Base Class: Rogue
Sometimes, when a criminal or charlatan has reached the lowest point in their lives- standing at the freshly filled in grave site of the only family they ever knew; sitting in a dark prison cell awaiting the gallows at dawn; laying in a hospital bed, recovering slowly and hazily over the course of a month from an injury that should by all rights have killed them- sometimes, at these dark and hopeless moments, one of the many gods of the multiverse will take an interest and reach out...
Unlike a Cleric, whose power comes from their devotion and faith, a Blessed Hand is usually only in contact with a god for a brief, life-altering moment. While this sometimes leads them to fanatical zealotry, more often then not it is the first step in a long journey in search of meaning, plagued by doubt and confusion. Many who experience this don't even know the name of the god who reached out to them, much less why or what is expected of them from that point forward. The gods rarely bestow gifts without any expectations or plan, and the search for answers may become a lifelong quest for one so chosen. But regardless of what happens, their life is forever and fundamentally changed from that moment forward.
Spellcasting
When you reach 3rd level, you gain 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: guidance, resistance, and one other cantrip of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Preparing and Casting Spells
The Blessed Hand table shows how many spell slots you have to cast your 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.
You prepare the list of spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to half your Wisdom modifier rounded down + half your rogue level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 7th-level Blessed Hand Rogue, you have four 1st-level spell slots and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. The spells you prepare must be from the Abjuration or Divination schools of magic. However, you can prepare a small number of spells from any school of magic depending on your level according to the Blessed Hand spellcasting table. These spells count towards your total number of prepared spells as normal.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from the brief, direct contact you had with your deity. You use your Wisdom whenever a cleric 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
Blessed Hand Spellcasting
|
Rogue Level |
Cantrips Known |
Spells you can prepare from any school of magic |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
1 |
2 |
— |
— |
— |
|
4th |
3 |
1 |
3 |
— |
— |
— |
|
5th |
3 |
1 |
3 |
— |
— |
— |
|
6th |
3 |
1 |
3 |
— |
— |
— |
|
7th |
3 |
1 |
4 |
2 |
— |
— |
|
8th |
3 |
2 |
4 |
2 |
— |
— |
|
9th |
3 |
2 |
4 |
2 |
— |
— |
|
10th |
4 |
2 |
4 |
3 |
— |
— |
|
11th |
4 |
2 |
4 |
3 |
— |
— |
|
12th |
4 |
2 |
4 |
3 |
— |
— |
|
13th |
4 |
2 |
4 |
3 |
2 |
— |
|
14th |
4 |
3 |
4 |
3 |
2 |
— |
|
15th |
4 |
3 |
4 |
3 |
2 |
— |
|
16th |
4 |
3 |
4 |
3 |
3 |
— |
|
17th |
4 |
3 |
4 |
3 |
3 |
— |
|
18th |
4 |
3 |
4 |
3 |
3 |
— |
|
19th |
4 |
3 |
4 |
3 |
3 |
1 |
|
20th |
4 |
4 |
4 |
3 |
3 |
1 |
Divine Fortune's Favor
Starting at 3rd level, you can cast either the guidance or resistance spells using the bonus action provided by your Cunning Action. You can also cast the resistance cantrip as a reaction to any attack or spell being cast that you can see. Additionally, when you cast either of these spells, you can cast them at a range of 30 feet from your target.
Divine Veil
Starting at 9th level, when you hit a creature with your Sneak Attack on any turn, you can expend a spell slot to attempt to Hide as part of the same action or reaction. This attempt differs from typical attempts to hide in the following ways:
- It does not require any sort of cover or physical obscuring effect. You are hiding within a curtain of divine energy.
- You can choose to make the contested check using either your Dexterity(stealth) OR your Intelligence(religion) vs the target's Wisdom(perception)
- You can roll 1d4 for each level of spell slot you use and add it to your total for the ability check, up to a maximum of 4d4 for a 4th level spell slot. If you fail this check and you still have your bonus action from Cunning Action available to use this turn, you can use it to attempt to hide within the divine veil again, but this roll cannot benefit from the extra dice this ability provides.
- If you successfully hide using this feature, the target creature can not see, hear, or smell you, and cannot target you with opportunity attacks. A successful hide check using this ability can also conceal you from creatures that rely on tremorsense or blindsight. This ability cannot conceal you from creatures with truesight, and it does not conceal you from any creature other than your sneak attack target.
- You remain hidden from that creature until you either attack them again or until the end of your next turn.
Additionally, if you successfully hide using this feature, the next attack roll against your target by any creature has advantage due to the confusion and disorientation caused by your sudden disappearance. This effect applies to creatures with truesight as well, since the sudden unexpected surge of divine energy around you is extremely distracting.
Silent Prayer
At 13th level, you can ignore both the verbal and somatic components of your guidance and resistance cantrips. Additionally, the range for both of those cantrips increases to 60 feet, the die used for both becomes a d6, and you can choose to automatically succeed on Constitution saving throws to maintain your concentration on either spell.
Eye of the Gods
When you reach 17th level, the spark of divinity inside you allows you to exceed the limits of mortal sight and perception. You can see normally in magical and non-magic darkness to a distance of 120 feet, and the radius of your rogue's Blindsense feature extends to 60 feet. Also, as a bonus action you can grant yourself truesight out to 30 feet for 1 minute. You can use this feature once, and regain the ability to do so when you complete a long rest.
Additionally, whenever you complete a long rest, you may choose a cleric spell of level one or higher from the divination school of magic that requires concentration. You can cast this spell at the end of that long rest at its base level without expending a spell slot or material components, and its effects continue without any requirement for concentration until you either begin a long rest, you become unconscious, or you die. You do not need to have the spell prepared to cast it in this way. This spell cannot be dispelled by anything short of a wish spell, but an anti-magic field can suppress it until you move out of its radius. You can also choose to voluntarily end the spell at any time (no action required).
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Posted Sep 23, 2020I had that problem to.
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Posted May 31, 2019I really like this, but for some reason it doesn't let me select spells. Outside of that I love this idea.