Base Class: Rogue
Rogues that become a Radiant Hand form a solemn creed to their deity or belief which enhances their talents with divine power.
Anointing
At the 3rd level, you learn the Ceremony spell and can only cast it as a ritual.
Additionally, you may apply holy water to your weapon as you would a poison. For 1 minute, each successful attack applies the effect of the holy water, after which the holy water dries.
Cull the Wicked
Also at the 3rd level, when you deal sneak attack damage, you may replace the weapon's damage type with the radiant damage type. When you use this feature, you may add an additional 2d6 to that sneak attack. You may use this feature a number of times equal to your proficiency bonus, recharging uses on long rest.
Additionally, when you roll for radiant damage, you can treat any roll of a 1 on the die as a 2.
Divine Inquisition
At the 9th level, you gain advantage on Insight checks to determine if a creature is lying.
If successful, the next Intimidation check made against that creature is also made with advantage.
Holy Relics
By 13th level, you gain the ability to attune to magic items that are normally restricted to clerics or paladins.
Additionally, any magic weapon that you are proficient with gains the finesse trait while you are wielding it.
Fear the Reaper
At the 17th level, when you kill a creature, all other creatures within 30 ft. of the killed creature who are not friendly towards you must make a wisdom saving throw (DC equals 8 + proficiency bonus + dexterity modifier) or be frightened of you.
On each of their turns, they must first use their movement to move as far away from you (or the killed creature, if they do not know your location) as possible. At the end of each of their turns, they may attempt another saving throw, ending the frightened condition on success.
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