Rogue
Base Class: Rogue

A master of holy scripture, often an enforcer or assassin of their respective order.

 

Note: I was unable to add the cleric spell list in a manner similar to arcane trickster, you will have to keep track of that yourself. If you know how to do so please leave a comment.
Also despite my best efforts the level 3 feature refuses to be just proficiency bonus times per long rest even with making sure it looks exactly like other proficiency bonus times features.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn three cantrips: spare the dying and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Pious Spellcasting 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.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the enchantment and divination spells on the cleric spell list.

The Spells Known column of the Pious Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an enchantment or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

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, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. 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

Pious 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

To Harm is to Heal

Whenever you deal your sneak attack damage you may heal an ally within 30 feet for half the number of Sneak Attack dice for your level (round up). You may use this feature a times equal to your proficiency bonus per long rest.

Critical hits invigorate your allies more, healing for the full amount of dice of your sneak attack instead.

Scripture and Smite

Starting at 9th level, your studies have focused your mind and allow you to better deal with the enemies of the holy order. When dealing sneak attack to a fiend or undead it takes additional radiant damage equal to your wisdom modifier and must make a constitution saving throw against your spell save DC or be blinded until the start of your next turn. This also inadvertently allows you to change the damage of your sneak attack into radiant, choosing when you hit the creature.

In addition you also gain proficiency in religion if you have not already, your proficiency bonus is doubled for any ability check you make that uses this proficiency.

 

Variant: Not all orders despise the undead or fiends specifically, up to DM discretion you may add or subtract creature types from the listing. Also up to DM discretion is the alternate damage types of sneak attack being more in line with the holy(or unholy) order they represent, with necrotic more in line with a god/goddess of death and fire for the forge god/goddess respectively.

No One Expects the Inquisition

At 13th level,  as your cunning action you may present your holy symbol and invoke your orders respective power, you learn one of the below features when gaining this feature and learn an additional one at levels 16 and 19 of this class.

Divine Radiance: Your symbol begins to glow in a blinding light, creatures of your choice within 30 feet of you that can see you must make a Constitution saving throw against your spell save DC or be blinded until the start of your next turn. If you are hidden when using this feature the creatures have disadvantage on the saving throw.

Purifying Light: You may use this feature to cast lesser restoration without spending a spell slot, though bonus action spell rules still apply.

Zealous Fury: You invigorate the last ally that received healing from you and allow it to attack with the zeal you have. When that creature lands its next attack it will deal an additional radiant damage equal to the amount it was healed.

You may use this feature times equal to your Wisdom modifier per long rest.

Divine Radiance

Your symbol begins to glow in a blinding light, creatures of your choice within 30 feet of you that can see you must make a Constitution saving throw against your spell save DC or be blinded until the start of your next turn. If you are hidden when using this feature the creatures have disadvantage on the saving throw.

Purifying Light

You may use this feature to cast lesser restoration without spending a spell slot, though bonus action spell rules still apply.

Zealous Fury

You invigorate the last ally that received healing from you and allow it to attack with the zeal you have. When that creature lands its next attack it will deal an additional radiant damage equal to the amount it was healed.

Sheltering Light

At 17th level, whenever you use To Harm is to Heal, you may now also heal an additional creature within 30 feet(including yourself). If the ally is below half health the healing for that creature is maximized.

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