Rogue
Base Class: Rogue

Some rogues put their natural senses and talent to work for a cause they believe in, learning divine magic of enchantment and divination. You might hunt as part of your church, looking for heretics and their doings. You might be an investigator or private eye that just happens to have a strong faith in a god and a dislike of heresy. You might think with an iron fist, or be merciful. Either way, these rogues hunt the blasphemous and occasionally preserve the faithful. Their abilities grant them resilience against vile magics and the ability to heighten their own vile magic in turn.

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 two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Inquisitor 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 command and have a 1st-level and a 2nd-level spell slot available, you can cast command using either slot.

When you cast a spell of the divination school of magic that ordinarily can be cast as a ritual, you can cast that spell as a ritual, adding 10 minutes to the casting time but expending no spell slots for that casting of that spell.

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 enchantment and divination spells on the cleric spell list.

The Spells Known column of the Inquisitor Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an enchantment or divination 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 enchantment or divination 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 your connection and awareness of your chosen faith. 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

Inquisitor Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Questioning Mark

Starting at 3rd level, you can use your prying eyes even in combat. As a bonus action, make an Insight check against a creature you can see within 30 feet of you, contested against that creature's Charisma check. On a success:

  • You can use your Sneak Attack feature on the target, even if you do not have advantage on the attack roll and no ally is within 5 feet of the target. You must still follow the other stipulations for Sneak Attack.
  • You have advantage on insight checks against the target.

This mark lasts for 10 minutes, until the creature dies, or until you are incapacitated. You can use this feature twice per short rest. If you fail your insight check, you do not expend a use of this feature. If the creature dies before the minutes are up, you can use a bonus action on your very next turn to move the mark to another enemy creature within 30 feet of you without making a check. If you do not move it, you lose the mark.

Haughty Resilience

Starting at 9th level, your faith and desire for truth grant you the following benefits:

  • You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells cast by enemy creatures, only if the spell targets only you,
  • You have immunity to the charmed condition,
  • Creatures under the effect of your Questioning Mark have disadvantage on any saving throws they make against your Inquisitor spells of the enchantment school of magic.

Divine Guidance

At 13th level, your skills improve from watching the faithless to guiding the hopeful. As an action, you can touch a creature other than you and:

  • Remove the Charmed condition from a creature
  • Give them {{modifier:wis}}d6 hit points. Creatures cannot be healed past half of their total maximum HP with this feature,
  • Give them advantage on their next attack roll, ability check, or saving throw.

You can only use one of these abilities per turn. You can use these abilities a number of times equal to your proficiency bonus, and regain expended uses upon a long rest.

Conceited Mark

At 17th level, your eye for heresy improves to its peak. You gain the following benefits:

  • Sneak attack dice rolled against the target of your Divine Mark are rolled with a d8, rather than a d6.
  • Creatures targeted by your mark have disadvantage on deception checks.
  • You can cast Dispel Evil and Good once per long rest. When cast using this feature, it cannot be ended early by using one of its special uses.
  • When concentrating on the Dispel Evil and Good spell granted by this feature, you gain Truesight to a range of 30 feet.

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