Divine Agent (5e Subclass)

The masses would believe that the church relies on the faith of their clerics and the might of their paladins alone, but the truth of the matter is that churches are organizations, and no successful organization gets anywhere by playing fair. When a holy war requires a more delicate touch, or the church simply needs to root out or assassinate an enemy, these very unique rogues are called upon.

Spellcasting

At 3rd level, you gain the ability to cast divine spells, utilizing your god's blessing to serve the church from the shadows.
Cantrips. You know two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Preparing and Casting Spells. The Divine Agent Spellcasting table shows you how many spell slots you have to cast your spells of 1st level or higher. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + one-third of your rogue level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability, 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 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 Agent Spellcasting
Rogue LevelCantrips Known1st2nd3rd4th
3rd22
4th23
5th23
6th23
7th242
8th242
9th242
10th343
11th343
12th343
13th3432
14th3432
15th3432
16th3433
17th3433
18th3433
19th34331
20th34331

Secret Order

At 3rd level, you have joined an order devoted to serving your god and rooting out enemies of the faith. Your order grants you Order Spells and a Channel Divinity feature, as explained below.
Order Spells. Your order has a list of spells that you gain at the rogue levels noted below. Once you gain an order spell, you always have it prepared, and it doesn't count against the number of spells you can have prepared each day.
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.

Secret Order Spells
Rogue LevelSpells
3rddetect evil and good, inflict wounds
7thknock, zone of truth
13thclairvoyance, sending

Channel Divinity: Divine Justice. Using your Channel Divinity, you can mark a target, dooming them to face divine fury. As an action, you whisper a prayer to your deity and choose one creature that you can see within 30 feet of you. That creature must make a Charisma saving throw. On a failed save, the creature is cursed until the end of your next turn. Any attack rolls made against a cursed creature are made with advantage, and the first one that hits deals extra radiant damage equal to 2d6 + your rogue level. Once an attack hits the creature, the creature is no longer cursed.

Eye of Justice

Starting at 9th level, whenever you make a Wisdom (Insight) check, you can choose to make the check with advantage. You can make the decision after you see the roll of the die, but only before the outcome is determined. You can only use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Divine Healing

Beginning at 13th level, you can call out to your deity for assistance. As an action, you can pray to your god, restoring a number of hit points to yourself equal to 2d8 + your rogue level. Once you have used this ability, you can't use it again until you have finished a long rest.

Locate Heretic

At 17th level, you can query your god the whereabouts of your enemies. As an action, you can choose a creature that you know of that is currently on the same plane of existence as you. The creature must make a Charisma saving throw, which is modified (as shown on the table below) based on how well you know the target and the sort of physical connection you have to it, against your spell save DC. On a successful save, the target isn't affected, and you can't use this ability against it for 24 hours. On a failed save, you know the creature's exact location for 10 minutes, as long as you both remain on the same plane of existence as each other. Once you have used this ability, you can't use it again until you finish a long rest.

KnowledgeSave Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)-5
ConnectionSave Modifier
None+0
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10

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gollark: It highlights but I don't think actually pings, it's weird.
gollark: Also, you can do `\@everyone` (backslash @ everyone) to write \@everyone without pinging them!
gollark: @pong
gollark: ⚡ It's lowercase, see.
gollark: Also, hybrid magic/electric computers, assuming you can get a spell to, I don't know, change the resistance of a wire (by heating/cooling it or something), though I've no idea if that'd be remotely practical.
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