Rogue

by CalvinTheRed

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Roguish Archetype

At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The Executioner and the Reverent are options available to a rogue making that choice.

Executioner

"These guys know that one good swing is the only thing separating most folk from a eulogy." - Shuffles

Not all rogues slink about in the shadows. Some have chosen to emerge from the dregs of civilization and step into the public eye. Having less need for stealthy and secretive practices than their roguish colleagues, these individuals sacrifice calculated precision for brute force, often preferring greatswords and greataxes to daggers and shortswords.

As the name suggests, many of these individuals can be found working under a governing body - such as a kingdom or city - as executioners. Common folk are understandably wary of Executioners if their profession is made known, especially those who work under a governing body of some sort, but Executioners can typically fit in reasonably well and find work in civilized society.

What events led you to step out from the shadows? Are you seeking to leave your criminal ways behind, or are you seeking greater reputation and notoriety for the criminal activities you still pursue?

Blatant Combatant

3rd-level Executioner feature


When you choose this archetype at 3rd level, you gain proficiency with medium armor and all weapons which have the heavy property.

You also gain an additional way to use your Sneak Attack; you may use your Sneak Attack against a creature if that creature is within 5 feet of you, if you are attacking using a melee weapon with the heavy property, and if you do not have disadvantage on the attack roll.

To the Chopping Block

3rd-level Executioner feature


Also at 3rd level, you have grown accustomed to forcibly moving others. You can use the bonus action granted by your Cunning Action to attempt to Shove a creature within 5 feet of you.

Additionally, your speed is not halved when you drag a creature unless that creature is larger than you.

Executioner's Mark

9th-level Executioner feature


Starting at 9th level, immediately before you attempt to shove or make an attack against a creature, you may choose to designate that creature as your Mark. This mark lasts for 1 minute, until the marked creature dies, or until you use this feature again.

You have advantage on Strength (Athletics) checks made to grapple or shove your Mark. If you use your Sneak Attack to deal damage to your Mark while it is prone, your Sneak Attack damage increases by 2d6.

If you kill your Mark, all enemies within 30 feet of you who can see or hear you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn.

You can mark a creature in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Unrelenting

13th-level Executioner feature


Beginning at 13th level, you gain proficiency with Strength saving throws.

Additionally, when you are reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. When you do so, you gain temporary hit points equal to twice your rogue level, and all enemies within 30 feet of you become marked by your Executioner's Mark.

Once you use this feature, you can't use it again until you finish a long rest.

Executioner's Strike

17th-level Executioner feature


At 17th level, when you make an attack roll using a weapon with the heavy property against a creature marked by your Executioner's Mark, your attacks score a critical hit on a roll of 18, 19, or 20.


Art: 'SMITE Nemesis Executioner' by Scebiqu on deviantart.com

Reverent

"All I hear is that it took a slap from a god for you to see reason. This is a concerning start..." - Shuffles

The gods are usually content to allow the affairs of the mortal races to play out with minimal to no interference. However, on rare occasions, when a mortal of interest strays from the fate a god had intended for it, that god will reach out and guide the mortal back to a path of righteousness. Mortals who experience this divine intervention typically go on to become Reverents, renouncing their old ways and repurposing their skills to act in the service of the deity which reached out to them.

Reverent almost always come from a background of criminal behavior, as living an "average life" is rarely unacceptable in the eyes of the gods to the point of warranting direct intervention. While some reject the demands of the gods to change their ways, those who undergo genuine repentance and accept the wills of the gods find holy magic awakening within them shortly thereafter. While this magic is not quite as remarkable as what a conventional cleric could achieve, it provides the Reverent with a unique toolkit to augment their existing skill set.

What activities caused a deity to intervene and pull you back into the light, and which deity was it that reached out to contact you? Were you quick to accept the demands of the deity, or were you hesitant and doubtful?

Reverent Spellcasting
Rogue Level Cantrips Known Spells Known 1st level 2nd level 3rd level 4th level
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Spellcasting

3rd-level Reverent feature


When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn three cantrips: Holy Strike and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots. The Reverent Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these 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.

For example, if you know the 1st-level spell Bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and necromancy spells on the cleric spell list.

The Spells Known column of the Reverent Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since the power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell Attack Modifier = your proficiency bonus +
your Wisdom modifier

Providential Strike

3rd-level Reverent feature


When you choose this archetype at 3rd level, you add your Wisdom modifier to the damage you deal with your Holy Strike.

You also gain an additional way to use your Sneak Attack; you may use your Sneak Attack against a creature if you are attacking using your Holy Strike and if you do not have disadvantage on the attack roll.

Holy Ward

9th-level Reverent feature


At 9th level, your deity endows you with a holy ward you can use to keep yourself and others safe from harm. When you or a creature you can see within 30 feet of you takes damage, you can deploy this ward as a reaction to reduce the damage taken by an amount equal to your level plus your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Revelation

13th-level Reverent feature


Beginning at 13th level, your deity guides your actions. As a result, whenever you make a Dexterity check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in the Religion skill.

Judgement

17th-level Reverent feature


At 17th level, you can direct the ire of your deity at a single foe. When you hit a creature with your Holy Strike cantrip and deal Sneak Attack damage to it, you can treat all of your Sneak Attack dice as though they rolled their maximum values.

Once you use this feature, you can't use it again until you finish a short or long rest.


Art: 'Healer' by Oxana Che on artstation.com

 

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