Rogue
Base Class: Rogue

Rookery is a slang term for a slum, the bad part of town. In Baldur's Gate, that's the Athkatla Slums, but there's an Athkatla in every city. The people there aren't all bad. Most, in fact, are just folk who've gotten a bad shake from Life. Most are simply poor and trying to get by. 

Those people need tending as much as anyone, but the mainstream religions overlook them, these destitute, weak, infirm, these down-trodden souls to cater to the wealthy who give the churches their financial power. 

You used to be a rising student of theology. You were one of them, the mainstream clergy, saying prayers for the aristocrats paying their way to the afterlife. That was before your first trip to Athkatla, a trip that changed everything.

Now you're one of the other them. The poor living in the bad part of town. They're your flock now. They are the ones who need you. 

You've learned some Rogue's skills to get by. Stealing from those who can well afford it. But your days as a Cleric adept brought you into contact with the power of the divine, and you have the gift of healing, the power to confront Evil. A power that's growing inside you.

You're an oddball now for certain. As handy with a set of thieves' tools as with a holy symbol. As useful with a dagger as with a prayer book. And you've come up with a plan a for a way to truly help your flock. 

You've heard tales of and have spoken with adventurers returning from quests where they have recovered great wealth. From the camps of goblins, the dungeons beneath decrepit old castles, the rough mountain lairs of dragons, mounds of gold coin and magical artifacts. Holy relics lost for  hundreds of years. Legendary swords once wielded by long-dead heroes. Enough treasure to feed all of Athkatla for a year for a mere day's work. 

There is a strong pull there, a call to your heart that this is the way for you. It's time to see what the gods have in store for you on the road of adventure. It's time to find your path. 

Bonus Proficiencies

A Rookery Angel is proficient in Wisdom related skills: Wisdom (Insight), Wisdom (Perception), and Wisdom (Survival). Dexterity (Sleight of Hand) and Dexterity (Stealth) are also crucial abilities and ones where they are proficient.

Abbreviated Spell List

Upon taking this archetype at 3rd level, you begin to get access to some first level Cleric spells. As you level, your spell levels and availability will advance with you. You know the Guidance cantrip at 3rd level.

ROOKERY ANGEL SPELLS 

Spell Level              Spells 

1st     Bless, Cure Wounds

2nd    Lesser Restoration, Prayer of Healing

3rd     Beacon of Hope, Mass Healing Word, Revivify

4th     Banishment, Divination

5th     Greater Restoration, Mass Cure Wounds, Raise Dead

6th     Heal, True Seeing

7th     Divine Word, Resurrection 

8th     Antimagic Field, Holy Aura

9th     Mass Heal, True Resurrection 

Channel Divinity: Turn Undead

When you take this archetype at 3rd level, you gain the ability to turn Undead as a regular Cleric would. You never acquire the ability to destroy them, however.

See PHB p. 59 

Righteous Aura

At 9th level, you are surrounded in a 30 foot sphere by a Holy Aura that protects you and your allies. While in this aura, you and your allies gain a +2 bonus to your AC scores and saving throws. You are also immune to magical charm, fear, and sleep effects. 

Additionally, your weapon attacks do 1d8 + Wisdom modifier radiant damage on a successful strike. This damage increases to 2d8 at level 14.

Wisdom of the Saints

At 9th level, you gain several Wisdom related bonuses and the Healer feat.

You get a +1 bonus to your Wisdom ability score to a maximum of 20. You get a +2 bonus to your Wisdom saving throws, and advantage on Wisdom ability checks. 

You have twice proficiency in Wisdom (Insight), Wisdom (Perception), and Wisdom (Survival).

You gain the Healer feat.

Bonus Spell

At 9th level you are able to pick one spell which you can cast once per long rest from the following list: Contagion, Dispel Evil and Good, Flame Strike, Insect Plague, or Scrying.

Contagion

You learn the Contagion spell and can cast it once per every long rest.

Dispel Evil and Good

You learn the Dispel Evil and Good spell and can cast it once per every long rest.

Flame Strike

You learn the Flame Strike spell and can cast it once per every long rest.

Insect Plague

You learn the Insect Plague spell and can cast it once per every long rest.

Scrying

You learn the Scrying spell and can cast it once per every long rest.

Quick as a Cat

At 9th level, you gain twice proficiency with Dexterity (Acrobatics) and Dexterity (Stealth). You also have a +2 bonus when using thieves' tools and a +2 bonus to your initiative rolls. 

Divine Intervention

Beginning at 13th level, you can call on your diety to intervene on your behalf when your need is great.

See PHB p. 59

Malleable Magic

At 13th level, you can use any magic item. Even things intended for or attuned to other classes or races. You also gain an additional attunement slot.

Angelic Form

At 17th level, you gain the ability to transform yourself into an avenging angel for one minute. This ability can be used three times between long rests.

The form you assume is a winged humanoid who is so bright, one can't pick out facial details or determine the creature's gender, but it appears roughly 8' tall.

While in this form you are wielding a flaming two handed greatsword but holding it in one hand. The blade is a Greatsword, +3 that does 2d6 slashing + WIS + an additional 3d6 radiant damage on a successful hit.

You are holding a giant shield that reflects light in every direction and you have an armor class of 23. Unless one is already blinded or naturally sightless, they may be blinded in the presence of this shield on a failed Constitution saving throw.

While in angel form you can cast Sunburst, Fire Storm, Earthquake, or Gate. You can cast these spells once each in the three times you take this form, but you must still abide by the one minute length of the transformation. 

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