Rogue
Base Class: Rogue

The cult had been plaguing the town for weeks, spreading false testament of Torm. Warping it so that the townsfolk handed over their belongings and coin for the 'protection' of the cultists. It wasn't hard infiltrating their ranks, these low creatures assume that everyone who comes is as base and petty as they. Within a span of days I had learned all that I needed to know. I waited until night when most of them would be asleep. The night watch fell quickly and quietly -- I knew their schedule and path after all. Then I moved from bunk to bunk, silently ended the wretched lives of these blasphemers. Until I got to the 'High Priest'. Him? I dosed him with a paralytic poison. Arranged his dead followers in the pews before their heretical altar before stringing him up against the statue of Torm. Soft moans escaped the heretic's lips as he saw my preparations. He knew no mercy from me. I made sure there were ash and oak in the logs below his feet. Fire cleanses all.

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 of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level. These spells count as Heretic Hunter spells for you..

Preparing and Casting Spells

The Heretic Hunter table shows how many spell slots you have to cast your Heretic Hunter 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 prepare the list of Heretic Hunter spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier +  half your Heretic Hunter level, rounding up (minimum of one spell). The spells must be of a level for which you have spell slots. These spells count as Heretic Hunter spells for you.

For example, if you are a 3rd-level Heretic Hunter, you have two 1st-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st level. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Heretic Hunter spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Heretic Hunter spells, since you learn your spells through prayer and devotion to a god. 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 Heretic Hunter 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

Heretic Hunter Spellcasting

Rogue

Level

Cantrips

Known

 

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

 

2

—

—

—

4th

3

 

3

—

—

—

5th

3

 

3

—

—

—

6th

3

 

3

—

—

—

7th

3

 

4

2

—

—

8th

3

 

4

2

—

—

9th

3

 

4

2

—

—

10th

4

 

4

3

—

—

11th

4

 

4

3

—

—

12th

4

 

4

3

—

—

13th

4

 

4

3

2

—

14th

4

 

4

3

2

—

15th

4

 

4

3

2

—

16th

4

 

4

3

3

—

17th

4

 

4

3

3

—

18th

4

 

4

3

3

—

19th

4

 

4

3

3

1

20th

4

 

4

3

3

1

Channel Divinity

Your god has bestowed you with the ability to channel divine power. Once per short or long rest, you may expend a use of your Channel Divinity feature to produce the effect of one of your Channel Divinity options. You gain one additional charge of this ability at level 17 in this class.

 

Channel Divinity: Oppresive Presence

When you take this archetype at lvl3, you can use your action and a use of your Channel Divinity to exude an aura of dread for 1 minute. The Aura extends 10ft from you in every direction. Hostile creatures attempting to cast spells within the Aura have a penalty to their Spell Attack Bonus and Spell DC equal to your Wisdom Modifier (minimum 1). In addition, they have disadvantage on concentration saving throws forced by the damage of your attacks.

Fanatic Zeal

At lvl9, when you are concentrating on a Heretic Hunter spell, your attacks qualify for Sneak Attack damage as long as you do not have disadvantage on the attack roll. All other Sneak Attack rules apply.

Sheltered by Faith

Starting at lvl13, when you are concentrating on a Heretic Hunter spell you gain a bonus to all saving throws against magic, equal to your Wisdom modifier.

Channel Divinity: Expunge Heresy

At lvl 17, you can use your Channel Divinity feature and your bonus action to make one weapon attack against one target within range of your weapon. This attack qualifies for Sneak Attack damage even if you have disadvantage or have already dealt Sneak Attack damage this turn.

Previous Versions

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