Base Class: Rogue
From a childhood full of desperation and crime to a sheltered life of learning and piety, the Sacrist is a reformed street urchin who aspires to live a more righteous life. His skills learned on the street now in his past, he can turn his focus to practicing holy spells and prayers, and calling upon his deity to reinforce and reassure him and his allies... at least, that's what he thought his path would be.
Now, this Fallen Sacrist has been abandoned by his god, denounced in the presence of every faithful soul in his congregation. Directionless, he is now forced to struggle along in a rapture-torn, battle-ridden world. The divine energies which once emanated so easily and smoothly through his soul like a conduit no longer flow; instead, the magical void left behind in his soul desperately craves to be filled, drawing in any residual divine energies and snuffing out light nearby. This conflicted individual must now contend with his own flaws and the hurt he feels over being rejected by one whom he'd thought was his salvation. If he is to be branded a heretic, then perhaps he may come to embrace that. With his past history of crime, he may need to fall back on old skills and combine them with his magical training in order to survive long enough to eventually find something or someone to believe in once again.
This roguish archetype grants wisdom-based spellcasting from an expanded spell list, as well as access to cantrips and a modified version of the cleric's channel divinity ability.
Spellcasting
At 3rd level, your religious devotion has granted you the ability to cast a modest number of spells. Wisdom is your spellcasting ability score for your spells.
You learn the Mage Hand cantrip and two other cleric or wizard cantrips of your choice. You learn an additional cleric or wizard cantrip of your choice at 10th level.
You also learn three 1st-level spells from the cleric, paladin, ranger, or wizard spell lists as your spells known, and you gain two 1st-level spell slots per long rest.
Refer to the Arcane Trickster table to determine spell progression for spells known and spell slots gained at each subsequent level.
Release Of The Rejected
Upon selecting the Fallen Sacrist subclass you gain the ability to repurpose residual divine energy in a less practiced manner than your spells. By focusing on a perceived need in a given situation, you can harness that energy to fuel various magical effects. This is almost like praying, but it is neither directed at nor answered by a deity, and it is borne more from despair or desperation than devotion. At 3rd level, you gain the first of such effects: Shadow Grasp. You gain one additional effect of Release Of The Rejected at 9th level: you may select a Channel Divinity ability to use from any existing cleric domain each time you activate it.
When you use your Release Of The Rejected, you choose which effect to create. You must then finish a short or long rest to use your Release Of The Rejected again.
Beginning at 9th level, you can use your Release Of The Rejected twice between rests. When you reach 13th level, you can use it three times between rests. At 17th level, you can use this ability four times between rests. When you finish a short or long rest, you regain your expended uses.
Shadow Grasp
Starting at 3rd level, you gain proficiency in the Medicine skill. Also, whenever you cast the Mage Hand cantrip, you can do so as a bonus action, the duration becomes 10 minutes, and you can use the bonus action granted by your Cunning Action on subsequent turns to control the hand. You can direct the hand to perform the following additional tasks with the hand for the spell's duration:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves’ tools to disarm traps or pick locks at range.
- You can open any unlocked door or window you can see within the spell's range.
- You can administer first aid or deliver a non-harmful touch spell to a willing creature within the spell's range.
You can perform any of these tasks without being noticed by a creature if you succeed on a Dexterity (Stealth) check contested by the creature’s Wisdom (Perception) check.
At any point during the duration of a Mage Hand spell of which you were the caster, you can expend a use of your Release Of The Rejected as an action to make the hand do one of three things:
- The hand delivers a harmful touch spell to a single target within its range. The spell must have a casting time of 1 action, and you must spend an appropriate spell slot as if you had cast it normally.
- The hand uses a melee weapon in your possession to attack a single target within its range, adding your wisdom modifier to the attack and damage (you must be proficient with the weapon). The weapon returns to your possession once the attack is resolved.
- The hand propels itself to crash into a target up to 60ft away with a single ranged spell attack roll and deals damage of a random type equal to your sneak attack. Roll a d4 to determine the damage type: 1=force; 2=necrotic; 3=psychic; 4=radiant.
After using any of these three options, the Mage Hand spell immediately ends.
Improved Release Of The Rejected
As the amount of residual divine energy you absorb over time increases, so too, does your ability to release some of it to suit your needs. At 9th level, when you use your Release Of The Rejected ability, you gain the option to create a different effect instead of Shadow's Grasp. This second option is Turn Undead (according to the relevant Cleric class feature of the same name).
Alternatively, instead of Turn Undead you may use a Channel Divinity option from any single Cleric domain. If the selected domain ability grants any additional benefits to the Cleric's Channel Divinity ability beyond 2nd level, you do not gain these additional benefits, unless they are calculations based on Cleric level, in which case you use your Rogue level to make those calculations. For example, you would not gain the Arcana Domain's ability to banish creatures, but you would gain the Life Domain's ability to heal a number of hit points equal to five times your Rogue level.
You also gain a second use of Release Of The Rejected per rest.
Greater Release Of The Rejected
At 13th level, you are able to use your Release Of The Rejected three times per short or long rest.
You also gain the Destroy Undead ability (as described in the relevant Cleric ability entry of the same name, using your Rogue level in place of your Cleric level), except you can target all enemy creatures in the same area. Living creatures who fail their saves gain three levels of exhaustion instead of being destroyed, as the void in your soul siphons a small portion of theirs. This ability has no effect on constructs or oozes.
Supreme Release Of The Rejected
At 17th level, you are able to use your Release Of The Rejected ability four times per short or long rest.
Also, when using a Channel Divinity ability from a domain, you gain any additional effects or benefits that domain adds to its Channel Divinity entry or entries, including those beyond 2nd level.
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