Rogue
Base Class: Rogue

A Holy Inquisitor has dabbled in both the shadow of the underworld and the light of the divine.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know three cantrips of your choice from the Cleric spell list.

Whenever you gain a Rogue level, you can replace one of your cantrips with another Cleric cantrip of your choice.

When you reach Rogue level 10, you learn another Cleric cantrip of your choice.

Spell Slots. The Holy Inquisitor Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Holy Inquisitor Spellcasting
  —Spell Slots per Spell Level—
Rogue Level Prepared Spells 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Cleric spells.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Holy Inquisitor Spellcasting table. Whenever that number increases, choose additional Cleric spells until the number of spells on your list matches the number in the Holy Inquisitor Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Cleric spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Cleric spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Level 3: Divine Judgement

You call upon your deity to enhance your focus on a creature you can see. As a Bonus Action, you can designate one creature you can see as the target of your Divine Judgement. The judgement lasts for 1 minute, until you are incapacitated, or until you use this feature to designate another creature.

While the creature is the target of your Divine Judgement, your attacks against it qualify for your Sneak Attack even if you don't have Advantage on the attack roll or an ally of the target isn't within 5 feet of it. You can still use Sneak Attack only once per turn.

When you deal Sneak Attack damage to the target, the Sneak Attack damage is Radiant or Necrotic damage and increases by 1d8. This extra damage increases to 2d8 when you reach Rogue level 10 and 3d8 when you reach Rogue level 15.

You have Advantage on Wisdom (Insight) checks against the target.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.

Level 9: Fearless Determination

When you use a Cunning Strike, you can choose yourself or one creature you can see within 30 feet of yourself. Roll the dice expended for the Cunning Strike. The chosen creature gains a number of Temporary Hit Points equal to the total roll plus your Wisdom modifier.

You can use this benefit only once per turn.

In addition, gain the following Cunning Strike:
Holy Weakness (Cost: 2d6). The target has Disadvantage on the next saving throw it makes against one of your spells or Cunning Strikes before the end of your next turn.

Level 13: Angelic Swiftness

You can add your Wisdom modifier to your Initiative. When you roll Initiative and aren't Surprised, you can use your Reaction to cast one prepared level 1 Cleric spell that has a casting time of an Action or Bonus Action and doesn't require a saving throw.

Level 17: Cunning Intervention

You call upon your deity to boost your allies attacks. After you deal Sneak Attack damage to a target affected by your Divine Judgement you can expend a level 1+ spell slot to create a divine glow on the target. For the next minute, whenever an ally deals damage to that creature, they deal an extra 3d8 Radiant or Necrotic damage (your choice) to it. This extra damage can be dealt only once per turn for each ally.

The target affected by this can't become invisible and you can see the creature through walls no thicker than 4 feet.

You can use this feature once per Long Rest.

Cunning Mercy.
When an ally within 30 feet of you makes a Death Saving Throw, they gain a 1d6 bonus to the roll.

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