Rogue
Base Class: Rogue

Some rogues find power through their faith in their deity, granting them divine powers in the form of necromancy and evocation. These rogues can come from many walks of life; from clergymen whose faith has lead them to an assassin's life to a thief who found faith as a means of escape.

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 of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Divine 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 inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds 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 evocation and necromancy spells on the cleric spell list.

The Spells Known column of the Divine Shadow Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an enchantment or illusion 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 cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Wisdom is your spellcasting ability for you cleric spells, since the power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you can 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

Divine Shadow 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

Channel Divinity

At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Cloak of Shadows and one of the following options:

 Radiance of the Dawn

Guided Strike

Conquering Presence

Touch of Death

Preserve Life

When you use your Channel Divinity, you choose which Effect to create. You must then finish a short or Long Rest to use your Channel Divinity again. Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Divine Shadow spell save DC.

Channel Divinity: Conquering Presence

Starting at 3rd level, you can use your Channel Divinity to exude a terrifying presence.

As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Channel Divinity: Guided Strike

Starting at 3rd level, you can use your Channel Divinity to strike with supernatural accuracy.

When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the attack roll. You make this choice after you see the roll, but before the DM says whether or not the attack misses.

Channel Divinity: Preserve Life

Starting at 3rd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your rogue level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or construct.

Channel Divinity: Radiance of the Dawn

Starting at 3rd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. The creature takes radiant damage equal to 2d10+ your rogue level on a failed saving throw, and half as much on a successful one. A creature that has total cover is not affected.

Channel Divinity: Touch of Death

Starting at 3rd level, you can use your Channel Divinity to destroy another creature’s life force by touch.

When you hit a creature with a melee attack, you can use your Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your rogue level.

Channel Divinity: Cloak of Shadows

Starting at 3rd level, you can use your Channel Divinity to vanish.

As an action, you can become invisible until the end of your next turn.

Holy Executioner

Starting at 9th level, when you use the Sneak Attack feature, you can expend one spell slot to deal additional radiant damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead or a fiend, to a maximum of 6d6.

Aura of the Unseen

Beginning at 13th level, you and friendly creatures within 10 feet of you gain a bonus to stealth rolls equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Umbra Alas

Starting at 17th level, you can use a bonus action to manifest a pair of angelic wings wreathed in darkness from your back. For 1 hour, you have a flight speed of 60 feet and advantage on Stealth (Dexterity) skill checks. The shape of wings is determined by your deity.

During this time, you can retract the wings as a bonus action causing shadows to coalesce around you. While the wings are retracted in this way, you are considered invisible while in darkness and creatures have a penalty on their Wisdom (Perception) checks to find you equal to your Wisdom modifier (minimum -1).

You regain use of this feature at the end of a long rest.

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