Base Class: Rogue
The Divine Avengers are not your typical rogue, they are the devote of the gods and agents of the divine who fight on the frontlines as the vanguards of their deities. They lurk in the shadows and hide in plane sight, hunting the enemies of the faithful, unlike paladins, Avengers are often the agents of the gods who perform the lesser evils needed to keep order and peace in the world and rarely do they seek fame or reward for their actions.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips
You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Divine Avenger 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 cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice. The Spells Known column of the Divine Avenger Spellcasting table shows when you learn more cleric spells of 1st level or higher. The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of known spells. 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. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells since you learn your spells through religious practice and prayer to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Divine Avenger Spellcasting
|
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 |
Harbinger of Faith
Starting at 3rd level, your Sneak Attack deals radiant damage instead of dealing the damage of the same type 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 instil 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 a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses after a long rest.
Dogma Votary
At 3rd level, your studies have given you a wide knowledge of religion and its impact on life. Whenever gain proficiency in the Religion or History skill.
History
You gain proficiency in the History skill.
Religon
You gain proficiency in the Religion skill.
Guise of the Beliver
Starting at 9th level, your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanour, even their appearance. You learn the disguise self-spell if you do not know it already and you can now issue a short prayer to cast it a number of times equal to your wisdom modifier without expending a spellslot. You regain the ability to do so again on a long rest and your talent for mimicking others means you can easily mimic any voice while disguised. At 13 level, you also gain the ability to do the same with the invisibility spell as well.
Crosier of Penance
At 13th level, 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 immediately fall unconscious and are stable. At the start of your next turn, you regain hit points equal to your twice your rogue level. Once you have done this you cannot do so again until you have completed a short rest.
Last Rites
At 17th level, when you hit a creature that is below its hit point maximum, you can use your Sneak Attack feature on that creature. This damage increases by 3d6 if the target is an undead, fiend, or celestial. Once you have done this you cannot do so again until you have completed a short rest.
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Posted Dec 28, 2020I want to make a sub class, but I can not figure out how to have it so that I can chose the spells that I would gain. How did you add the chart in there?