Base Class: Rogue
These divine agents are highly skilled and granted miracles by their god similar to a cleric or paladin, however that is where the similarities end. These are skilled in the art of subterfuge and assassination to further the means of their deity. They are seldom found out and are uniquely hard to pin down, only the highest ranking members of the church even know of their existence.
Divine Specialist
Starting at 3rd level you gain access to the following.
Divine Smite: Starting at 2nd Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.
Lay on hands: Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Rogue level x 5.
Channel Divinity: This can be activated once per long rest. You can invoke your channel divinity to erase your presence from the minds of those around you. This effect lasts for 2 hours, and can take effect in numerous ways, If you spend time in town and question people on a lead, they will remember being questioned but not about what or who did the questioning. In combat this may take effect in enemy combatants forgetting your location if they take their eyes off of you, they will remember feeling threatened but not by who or where. To overcome this effect they will have to beat a charisma save DC of 8+Prof+CHA modifier.
Spell Casting: You take the paladins spell list and use charisma as your spellcasting stat and modifier.
Peacekeeper
Starting at 9th level your blessing grows stronger, whenever you kill an evil aligned creature or enemy of your deity your pool of hit points is restored. Additionally, if you are performing lay on hands when in an area of dim light or darkness that pool is is upgraded to your rogue level X10.
Aura of Divinity
Starting at 13th level you emit an aura out to 30 feet while you are not incapacitated or unconscious. You can pick one and change it by taking a long rest.
Aura of Zealotry: You project an aura of war and inspiration, allies within your aura are immune to fear and gain advantage on one attack per turn for being within the aura.
Aura of Compassion: Your allies take comfort in your presence, you emit a healing energy restoring 2D8 plus your CHA modifier in the form of temporary hit points. If an ally if poisoned they automatically lose the healing aspect but instead get cured of their affliction.
Aura of the Crusader: You project a commanding presence on the battle field, your allies are bolstered by your resolve. Your enemies cannot gain advantage when attacking your allies, additionally once per turn your allies can add 2D6 onto a strike fueled with your divine energy.
Wrath of the Heavens
Starting at 17th level your smiting ability knows no bounds, whenever you use your sneak attack in unison with your smite against an undead, fiend, evil aligned creature or an enemy of your god your smiting damage is maximized. Additionally, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite.
"Don't bother praying right now, you'll meet your god shortly."
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