Rogue
Base Class: Rogue

The Divine Herald is an unwavering agent of divine retribution, who brings swift justice to false prophets and heretics. A divine herald might answer to the congregation, an inner circle within a church, or be guided by celestial visions that reveal those who bear false witness.

Spellcasting

3rd-level Divine Herald feature

You have learned to cast spells. See the Player's Handbook for rules on spellcasting. The information below details how you use those rules as a Divine Herald.

Cantrips

You know three cantrips of your choice from the Cleric spell list. Whenever you gain a Rogue level, you can replace one of this feature's cantrips with another cantrip from the Cleric spell list. When you reach 10th level of this class, you learn another Cleric cantrip of your choice.

Spell Slots

The Divine Herald Spellcasting table shows how many spell slots you have to cast your spells of level 1 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.

Prepared Spells of Level 1+

You prepare a list of spells of level 1 or higher that are available for you to cast with this feature. To start, choose three level 1 spells from the Cleric and Paladin spell lists, two of which must be from the Abjuration or Evocation schools of magic.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells colomn of the Divine Herald Spellcasting table. Whenever that number increases, choose additional spells from the Cleric and Paladin spell lists until the number of spells on your matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared can include five Cleric and Paladin spells of level 1 or 2 in any combination.

Changing your Prepared Spells

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Cleric and Paladin spell lists. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Divine Herald Spells (spell save DC = 8 + your proficiency bonus + your Wisdom modifier, spell attack bonus = your proficiency bonus + your wisdom modifier).

Spellcasting Focus.

You can use a Holy Symbol as a spellcasting focus for the spells you prepare for this subclass.

Divine Herald Spellcasting

Rogue

Level

Cantrips

Known

Spells

prepared

— 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

Harbinger of Faith

3rd-level Divine Herald feature

Instead of dealing the damage of the same type as your weapon, your Sneak Attack deals radiant or necrotic damage; you choose the type each time you deal the damage. Additionally, when you hit a creature with a weapon attack on your turn, you can instill doubt in your target, causing it to question its convictions. The target has disadvantage on attack rolls and saving throws it makes until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Dogma Votary

3rd-level Divine Herald feature

You gain proficiency in the history and religion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Guise of the Believer

9th-level Divine Herald feature

Your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation. Whenever you make a Charisma (deception) or Charisma (performance) check, you gain a bonus to the check equal to your Wisdom modifier. In addition, you have advantage on Charisma (deception) and Charisma (performance) checks when posing as a member of a religious organization.

Divine Attunement

9th-level Divine Herald feature

You become worthy of using holy relics only those who fully dedicate themselves to their faith can wield. You can attune to magic items that normally require attunement by a cleric or paladin.

Last Rites

13th-level Divine Herald feature

You strike down wounded heretics without mercy. When you hit a creature with a weapon attack that is below its hit point maximum, you can use your Sneak Attack feature on that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This damage increases by 2d6 if the target is an aberration, celestial, elemental, fey, fiend, or undead.

Crosier of Penance

17th-level Divine Herald feature

The fire of your faith cannot be extinguished. When you are reduced to 0 hit points and don’t die outright, you can make a Wisdom saving throw (DC 5 + the damage taken). If you succeed, you regain a number of hit points equal to half your hit point maximum (rounded up).

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

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