Rogue
Base Class: Rogue

The Divine Herald is an unwavering agent of divine retribution, who brings swift justice to false prophets and heretics. A divine herald might answer to the congregation, an inner circle within a church, or be guided by celestial visions that reveal those who bear false witness.

Spellcasting

3rd-level Divine Herald feature

You gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for both the cleric and paladin spell lists.

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 Herald 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 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 and paladin spells of your choice, two of which you must choose from the abjuration and evocation spells on both the cleric and paladin spell lists.

The Spells Known column of the Divine Herald Spellcasting table shows when you learn more cleric and paladin spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 or paladin spells you know with another spell of your choice from either the cleric or paladin spell lists. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation 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 spells, since your power comes from devotion to your discipline. 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 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 Herald 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

3rd-level Divine Herald feature

Your Sneak Attack deals radiant or necrotic damage (you choose the type of damage when you gain this feature) instead of dealing the damage of the same type as your weapon. 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 has disadvantage on attack rolls and saving throws it makes until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Necrotic

Your Sneak Attack damage is necrotic.

Radiant

Your Sneak Attack damage is radiant.

Dogma Votary

3rd-level Divine Herald feature

You gain proficiency in the history and religion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Guise of the Believer

9th-level Divine Herald feature

Your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation. Whenever you make a Charisma (deception) or Charisma (performance) check, you gain a bonus to the check equal to your Wisdom modifier. In addition, you have advantage on Charisma (deception) and Charisma (performance) checks when posing as a member of a religious organization.

Divine Attunement

9th-level Divine Herald feature

You become worthy of using holy relics only those who fully dedicate themselves to their faith can wield. You can attune to magic items that normally require attunement by a cleric or paladin.

Last Rites

13th-level Divine Herald feature

You strike down wounded heretics without mercy. When you hit a creature with a weapon attack that is below its hit point maximum, you can use your Sneak Attack feature on that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This damage increases by 2d6 if the target is an aberration, celestial, elemental, fey, fiend, or undead.

Crosier of Penance

17th-level Divine Herald feature

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 Wisdom saving throw (DC 5 + the damage taken). If you succeed, you regain a number of hit points equal to half your hit point maximum (rounded up).

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Previous Versions

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