Base Class: Rogue
Some rogues enhance their stealth and divine faith, through learning more about undead, mastering divine incantations. These rogues include bounty hunters, dungeon delvers, and enemies of the Domains of Dread.
Spellcasting When you reach 3rd level you gain the ability to cast spells.
Cantrips
You learn three cantrips: Sacred Flame and two other cantrips from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level
Spells Known of 1st-Level and Higher
You know three 1st level paladin spells of your choice. 2 of which you must choose from the Divination and Enchantment on the paladin spell list.
The spells known column of the Vampire Hunter Spellcasting table shows when you learn more Paladin of 1st level or higher. Each of these spells must be an Divination and Evocation of your choice, and must be of a level for which you have spell slots. For instance when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level
The spells you learn at 8th,14th, and 20th level can come from either Cleric or Paladin Spell list
Whenever you gain a level in this class, you can replace on of the Paladin spells you can replace on of the Paladin spells you know with another spell of your choice from the Paladin Spell list. The new spell must be of a level for which you have spell slots, and it must be an Divination or Evocation spell, unless your replacing the spell you gained from 8th, 14th and 20th level from the Cleric or Paladin list.
Spellcasting Ability
Charisma is your spellcasting ability for your spells, since you learn your spells though your faith in your patron. You use charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a charisma spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Charisma Modifier
Spell attack modifier = your proficiency bonus = your intelligence modifier
|
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 |
Radiant Blades
You can manifest your radiant power as a glowing blade of divine energy. Whenever you take the Attack action, you can manifest a divine blade from your free hand and make the attack with that blade. This divine blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60ft and no long range, and on a hit, it deals radiant damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second radiant blade as a bonus action on the same turn, provided the other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6
Deceiving Mind
Starting at 9th level, you are able to act as if you are under the charm effect, when you make a successful save against a charm effect, the target has to make a wisdom saving throw , if they fail you can use your sneak attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
Additionally you gain advantage on wisdom saving throws.
Call to Arms
Starting at 13th level you gain the ability to imbue a creature with divine energy. You gain 2 divine charges that restore on a long rest.
As a bonus action using 1 divine charge you can shield a creatures mind. The creature gains advantage on Wisdom saving throws for 1 minute.
As a bonus action using 1 divine charge you can imbue a creature with divine energy. The creature gains resistance to necrotic damage for 1 minute.
As an action using 2 divine charges, you can ignite another creatures weapon in a radiant flame, this weapon deals an additional 1d6 radiant damage for 1 minute
Vampires Bane
Starting at 17th level you can evoke a radiant light into a creatures eyes. When you use your Radiant Blades to deal sneak attack damage to a creature, you can force that target to make a Wisdom saving throw(DC equal to 8+ your proficiency bonus + your dexterity modifier). If the save fails, the target is blinded for 1 minute. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you cant do so again until you finish a long rest.
Spellcasting
Cantrips
You learn three cantrips: Sacred Flame and two other cantrips from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level
Spells Known of 1st-Level and Higher
You know three 1st level paladin spells of your choice. 2 of which you must choose from the Divination and Enchantment on the paladin spell list.
The spells known column of the Vampire Hunter Spellcasting table shows when you learn more Paladin of 1st level or higher. Each of these spells must be an Divination and Evocation of your choice, and must be of a level for which you have spell slots. For instance when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level
The spells you learn at 8th,14th, and 20th level can come from either Cleric or Paladin Spell list
Whenever you gain a level in this class, you can replace on of the Paladin spells you can replace on of the Paladin spells you know with another spell of your choice from the Paladin Spell list. The new spell must be of a level for which you have spell slots, and it must be an Divination or Evocation spell, unless your replacing the spell you gained from 8th, 14th and 20th level from the Cleric or Paladin list.
Spellcasting Ability
Charisma is your spellcasting ability for your spells, since you learn your spells though your faith in your patron. You use charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a charisma spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Charisma Modifier
Spell attack modifier = your proficiency bonus = your intelligence modifier
|
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 |
Radiant Blades
Radiant Blades
You can manifest your radiant power as a glowing blade of divine energy. Whenever you take the Attack action, you can manifest a divine blade from your free hand and make the attack with that blade. This divine blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60ft and no long range, and on a hit, it deals radiant damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second radiant blade as a bonus action on the same turn, provided the other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6
Deceiving Mind
Deceiving Mind
Starting at 9th level, you are able to act as if you are under the charm effect, when you make a successful save against a charm effect, the target has to make a wisdom saving throw , if they fail you can use your sneak attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
Additionally you gain advantage on wisdom saving throws.
Call to Arms
Call to Arms
Starting at 13th level you gain the ability to imbue a creature with divine energy. You gain 2 divine charges that restore on a long rest.
As a bonus action using 1 divine charge you can shield a creatures mind. The creature gains advantage on Wisdom saving throws for 1 minute.
As a bonus action using 1 divine charge you can imbue a creature with divine energy. The creature gains resistance to necrotic damage for 1 minute.
As an action using 2 divine charges, you can ignite another creatures weapon in a radiant flame, this weapon deals an additional 1d6 radiant damage for 1 minute
Vampires Bane
Vampires Bane
Starting at 17th level you can evoke a radiant light into a creatures eyes. When you use your Radiant Blades to deal sneak attack damage to a creature, you can force that target to make a Wisdom saving throw(DC equal to 8+ your proficiency bonus + your dexterity modifier). If the save fails, the target is blinded for 1 minute. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you cant do so again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/26/2024 4:38:38 AM
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