Rogue
Base Class: Rogue

Something, or perhaps someone has caused this Rogue to turn to the divine. For many this would be a life changing event putting their past behind them to try to start anew. For others however they choose to use their skills learnt from a life of crime to atone for those very sins. Using the same powers of clerics and paladins these reformed rogues prefer to stick to the shadows, often doing the work the church would prefer stay secret, or perhaps ensuring that the secrets stay so.

Reformed Rogue Spellcasting Spell Slots per Spell Level
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd Mage Hand + 2 3 2 - - -
4th Mage Hand + 2 4 3 - - -
5th Mage Hand + 2 4 3 - - -
6th Mage Hand + 2 4 3 - - -
7th Mage Hand + 2 5 4 2 - -
8th Mage Hand + 2 6 4 2 - -
9th Mage Hand + 2 6 4 2 - -
10th Mage Hand + 3 7 4 3 - -
11th Mage Hand + 3 8 4 3 - -
12th Mage Hand + 3 8 4 3 - -
13th Mage Hand + 3 9 4 3 2 -
14th Mage Hand + 3 10 4 3 2 -
15th Mage Hand + 3 10 4 3 2 -
16th Mage Hand + 3 11 4 3 3 -
17th Mage Hand + 3 11 4 3 3 -
18th Mage Hand + 3 11 4 3 3 -
19th Mage Hand + 3 12 4 3 3 1
20th Mage Hand + 3 13 4 3 3 1

Spellcasting

Cantrips

You learn three cantrips: Mage Hand 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 Reformed Rogue 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 illusion spells on the wizard spell list.

The Spells Known column of the Reformed Rogue Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells 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.

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 wizard 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

Divine Intervention

At 3rd level your sneak attack damage type changes to radiant (or a type thematical to your God, discuss with your dm) and you gain another way to use it. When you are attacking a creature your God would consider an enemy (I.e an evil alignment enemy if your god is good etc) you do not require advantage to trigger your sneak attack, you must not have disadvantage however.

Healing Burst

Starting at 9th level, you can unleash your divine radiance to heal you and your party. As an action you may heal any creatures in a 30ft radius from you (including yourself) for a total amount equal to a roll of your sneak attack plus your rogue level.

You can use this feature a number of times equal to your proficiency modifier and gain all uses back on a long rest.

Blessed Weapon

By 13th level, you have learnt to balance your past life with your new. You are granted the powers to bless a weapon you possess. When you wield a blessed weapon you may choose to activate it as a bonus action. When activated the weapon emits a bright light for 30ft and dim for a further 30ft, it deals an extra 1d6 radiant damage on a hit and counts as magical if it was not already. 

You may only have one blessed weapon at any time. You may bless a weapon during a long rest, doing so will remove the blessing from the previous weapon.

Prayer of Last Resort

When you reach 17th level in this class you can use your action to pray to your God. In doing so you may ask them to cast any cleric spell. If you use this to cast a spell of level 7+ you burn out and cannot cast any further spells until you complete 2 hours of quiet prayer which can be completed as part of a long rest. In addition if you are killed and have not used this ability it will trigger automatically immediately casting True Resurrection on you. If this happens during combat then you must reroll your initiative and will join combat the next round.

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