D&D 5E The Divine Sleuth; Holy Rogues

Herosmith14

First Post
Yeah, that name is a major work in progress (taking suggestions). I have no idea why I'm on a rogue kick lately, but, like the Mind Walker, Blood Agent, and Warrior, I liked this concept and printed it out. Let me know what you think.




Rogue: Divine Sleuth
Rogues do not always have to use woldy powers. Many practice arcane magic, but few follow your path. Your very concept is a contradiction. You are the light that strikes from the shadows. You are the divine servant who deals in death. You are a holy shadow, and this is your road.

[h=1]Radiant Strike[/h]At 3rd level, you have been granted holy power. You sneak attack damage is radiant, and you do not require an ally within 5ft of your target if it is a fiend or undead.

[h=1]Holy Knowledge[/h]By 3rd level, you have learned from priests and prophets, and exercise that knowledge. You gain proficiency in the Religion and Insight skills, if you are do not already have them. Additionally, you double your proficiency bonus for any checks you make using those two skills.

[h=1]Light in the Darkness[/h]By 9th level, you have been granted the power to see through the shadows. You gain Darkvision out to a range of 30ft. If you already have darkvision, its range increases by 30ft. You can also see normally in magical darkness within 30ft of you.
[h=1]Divine Rogue[/h]At 13th level, you have been granted gifts of other divine warriors. You count as a paladin and clerc when attuning to magic items.
Additionally, you gain resistance to necrotic damage. The forces of darkness cannot touch you.

[h=1]Divine Destruction[/h]At 17th level, you have the ability to severely damage those who further the goals of darkness. Whenever you hit a creature or evil alignment with Sneak Attack, it must make a Wisdom saving throw (DC 8 + Dexterity modifier + proficiency). On a failed save, double the radiant damage dealt to them.

 

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I like most of it. Good luck finding a name. Wish I had some suggestions, but everything I could think of felt too hackneyed.

Some thoughts on the design itself:

In general, I'm not a fan of archetype features which grant a specific skill or skills, especially ones with the "if you do not already have them" clause. Even a non-optimizer will read that and realize it's a waste to choose that skill before gaining the archetype feature. Instead I would grant only one skill, but taken from a list of three or four choices like with the knowledge or nature domain clerics.

For Divine Destruction, there aren't any standard abilities which use alignment as a type for the purpose of applying mechanical effects. Rather than a creature of evil alignment, I would just stick with fiends/undead.
 

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