Base Class: Rogue
Most roguish individuals chose a path, that leads them down thievery, assassination, scouting or a small portion of arcane dabbling.
Nonetheless, there are a handful of those that walk the path of faith. However, this faith may result in the creation of either a cultish killer or a fervent defender of the innocent. These people are not just capable of using daggers and hide in the dark, but also draw upon their faith like some Clerics or Paladins do.
Spellcasting
When you reach 3rd level, you become able to cast cleric Spells.
Cantrips
You learn 3 cantrips: Guidance and two additional cleric cantrips. You learn another Cleric cantrip of your choice when reaching 10th Level.
The Acolyte of Shadow works the same way as an Arcane Trickster, with the difference that they learn their Spells from the Cleric Spell List and use Wisdom as Spellcasting Ability Modifier. Additionally, when they learn new Spells, they have to come from the divination or abjuration school.
The Spell you learn on 8th, 14th and 20th level can be from any school of magic. When picking this Subclass, two of the three spells you choose must come from the Divination or Abjuration School.
Guided by Faith
Starting at 3rd level, you can cast Guidance without using Somatic and Verbal components.
In addition, you can use the bonus action granted by your Cunning Action to cast this Spell and the d4 becomes a d6.
Driven by Purpose
Starting at 9th level, your Sneak Attack damage die now deals either necrotic or radiant damage, depending on your Alignment (Necrotic for Evil and Radiant for Good).
Gift of the Gods
Starting at 9th Level you gain a single blessing of the deity you are worshiping depending on the Alignment of that deity.
Evil Alignment: Inflict Wounds, Locate Object
Good Alignment: Cure Wounds, Lesser Restoration
Neutral Alignment: Ceremony, Silence
Evil Alignment
Choose one of those Spells if your deity is Evil aligned.
Good Alignment
Choose from these Spells if your deity is Good aligned.
Neutral Alignment
Choose one of those Spells if your deity is Neutrally aligned. Ceremony is the other spell, however it is not in this dropdown menu due to licensing issues. Therefore the other choice is Shatter, as a placeholder for Ceremony.
Unwavering Believe
At 13th level, you gain the ability to ignore the Verbal components of Cleric Spells you can cast. Additionally, when hitting with a weapon attack you can expend a Spell Slot to deal an additional 1d8 radiant or necrotic damage depending on the alignment of your deity. You deal an additional 1d8 damage for every Spell Slot above 1st. If you are neutral you can choose any of these two.
Acolyte of the Divine
Starting at 13th Level, the characters soul is so infused with divine energies, that they reform his Soul. For the purpose of magic Items, the character counts as both a Paladin and a Cleric. Furthermore, they may cast Cleric Cantrips as Bonus Action using their Cunning Action.
Additional Gift of the Gods
Starting at 17th level you gain an additional Gift of the Gods depending on your deities alignment.
Evil Alignment: Bestow Curse, Speak with Dead
Good Alignment: Daylight, Mass Healing Word
Neutral Alignment: Dispel Magic, Water Walk
Evil Alignment
Choose one of these gifts if your deity is Evil aligned.
Good Alignment
Choose one of these gifts if your deity is Good aligned.
Neutral Alignment
Choose one of these gifts if your deity is Neutrally aligned.
Divine Purpose
The character is filled with divine purpose and determination. He adds his Wisdom Modifier to all of his Saving Throws as well as attack rolls.
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Thanks for that.
1/3rd Spellcaster, just like Arcane Trickster. :) And thank you very much.
https://www.dropbox.com/s/r1racgr9yuy02eh/insertavatahere.PNG?dl=0
In the lower left corner you can see the option to upload a picture.
Hey muffin. I have to say, not all subclasses are as cool as this one- not even in the PHB. It has an awesome flavour; it fits a cultist, like you said. Great job.
Just one question- the description doesn't make it very clear what type of spell caster it is: 1/2? 1/3? Does it just follow the same spell slots as the arcane trickster?
Thanks.
Edit: also, I've been trying for a while to put art at the top of my home-brew, to no avail;) What did u do?
"Regarding general spellcasting..."
Because originally I wanted to release this subclass, I had to cut a lot of stuff, so I simply stated that regarding the classes Spellcasting capabilities it functions like an Arcane Trickster. This means that whenever you gain a level in this class, you may swap out a spell you already know.
"Regarding Gift of the Gods..." It is meant to be taken literally. A neutral good deity would be both neutral and good, so the choice is up to you. Such is the boon switzerland grants upon its fervent followers. ;D
Edit: I would also like to say that I didn't improve it on my own. I had quite some impactful comments helping me out in the forums.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/47593-your-input-is-welcome-homebrew-class-rogue-cleric
Love the improvements you've made, especially Driven by Purpose now feeling more like Divine Smite. Because I do not see it listed i do have a question.
Regarding general spellcasting, are they able to choose their prepared spell list each dawn like the clerics, or once you learn the spell that is it?
Regarding Gift of the Gods specifically, Is it your intention to allow someone to choose Neutral or Good depending on secondary alignment, such as having a Neutral Good deity grant access to either spell list groups when they make these choices?
Hello there, thanks for the compliment! :)
1) It does kick in at Level 17
2) This is an error which I do not know why it was even in that version. Strange.
