Rogue
Base Class: Rogue

FROM RAIDERS OF THE SERPENT SEA BY ARCANUM WORLDS

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.

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

You gain proficiency in Charisma (Deception) checks.

History

You gain proficiency in Intelligence (History) checks.

Religion

You gain proficiency in Intelligence (Religion) checks.

Spellcasting

You have learned to cast spells.

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.

True Believer Spellcasting
  —Spell Slots per Spell Level—
Rogue Level Spells Known 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

 

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 or Wisdom is your spellcasting ability for your cleric spells (you choose this when you select this class). You use this ability whenever a spell refers to your spellcasting ability. In addition, you use this ability’s 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 Intelligence or Wisdom modifier

Spell attack modifier = your proficiency bonus + your Intelligence or Wisdom modifier

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.

Evil Aligned Character

Evil characters deliver radiant damage

Good or Neutral Character

Good and neutral characters deliver radiant damage

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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