1 minute, and ends early if you are incapacitated or you mark another creature. Once you mark a creature you must finish a short or long rest before you can use it again. If you have no uses remaining, you can expend a spell slot of 3rd-level or higher to use it again.

Anointed Inquisitor

Beginning at 17th level, the power of your belief grants you a boon of protection against any magic that would hinder you from carrying the will of your god. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (minimum of +1).

Justicar Image

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