Base Class: Rogue
When the servants of the Outer Planes require a task executed with discretion, some tend to call upon a Heavensblade. These Rogues are infused with the essence of the Upper Planes, using their angelic wings to aid in infiltration and channeling divine fury to neutralize threats.
A Heavensblade typically bears the burden of sin in their service to the Upper Planes. Churches may enlist one to eliminate a beloved heretic threatening their image, while knightly orders might seek their unwavering resolve for missions beyond the bounds of honor. Celestial powers themselves may directly anoint a Heavensblade to hunt down a fallen angel.
Whatever the mission, a Heavensblade wields divine abilities to carry out what is deemed necessary for the greater good.
Level 3: Celestial Guidance
The heavenly powers you serve assist you in the following ways.
Bonus Proficiencies. You gain proficiency in the Arcana and Religion skills, or another skill if you are proficient with either of those skills.
Angelic Wings. When you take the Dash or Disengage action, you can cause angelic wings to sprout from your back. If you do so, you gain a Fly Speed equal to your Speed until the end of your turn., at which point the wings vanish. You fall if you end your turn in the air, and nothing else is holding you aloft. Your wings do not make noise when used.
Level 3: Cunning Smite
You can imbue your attacks with celestial might, granting you the following ways to enhance them.
Charged Strike. When you use your Bonus Action to use your Steady Aim feature or one of the actions granted by your Cunning Action feature, the next attack you make in the current turn deals an additional 1d8 Radiant damage on a hit.
Radiant Sneak Attack. When you deal Sneak Attack damage, you can choose to have your Sneak Attack deal Radiant damage instead of it's normal damage type.
Level 9: Heaven's Hunter
You hone your abilities in confronting the enemies and traitors of the Upper Planes, gaining these benefits:
Ignore Resistance. Your attacks ignore Resistance to Radiant damage.
Improved Charged Strike. The extra damage you deal with your Cunning Smite increases to 1d12.
Supernatural Reflexes. While you don't have the Incapacitated condition, you can use your Uncanny Dodge feature without taking a reaction, provided the attack is made by a creature of one of these types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Once you use this feature, you can't do so again until the start of your next turn.
Level 13: Empyrean Judgement
You gain the following Cunning Strike options. You can only use these options if you deal Radiant damage with your Sneak Attack.
Divine Chains (Cost: 3d6). The target must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained target can't teleport, enter the Ethereal Plane, or benefit from the Invisible condition. If the target was Shape-Shifted when it failed the save, it reverts back to it's true form. The target can repeat it's saving throw at the end of each of it's turns, ending the condition on itself on a success.
Revitalize (Cost:4d6). Choose one creature you can see within 30 ft. of you. That creature regains Hit Points equal to 3d6 + your Rogue level. Once you use this Cunning Strike option, you can't use it again until you finish a Long Rest.
Level 17: Divine Executioner
If you choose to deal Radiant damage with your Sneak Attack, you can choose to deal maximum damage with that attack. If you do so, you can use Cunning Strike options without forgoing the die cost, and any saving throw the target is forced to make is made with Disadvantage.
Once you use this feature, you can't do so again until you roll Initiative, or finish a Short or Long Rest.
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