Base Class: Rogue
Temple raiders usually work in small teams, using stealth, disguise, or magic to infiltrate a rival temple secretly. Once inside, they plunder the treasury, steal religious relics, and abscond with any secrets the clerics of the rival temple cared to write down. If all goes well, they slip our unnoticed, but they're nor above fighting their way to freedom. They know that the penalty for stealing from a temple is usually death, so they're quick to draw blades when capture seems imminent.
Temple raiders are always listening for news of great riches or dark secrets at the temples of other deities, and they eagerly chase down rumors of hidden shrines and half-buried temples from bygone ages. However, they typically have plenty of time between raids for normal adventuring, which they undertake frequently with their deity's blessing. After all, dungeon adventuring hones the skills that the temple raider needs for special missions.
Clerics who venerate other deities consider temple raiders a menace, so most of the latter pose as rogues, bards, or even clerics instead.
Dogma Devotee
At the 1st level, your studies have given you a broad understanding of religion and its impact on life. You gain competition in History and Religion. Additionally, if you already had proficiency in these, add double your proficiency bonus to feature tests that use these abilities.
Spellcasting
Also at 3rd level, a temple raider gains the ability to cast divine spells like a cleric. See Chapter 10 of the Player's Manual for general rules on casting spells.
Cantrips.You learn three cantrips of your choosing from the Cleric Spell List (from page 207 of the Player's Handbook). You learn an additional trick of your choice at 10th level, as listed in the Temple Raider Spellcasting table.
Spell Slots. The Temple Raider's Spellcasting table shows how many spell spaces you have to cast your first level or higher spells. To cast a spell, you must spend a spell slot of the same level as the spell or higher. Recover all your spent spell spaces with a long rest.
Known spells at 1st level and higher. Temple raiders do not need to pray for their spells like clerics, as they are granted almost intuitively by their deity. When you learn additional spells at the levels listed on the Temple Raider's Spellcasting table, you can add any spell from the Cleric Spell List for a level that you can cast with spell spaces earned with this archetype. The spells you learn with this archetype are considered prepared at all times. Additionally, when you learn new spells you can replace the ones you already knew with new ones.
Characteristic for Spell Casting. Wisdom is your spellcasting feature for your temple looter spells. You use your Wisdom every time a spell references your spell characteristic. Additionally, you use your Wisdom modifier to set your DC for saving throws for your temple looter spells you cast, and when you make an attack roll with it.
Spells Salvation DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Temple Raider Spellcasting Table
|
Rogue Level |
Known Cantrips |
Known Spells |
Spell Slots |
|||
|
|
1 |
2 |
3 |
4 |
||
|
3° |
3 |
3 |
2 |
- |
- |
- |
|
4° |
3 |
4 |
3 |
- |
- |
- |
|
5° |
3 |
4 |
3 |
- |
- |
- |
|
6° |
3 |
4 |
3 |
- |
- |
- |
|
7° |
3 |
5 |
4 |
2 |
- |
- |
|
8° |
3 |
6 |
4 |
2 |
- |
- |
|
9° |
3 |
6 |
4 |
2 |
- |
- |
|
10° |
4 |
7 |
4 |
3 |
- |
- |
|
11° |
4 |
8 |
4 |
3 |
- |
- |
|
12° |
4 |
8 |
4 |
3 |
- |
- |
|
13° |
4 |
9 |
4 |
3 |
2 |
- |
|
14° |
4 |
10 |
4 |
3 |
2 |
- |
|
15° |
4 |
10 |
4 |
3 |
2 |
- |
|
16° |
4 |
11 |
4 |
3 |
3 |
- |
|
17° |
4 |
11 |
4 |
3 |
3 |
- |
|
18° |
4 |
11 |
4 |
3 |
3 |
- |
|
19° |
4 |
12 |
4 |
3 |
3 |
1 |
|
20° |
4 |
13 |
4 |
3 |
3 |
1 |
Channeling Strike
At 9th level, the deity you serve grants some of its holy power to your attacks. The damage from your sneak attack becomes radiant, and you don't need an ally 5 feet away or less if your target is an undead.
Sacral Stealth
Starting at the 13th level, a temple raider can channel some of his divine conjuring power to become stealthier. To do this, you must use an action and spend a spell slot of first level or higher. You gain advantage to the Dexterity (Stealth) check, and become undetectable to magical detection means, as well as divination spells, for a number of turns equal to your Wisdom modifier plus the level of the spell slot spent.
Improved Channeling Strike
At 17th level, you have the ability to severely harm those who advance goals contrary to your religion. Every time you hit a creature with a Sneak Attack, your target must make a Wisdom saving throw against your temple raider spell save DC. With a failed save, double the radiant damage dealt to the target. Additionally, you don't need an ally 5 feet away or less if your target is a celestial or fiend.
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Posted Jun 17, 2020Sorry the crappy english...