Rogue
Base Class: Rogue

Employed by churches and temples for when monstrous beings such as liches or the necromancers below them prove to be too troublesome. A holy instrument is called upon to track them, find every bit of knowledge, and if possible end them. They are the one true hidden force of the faiths that keep the many cults awake at night.

Holy assassin

At the 3rd level you gain vestments, a symbol of the god you follow and gain proficiency with Religion and gain a +2 to hit with daggers, short swords, or rapiers. At level 5 you gain expertise with Religion

Order power

Your aligning with your god brings through faith your power.

Lawful. If your patron is lawful you can cast Command without spell slots you can use this ability equal to half your proficiency bonus and you use charisma as your spell save

Neutral. If your patron is neutral you can cast Protection from Evil and Good without spell slots you can use this ability equal to half your proficiency bonus 

Chaotic. If your patron is chaotic you can cast Bane without spell slots you can use this ability equal to half your proficiency bonus and you use charisma as your spell save

Starting at 12th level, you gain a new spell that can be used once per day without spell slots.

Lawful. You now can use Hold Person using charisma as your spell save

Neutral. You can now use Silence 

Chaotic. You can now use Blindness/Deafness using charisma as your spell save

A Light in Darkness

At 9th level, you have been marked as the blade against the evil using a bonus action of any weapon you wield and are proficient in gaining a 1d8 radiant damage when in use; it also gives off bright light out to 30ft and 30ft of dim light.  The dmg increases at level 12 to 2d8 and level 15 to 3d8. This feature lasts for 10 minutes and comes back on a short or long rest.

Celestial Convening

At 13th level once in the morning or night whenever you ask for guidance, meditate, or pray you can ask one question to your patron if the question is where is the location such as a building or cave entrance they will show you an area of 1 mile around it. If it is a person they will show you them at their current location but just the waist up. If it is an object it will be shown and what is around it. Any spell, rune or item that wards off divination magic affects this as well and will not show any location, person, or object in the lower planes. 

The Bane of all Evil

At 17th level you have become the fear of all undead and fiend. Starting at this level once per turn, you gain the ability to teleport anywhere in sight that is unoccupied within 60ft and once you reappear, a flash of radiant energy does 2d10 radiant dmg. Any hostile creature within 10ft must make a con save equal to your charisma's spell save; if they fail they are blinded for 1 minute and stunned until the end of your next turn. If any of the creatures is a fiend or undead they have disadvantage against this. This uses 10ft of movement and this ability can be used equal to half of your proficiency bonus per day.

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