Divine Agent

Deliver a Deity's Divine Will

Created by Gabe Grimoire
Not all priests are clerics, and not every problem can be solved by prayer or preaching. Clerics and Paladins can solve most problems a church has, but sometimes, someone needs to really "dirty" their hands when dealing with heathens. These people are not often found in temples, but in dark alleys and among the church's enemies. These people are Divine Agents, a devout blade in the night that stands to uphold their deity's tenets. Whether the deity a Divine Agent serves is from the White, Black, or other Pantheon makes no difference. There are some deeds that the clergy of their deity do not and will not do, that sometimes, is required of the faith. You are a devout worshipper of your deity, likely zealous even. Though others of your faith may deem you inferior to them, you know that it’s quite the contrary.  
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Church Militant

Level 3 feature   You gain Proficiency with Martial Weapons, and Proficiency in the Religion Skill.   Additionally, whenever you deal damage with your Sneak Attack feature, you can have the extra damage dealt by it be Radiant or Necrotic damage (choose when you gain this feature).    

True Believer

Level 3 feature   Choose a Deity to serve and one of their Divine Domains to follow. Whenever you gain a Feat from this class, you can change the Divine Domain you chose.   You can cast a level 1 spell from the chosen Divine Domain's domain spells, without expending a Spell Slot. Intelligence is your Spellcasting Ability for the spell, and you can use a Holy Symbol as a Spellcasting Focus for it. Once you use this feature, you can't use it again until you finish a Long Rest.   The level of spell you can cast with this feature increases at certain levels: level 2 spell at Rogue level 5, level 3 spell at Rogue level 7, and level 4 spell at Rogue level 9.  
 

Divine Inquisitor

Level 9 feature   You have garnered enough status within your church over time, that you gain the following benefits.
  • Cantrips. You learn two cantrips of your choice from the Cleric spell list. Intelligence is your Spellcasting Ability for these spells.
  • Better True Believer. You can cast a spell with your True Believer feature twice now, and regain all expended uses when you finish a Long Rest.
 
 

Piercing Gaze

Level 13 feature   As a Bonus Action, you can attempt to pierce the veil of magic and make a Wisdom (Perception) check. If a creature within 60 feet of you is concealed by magic (such as from the Invisibility spell or an illusion), and the result of your Perception check is equal to or higher than the caster's Spell Save DC, you see through the concealment. If the magic was not cast by a spellcaster or otherwise does not have a predefined DC, your GM determines the DC (typically 15). You can see through a creature's concealment this way until the start of your next turn as if they weren't affected by the Invisibility condition, an Illusion spell, or any other magic that would impede seeing it (like the Darkness spell).  
 

Eliminate Heresy

Level 17 feature   Once per Short or Long Rest, you can end one Curse, Disease, or Condition on yourself.   Additionally, when you deal Sneak Attack damage that is Radiant or Necrotic damage, you can deal an additional 1d6 damage.