Blessed One (5e Subclass)

Your devotion to your deity grants you the ability to tap into their divine magic. You swear a Blessed Oath which provides you with several boons.


Blessed One
Level Cantrips Known Spells Known Spell Slots Slot Level
32311st
42321st
52321st
62321st
72622nd
82622nd
92622nd
103622nd
113622nd
123622nd
133923rd
143923rd
153923rd
163923rd
173923rd
183923rd
1931224th
2031224th

Divine Pact

When you choose this roguish archetype at 3rd level, as a part of your Blessed Oath, your deity bestows upon you the ability to cast spells.

Cantrips
You know two cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blessed One table.
Spell Slots
The Blessed One table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know three 1st-level spells, two of which are defined by your blessed oath and you choose the third one from either a cleric or paladin spell list
The Spells Known column of the Blessed One table shows when you learn more spells of 1st level and higher. Whenever your spell slot level raises by one, you are granted 2 new spells from your determined by your oath and a third spell of your choice, which be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn 2 new oath spells and a new cleric or paladin spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the spells you know, not determined by your oath, and replace it with another spell from the cleric or paladin spell list, which also must be of a level for which you have spell slots. You cannot replace spells determined by your Blessed Oath.
Spellcasting Ability
Wisdom is your spellcasting ability for your Blesed One spells, as it is through your faith and devotion that you wield your magic. 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 or paladin 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
Spellcasting Focus
You can use a hoyl symbol as a spellcasting focus for your Blessed One spells.


Blessed Oath

When you choose this roguish archetype at 3rd level, you swear an blessed oath to your Deity, determining your commitment to them and granting you several abilities.
Oath Spells. Your oath grants you a list of spells that you gain at the rogue levels noted below. Once you gain an oath spell, you always have it and cannot change it for a different spell whenever you gain a level in this class. Your oath spells are included in the number of spells know in the Blessed One column.
Channel Divinity. You also have a Channel Divinity feature. The saving throw for your Channel Divinity feature is equal to your spell save DC. Once you have used your Channel Divinity feature, you cannot do so again until you have finished a short or long rest.

Choose one Oath from the below list, once chosen the Oath cannot be changed. If you break your Oath, your deity takes away their boon, effectively disabling any benefits of this subclass and you have to seek absolution from your deity (the form of which is at the DM discretion).


Oath of Protection

You swear by your deity to protect those who cannot protect themselves and preserve life in the world.

Oath of Protection Spells
Rogue LevelSpells
3rdprotection from evil and good, shield of faith
7thaid, protection from poison
13thprotection from energy, slow
19thguardian of faith, otiluke's resilient sphere
Channel Divinity - Radiant Defense
You can use your Channel Divinity to cloak your allies in radiant armor.
As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your rogue level.


Oath of Courage

You swear by your deity to always stand up for those in need and fight evil of the world, never wavered by fear.

Oath of Courage Spells
Rogue LevelSpells
3rdheroism, compelled duel
7thenhance ability, warding bond
13thspirit guardians, beacon of hope
19thaura of purity, freedom of movement
Channel Divinity - Legendary Strike
You can use your Channel Divinity to guide your attacks.
As a bonus action you channel divine energy into your weapon, for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.


Oath of Knowledge

You swear by your deity to strive to acquire knowledge and wisdom of the world, to help and protect those in need.

Oath of Knowledge Spells
Rogue LevelSpells
3rdcommand, identify
7thaugury, suggestion
13thdispel magic, nondetection
19tharcane eye, confusion
Channel Divinity - Hidden Knowledge
You can use your Channel Divinity to open the minds with the warding power of your faith.
As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Wisdom modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.


Oath of Redemption

You swear by your deity to bring peace and forgiveness to the world, while punishing those who refuse to change their unholy ways.

Oath of Redemption Spells
Rogue LevelSpells
3rdsanctuary, sleep
7thcalm emotions, hold person
13thcounterspell, hypnotic pattern
19thcharm monster, death ward
Channel Divinity - Rebuke the Violent
You can use your Channel Divinity to rebuke those who use violence.
Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.


Oath of Vengeance

You swear by your deity to punish those who committed grievous sins, threatening the balance of the world and its people.

Oath of Vengeance Spells
Rogue LevelSpells
3rdhunter's mark, bane
7thmisty step, spiritual weapon
13thfear, haste
19thdimension door, banishment
Channel Divinity - Vow of Enmity
you can use your Channel Divinity to mark your foes as your targets.
As a bonus action, you invoke a creature you can see within 30 feet of you as your enemy. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.


Divine Strike

Starting at ninth level, you roll additional 2d6 whenever you hit with your Sneak Attack. Moreover you can choose to deal radiant or necrotic damage instead of your weapons damage for your Sneak Attack.

Divine Connection

Additionally, starting at ninth level, you can use your Channel Divinity feature twice before needing a short or long rest.


Divine Blessing

Starting at 13th level, your deity expands their blessings granted by your Oath. You can use this blessing number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Oath of Protection
Blessing of the Protector - You can interpose divine light between an ally and an attacking enemy. When a creature attacks a target other than you that is within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target
Oath of Courage
Blessing of the Hero - You can channel divine energy to aid in attacking the enemy. When you, or an ally within 30 feet of you, would miss an attack roll, you can use your reaction to add your wisdom modifier to the attack roll, potentially allowing it to hit.
Oath of Knowledge
Blessing of the Ancients - You can channel divine wisdom to broaden your understanding of the world. You can use an action to gain understanding of any written or spoken language for the next 10 minutes, as well as advantage on checks made to decipher codes and hidden messages.
Oath of Redemption
Blessing of the Martyr - You can channel divine power to soften the blow of the enemy. When an ally within 30 feet of you is hit an attack, you can use your reaction to grant them resistance for the attacks damage.
Oath of Vengeance
Blessing of the Avenger - You can channel divine might to serve retribution. You can use you bonus action to grant yourself +10 to the next attack roll against the enemy that hit you with an attack within the last round.

Blessed Emissary

At 17th level you become a true acolyte of your Deity. You gain resistance to radiant and necrotic damage as well as an improvement to your Channel Divinity

Oath of Protection
Channel Divinity - Radiant Defense - You can target a creature you can see within 60 feet of you. The attacker takes radiant damage equal to 3d10 + 2 * your rogue level.
Oath of Courage
Channel Divinity - Legendary Strike - Your weapon attacks score a critical hit on a roll of 17 or higher on the d20.
Oath of Knowledge
Channel Divinity - Hidden Knowledge - You can choose creatures within 60 feet of you and they additionally add your Wisdom modifier to the Intelligence, Wisdom, and Charisma saving throws.
Oath of Redemption
Channel Divinity - Rebuke the Violent - You can target a creature within 60 feet of you and the attacker takes double the damage dealt on a failed save. On successful save it takes the damage dealt.
Oath of Vengeance
Channel Divinity - Vow of Enmity - You can invoke a creature within 60 feet of you and if the target drops to 0 hit points before this ability ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.



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