Base Class: Rogue
When you choose this subclass you undergo an Oath to strike down those that would oppress the weak. Whether you become a follower of a God of freedom, balance, or justice or if you follow a darker path of vengeance and revenge, you are driven to destroy tyranny in its many forms. Your alignment becomes Good, if your alignment changes from good you lose the abilities of this subclass until it becomes Good once more.
Liberated Mind
You have seen what happens to those under the heel of tyrants, and have steeled your will to ensure you are always ready to strike back.
When you choose this archetype at level 3, you gain a bonus equal to your Charisma modifier to any saving throws against Charms or Fears or to recover from their effects.
Starting at level 9, whenever you use the Sneak Attack feature, an ally within 30 feet of you may use their reaction to attempt a saving throw against a Charm or Fear effect, adding your charisma bonus to the roll. This increases to two allies at level 13 and three allies at level 17.
Starting at level 13 you are immune to Charms and Fears and add your Charisma bonus against Paralysis. In addition when you use your sneak attack to aid an ally with this feature it may also aid them in contesting Paralysis.
Holy Thorns
When you reach 3rd level and take your oath, you Exalt up to two of your weapons. Exalted weapons are considered magical and silvered for the purpose of overcoming resistance. Exalted weapons appear to be wrapped in magical thorns of a flower or plant of your choice. You may change Exalted weapons anytime you complete a long rest. You may use a bonus action on your turn to return the weapon faithfully to your hand.
When you hit an enemy with an exalted weapon and use your sneak attack feature you may choose to wreathe the enemy in holy thorns. An enemy affected this way must succeed on a Strength Saving Throw (DC=8+Cha+Prof) or is considered grappled for 1 minute or until they use an action to break free on their turn by repeating the Strength Saving Throw. If an ally strikes an enemy grappled by this ability, the thorns ignite in magical flame, dealing radiant damage equal to a roll of half your sneak attack dice (rounded up). You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses when you finish a long rest.
If the Exalted weapon has the ranged property, any ammo it uses may trigger this effect.
Empowered Insurrectionist
At 9th level, you have mastered the art of escaping capture. Whenever you attack a foe who has you or an ally grappled and trigger your Sneak Attack feature, you or your ally may use their reaction to break free of the grapple or restraint immediately.
Righteous Step
Beginning at level 13 your devotion to justice enables you to strike true whenever you have the edge on an enemy. As a bonus action you disappear in a barrage of rose petals and thorns, teleporting to a space adjacent to any enemy within 30 feet that you can trigger sneak attack on. However, doing so compels you to strike, you immediately follow up by attacking the enemy you teleported to. Until the end of your turn you ignore difficult terrain.
You may only use this feature if you have not used an action on your turn. You may use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after finishing a short rest.
Smite Tyranny
At 17th level, your thorns hunger for the blood of tyrants. If you roll initiative and have no remaining uses of Holy Thorns, you regain a number of uses equal to half your charisma modifier, rounded up.
Additionally, your Holy Thorns have increased effectiveness against lawful and evil targets. If you strike a lawful or evil target with your Exalted weapons and you trigger sneak attack, you deal 2 additional radiant damage per Sneak Attack die (+18 damage, increasing to +20 damage at level 19). If the target is both Lawful and Evil they must succeed on a Constitution Saving Throw (DC=8+Cha+Prof) or are stunned for 1d4 rounds. This stun can be contested at the end of an affected creatures turns by repeating the Constitution Saving Throw. Once a creature is stunned this way they cannot be stunned by this feature again for 24 hours.
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