Base Class: Rogue
Religion and politics are always interconnected, gods at odds with each other over millennia, faithful servants committing heinous atrocities over hopes of their deity blessing them, corrupt cleric’s using the fear of the people to push their own agenda. What do you do when a Lolth-sworn legion means to burn your city to the ground, or when the faithful of bane have usurped control from mysteriously disappearing monarch’sor when a usually well-intended church of Lathander have begun inciting death upon the unfaithful.
For some this is the work of heroic paladins, who arrive on their steed to smite the wrongdoers from the realm in the name of justice. However, sometimes it's not that simple, sometimes the correct tool is not a battleaxe or a greatsword, its coin in the right pocket, a dagger to the correct throat, a foolishly under protected tyrant who’s tired from a long day.
This is the way of the Divine Wayfarer, faith-guided individuals who keep the balance of the realm in check from the shadows. Whether they are guided by their love for the god’s, their belief in balance, their thirst for power or trepidation for the potential threat of faith itself, the divine wayfarer will stop at nothing to achieve their goal. Most are faithful of god’s themselves, and work to maintain their faith’s relevance and vanquish their enemies from within, oftentimes disguising as a member of another faith just to get close enough, learn crucial information and ensure that whoever opposes their supreme celestial answers to them.
Level 3: Masquerade
You gain proficiency with the disguise kit, if you don’t already have it.
After spending at least 10 minutes studying a specific religious organization, temple, or member of the clergy, you can use a disguise kit to create a disguise that reflects that faith or role. While wearing a disguise created in this way, you gain the following benefits, provided the disguise is relevant to the creatures you are interacting with:
- You can use your Wisdom modifier in place of your Charisma modifier when you make a Charisma (Deception) or Charisma (Intimidation) check.
- Your proficiency bonus is doubled for any Charisma (Deception) or Charisma (Intimidation) check you make.
- Creatures devoted to that faith have disadvantage on Wisdom (Insight) checks made to determine whether your disguise is false.
These benefits apply only while the disguise remains relevant to the situation at hand.
In addition, you can add your Wisdom modifier to your initiative rolls.
Seraphic Armoury
Your unwavering faith shapes new gifts for you to exact judgement on your foes
At level 9 you gain the ability to use your divine magic to create and utilise gear, manifested from pure faith and divine magic. You create one piece of gear from the below options and can create a new one after completing a long rest by destroying the original
Chain: As a bonus action, you can attempt to trip one creature within 10 feet, they make a Dexterity Saving throw or are knocked prone
Axe: Using the stats of an existing weapon you possess, when you land a sneak attack with it, the target takes 2d6 extra radiant damage.
Helmet: While heavily obscured, you have advantage on Intelligence, Wisdom and Charisma saving throws
Shackles: When you use an action to cast a spell that targets one creature, you can use your bonus action to cast a different spell of a lower level that also targets one creature.
Martyr of Grace
At 13th level your deeds have earned you recognition from your god, granting you the ability to call on one of their divine servants to absorb damage that was meant for you or an ally to your cause...for a moment
When you or an ally within 20ft would take damage, you can expend your reaction to reduce that damage to 0, after which the damage is divinely bound to you. After one minute, you take half the damage as Radiant damage (This ignores Resistances and Immunities)
If you are incapacitated during this minute, you instead take the full intended damage rather than half
Guided Hand
At 17th level you are acknowledged by the outer planes, granting you a new level of consciousness. Once per short rest, when you land a sneak attack, you can forgoe rolling your sneak attack dice and instead do take the highest possible result. For this attack, your sneak attack damage is in the form of radiant damage.
Spellcasting
When you choose this archetype at 3rd level, you gain access to spellcasting. You use the cleric spell list when choosing your spells and have access to 2 cleric cantrips, you gain an additional cantrip at level 10.
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