Rogue
Base Class: Rogue

Most adventurers who serve the gods do so openly as priests, clerics, and paladins. However, some dark and ruthless gods bestow divine power upon Justicars. These zealous servants work tirelessly to impose the will of their god, and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.

Spellcasting

You can cast spells from cleric spell table, with Wisdom being your spellcasting ability.

Shroud of Faith

Also at 3rd level, you gain the ability to channel divine energy directly from your god, and can use it to fuel magical effects. As an action, you grip your holy symbol and invoke the protection of your god. You, and anything you are wearing or carrying, becomes invisible for up to 1 minute. This effect ends early if you attack or cast a spell. You must finish a short or long rest before you can use it again. Upon reaching 13th level, you can use it twice between short or long rests.

Divine Sense

The presence of evil registers on your senses like a noxious odor, and good rings like music in your ears. Starting at 3rd level, you can use a bonus action to open your awareness to detect such creatures in your presence. Until the end of your next turn, you know the location of any celestials, fiends, aberration or undead within 60 feet that are not shielded from divination magic. You know the creature type of any creature whose presence you sense, but not its identity. You also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell, within the same radius.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.

Consecrated Strikes

Your god has consecrated your weapons. Beginning at 9th level, when you hit a creature with an attack that includes Sneak Attack damage, you can expend a spell slot of 1st-level or higher to empower your strike with radiant judgment.

The additional damage from your Sneak Attack becomes radiant damage, and if you roll a 1 or 2 on any of damage dice for this attack, you can re-roll the die, though you must use the new roll, even if your new roll is a 1 or a 2.

Divine Judgment

You pour out divine wrath on those you mark as blasphemers or heretics. Starting at 13th level, you can use a bonus action to mark a creature you can see within 30 feet as a foe of your god. While marked, any attack you make against that creature scores a critical hit on a roll of 19 or 20 on the d20.

Your mark lasts for 1 minute, and ends early if you are incapacitated or you mark another creature. Once you mark a creature you must finish a short or long rest before you can use it again. If you have no uses remaining, you can expend a spell slot of 3rd-level or higher to use it again.

Anointed Inquisitor

Beginning at 17th level, the power of your belief grants you a boon of protection against any magic that would hinder you from carrying the will of your god. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (minimum of +1).

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