Base Class: Rogue
In secret and sacred sites far from bustling cities and priestly hierarchies, esoteric warriors are initiated in ancient traditions by zealots outside of most religious organizations. These divine agents are deadly weapons in the hands of their gods, imbued with divine power through secret rites of initiation. In battle, dIvone agents swear to execute divine vengeance, entering a mental state that gives them unerring focus on a single enemy.
As a divine agent, you were trained in a sacred place, initiated through secret rites, and imbued with the power to smite your god’s foes. You might be a disciple of Lurue, sworn to defend intelligent life, in humanoid or animal form, from oppressors wherever you go. The formal organizations devoted to your god might view you as a heretic or a hero, but you answer only to your god and to the vows you swore upon your initiation as an dIvine agent.
Where will those vows lead you? One thing is certain: Doing the will of your god is never easy and never free of peril.
Divine Pursuit
Starting at 3rd level, your sworn enemy has a difficult time escaping you during a fight. You can move up to your speed as a reaction when your quarry moves. This movement doesn’t provoke opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Oath of Enmity
When you choose this archetype at 3rd level, you gain the ability to focus your divine wrath on a single foe, giving your attacks against it extraordinary accuracy. When you make your first attack on your turn against a target within 60 feet, you can designate the target as your quarry. Doing so gives you advantage on weapon attack rolls against this target, while he remains your quarry. You also have advantage on Perception and Survival checks you make to find it. In addition, whenever you attack with advantage and hit the target, you score a critical hit if you roll the same number in both dice. The target remains your quarry until it drops to 0 hp, up until the maximum of 1 hour.
This feature can be used once per day. You regain use of this feature whenever the quarry drops to 0 hp or, in case the oath effect expires after one hour, performing a 10 minute ritual that involves cleansing and anointing your weapon, consuming a vial or holy water.
Blessed Alacrity
You can use your uncanny dodge feature without spending a reaction.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Ambush Master
Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.