Rogue
Base Class: Rogue

Navas Kara are the Paladins of the church of Naveh, functioning as Assassin Priests. Naveh is one of the ten deities worshipped on Hârn and Lythia. Naveh is the god of Darkness, Nightmares, and Trickery. The church's core alignment is Lawful Evil - stress LAWFUL much more than evil. Naveh is worshipped by Thieves, Rogues, and Spies. The church of Naveh is proscribed in almost all of the kingdoms on Hârn. 

 

Navas Kara, the elite assassin priests of Naveh, wear all black when on the job. When a Navas Kara receives an assignment it is usually in a Navehan temple. A High Priest of the temple conducts a Navehan ritual with the Navas Kara, which ends with the High Priest handing a black kris dagger with the assignment's name carved into the blade. The dagger is handed to the Navas Kara with the name side of the blade facing away from the assassin. The Navas Kara then reveals the name and begins their assignment. They start their mission wearing a white or light grey sash over their black clothing, then soak the sash in their assignment's blood when the mission is completed.  When called upon by the church to eliminate a target, for whatever reason Naveh has, the Navas Kara can be counted on to get the job done. Success is judged by more than the simple death of the victim, there is a degree of "artistry" involved. The night of 30 Navek is the most feared for assassinations, as it is the night of the High Dezenaka, the most holy of Navehan rituals. Most Navehan acolytes achieve the rank of Navas Kara with their first sanctioned assignment on High Dezenaka.

 

Navas Kara are a unique blend of Rogue/Assassin, Cleric of the Death Domain, and Oathbreaker Paladin.

 

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric and paladin spell lists.

Cantrips

You learn three cantrips of your choice from the cleric or paladin spell lists. You learn another cleric or paladin cantrip of your choice at 10th level.

Spell Slots

The Navas Kara 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.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric or paladin spells of your choice.

The Spells Known column of the Navas Kara Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from the Cleric or Paladin spell lists.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the cleric or paladin spell lists. The new spell must be of a level for which you have spell slots, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from the cleric or paladin spell lists.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated devotion to the divine power of Naveh. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your wisdom modifier

Spell attack modifier = your proficiency bonus + your wisdom modifier

Navas Kara Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Divine Strike

At 9th level, the Navas Kara gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the Navas Kara's turns when he or she hits a creature with a weapon attack, the Navas Kara can cause the attack to deal an extra 1d8 necrotic damage to the target. When the Navas Kara reaches 15th level, the extra damage increases to 2d8.

Death Strike

Starting at 13th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Dread Lord

At 17th level, the Navas Kara can, as an action, channel their darkest emotions and focus them into a burst of magical menace. Each creature of the Navas Kara’s choice within 30 feet of the Navas Kara must make a Wisdom saving throw against a Spell attack if it can see the Navas Kara. On a failed save, the target is frightened of the Navas Kara for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the Navas Kara, it can attempt another Wisdom saving throw to end the effect on it.

This aspect then converts into an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the Navas Kara to dim light. Whenever an enemy that is [condition]frightened[/frightened] by the Navas Kara starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the Navas Kara and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the Navas Kara can use a bonus action on his or her turn to cause the Dekejis shadows in the aura to attack one creature. The Navas Kara makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the Navas Kara’s Wisdom modifier.

After activating the aura, the Navas Kara can’t do so again until he or she finishes a long rest.

 

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