Base Class: Rogue
you are a medic who was trained to skulk around the battle field healing you allies.
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 of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Hidden cleric 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
The Spells Known column of the Hidden Cleric 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.
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.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through god connections. 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
Hidden Cleric 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 |
Extraction Of An Ally
As a bonus action you can teleport 30ft to an ally and either stay with them or bring them back to your previous position.
Senses Of The Healer
your incredible senses grant you a multitude of abilities since you can recognise the slightest muscle movements and differentiation in the human condition.
- you can always tell if someone is of an abnormal condition (cursed, diseased ect...)
- you always know what and where the injury is on a human body.
- you can recognise twitches and pupil dilation giving you advantage on checks to see if someone is deceiving you.
- as a bonus action you can identify the weak points on an animal's body allowing you to target them. you and the enemy do a contested medicine (you) and deception (enemy) check. this doesn't work on the undead since they have no flowing blood. If you beat the enemy you can use your sneak attack without advantage.
Healers Tonic (DRUGSSSS)
you have learnt how to harness chemistry and have multiple vials you can create. you can create 2 vials per long rest. for 1 minute after injection you gain the following benefits:
- you heal 1d8 + wisdom at the start of each of your turns
- you gain an extra attack
- your speed increases by 15ft
-you gain +2 to your ac
when this ends you take 6d10 necrotic damage as the fall out. if you do a second one within half an hour you drop to 0 hit points when it finishes.
Supreme Understanding Of Magical Healing
- You are able to recognise any healing being done and can nullify it if you are within 60ft of it.
- you can add sneak attack to healing if you are within 5 ft of an ally
- your extraction tp has a range of 1 mile
-you can create greater healing potions and potions that give resistance to 1 dmg type for 1 min. it takes you an hour to make these
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