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ROGUE

Divine Trickster

ROGUE

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of certain divine clerics. These rogues include holy spies and monks, but also pranksters, mischief-makers, and a significant number of adventurers.


Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn three cantrips: mage hand 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 Divine Trickster 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person 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 abjuration and necromancy spells on the cleric spell list, the healing word spell, or they cure wounds.

The Spells Known column of the Divine Trickster Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration 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 an abjuration 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 you learn your spells through dedicated study and memorization. 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

Divine Trickster Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —







1st

2nd

3rd

4th

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

Channel Divinity

At 3rd level when you select this archetype, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You have two such effects: Turn Undead (as per the Turn Undead Channel Divinity from the Cleric class) and Misleading Presence. 

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.  Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your divine trickster spell save DC.

When you reach 9th level in this class, you can use your Channel Divinity twice between rests.  

Channel Divinity: Misleading Presence

At 3rd level, you can use your Channel Divinity to create an illusory double of yourself, while turning yourself invisible in turn. 

As an action you become invisible at the same time that an illusory double of you appears where you are standing. Your invisibility ends if you Attack or Cast a Spell.  You can use your Action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is.  While you are using its Senses, you are Blinded and Deafened in regard to your own surroundings.

This entire effect ends after 10 minutes, if you are ever more than 120 feet away from the double, or you lose concentration on this effect as if you were concentrating on a spell.

Holy Ambush

Starting at 9th level, if you are hidden from a creature when you cast that affects it, the creature has disadvantage on any saving throw it makes against the spell on that turn.

Marked Heretic

At 13th level, you can mark heretics of your deity for holy execution. As a bonus action, you can designate a creature within 30 feet of you as your Marked Heretic. You gain advantage on attack rolls against that creature until the end of your turn.

Life Snatcher

At 17th level, you gain the ability to magically steal back life from the clutches of death. Immediately after a creature you can see within 30 feet of you (other than yourself) would drop to 0 hit points as a result of taking damage, you can use your reaction to cause the target to instead drop to 1 hit point.  The creature then has advantage on all attack rolls and saving throws it makes until the end of it's next turn.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

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