Rogue
Base Class: Rogue

While some rogues choose to attack and leave their targets left for dead or worse others have found themselves calling upon greater beings to help them provide aid to others or down their enemies more swiftly. These rogues include those turned to a more holy path by a cleric, ones that were raised with a strong faith, and those that wish to call upon a higher power than their own swift hands.

 

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 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 Acolytes of the shadow 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the Divination and Abjuration spells on the Cleric spell list.

The Spells Known column of the Acolytes of the shadow Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be an Divination or Abjuration spell of your choice, and must be 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

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 Clerics spell list. The new spell must be of a level for which you have spell slots, and it must be an Divination or Abjuration, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization. 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

Acholyte Of The Shadows 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

Guided by Faith

Starting at 3rd level, when you cast Guidance

without using Somatic or Verbal components. It now has a range of 15 ft instead of Touch.

In addition, you can use the bonus action granted by your Cunning Action to cast this spell.

Salvation Through Faith

Your faith in your god/patron has rewarded you with a divine source of energy. You gain a pool of d6’s equal to that of the amount of sneak attack die you have. As a bonus action you may spend a number of these die (up to your Wisdom Modifier) to heal a creature that is up to 60ft away, canalizing the will of your gods through a perfectly aimed divine projectile. Saving innocent lives by vanquishing threats causes the pool to be replenished by a single dice (DM discretion) and all of the used die refresh on a short or long rest.

Divinely Driven

 

Starting at 9th level, when you damage a target with a strike that adds your Sneak Attack damage die you can change half of the Sneak Attack damage to either necrotic or radiant damage. 

Gift Of The Gods

Gift of the Gods

 

Starting at 9th level, you gain a blessing from the deity that you are worshipping. Depending on your alignment at this instant you gain the following…

 

Evil - Inflict Wounds, Blindness/Deafness

Good - Cure Wounds, Lesser Restoration

Neutral - Ceremony, Silence

 

You always have these spells prepared and they don't count against the number of spells you know. These spells are considered cleric spells for you.

Evil

Your Evil Alignment has granted you access to the following spells 
Inflict Wounds, Blindness/Deafness

Good

Your good Alignment has allowed you access to the following spells 
Cure Wounds, Lesser Restoration

Neutral

Your Neutral Alignment has allowed you access to the following Spells 
Ceremony, Silence

Unwavering Belief

Starting at 13th level, you gain the ability to enhance your strikes against targets. When hitting with a weapon attack you can expend a Spell Slot to deal an additional 1d8 radiant or necrotic damage. For each Spell Slot expended in this way above 1st level, you deal an additional 1d8 damage.

Divine Knowledge

Starting at 17th level, you gain one additional Gift of the Gods. Depending on your alignment at this instant you gain the following…

 

Evil - Bestow Curse

Good - Mass Healing Word

Neutral - Dispel Magic

 

You always have this spell prepared and it doesn’t count against the number of spells you know. This spell is considered a cleric spell for you.

 

With this knowledge bestowed upon you, you feel the presence of your god within your being and now work among the shadows for a greater purpose. As a bonus action you may channel your willpower to spend all of your Salvation Through Faith pool at once in order to heal those in need, healing one target using all of your available d6’s.

 

Once you use this feature, you can’t use it again until you finish a long rest.

Evil

Your evil Alignment has allowed you access to the following Spell 
Bestow Curse

Good

Your Good Alignment has allowed you access to the following spell 
Mass Healing Word

Neutral

Your Neutral alignment has allowed you access to the following spell 
Dispel Magic 

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