Base Class: Rogue
Subclass Features
3rd: Zealot
-A devout follower of your Church and god, you gain proficiency in the Religion skill. You leant the Light cantrip and can cast Cure Wounds as 1st level spell. At level 10 you learn Aid as a 2nd level spell and level 15 you learn Mass Healing word as a 3rd level spell. You may use the leveled spell a number of times equal to your WIS modifier per long rest. WIS is your spellcasting ability.
3rd: Devout Blade
-Where your blade strikes it strikes with the will and blessing of your God. In order to root out opposition you wield holy abilities with skill and finesse. You are able to turn you weapon damage and sneak attack damage into radiant damage and add an extra 2d6 radiant damage to one attack per turn. The extra radiant damage becomes 3d6 at level 8 and 4d6 at level 13 and 5d6 at level 18. You are able to do this a number of times equal to your proficiency modifier per day, resetting on a long rest.
9th:
Sinner's Judgement -You become an expert at tracking down and dispatching the Church's enemies, striking fear into the hearts of sinners everywhere. You are able to attack with guarantied sneak attack on attacks you do not have advantage on, attacks you have disadvantage on, and against creatures not engaged with an ally once per turn if the creature is deemed to be an enemy of the Church. (Creatures considered enemies are at your GM's discretion and should be clearly communicated to you).
Enemy of the Faith -A Holy Executor must also be able to decide who is an enemy of the faith by themselves without orders. As a Bonus Action, you are able to brand one creature you can see as an enemy of the Church and guarantee sneak attack this way. This means once per turn, you will always get sneak attack damage against a branded creature even when you do not have advantage, have disadvantage, or the creature is not engaged with an ally. You are able to do so a number of times equal to your proficiency bonus per long rest. This branding lasts until the creature is dead or they are considered forgiven for their sins (as communicated by GM), and there is no limit to the number of brands you can have active at once.
13th:
Forced Repentance- Removing the Church's enemies is your primary goal, but collecting information is just as important. After either branding a creature or striking them with your Devout Blade ability, they must make a WIS saving throw of 15 or be forced to speak the truth. You are aware if they succeed. If the creature succeeds, they are immune to this effect until the next dawn. While under the effects, they cannot deliberately lie and are inclined to speak the truth.
No Rest for the Wicked- Not even the dead are safe from your blade of truth. Once per day you are able to cast Speak with Dead on a creature you have killed. Upon casting the spell, the target corpse must make a WIS saving throw of 15 or be unable to deliberately tell a lie, and are inclined to speak the truth. You are aware if the corpse succeeds.
17th: Under the Eye of God
-Holy Executors are considered by the general public to be nothing but rumors. This is due to the church protecting its secret business, but also because Holy Executors are able to seamlessly blend in with others. Using the blessing they received, some are even able to bend the light itself to provide cover where there is none. When in bright light, you can hide like you would in the deepest shadows, even with nothing to obscure you. You also gain a +2 bonus to AC in bright light.
Zealot
A devout follower of your Church and god, you gain proficiency in the Religion skill. You leant the Light cantrip and can cast Cure Wounds as 1st level spell. At level 10 you learn Aid as a 2nd level spell and level 15 you learn Mass Healing word as a 3rd level spell. You may use the leveled spell a number of times equal to your WIS modifier per long rest. WIS is your spellcasting ability.
Devout Blade
Where your blade strikes it strikes with the will and blessing of your God. In order to root out opposition you wield holy abilities with skill and finesse. You are able to turn you weapon damage and sneak attack damage into radiant damage and add an extra 2d6 radiant damage to one attack per turn. The extra radiant damage becomes 3d6 at level 8 and 4d6 at level 13 and 5d6 at level 18. You are able to do this a number of times equal to your proficiency modifier per day, resetting on a long rest.
Sinner's Judgement
At 9th level you gain access to the following features:
Sinner's Judgement -You become an expert at tracking down and dispatching the Church's enemies, striking fear into the hearts of sinners everywhere. You are able to attack with guarantied sneak attack on attacks you do not have advantage on, attacks you have disadvantage on, and against creatures not engaged with an ally once per turn if the creature is deemed to be an enemy of the Church. (Creatures considered enemies are at your GM's discretion and should be clearly communicated to you).
Enemy of the Faith -A Holy Executor must also be able to decide who is an enemy of the faith by themselves without orders. As a Bonus Action, you are able to brand one creature you can see as an enemy of the Church and guarantee sneak attack this way. This means once per turn, you will always get sneak attack damage against a branded creature even when you do not have advantage, have disadvantage, or the creature is not engaged with an ally. You are able to do so a number of times equal to your proficiency bonus per long rest. This branding lasts until the creature is dead or they are considered forgiven for their sins (as communicated by GM), and there is no limit to the number of brands you can have active at once.
Enemy of the Faith
At 9th level you gain access to the following features:
Sinner's Judgement -You become an expert at tracking down and dispatching the Church's enemies, striking fear into the hearts of sinners everywhere. You are able to attack with guarantied sneak attack on attacks you do not have advantage on, attacks you have disadvantage on, and against creatures not engaged with an ally once per turn if the creature is deemed to be an enemy of the Church. (Creatures considered enemies are at your GM's discretion and should be clearly communicated to you).
Enemy of the Faith -A Holy Executor must also be able to decide who is an enemy of the faith by themselves without orders. As a Bonus Action, you are able to brand one creature you can see as an enemy of the Church and guarantee sneak attack this way. This means once per turn, you will always get sneak attack damage against a branded creature even when you do not have advantage, have disadvantage, or the creature is not engaged with an ally. You are able to do so a number of times equal to your proficiency bonus per long rest. This branding lasts until the creature is dead or they are considered forgiven for their sins (as communicated by GM), and there is no limit to the number of brands you can have active at once.
Forced Repentance, No Rest for the Wicked
At 13th level, you gain the following features:
Forced Repentance- Removing the Church's enemies is your primary goal, but collecting information is just as important. After either branding a creature, or striking them with your Devout Blade ability, they must make a WIS saving throw of 15 or be forced to speak the truth. You are aware if they succeed. If the creature succeeds, they are immune to this effect until the next dawn. While under the effects, they cannot deliberately lie and are inclined to speak the truth.
No Rest for the Wicked- Not even the dead are safe from your blade of truth. Once per day you are able to cast Speak with Dead on a creature you have killed. Upon casting the spell, the target corpse must make a WIS saving throw of 15 or be unable to deliberately tell a lie, and are inclined to speak the truth. You are aware if the corpse succeeds.
Under the Eye of God
Holy Executors are considered by the general public to be nothing but rumors. This is due to the church protecting its secret business, but also because Holy Executors are able to seamlessly blend in with others. Using the blessing they received, some are even able to bend the light itself to provide cover where there is none. This provides the following benefits:
-When in bright light, you can hide like you would in the deepest shadows, even with nothing to obscure you.
-You also gain a +2 bonus to AC in bright light.
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