Base Class: Rogue
Not all of those who serve a deity will be devoted clerics or paladins. Sometimes work needs to be done in the shadows and it is these Hierophant's who make that happen away from prying eyes.
Spellcasting
3rd-level Hierophant feature
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 Guidance and three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Hierophant Spellcasting table shows how many spell slots you have to cast your 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 Hierophant Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells 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.
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.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric 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
Hierophant 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 |
Judgement
3rd-level Hierophant feature
Whenever you hit a creature with an weapon attack, you can instill your divine purpose into the attack and you can brand the target. For 1 minute, a symbol of your faith or conviction hovers above the target. The symbol can take whatever form you choose. Clerics of deities who are associated with a particular symbol (as St. Cuthbert is known for his mace and Thor for his hammer) make this effect resemble that weapon. The symbol sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. You can dismiss this effect at any time (no action required).
For the duration, when you target a branded creature with a spell that requires a saving throw, you can end the branding effect to deal extra damage with your Sneak Attack. If they fail the saving throw against the spell, you can deal your Sneak Attack to that creature and you must roll half the number of Sneak Attack dice for your level (round up) when you do so.
Agent of the Divine
9th-level Hierophant feature
You gain proficiency in the History and Religion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
In addition, when you use your action to cast a spell, you can perform your cunning action and spend your bonus to cast it without any somatic or verbal components.
The Unseen Hand
13th-level Hierophant feature
When you perform your Cunning Action class feature, you can perform one of the following options as part of the bonus action. If the option requires a saving throw use your spell save dc for that saving throw. Which ever effect you select, you expend one use of this feature and it lasts until the end of your next turn.
The hand from above. You channel the divine power to bring fourth the light of the higher planes. A blast of divine light radiates from your occupied space below you in a 20 foot radius. Any magical darkness within the radius is dispelled and creatures of your choice within the radius must also make a Wisdom saving throw or become blinded until the end of your next turn. If you move from the space, the light remains in that space for the duration. An attacker that can’t be blinded is immune to this feature.
The hand from below. You channel the divine power to bring fourth the darkness of the lower planes. A aura of darkness surrounds you within a 20 foot radius. The aura turns dim light into darkness, and bright light in the same area to dim light. While in this darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
You can’t use this feature again until you finish a short or long rest, unless you expend a spell slot to perform this feature again.
Last Rites
17th-level Hierophant feature
When you deal your Sneak Attack damage to a creature, you can change the damage type of the attack or spell to either radiant or necrotic damage (your choice). Doing so, when you deal Sneak Attack damage with your Judgement feature, you can roll the normal amount of Sneak Attack damage instead of half (rounded up).
In addition, when an creature you can see dies within 30 feet of you, it is automatically under the effects of the spell Gentle Repose.
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