Rogue
Base Class: Rogue

While the Oathkeeper's bright light burns the wicked, their gaze does not reach in the shadows they cast. In these shadows live men whose hearts grow dark by the temptations of evil, who prevail in the suffering of kin, those who pray on the weak. But there are those who live in the darkness and hearts remain pure. Those who seek to vanquish the corrupt. Those whose light is dim and hide in the shadows.

The Obscure Inquisitors are an order of paladins who remain in the shadows. They understand that evil takes many forms to hide away from light and therefore they most use darkness to strike. They learn to see past the veil and deliver swift justice to those who they deem unworthy. As they are both jury and executioner, Inquisitors must learn to detach quickly from emotions as to remain unbiased in their intended sentence.

Divine Sight

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 (the vampire Count Strahd von Zarovich, for instance). 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.

At 9th level you can see a presence behind full cover. At 17th level you can see a presence up to 90 feet.

Purging Blade

Your divine energy envelops your blade to seek the wicked for 1 minute. Until the effect ends, your movement doesn’t provoke opportunity attacks.

Once before the effect ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 radiant damage on a hit and for every extra slot you consume you do an extra 1d8 to a maximum of 5d8. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. Using more charges while under the effects of Purging Blade does not extend the duration of it.

You can use this feature a number of times which increases every few levels. When you finish a long rest, you regain all expended uses.

At 6th level targets you hit with this ability are branded and can't become invisible or change shape for an hour.

Radiant Surge

As an action you can choose where to concentrate your radiant energy:

Eyes. A stronger version of Divine Sight, you can choose to fill your eyes with pure golden radiant energy and gain the ability to see things as they actually are. For 1 hour, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Heart. You concentrate your radiant energy in your chest, invigorating your body to become stronger. You gain temporary hit points equal to 1 + Charisma modifier + Profiency bonus and also become immune to being frightened.

Back. You concentrate your radiant energy on your back and sprout golden ethereal wings, you gain flying speed equal to your walking speed.

You can only use this feat once, and can recover the charge after a short or long rest

Purging Wave

Whenever you kill a target, you can choose to affect 1d4 creatures who share a bond with the perished target. They take 1/4 of the total hit points of the primary target.

In addition if you kill a creature with this ability you gain a charge of Purging Blade.

Radiant Sense

You gain the ability to dig deep into a creature's heart and see their true intentions. You can expend one charge and for 1 hour you can detect if someone lies or tries to dicieve you. In addition you are immune to being surprised or ambushed even while not expending one of the charges. 

You only have 5 charges and can only regain them after a long rest.

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