1. Notes

Anointed Blade

Homebrew Subclass (Rogue)

Rogue Subclass

The Anointed Blade is a rogue subclass that combines devotion and deadly skill. They possess sacred rites that allow them to bless objects with lethal divine power. Whether they serve as assassins for a holy order or have been granted mystical gifts by the gods, they wield their anointed weapons and objects with deadly precision. Anointed Blades are often employed by non-lawful good or netrual deities such as Luthien, Andralte, Refelia or Oromne.

e3cb8b2a-b329-44c2-985e-d9ee1d514ab2.png

Anointer 3rd-level Anointed Blade Feature

You can bless objects through rituals that involve anointing them with a sacred substance. At 3rd level, you learn two blessings of your choice from the list below. Each time you gain a level in this class, you can replace one blessing you know with a different one. The number of blessings you know increases as you reach certain levels, as shown in the Blessings Known table.

Blessings Known:

Rogue LevelNumber of Blessings
3rd2
6th3
10th4
14th5

As an action, you can touch an object and anoint it with one of the blessings you know. Each blessing specifies the type of object it can be placed upon. While the object is on your person, you gain the benefits of the blessing. You can have only one object anointed with a blessing at a time, and an object can only have one blessing. If you try to exceed your maximum number of anointed objects, the oldest blessing ends.

An anointed weapon counts as magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. If a blessing requires a saving throw, the DC is 8 + your Wisdom modifier + your proficiency bonus.

Blessings:

  1. Awe (Weapon): When you deal Sneak Attack damage to a creature using this weapon, the creature must succeed on a Wisdom saving throw or be Frightened of you until the end of your next turn.

  2. Consecration (6th Level or Higher, Weapon): When you deal Sneak Attack damage to a creature using this weapon, the creature must roll a d4 and subtract the result from the next attack roll or saving throw it makes before the end of your next turn.

  3. Deliverance (6th Level or Higher, Wearable Object): Your speed increases by 10 feet, you ignore nonmagical difficult terrain, and you have advantage on ability checks and saving throws you make to avoid or end the Grappled, Paralyzed, and Restrained conditions on yourself.

  4. Edification (Weapon): When you deal Sneak Attack damage to a creature using this weapon, the next attack roll made against the creature before the end of your next turn has advantage.

  5. Enlightenment (Wearable Object): You have advantage on Wisdom (Perception) checks. In addition, you can use a bonus action to magically cause the anointed object to emit bright light in a 20-foot radius and dim light for an additional 20 feet, or extinguish the light.

  6. Equanimity (Wearable Object): You have advantage on saving throws you make to avoid or end the Charmed and Frightened conditions on yourself.

  7. Foresight (6th Level or Higher, Wearable Object): You gain a bonus to your initiative rolls equal to your Wisdom modifier.

  8. Purity (6th Level or Higher, Wearable Object): You have resistance to Psychic damage. In addition, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

  9. Radiance (Weapon): When you deal Sneak Attack damage to a creature using this weapon, the creature must succeed on a Constitution saving throw or be Blinded until the end of your next turn.

  10. Serenity (6th Level or Higher, Weapon): When you deal Sneak Attack damage to a creature using this weapon, the creature must succeed on a Constitution saving throw or be Deafened and unable to speak until the end of your next turn.

  11. Solace (Wearable Object): The first time a creature targets you with an attack on a turn, it must make a Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls against you until the start of its next turn. On a success, the creature is immune to this effect for 24 hours.

  12. Truth (6th Level or Higher, Weapon): When you deal Sneak Attack damage to a creature using this weapon, you learn one of the following about the creature: its creature type, AC, and current hit points; its damage immunities, resistances, and vulnerabilities; its condition immunities and saving throw proficiencies; or one significant action or trait of the DM's choice.

Divine Disciple 3rd-Level Anointed Blade Feature

You gain proficiency in the Religion skill. If you already have this proficiency, you gain proficiency in another skill of your choice from the rogue skill list. Your proficiency bonus is doubled for any ability check you make using Religion.

Sacred Savant 3rd-Level Anointed Blade Feature

You know a selection of spells based on the blessings you know from your Anointer feature. You can cast these spells using Wisdom as your spellcasting ability, and they require no material components. After casting a spell in this way, you can't cast it again using this feature until you finish a long rest. The Blessing Spells are as follows:

  • Awe: heroism
  • Consecration: prayer of healing
  • Deliverance: hold person
  • Edification: command
  • Enlightenment: detect evil and good
  • Equanimity: protection from evil and good
  • Foresight: augury
  • Purity: lesser restoration
  • Radiance: charm person
  • Serenity: silence
  • Solace: shield of faith
  • Truth: zone of truth

Improved Anointer 9th-Level Anointed Blade Feature

You can now have two different objects anointed with blessings at a time. Additionally, when you fail a saving throw, you can use your reaction to end the blessing on one anointed object on your person. If you do, you can roll a d6 and add it to the total, potentially changing the outcome of the roll.

Blessed Knave 13th-Level Anointed Blade Feature

You learn how to imbue yourself with divine power. As a bonus action, you magically gain the following benefits for 1 minute:

  • You gain a bonus to AC equal to the number of anointed wearable objects on your person.
  • When you hit a creature with an attack roll using an anointed weapon, the creature takes an additional 1d6 Radiant damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Master Anointer 17th-Level Anointed Blade Feature

You can now have three objects anointed with blessings at a time. In addition, you can use your Anointer feature to anoint an object as a bonus action.