Base Class: Rogue
The masses would believe that the church relies on the faith of their clerics or the might of their paladins alone, however there are some times when, even those bathed in light have to resort to playing in the shadows. When a holy war requires a more delicate touch, or the gods simply needs to root out or assassinate an enemy, these very unique rouges are called upon.
Channel Divinity
At 3rd level, you can channel divine energy to fuel magical effects. Each Channel Divinity option provided by this archetype explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Beginning at 18th level, you can use your Channel Divinity twice between rests.
Mark of the Operative. As a bonus action, you can magically mark a creature you can see within 30 feet of you, using your Channel Divinity. You gain advantage on your attack rolls against the marked creature. The mark fades at the end of the day or if the creature drops to 0 hit points or falls unconscious.
Fiery Weapon. As an action, you can imbue a weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d8 fire damage, emits dim light in a 20-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.
The extra damage increases to 2d8 at 9th level and 3d8 at 17th level.
Chosen by Etarr
When you choose this archetype at 3rd level, you gain proficiency in the Religion and Investigation skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Also when you deal damage with your sneak attack the damage can be fire.
Divine Protection
You can weave a small amount of divine energy around an ally to shield them from harm. At 9th level, as a reaction, when a friendly creature you can see is struck by an attack they take half damage. You may use this ability a number of times equal to your Intelligence modifier and regain all expended uses after completing a long rest.
Additionally you can detect magical traps at a range of 30ft
One with the Earth
As long as you have dirt or stone beneath your feet you can use your bonus action to teleport through it up to 60ft, a number of times equal to 3 plus your intelligence modifier.
Bane of the Damned
When attacking a marked target you may make extra attacks equal to your Intelligence modifier against the same target.
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