Base Class: Rogue
This is a subclass of Rogue with some paladin abilities; a divine agent proficient in stealth and guile rather than might of arms.
Gods like Mask, the Lord of Shadows, sometimes choose from their most devout a holy vessel for their judgement and justice. These chosen become the hands of their God, seeking out those who have committed grave offenses against their patron. These divine assassins flow like smoke through the world, leaving no trace of their passing even in the minds of those they pass.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Channel Divinity - Cloak of Shadows
The divine assassin is able to channel their divinity to shroud themselves in the shadows surrounding them. For 1 minute the divine shadow has a +10 their stealth rolls when within 30 feet of a shadow. If the Divine Shadow moves more than 30 feet from a shadow the effect ends early.
Channel Divinity - Forgettable Aspect
The divine shadow is able to affect the minds of those around them. By channeling their divinity for a number of minutes equal to their Divine Shadow level and letting it out in an invisible circle around them, they leave no lasting memories of their presence. People failing a CHA save vs the Shadow's Spell Save DC will be unable to recall specifics of their encounter with the divine shadow (i.e. their appearance, actions, conversations, clothing, gender, etc).
Divine Assassin
When you attack first with surprise you can spend a channel divinity to double the amount of dice rolled for the sneak attack damage.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a divine shadow forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.
Shadow Healing
Your shadows 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 divine shadow level × 5.
When you're within 30 feet of a shadow, you can use an action to:
- As an action, you can draw power from the pool to restore a number of hit points to yourself, up to the maximum amount remaining in your pool.
- Alternatively, you can expend 5 hit points from your pool of healing to cure yourself of one disease or neutralize one poison. You can cure multiple diseases and neutralize multiple poisons with a single use of Shadow Healing, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Spellcasting
By 3rd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See spell rules for the general rules of spellcasting and the spell lists for the divine shadow spell list.
Preparing and Casting Spells
The table below shows how many spell slots you have to cast your Divine Shadow spells. To cast one of your Divine Shadow spells you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare Divine Shadow spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of divine shadow spells equal to your Charisma modifier + half your divine shadow level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
-Spell Slots per Spell Level-
td>5th
| Level | 1st | 2nd | 3rd | 4th | 5th |
| 3rd | 3 | - | - | - | - |
| 4th | 3 | - | - | - | - |
| 5th | 4 | 2 | - | - | - |
| 6th | 4 | 2 | - | - | - |
| 7th | 4 | 3 | - | - | - |
| 8th | 4 | 3 | - | - | - |
| 9th | 4 | 3 | 2 | - | - |
| 10th | 4 | 3 | 2 | - | - |
| 11th | 4 | 3 | 3 | - | - |
| 12th | 4 | 3 | 3 | - | - |
| 13th | 4 | 3 | 3 | 1 | - |
| 14th | 4 | 3 | 3 | 1 | - |
| 15th | 4 | 3 | 3 | 2 | - |
| 16th | 4 | 3 | 3 | 2 | - |
| 17th | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 3 | 3 | 3 | 2 |
You can change your list of prepared spells when you finish a long rest. Preparing a new list of divine shadow spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your Divine Shadow spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Protection
Starting at 6th level, whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to get this bonus.
Impostor
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Shadow Strike
By 17th level, you are so suffused with shadows that all your melee weapon strikes carry that power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 psychic damage.
Previous Versions
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