Rogue
Base Class: Rogue

Not all faithful are clerics. Not all problems can be solved by prayer and preaching. Sometimes a more subtle touch is needed to steer the world as the faith dictates, that is the roll of a divine agent. A blade in the dark that perform lesser evils for the greater good, or a quick end for those who sniff too close to cult business. Both could be the work of these divinely guided rogues.

Level 3: consecration

beginning at 3d level, at the end of a long rest, you can turn a number of water flasks equal to your proficiency bonus into entropic water imbued with the withering effects of entropy. When thrown as a projectile at an organic or automaton target (does not apply to undead, incorporeal or elemental enemies) a constitution save of 18 is required or its contents rapidly age and decay their target, inflicting the poisoned condition and the slowed condition on a successful hit.

Any flasks created this way lose their power if not used before the next long rest, turning back into regular water. When thrown as a projectile you have proficiency with this weapon. Alternatively you can use a bonus action to coat a weapon with the water turning its physical damage into necrotic instead for one minute (two turns in combat).

This feat begins scaling from level 7 onward, adding 2d6 necrotic damage (regardless of the results of the constitution save) adding another die for each level going forward.

Level 9: Benediction

starting at 9th level if you have no entropic water from you consecration feat when taking a short rest you may use it here. You may now also create one additional bottle of entropic water over what your proficiency modifier allows.

Level 13: Purification

at the 13th level, you can pierce the veil of trickery that surrounds your foes. If a creature within 60 feet is shrouded from your sight by a spell or magical effect you can use a bonus action to make a perception check against the casters spell save DC to see through the effect until the start of your next turn.

Level 17: Conviction

starting at the 17th level, first to second level cleric spells you cast no longer require concentration to maintain.

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