Rogue
Base Class: Rogue

A simple Roguish Archetype for god(s)fearing thieves

Spellcasting

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips
You learn three cantrips of your choice from the cleric spell list. At 10th level you learn another cantrip from the cleric spell list.

Spell Slots
The Divine Trickster Spellcasting table shows how many spell slots you have to cast your 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.
You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

Spells Known
You know two 1st-level cleric spells of your choice. The Spells Known column of the Divine Trickster Spellcasting table shows when you learn more cleric spells of 1st level or higher. In addition, you automatically learn the spells from the trickery domain for any spell level you can cast; these spells do not count towards your total known spells.

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 cannot be a domain spell.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. 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: Invoke Duplicity

Channel Divinity: Invoke Duplicity
Starting at 3nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).

The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Ferver

At 3rd level, a  Divine Trickster can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his  Divine Trickster level + his Wisdom modifier. By expending one use of this ability, a good  Divine Trickster (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3  Divine Trickster levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the  Divine Trickster targets himself, in which case it’s a Free Action). Alternatively, the  Divine Trickster can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee attack. Using fervor in this way is a standard that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil  Divine Trickster (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a spell attack and heal undead creatures with a touch. This counts as negative energy.

A neutral  Divine Trickster who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good  Divine Trickster if he chose to spontaneously cast cure spells or as an evil  Divine Trickster if he chose to spontaneously cast inflict spells.

As a Free Action, a Divine Trickster can expend one use of this ability to cast any one Divine Trickster spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the Divine Trickster, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The  Divine Trickster does not need to have a free hand to cast a spell in this way.

Magical Ambush

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

Channel Divinity: Cloak of Shadows

Starting at 9th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You can prolong this effect up to 1 hour by concentrating as an action on your turn. You become visible if you attack or cast a spell.

 

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a long rest.

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