Nightstalker

Serve as a Holy Inquisitor in the Shadows

Nightstalkers are the covert blades of the Order of the Sacred Flame—rogues sworn to the All-Father who walk quietly where the Church cannot be seen to act, stalking heretics, Rift-touched horrors, and rogue spellcasters through alleys, sanctums, and war zones. Where Confessors interrogate in the light and Templars wage holy war in the open, Nightstalkers move in silence—slipping past wards, shadowing their quarry for days, and ending blasphemy with a single, consecrated strike.   Blending roguish subtlety with austere divine magic, a Nightstalker wields sacred power not to heal the world, but to excise what the All-Father has deemed unforgivable—branding foes with Radiant judgment, twisting the trajectory of hostile spells, and turning every Sneak Attack into a potential sentence. Where a Paladin pronounces verdict before witnesses, a Nightstalker delivers it in a whisper and a single Radiant strike. To those who cling to forbidden power, they are a whispered terror: you may evade the Church, you may flee the Templars—but you cannot hide from the Sacred Flame that watches in the dark.

Level 3: Spellcasting

You have learned to cast spells.   Cantrips. You know three cantrips: Sacred Flame and two other cantrips of your choice from the Cleric spell list.   Whenever you gain a Rogue level, you can replace one of your cantrips, except Sacred Flame, with another Cleric cantrip of your choice.   When you reach Rogue level 10, you learn another Cleric cantrip of your choice.   Spell Slots. The Nightstalker Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
Nightstalker Spellcasting
Rogue Level
Prepared Spells
1
2
3
4
3
3
2
4
4
3
5
4
3
6
4
3
7
5
4
2
8
6
4
2
9
6
4
2
10
7
4
3
11
8
4
3
12
8
4
3
13
9
4
3
2
14
10
4
3
2
15
10
4
3
2
16
11
4
3
3
17
11
4
3
3
18
11
4
3
3
19
12
4
3
3
1
20
13
4
3
3
1
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Cleric spells.   The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Nightstalker Spellcasting table. Whenever that number increases, choose additional Cleric spells until the number of spells on your list matches the number in the Nightstalker Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Cleric spells of level 1 or 2 in any combination.   Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Cleric spell for which you have spell slots.   Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.   Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.  
Alternative Design. At your table, you can choose Charisma instead of Wisdom as the spellcasting ability for Nightstalker features and spells, representing Nightstalkers who channel faith through force of personality rather than quiet discernment.

Level 3: Radiant Execution

Your Sneak Attacks carry the searing light of the Sacred Flame.   When you deal Sneak Attack damage, you can choose for all the Sneak Attack damage to become Radiant damage instead of the weapon’s normal damage type.

Level 3: Veil of Judgment

You are trained to move unseen in the shadow of sanctuaries and war-torn streets, and to feel the tremor of blasphemous magic in the air. You gain the following benefits:   Inquisitorial Training. You gain proficiency in the Intelligence (Religion) skill.   Sacred Stealth. When you make a Dexterity (Stealth) check while you are in Dim Light or Darkness, you can add your Wisdom modifier to the roll (minimum bonus of +1).   Sense the Unhallowed. You are preternaturally sensitive to spellcasting and warped power. If a creature you can see within 60 feet casts a spell, you can still discern that it is casting a spell, even if the spell has no verbal or somatic components.

Level 9: Inquisitor’s Brand

  You learn to carve a fragment of holy judgment into your enemies with a single precise strike. You gain the following Cunning Strike option:   Inquisitor’s Brand (Cost: 2d6). You attempt to brand the target with Radiant judgment. The target must make a Wisdom saving throw, or it gains the following effects for up to 1 minute:
  • The target sheds Dim Light in a 10-foot radius and cannot benefit from the Invisible condition.
  • The target cannot benefit from Half Cover or Three-Quarters Cover against your attack rolls.
  • Whenever the target casts a spell, it takes Radiant damage equal to your Wisdom modifier (minimum 1), and it has Disadvantage on saving throw it makes to maintain Concentration.
  The branded creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.   You can have a number of creatures branded in this way at a time equal to your Proficiency Bonus.

Level 13: Divine Interdiction

You can lash out with a wordless verdict when an enemy dares to invoke forbidden power in your presence.   When a creature you can see within 60 feet of you casts a spell, you can use your Reaction to invoke Divine Interdiction, choosing one target or creature affected by the spell that you can see within 30 feet (which can be yourself). The chosen creature has Advantage on any saving throw it makes against the spell and, if the spell allows the creature to take only half damage, it instead take no damage if it succeeds on the saving throw and only half damage if it fails. The creature benefit from this effect if it has the Incapacitated condition.   In addition, if the spell requires Concentration, the caster immediately makes a Constitution saving throw against your spell save DC to maintain Concentration on the spell.   You can use Divine Interdiction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 17: Final Judgment

At the apex of your training, you become the living edge of the Sacred Flames’s sentence. When you strike, the guilty do not simply fall—they are condemned.   When you deal Sneak Attack damage to a creature, you can pronounce Final Judgment on it (no Action required). The target must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your Proficiency Bonus). On a failure, radiant shackles seize the creature shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet and the creature has the Restrained condition for up to 1 minute. While Restrained in this way, the creature cannot benefit from the Invisible condition and at the start of each of its turns it takes Radiant damage equal to your Sneak Attack damage. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.   If the creature is a Aberration, Fiend, Undead, or a creature the GM deems significantly corrupted by the Rift, and this damage reduces it to 0 Hit Points, its body is seared away in holy fire and utterly destroyed as if by Disintegrate.   On a success, until the end of your next turn the creature cannot benefit from the Invisible condition and attacks against it gain a 1d4 bonus to hit until as spectral chains lash around its body in Dim Light.   Once you use Final Judgment, you can’t use it again until you finish a Long Rest, unless you expend a spell slot of level 3 or higher to use it again.
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