Kinslayer

A branch of devotion created in the mountainous regions of Astali, Kinslayers are those that have established a link to Alveda, the goddess of souls, through prolonged and extreme worship. This devotion has granted various boons upon them, most notably the ability to act without the fear of death. Their name is derived from the original purpose of this set of devotion and ritual: to avenge a fallen home, felled by the actions of man. Though the tools to achieve this act are provided, the implied cost is the promise of rooting out evil as Alveda's tenets see fit. Regardless of your actions, your new purpose is to combat those that seek cruelty without thought, violence without intelligence, souls for self.

Those not pure of intent are not worthy of this form of devotion. Those that seek only to kill will be cast off.

Requirements
In order to choose this archetype at 3rd level, you must possess Expertise in Religion, as well as be a devout follower of Alveda.

Abjuration of the Sanzu
When you choose this archetype at 3rd level, you gain the ability to fail all of your death saving throws immediately after being reduced to 0 hit points. Within 1 minute of dying in this way or otherwise, you can revive yourself as an action. You regain a quarter of your health, rounded up. This ability can be used once per long rest, and requires 4 hours of meditation to regain the use of.

Duelist's Poise
At 3rd level, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you. In addition, while you are not incapacitated, you cannot be knocked prone or off your feet by normal means.

As Wind
At 9th level, you can attack once as a bonus action, as part of your Rogue's Cunning Action feature.

Penance
At 9th level, when a hostile creature reduces you to 0 hit points or kills you, you can divinely sense their location for 24 hours afterwards. Any ability or effect intended to recognize whether a creature is being spied on through divination doesn't pick up anything from this ability. In addition, you gain advantage on attack rolls against the target during this time.

Mortal Insight
At 13th level, you become tranquil with the machinations of death, divinely inflicting hesitation upon your foes. While you are not incapacitated, you gain the effects of the Sanctuary spell. After an attack successfully hits you, this effect is stopped for 1 minute.

Immortal Tether
At 17th level, you regain your use of Abjuration of the Sanzu when you reduce a hostile creature to 0 hit points. Abjuration of the Sanzu can now be used an amount of times per long rest equal to your Wisdom modifier.

In addition, you can choose to make saving throws typically made at the end of your turn at the beginning of your turn instead, and can choose to delay a saving throw typically made at the beginning of your turn to at the end of your turn.