Base Class: Rogue
Some rogues enhance their fine-honed skills of stealth and agility with divine magic, aiding themselves and their allies with gifts bestowed upon them by their god. These rogues serve their god by recovering stolen artifacts, lost knowledge and relics.
Favored Weapon
Starting at 3rd level, you acquire the training necessary to effectively arm yourself for battle against enemies of you god. You gain proficiency with simple and martial weapons.
The influence of your deity also allows you to bless your god’s favored weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property and say a prayer to your deity. The weapon gains the finesse quality while it is blessed.
When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Divine Guidance
Starting at 3rd level, you can cast the Guidance cantrip, using the bonus action granted by your Cunning Action. You may also perform one of the following additional tasks with it:
- You can change the range of the spell from touch to 30 feet.
- You can grant the spell’s bonus to the first damage roll the target makes, instead of an ability check roll.
- You can grant advantage to the next saving throw the target of your guidance spell makes.
Beginning at 9th level, the bonus to rolls granted with your guidance spell equals 1d4 + your Wisdom modifier (minimum of 1).
Blinding Strikes
Starting at 9th level, your Favored Weapon can deal your choice of radiant or necrotic damage.
Additionally, you can blind a foe with one of your attacks. A creature that takes damage from your sneak attack must make a Constitution saving throw. If it fails, the target is blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. The Save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Once you use the blinding feature, you must finish a short or long rest before you can use it again.
Guiding Attack
At 13th level, you gain the ability to inspire attacks with your Divine Guidance. As part of the bonus action used to cast guidance on your turn, you allow the target of the spell to use their reaction to immediately attack 1 creature they can see within 30 feet, adding the bonus from the spell to the attack roll instead of an ability check roll.
You can use this bonus action a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Righteous Might
At 17th level, as an action when you’re below half of your maximum hit points or as a reaction when you drop to 0 hit points, your deity endows you with endurance and martial prowess to carry on. For 1 minute, you can’t cast spells, and you gain the following benefits:
- You recover half your maximum hit points and immediately stand up, if you were prone.
- You have advantage on attack rolls that you make with your favored weapon.
- When you hit a target with an attack with your favored weapon, that target takes an extra 2d12 radiant or necrotic damage.
- You grow spectral wings and gain a fly speed equal to your normal walking speed.
- You can attack twice, instead of once, when you take the Attack action on your turn.
Immediately after this effect ends, you become unconscious for 1 minute and suffer one level of exhaustion. Once you transform this way, you can't do so again until you finish a long rest.
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