Base Class: Rogue
Of all those who take to the shadows, those who adhere to the deities of cunning find themselves in a better position than most. Melding into the shadows and deceiving all they come across is a blessing to those who spend time hiding the things they do under the cover of night. Able to harness a darker divinity than those of the Trickery Domain, rogues of this archetype follow a tradition of thievery and assassination—all in the name of the patron they serve.
Spellcasting
When you reach 3rd level, you supplement your craftiness with 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 an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Fanatic 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice. The Spells Known column of the Fanatic Spellcasting table shows when you learn more cleric spells of 1st level or higher.
You prepare the list of cleric 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 + your rogue level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric 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 cleric spells, since you learn your spells through dedication to a particular 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
Fanatic 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 |
Expanded Spell List
The Fanatic archetype lets you choose from an expanded list of spells when you learn a cleric spell. The following spells are added to the cleric spell list for you.
Fanatic Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Channel Darkness
At 3rd level, you gain the ability to channel dark divine energy directly from your deity, using that energy to fuel magical effects.
When you use your Channel Darkness, you choose which effect to create. You must then finish a short or long rest to use your Channel Darkness again.
Some Channel Darkness effects require saving throws. When you use such an effect from this class, the DC equals your Fanatic spell save DC.
Beginning at 6th level, you can use your Channel Darkness 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.
Channel Darkness: Meld into Shadow
As a bonus action, you clutch your holy symbol and mutter a somber prayer, moving between the cover of shadow with ease. When you are in dim light or darkness, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Channel Darkness: Shadow Shaping
As a reaction, you lash out with a shadow and strike an opponent. When a creature makes an attack against you or a creature you can see, you can use your reaction to impose disadvantage on the attack roll. You can choose to use this feature after the after the roll, but before the DM determines whether the attack hits or misses.
Acolyte's Specialty
At 9th level, your experience as a thief-priest allows you to choose a specialty, granting you additional options for your Channel Darkness feature. The specialties are presented below in alphabetical order.
Assassination
When you choose this option at 9th level, you gain the following Channel Darkness option:
Channel Darkness: Shadow Knife
Whenever you take the Attack action, you create a sliver of shadow in your hand, ready to make an attack with the weapon. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals necrotic damage equal to 1d8 plus the ability modifier you used for the attack roll. On a critical hit, the shadow knife strikes a creatures vital points, such as the throat or the heart. The creature dies if it can't survive with the vital point missing or cut.
The blade vanishes when you hit with a thrown attack or critical hit with this weapon, use another Channel Darkness option, or complete a short or long rest.
Bribery
When you choose this option at 9th level, you gain the following Channel Darkness option:
Channel Darkness: Social Cunning
As an action, you paint a smile on your face, ready to deceive and convince the world to see things your way. When you use this feature, you can reroll any Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check and choose either roll. You can choose to use this feature after rolling but before the DM determines the outcome.
Concoction
When you choose this option at 9th level, you gain the following Channel Darkness option:
Channel Darkness: Potent Poisons
As an action, you pour your divine magic into creating a magical, deadly toxin. When a creature ingests this poison or is hit with a weapon coated in this poison, they must make a Constitution saving throw against your spell save DC. On a failed save, the creature is poisoned until they finish a long rest.
If you spend 1 hour creating this poison, it can administer one of the following conditions in addition to poisoned: blinded, charmed, frightened, paralyzed, petrified, or 3 points of exhaustion. You choose the condition when you create the poison.
The poisons are strong but short-lived, and lose their effectiveness after you finish a long rest. Poison created this way ignores all resistances and immunities.
Espionage
When you choose this option at 9th level, you gain the following Channel Darkness option:
Channel Darkness: Seeker of Secrets
As an action, you take a breath and hold your holy symbol tightly, allowing your deity to lead you to the information you seek. While you hold your holy symbol, a creature or object that has the knowledge you are looking for emits an audible heartbeat that increases in frequency and volume the closer you are to the target. Only you can hear this sound, and it is audible up to 500 feet away.
Thievery
When you choose this option at 9th level, you gain the following Channel Darkness option:
Channel Darkness: Looter's Luck
As an action, you channel divine power through your fingertips, giving you divine success in your endeavors. For 10 minutes, you automatically succeed on Thieves' Tools checks to pick locks and Dexterity (Sleight of Hand) checks to pick pockets, as long as it is possible to pick the target lock or take the target item.
Friend of the Shadows
At 13th level, you have a spiritual bond with the gloom, allowing you to form them into a companion for a time. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. The conjured familiar is always a fiend.
Additionally, your familiar can move through shadows to any place you've seen, and can take items with it through the shadow. The familiar can carry an amount of weight equal to twice your rogue level.
Shadow's Blessing
At 17th level, your precarious habits are impressive to your deity, granting you favor when moving through the night. Whenever you reduce a creature to 0 hit points, pick a lock, sell a stolen item, or roll for initiative with no uses of Channel Darkness, you regain one expended use.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/28/2023 11:55:25 AM
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