Rogue
Base Class: Rogue

No expects your brand of inquisition! Working along side paladins and clerics, your methods have adopted the power of faith. Your deity's divine power can be channelled into harming your enemies and healing your allies. Once your faith is strong enough, you can call upon your deity to intervene when you are in dire need.

Unanticipated Smite

Starting at 3rd level, you can infuse your sneak attack with the power of your faith. When you deal sneak attack damage you can add an additional 2d6 radiant damage to the hit. You can use this feature a number times equal to your wisdom modifier, regaining all uses after a long rest.

The damage of your Unanticipated Smite damage increases to 3d6 at 9th level, 4d6 at 13th, and 5d6 at 17th.

Surprising Faith

When you choose this archetype at 3rd level, you gain proficiency in Religion, or expertise if you are already proficient. In addition you can cast the Guidance cantrip at will.

Unforeseen Aid

Starting at 9th level, you can channel holy power into healing instead of harm. As an Action you can touch one willing creature, the target regains hit points equal to half your Sneak Attack damage. Once you have used this feature you must complete a long rest before you can use it again.

Startling Resolve

By 13th level, you cannot be charmed, frightened or be put to sleep against your will. In addition you now have advantage on Wisdom and Charisma saving throws.

Unexpected Intervention

When you reach 17th level, you can call on your deity to intervene on your behalf when your need is great. Using your action you must describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your rogue level, your deity intervenes. The DM chooses the nature of the intervention.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

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