Rogue
Base Class: Rogue

At the moment of creation, Peregrinus, the High Justiciar of the Celestials, marked the souls of a thousand mortals. Those souls would go on to inhabit the bodies of common people destined to wield Peregrinus’ light against the Infernal darkness. Of the thousand chosen, only a few hundred hear the call to serve. Those that do become Slayers of Peregrinus, a loose conglomerate of spies and assassins bent on ridding the world of the influence of Evil.

Slayers of Peregrinus often study under the tutelage of clerics and paladins, learning the ways of divine magic from their mentors. Others become “adopted” by a more experienced Slayer. A rare few find kinship with the Eyes, who instruct them in the grim task of hunting down Demons. Whatever the case of their training, Slayers become adept in utilizing the holy magic of the Celestials to augment their already impressive skills in subterfuge and assassination.

Divine Spellcasting

Spellcasting

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

Cantrips

You learn three cantrips: Guidance 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 Slayer of Peregrinus 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.

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 Divination or Evocation spells on the cleric spell list.

The Spells Known column of the Slayer of Peregrinus Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination 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 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 a divination 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

Charisma is your spellcasting ability for your cleric spells since you learn your spells through a branding of your soul. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Slayer of Peregrinus 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

Celestial Guidance

Starting at 3rd level, you gain the ability to give guidance to your fellow adventurers during combat, or to guide your own hand towards an enemy’s weakest area. You can now cast the guidance cantrip as a bonus action using your Cunning Action. When you cast guidance in this way, the target can add the d4 to one ability check or attack roll at which point the spell ends. If you cast guidance on yourself in this way, you can use your sneak attack feature when you make an attack and add the d4.

You can use this feature a number of times per long rest equal to your Charisma modifier.

Justiciar's Implements

Upon selecting this subclass at 3rd level, you gain proficiency in the Religion skill, and you gain proficiency with the Poisoner’s Kit. You can only use your created poisons and toxins against celestials, fiends, and undead. If you use your created poisons or toxins against a creature not of the listed types, you lose your ability to cast spells until the end of your next long rest, as punishment for misusing your benefactor’s gifts.

If the attack you use to apply the poison or toxin deals sneak attack damage, the creature makes its saving throw against the poison or toxin’s effect at disadvantage.

Sanctify Toxin

Starting at 9th level, you gain the ability to infuse your created poisons and toxins with radiant energy. When creating a poison or toxin using your Poisoner’s Kit, you can decide whether you want it to deal Poison or Radiant damage. Additionally, poisons and toxins you create partially ignore resistance and immunity to their selected damage type.

  • If the creature is immune to the damage type, it is treated as resistant to it.
  • If the creature is resistant to the damage type, the resistance is ignored.

Consecrate Toxin

At 13th level, you gain the ability to further infuse your created poisons and toxins, making them effective against other types of creatures. You are now allowed to use your created poisons and toxins against aberrations, dragons, and elementals. Additionally, your poisons and toxins become so potent that they ignore resistance and/or immunity to the type of damage they deal.

Touch of Judgement

Upon reaching 17th level, you become imbued with the mighty, vengeful hand of the High Justiciar themself. When you use your action to make a melee weapon attack, and you succeed, you can immediately use your bonus action to roll sneak attack damage and add your rogue level. If the total of this roll is greater than the target creature’s current hit points, the creature immediately dies. If not, the creature must succeed on a Constitution saving throw against your spell save DC or take half of the total of this roll as radiant damage. Creatures affected by a poison or toxin of your creation make their saving throw at disadvantage.

Previous Versions

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