Base Class: Rogue
Exorcist stuff
Hallowed Spellcasting
When you reach 3rd level, you gain the ability to cast spells from the Cleric spell list. You learn two cantrips: Sacred Flame and one other cantrip of your choice from the Cleric spell list. Intelligence is your spellcasting ability for your Cleric 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 Cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell attack modifier = your proficiency bonus + your Intelligence modifier.
Spell Slots. The Exorcist Spellcasting table shows how many spell slots you have to cast your spells of 1st level 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. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. At 3rd level, you know four 1st-level Cleric spells of your choice. The Spells Known column of the Exorcist Spellcasting table shows when you learn more cleric spells of 1st level or higher.
Every spell you learn must come from the abjuration, evocation, or necromancy school of magic, and must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 9th, 13th, and 17th level can come from any spell list. Whenever you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. If the spells you learn at 9th, 13th, and 17th level weren't Cleric spells, you can replace them with a Cleric spell when you gain a level in this class.
The Exorcist table shows how many spell slots you have to cast your cleric spells of 1st level 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.
Exorcist Spell Table.
| Level | Proficiency Bonus | Spells Known | 1st Level Spell Slots | 2nd Level Spell Slots | 3rd Level Spell Slots | 4th Level Spell Slots | 5th Level Spell Slots |
| 3 | +2 | 4 | 2 | - | - | - | - |
| 4 | + 2 | 4 | 2 | - | - | - | - |
| 5 | + 3 | 5 | 3 | 2 | - | - | - |
| 6 | +3 | 5 | 3 | 2 | - | - | - |
| 7 | + 3 | 5 | 3 | 2 | - | - | - |
| 8 | +3 | 5 | 3 | 2 | - | - | - |
|
9 |
+4 | 6 | 4 | 3 | 1 | - | - |
| 10 | +4 | 6 | 4 | 3 | 1 | - | - |
| 11 | +4 | 6 | 4 | 3 | 1 | - | - |
| 12 | +4 | 6 | 4 | 3 | 1 | - | - |
| 13 | +5 | 7 | 4 | 3 | 2 | 1 | - |
| 14 | +5 | 7 | 4 | 3 | 2 | 1 | - |
| 15 | +5 | 7 | 4 | 3 | 2 | 1 | - |
| 16 | +5 | 7 | 4 | 3 | 2 | 1 | - |
| 17 | +6 | 8 | 4 | 3 | 3 | 2 | 1 |
| 18 | +6 | 8 | 4 | 3 | 3 | 2 | 1 |
| 19 | +6 | 8 | 4 | 3 | 3 | 2 | 1 |
| 20 | +6 | 8 | 4 | 3 | 3 | 2 | 1 |
Exalted Sacred Flame
Starting at 3rd level, when you cast Sacred Flame, you can empower it, and it gains the following characteristics:
- When you damage a creature with Sacred Flame, you can use your sneak attack dice to add extra damage to the attack so long you haven't already used your Sneak Attack feature this turn.
- Your sacred flame ignores resistances to Radiant damage.
- All aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on their saving throw against your Sacred Flame.
Supernatural Mettle
Starting at 9th level, the otherworldly horrors you've experienced have hardened your mind and soul. After hitting a creature with your sacred flame, until the end of your next turn that creature has disadvantage on its next saving throw caused by a spell that you cast. While a creature is under the effects of a spell that you cast, you have advantage on Wisdom and Intelligence saving throws caused by that creature.
Sight Beyond Sight
At 9th level, you can see a great many things others cannot. You have Darkvision out to a range of 120 feet, seeing in both normal and magical darkness. You can also, at will, see up to 120 feet into the Ethereal Plane from the plane you're currently on. While on the Ethereal Plane, you can see up to 120 feet into any other plane of existence, at will.
Sacred Rites
Starting at 13th level, you have learned how to enforce your will onto the arcane weave to aid your effort in combating the unknown. You learn to speak Celestial or Deep Speech, if you didn't already know it. If you already know both langauges, you can instead learn any other langauage of your choice. Whenever you cast a spell that provides healing, temporary hit points, or damage, you can roll your Sneak Attack dice and add the result to the total, if you haven't already used your Sneak Attack feature this turn. If you use your Sneak Attack feature in this way, the spell you cast gains the verbal component, if it didn't already have it. To use your Sneak Attack feature in this way you must be able to coherently speak in Celestial or Deep Speech.
Into the Fold
Starting at 17th level, your experiences with the occult have left you with the ability to shift between worlds. As bonus action, you can transport yourself to the Ethereal Plane. You can do so a number of times equal to your Intelligence modifier per long rest. You must use a bonus action to leave the Ethereal Plane once there to return to the plane you came from. While there, you can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. If you were to fall unconscious on the Ethereal Plane, you return unconscious to the plane that you transported from. If you are transported directly to the Ethereal Plane by means other than this ability, you can instead use your bonus action to transport yourself to any other plane of existence. If you were to fall unconscious on another plane after having traveled there from the Ethereal Plane, you return unconscious to the Ethereal Plane.
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