3) They are additional Spells that do not count towards the maximum number of Spells you know. So for example you could pick Inflict Wounds from the Gift of the Gods, and when you get an additional Spell due to your Level up, you can choose Cure Wounds. These Spells do not counter each other out as they are acquired from two different sources.
HOWEVER: I updated the class, but am unable to share it due to the copyright issues. There are a lot of changes. Should it ever be possible to publish a Subclass with copyrighted material to where the users that do not have the content can simply not choose certain Spells I will come around and finish it up for release. The updated one looks like this.
Most roguish individuals chose a path, that leads them down thievery, assassination, scouting or a small portion of arcane dabbling.
Nonetheless, there are a handful of those that walk the path of faith. However, this faith may result in the creation of either a cultish killer or a fervent defender of the innocent. These people are not just capable of using daggers and hide in the dark, but also draw upon their faith like some Clerics or Paladins do.
Spellcasting
When you reach 3rd level, you become able to cast cleric and paladin Spells. When taking this subclass choose a Paladin Oath. You are not strictly bound by this oath but strive to honor its tenets.
Cantrips
You learn 3 cantrips: Guidance and two additional cleric cantrips. You learn another Cleric cantrip of your choice when reaching 10th Level.
The Acolyte of Shadow works the same way as an Arcane Trickster, however when you gain a new spell from this class you can choose a spell from the Cleric spell list or from the Oaths spell list you chose. The spell must be one of a level you could normally cast and if from the Cleric list must come from the Abjuration or Divination schools.
The Spell you learn on 8th, 14th and 20th level can be from any school of magic. When picking this Subclass, two of the three spells you choose must come from the Divination or Abjuration School.
Guided by Faith
Starting at 3rd level, you can cast Guidance without using Verbal components. The somatic component depends on your faith and clerical affiliation. A cultist of an evil god might kiss the blade of their dagger while the follower of a lawful good deity might make a sign in front of their chest.
In addition, you can use the bonus action granted by your Cunning Action to cast this Spell as long as you target yourself.
Paladin Oath
Beginning at 3rd Level you choose a Paladin Oath. However you need not follow the tenets and teachings of the Oath to a meticulous degree, as you are less an enforcer and more an enabler giving your Order, Church or Cult more foothold in the world by gathering information or disposing of enemies that could be a danger to its tenets. Choosing an Oath makes you a servant of the Oaths enforcer, a hand in the dark on which your superiors call upon when necessary, or someone to do their dirty work.
Driven by Purpose
Starting at 9th level, you channel your faith and believe into a devastating attack. You use a Bonus Action and expend a Spell Slot to determine a target that you can see. Your next attack within 1 minute that hits the target deals either radiant or necrotic damage depending on the alignment of your god (radiant when good aligned or necrotic when evil aligned). If you are neutral, you can choose the damage type. You deal an additional d6 damage of the appropriate type per level of the Spell Slot used.
Gift of the Gods
Starting at 9th Level you gain a single blessing of the deity you are worshiping depending on the Alignment of that deity. You can choose a Spell from a Spell List depending on the alignment of your god. This Spell does not count towards the maximum number of Spells known as shown in the Spells Known Column.
Evil Alignment
Choose one of those Spells if your deity is Evil aligned.
Inflict Wounds, Locate Object
Good Alignment
Choose from these Spells if your deity is Good aligned.
Cure Wounds, Lesser Restoration
Neutral Alignment
Choose one of those Spells if your deity is Neutrally aligned. Ceremony is the other spell, however it is not in this dropdown menu due to licensing issues. Therefore the other choice is Shatter, as a placeholder for Ceremony.
Ceremony, Silence
Acolyte of the Divine
Starting at 13th Level, the characters soul is so infused with divine energies, that they reform his soul. For the purpose of magic Items, the character counts as both a Paladin and a Cleric.
Additional Gift of the Gods
Starting at 17th Level you gain a single blessing of the deity you are worshiping depending on the Alignment of that deity. You can choose a Spell from a Spell List depending on the alignment of your god. This Spell does not count towards the maximum number of Spells known as shown in the Spells Known Column.
Evil Alignment
Choose one of these gifts if your deity is Evil aligned.
Evil Alignment: Bestow Curse, Speak with Dead
Good Alignment
Choose one of these gifts if your deity is Good aligned.
Good Alignment: Daylight, Mass Healing Word
Neutral Alignment
Choose one of these gifts if your deity is Neutrally aligned.
Neutral Alignment: Dispel Magic, Water Walk
Divine Purpose
Beginning at 17th level the character becomes a conduit of divine purpose. You gain the level 7 ability of the paladin oath you chose.
Love this! Flavoring it as the Nightingales from Skyrim with Sehanine Moonbow as a standing for Nocturnal.
Few errors I do see
1 what level does Diving Purpose kick in? It's not listed, but it's at the bottom so I assume 17?
2 Check the description for Guided by Faith, on my character sheet it says you can Use the cunning action bonus action to "control the hand" instead of using d6 vs d4. When I click on it to expand, it shows correctly.
3 the additional spells based on Deity alignments, do these count against prepared, or are they exempt like additional cleric spells? Can you not choose inflict wounds AND cure wounds?