Rogue
Base Class: Rogue

While most rogues relish the darkness, some have learned to utilize the stark contrasts of light and dark. These rogues get their magic from devotion to a deity or ideal, and may be repentant criminals, investigators, dungeon delvers, or pursuers of undead.

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 wizard spell list.

Cantrips

You learn three cantrips: light and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Seeker 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Seeker Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must 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, since you learn your spells through devotion to a deity or ideal. You use your 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

Seeker 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

Light Blindness

Starting at 3rd level, when you cast light and are hidden in darkness, you may attempt to blind those in the area. Creatures in a 20 foot radius that are unaware of your presence must make a Constitution saving throw versus your spell save DC. On a failure, they are blinded until the beginning of your next turn. On a success, they immediately become aware of your presence.

Hidden Casting

Starting at 9th level, you can perform verbal components of your cleric spells at the barest whisper and visual light effects the barest flicker. When you cast a cleric spell while hidden, you have advantage on Sleight of Hand or Stealth checks to remain so. This does not apply to spells whose main purpose is creating light, such as light or daylight.

Shock and Awe

At 13th level, you become better able to capitalize on the differences between light and dark. You can cast light as a bonus action. When you use the light blindness effect, you can choose to have those affected stunned rather than blinded.

Fearful Radiance

At 17th level, you have learned to manipulate divine energies to protect allies and terrify foes. You can use your action to activate a radiant aura centered on yourself. You emit strong light in a 30-foot radius and dim light 30 feet beyond that. This effect lasts for one minute or until you choose to end it.

You and your allies in bright light have resistance to radiant and necrotic damage.

Your enemies in bright light must make a Wisdom saving throw. On a failure, affected creatures become frightened of you. An affected creature can reroll their saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ability for the next 24 hours.

Once you use this feature, you cannot use it again until you finish a long rest.

 

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