Base Class: Rogue
Your strict upbringing made you an unwavering and swift agent of divine retribution. You don't simply exist to serve the priests of your order, you have a higher purpose and calling - to alleviate the world of false prophets and heretics.
Level 3: Spellcasting
You have learned to cast spells.
Cantrips. You know three cantrips: Guidance and two other cantrips of your choice from the Cleric spell list.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Guidance, with another Cleric cantrip of your choice.
When you reach Rogue level 10, 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 level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Rogue Level | Prepared Spells | 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 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Cleric spells.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Divine Herald Spellcasting table. Whenever that number increases, choose additional Cleric spells until the number of spells on your list matches the number in the Divine Herald Spellcasting 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 spells can include five Cleric spells of level 1 or 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Cleric spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.
Spellcasting Focus. You can use an Holy Symbol as a Spellcasting Focus for your Cleric spells.
Level 3: Harbinger of Faith
Your Sneak attack deals radiant damage instead of dealing the same damage as your weapon. If you follow an evil god it deals necrotic damage instead. 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 must make a successful Wisdom saving throw or suffer Disadvantage on the next attack it makes within 1 minute. You can use this feature an amount of times equal to your Wisdom modifier (minimum of 1). You regain all uses after a [Tooltip Not Found].
Level 3: Dogma Votary
Your studies have given you a wide knowledge of religion and its impact on life. Whenever you make an Intelligence (History or Religion) check to recall information about the gods or their worshipers, you are considered proficient in these skills and add double your proficiency bonus to the check instead of your normal proficiency bonus.
Level 9: Guise of the Believer
When posing as a member of a religious organization, your identity is unquestioned by the masses. You have advantage on Charisma (Deception) checks you make against a discerning creature to expose your guise. Additionally, you can instill further doubt in your target, granting them disadvantage in the contest with your posturing. Once you have used this feature, you must finish a short or long rest before you can use it again.
Level 13: Crosier of Penance
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 DC 10 Wisdom saving throw. If you succeed, you can immediately roll any number of Hit Dice and regain hit points equal to the results.
After the saving throw succeeds you can't cast spells or use this feature again until you finish a long rest.
Level 17: Last Rites
When you hit a creature that is below its hit point maximum you can use your Sneak Attack feature on that creature, even if you are at disadvantage. This Damage increases by 1d6 if the target is undead fiend or celestial.
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