Base Class: Rogue
Grim and determined inquisitors, the Accuser roots out the enemies of his faith, using trickery and guile when righteousness and purity is insufficient. Though accusers have a fanatical devotion to their deity, they often consider themselves above the standard conventions of the church.
Accusers are the assassins of the faith militant, the enemy of heretics, arcane and fiendish threats, and corruption within the church itself. They tend to move from place to place, hunting enemies of the faith or investigating mysteries both sacred and profane. As a result, they often join up with adventurers, if only to mask their presence and true aims.
Not all gods have these followers, and it is not uncommon for an accuser to belong to a secret splinter cult, or even to be declared heretical by the main body of a deity's worshipers.
Judgement
At 3rd level, you gain the power to proclaim your deity's disfavor. As a bonus action, you impose one of the below sentences on a creature that you can see.
A sentence lasts for one hour, or until you impose judgement on a different creature.
Excommunication
When the creature attacks a target you can see within 30 feet, you can use a reaction to impose disadvantage on the attack roll.
Execution
When you deal damage to the creature with sacred flame, you can add your sneak attack dice to the damage roll if a weapon attack made under the same circumstances would fulfill the usual requirements for making a sneak attack.
Exorcism
Your sneak attack deals radiant damage to the creature instead of its usual damage type, plus an additional 1d6 damage if the creature is a fiend or undead.
Pact Magic
Also at 3rd level, you augment your inquisitorial prowess with magic granted by your deity, a pact made to further your divine mandate.
Faithful Hunch
At 9th level, you can contemplate an ongoing investigation and potentially know whether your suspicions are valid.
You cast the spell augury once without expending a spell slot, except you get one of the following results in place of weal, woe, or weal and woe.
- Correct. If the hunch is the exact truth, such as if a particular individual is responsible for a crime, or if a particular organization is behind a series of events.
- Incorrect. If the hunch is entirely off-base, such as if a suspect had nothing to do with a crime, or a suspected organization had no interest or hand in a series of events.
- Right track. If the hunch is partially correct, such as if a suspect participated in a conspiracy or had foreknowledge of the crime in question, or if a suspected organization directly profited from and knew about but did not entirely orchestrate a series of events.
Using this ability repeatedly on the same mystery has similar effects to the overuse of augury; there is a cumulative 50 percent chance for each hunch after the first that you get a random reading, no matter how much time has passed since.
Once you have used this ability, you cannot do so again until you have finished a long rest.
Our Chief Weapon
At 13th level, a creature with the surprised condition has disadvantage on saving throws against your spells.
In addition, when a creature succeeds on a saving throw against an enchantment or abjuration spell you cast, it must make a Charisma saving throw against your spell save DC or be frightened of you for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Final Judgement
At 17th level, when you deal damage to a creature on which you have invoked your Judgment feature, you can expend an accuser spell slot to call down divine wrath upon a foe.
The attack deals damage normally and the target must make a Constitution saving throw against your spell save DC, or it takes radiant damage equal to its maximum hit points. On a successful saving throw, the creature is immune to this ability and to your sneak attack damage for 24 hours.