Base Class: Rogue
While paladins and clerics walk openly in the light as champions of their faith, some tasks demand shadows instead of glory. You are one of the hidden instruments of the divine: a dagger that strikes unseen. Known as a Divine Hand, you exist to carry out your deity’s will in ways others cannot—assassinating the wicked, rooting out corruption, and delivering justice from the shadows. Your training, whether in a secretive order or chosen directly by your god, has honed your skills for stealth, cunning, and precision. Every step, every strike, and every whispered command is guided by unwavering devotion. The world may never know your deeds, but your god does—and that is enough.
Spellcasting
When you choose this archetype at 3rd level, you gain the ability to complement your skills with blades and ranged weapons with 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 Divine Hand 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 inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds 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 evocation and abjuration spells on the cleric spell list.
The Spells Known column of the Divine Hand 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 cleric spells, so you use 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 Hand 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 |
Lore of the Devout
At 3rd level, your devotion drives you to understand the mysteries of your faith and the vulnerabilities of flesh and spirit alike. You gain proficiency in the Intelligence (Religion) and Wisdom (Medicine) skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Additionally, you learn the thaumaturgy cantrip if you don’t already know it. It doesn’t count against your number of cantrips known.
Sanctifying Brand
Also at 3rd level, you can brand foes as your divine quarry. As a bonus action, you can mark a creature you can see within 60 feet with a holy sigil of divine judgment. The mark lasts for 10 minutes, until you are incapacitated, or until you dismiss it (no action required). For the duration, you gain the following benefits against the marked target:
- You can apply your Sneak Attack on attacks made against the marked creature even if you don't have advantage on the attack roll. All other rules for Sneak Attack apply as normal.
- You can choose for your Sneak Attack to deal radiant damage, instead of your weapon's damage type.
- When you force a marked creature to make a saving throw against one of your cleric spells, it subtracts 1d4 from the result of the roll. At 13th level, this reduction increases to a d6.
You can use this feature once per short or long rest, unless you expend a cleric spell slot of 1st level or higher to regain a use.
Devoted Mind
At 9th level, your unwavering faith shields your thoughts from manipulation. You have advantage on saving throws to avoid or end the charmed and frightened conditions. When you succeed on a saving throw to avoid or end the charmed or frightened condition, you can use your reaction to make a single weapon attack against the source of the effect. If the target is marked by your Sanctifying Brand, you make this attack with advantage.
Divine Communion
At 13th level, you learn to quiet your thoughts and open your spirit, allowing your deity to bestow sacred gifts. As part of a long rest, you can magically commune with your deity and beseech them for one of the following boons of your choice, which lasts until you replace it as part of another long rest:
Sense the Profane
You automatically know when a fiend or undead is within 60 feet of you, even if they’re behind total cover. Additionally, a fiend or undead cannot be invisible or hidden from you while within the range of this feature.
Veil of Secrets
You cannot be compelled to tell the truth against your will, and you are immune to telepathy and any spell or magical effect that would read your mind or detect your location, such as detect thoughts, scrying or locate creature.
Whispered Insight
Choose one of the following spells: commune, legend lore or scrying. You add the chosen spell to your list of learned spells, and it doesn’t count against your total number of spells known. You can cast the chosen spell once per long rest, without expending a spell slot or requiring material components. You can replace the chosen spell for a different one as part of a long rest.
Divine Judgment
At 17th level, you can deliver decisive judgment upon the enemies of your faith. When you roll your Sneak Attack damage against a creature marked by your Sanctifying Brand, you can choose to impose one of the following judgments as part of the attack:
Judgment of Flame. The target and creatures of your choice within 10 feet of it take 4d8 radiant damage. Fiends and undead take double damage from this feature.
Judgment of Silence. The target must make a Constitution saving throw. On a failed save, it becomes unable to speak or cast spells with verbal components for the next minute. An affected creature can reroll its saving throw at the end of each of its turns, ending the effect on a success.
Judgment of Penance. The target must make a Strength saving throw. On a failed save, it is restrained until the end of your next turn.
Once you impose a judgment with this feature, your Sanctifying Brand ends.
Previous Versions
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3/26/2022 12:16:21 PM
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3/27/2022 12:15:58 PM
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11/20/2025 10:27:40 AM
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