Rogue
Base Class: Rogue

The Divinity’s Bane subclass represents those who have been repeatedly targeted and harassed by deities and divine beings. In response, they have developed unique abilities and tools to fight back against their divine oppressors, turning the tables on their celestial foes. This class has an entire new set of spells suited to serve the needs of a rogue who wishes to gain retribution against a divine entity.

 

Optional Boon:

Celestial Dominator:

  • Divine Mastery: You can cast true polymorph on yourself, transforming into a celestial or fiend of CR 20 or lower without expending a spell slot or material components. Once you cast this spell using this feature, you can’t do so again until you finish a long rest.
  • Soulbound Weapon: You can perform a 1-hour ritual to bind your soul to a weapon of your choice, making it a magical weapon if it isn’t already. When you hit a celestial, fiend, or undead with this weapon, the target takes an extra 2d8 Divine Damage. If the weapon is destroyed, you lose 10 hit points from your maximum hit points, which can only be restored by performing another binding ritual with a new weapon.

 

Divine Hunter

 

  • Divine Sense: You gain the ability to sense the presence of divine beings. As an action, you can open your awareness to detect such creatures. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
  • Divine Slayer: Your attacks are especially effective against divine beings. When you hit a celestial, fiend, or undead with a weapon attack, you can deal an extra 1d8 damage of the weapon’s type to the target. You can deal this extra damage only once per turn.

 

Celestial Bane

 

  • Divine Resistance: You have advantage on saving throws against spells and effects originating from celestials, fiends, and undead.
  • Turn the Divine: You can use your reaction to force a celestial, fiend, or undead that you can see within 30 feet of you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature is frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Divine Veil

 

  • Celestial Concealment: You can cast greater invisibility on yourself without expending a spell slot or material components. Once you cast this spell using this feature, you can’t do so again until you finish a long rest.
  • Divine Defiance: When you are subjected to an effect that allows you to make a saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Divine Nemesis

 

  • Sever Divinity: You can use an action to make a single weapon attack against a celestial, fiend, or undead. If the attack hits, the creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be reduced to 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest.
  • Divine Resistance: You gain resistance to radiant and necrotic damage.

 

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