Rogue
Base Class: Rogue

This rogue has gotten themselves into too many dangerous situations. One evening, with their life on the line, they do the unthinkable. They pray to Mirgal, the dead Vanir whose treacherous plots doomed the Lost Lands. Just a quick prayer, a few words muttered under their breath in the most desperate of situations. While desperately beseeching Mirgal for assistance... something happens. The rogue escapes with their life. And has never forgotten. They keep their faith secret but call upon Mirgal’s assistance when it is most needed. But... is Mirgal actually helping? Can a dead wizard even help... anyone? This rogue does not care... they are a true believer.

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 may learn three cantrips of your choice from the cleric’s spell list.

Spell Slots

The True Believer table determines the number of spell slots you have to cast spells from your known spells list. Casting a spell expends a slot of that spell’s level or higher. All expended spells slots are restored after finishing a long rest

Spells Known

The Spells Known column of the True Believer table shows when you learn new cleric spells. The spells must be of a level for which you have spell slots. Spells cast remain in your list of known spells. You may only expend spell slots to cast spells that you know.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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

Arcane 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

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

False Gods

Starting at 3rd level, you have advantage on Intelligence (Religion) checks to learn about other religious orders. As well, any Wisdom (Insight) check by someone trying to determine your true religion, has disadvantage. You also gain proficiency in one of the following skills of your choice: Deception, History, or Religion.

Deception

Deception

History

History

Religion

Religion

Dubious Healing

Starting at 9th level, when you cast a healing spell on a target, you may choose to grant the target double the healed amount as temporary hit points (instead of actually healing them). These temporary hit points last until the target takes a short or long rest, or you revoke them with a bonus action

Wrath of Divinity

Starting at 13th level, when you cause damage with your Sneak Attack, you may inflict an additional 10 (3d6) damage. Good and neutral characters deliver radiant damage and evil characters, necrotic. If you deal radiant damage, you may heal an ally within 60 feet for a number of hit points equal to the extra damage dealt with this feature. If you deal necrotic damage, the creature you hit must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. You may use this feature a number of times equal to your proficiency bonus. You must then finish a long rest before using this feature again.

Push your Luck

Starting at 17th level, you may use an action to request divine assistance. If you succeed in a DC 15 ability check (using your spellcasting ability) you regain all expended spell slots and True Believer class features If you fail the check, you gain one level of exhaustion. But the very next time you attempt to use this ability, you have advantage on the ability check. You may use this feature once. You regain all expended uses after you finish a long rest.

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