Base Class: Rogue
Trained from youth in temples and monasteries, holy assassins hone their skills in the art of death.
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 and another cleric cantrip of your choice at 10th level.
Spell Slots
The Divine Assassin 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.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice.
The Spells Known column of the Divine assassin Spellcasting table shows when you learn more cleric spells of 1st level or higher.
Whenever you finish a long rest you can prepare new spells from the cleric spell list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. 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
Divine Assassin 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 |
Righteous Warrior
Starting at 3rd level, you learn the following features.
Holy Strike:
When you land a successful sneak attack, you can change the damage type to radiant or fire (Your choice)
Divine touch:
As an action, you can touch a creature and heal them a number of d6s equal to your sneak attack. You can do this a number of times equal to your wisdom modifier. You regain the uses after a long rest.
Blessed Blades:
When you attack a fiend, fey or undead you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Divine Studies:
You gain proficiency in religion and medicine checks.
Divine Guidance
Starting at 3rd level, you learn the guidance cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, it requires no verbal or somatic components, and you can cast it as a bonus action or reaction (Your choice).
In addition, when you make an attack roll, as a reaction, you can roll a d6 and add the total to your attack, potentially turning a miss into a hit. You can use this feature after seeing the results of the attack roll.
You can use this feature a number of times equal to your wisdom modifier. You regain the uses after a long rest.
Radiant Divinity
Starting at 13th level, you can use the clerics channel divinity feature from any of the subclasses. The rules of each channel divinity apply. You can use this feature two times per long rest.
Channel Divinity
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: Turn Undead and an effect determined by your domain.
When you use your Channel Divinity, you choose which effect to create. You must then finish a 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 cleric spell save DC.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Grand Master
At 17th level, you learn the paladin's smite feature.
In addition, you can use the Paladin's channel divinity feature from any of the subclasses. The rules of each channel divinity apply. You can also use this feature two times per long rest.
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