Base Class: Rogue
Paladins and Clerics are the front-face of any religious faith - the champions who walk the earth, spreading their deity’s message directly to whoever wants to hear them out. But while they walk in the light, illuminated and proud, someone must do the dirty work - the killing. The ones who fill this role are referred to as “Divine Hands” - assassins, spies and executioners in service of the gods.
As a Divine Hand, you were mostly likely a member of a hidden part of your faith - perhaps an ancient order, who trained you in secret to serve your god. Or perhaps you were handpicked by your god, chosen to be their champion for your loyalty and skill.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency with the Religion skill.
Sacred Edge
Also at 3rd level, the deity you serve has blessed your weapons, empowering them against the creatures you hunt. Whenever you use your Sneak Attack feature, you can choose to make the damage radiant instead of its normal damage type.
Additionally, you no longer need advantage to use your Sneak Attack if your target is a fiend, aberration or undead. All other rules for Sneak Attack still apply.
Blessed Hunter
By 9th level, the deity you serve has granted you divine magic to aid you in your service. You learn the Hunter’s Mark and Detect Evil and Good spells, and can cast them at will. Charisma is your spellcasting ability for these spells.
Radiant Resilience
At 13th level, the deity you serve has gifted you with divine resilience as a reward for your service. You have resistance against both necrotic and radiant damage.
Banishing Execution
At 17th level, the deity you serve has taught you a way to instantly banish a creature after wounding it. If a creature is reduced to below half its hit point maximum after you use your Sacred Edge feature, you can force the creature to make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier.
On a failed save, the creature is banished. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for 1 minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
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