Base Class: Rogue
The Clerics and the Paladins of the various temples and churches across the world are the most well known religious forces that serve their various gods, however hiding in the shadows just out of sight is a highly trained group of operatives adept in interrogation, stealth and cruel melee combat that focuses on the weakening of their opponents. These operatives are known as the Tribunal, the religious zealots that carry out the business of the various temples that is to be kept out of the public eye.
These operatives train for several years in the alcoves of the various temples and churches across the world, many different temples have these, from the stalwart temples to Pelor, with their Tribunal acting as enforcers of law removing the corrupt from the world behind the scenes, to the cults of various evil deities that focus on corruption and removal of the followers of the Prime Deities. Though these operatives do not have access to the holy magic's of their allies, the tactics they employ allow them to hold their own against any combatant.
Religious Devout
Starting at 3rd level, you gain proficiency in religion checks, in addition to this you learn the language celestial.
Repentant Strike
When you choose this archetype at 3rd level, you gain the ability grievously wound your enemies body. When you hit a creature with a melee weapon attack that applies your sneak attack, you may choose a body part of your opponent (Head, Body, Arm or Leg) to wound and apply the relevant effect below. You can use this ability a number of times equal to your proficiency bonus, you regain all expended uses after you complete a long rest.
Head- When you strike the opponents head with this attack the creature must make a Constitution Saving Throw (DC= 8+ Dex+ Proficiency) or become blinded until the start of your next turn.
Body- When you strike the opponents body with this attack the creature takes an additional 2d6 damage.
Arm- When you hit the opponents arm if that creature is holding a weapon they must make a Strength Saving Throw (DC= 8+ Dex+ Proficiency) or drop the weapon they're holding they can use their action on the subsequent turn to pick up the weapon
Leg- When you hit the leg of your enemy that creatures walking, climbing and swimming speed is halved for 1 minute
Torturous Sigil
Starting at 9th level, you can mark a creature with a Sigil of your god that pains the user if they tell a lie, make a melee weapon attack adding your proficiency+ dexterity bonus, on a hit the creature has the sigil attached to them, for the next minute if the creature tells a deliberate lie they take 1d6 psychic damage, you know if the effected creature takes damage. When you use this feature you cannot use it again until you complete a short rest.
Tireless Zealot
By 13th level your ability in combat has become fuelled by your zealous training, when you reduce a creature to 0 hit points with your sneak attack you may immediately make another attack against a creature within range of you, if this attack hits it deals an additional 2d6 damage.
Wrath of the Clergy
When you reach 17th level, you can inflict grievous damage to the victims of your training, when you use your Repentant Strike feature on an attack you can choose to treat the attack as a critical hit, once this effect is used it cannot be used again until the user has completed a long rest.
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