Base Class: Rogue
Those taken by the gods to the sky explored the clerical aspects as a thanks to them for saving them from the horrors of the surface, thus they were able to achieve these celestial powers to help their people. Dual blessings rogues now form a small part of the population in the City in the Sky.
Level 3: Gleaming Strike
When you deal Sneak Attack damage, you can choose to make that Sneak Attack damage Radiant or Thunder damage by spending one of your Sneak Attack dice. The spent die is not rolled.
Level 3: Spellcasting
You have learned to cast spells granted by the gods of the sky. See the rules on spellcasting for the general rules of spellcasting. The information below details how you use those rules with this feature.
Cantrips. You know two cantrips of your choice from the Cleric spell list. Whenever you gain a Rogue level, you can replace one of these cantrips with another cantrip of your choice from the Cleric spell list.
When you reach Rogue level 10, you learn another Cleric cantrip of your choice.
Spell Slots. The Dual Blessing Rogue Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
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 spells from the Cleric spell list.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Dual Blessing Rogue Spellcasting table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list 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 spells can include five Cleric spells of levels 1 and 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 a Holy Symbol as a Spellcasting Focus for your Cleric spells.
Dual Blessing Rogue Spellcasting
| Rogue Level | Cantrips | Prepared Spells | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|---|
| 3 | 2 | 3 | 2 | – | – | – |
| 4 | 2 | 4 | 3 | – | – | – |
| 5 | 2 | 4 | 3 | – | – | – |
| 6 | 2 | 4 | 3 | – | – | – |
| 7 | 2 | 5 | 4 | 2 | – | – |
| 8 | 2 | 6 | 4 | 2 | – | – |
| 9 | 2 | 6 | 4 | 2 | – | – |
| 10 | 3 | 7 | 4 | 3 | – | – |
| 11 | 3 | 8 | 4 | 3 | – | – |
| 12 | 3 | 8 | 4 | 3 | – | – |
| 13 | 3 | 9 | 4 | 3 | 2 | – |
| 14 | 3 | 10 | 4 | 3 | 2 | – |
| 15 | 3 | 10 | 4 | 3 | 2 | – |
| 16 | 3 | 11 | 4 | 3 | 3 | – |
| 17 | 3 | 11 | 4 | 3 | 3 | – |
| 18 | 3 | 11 | 4 | 3 | 3 | – |
| 19 | 3 | 12 | 4 | 3 | 3 | 1 |
| 20 | 3 | 13 | 4 | 3 | 3 | 1 |
Level 9: Celestial Step
You gain the following Cunning Strike option.
Celestial Step (Cost: 1d6). Before you make the attack, you use your movement to teleport up to half your Speed to an unoccupied space within reach of an enemy and strike it. If the attack hits, you then teleport back to the space you started in. Whether you have Advantage on the attack is determined by your position before the teleport.
Level 13: Skies Blessing
The sky gods lift you into their domain, granting you the following benefits.
Wings of the Sky. You gain a Fly Speed equal to half your Speed.
Strike from Above. You have Advantage on attack rolls against enemies that are at least 10 feet below you and within your line of sight.
Thunder from the Heavens. While you are airborne, your Sneak Attack damage is always Thunder damage.
Level 17: Shared Fate
When you deal Sneak Attack damage to a creature, that creature must make a Dexterity saving throw (DC equals 8 + your Dexterity modifier + your Proficiency Bonus). On a failed save, you deal extra damage by rolling additional Sneak Attack dice equal to your Dexterity modifier.
Half of this extra damage is then dealt to the enemy closest to the creature you attacked. That enemy must make the same saving throw. On a failed save, the process repeats: half of the damage it took is dealt to the enemy closest to it, which must also make the save.
The chain ends when a creature succeeds on the saving throw. The damage can be halved no more than twice.
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