I stuck pretty close to the Arcane Trickster on the whole, but tried to specialize the abilities to be more like a cleric's. The abilities tend to be more supportive and defensive than offensive, but still give the rogue a unique flavor. I stole and altered some of the abilities from the cleric class, trickery domain, and even from the wizard schools.
Feedback is welcome and I already plan to make some changes based on discussions with the player. I'm hoping to come up with some different and more interesting abilities than the ones I have here, so feel free to make suggestions.
With that out of the way, here's the ...
Divine Scoundrel
Even rogues have
gods and many of those gods have priests who not only worship them, but also
practice what they preach. These rogues are blessed by their gods with good
fortune and quite a few tricks to make them better thieves, tricksters,
confidence men, or any other sort of scofflaw.
Spellcasting
When you reach 3rd
level, you gain the ability cast spells. See chapter 10 for the general rules of spellcaster and
chapter 11 for the cleric spell list.
Cantrips. You learn three
cantrips: guidance and two other
cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots. The Arcane
Trickster 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 bless and
have a 1st-level and a 2nd-level spell slot available, you can cast bless 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 enchantment and divination spells on the
cleric spell list.
The Spells Known
column of the Arcane Trickster Spellcasting table shows when you learn more
cleric spells of 1st level or higher. Each of these spells must be an
enchantment or divination 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 list. The new spell must be of a
level for which you have spell slots, and it must be an enchantment or
divination spell, unless you’re replacing the spell you gained at 8th, 14th, or
20th level.
Spellcasting
Ability. Wisdom
is your spellcasting ability for your cleric, spells, since you gain your
spells directly from a god of thieves and trickery. 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
Cunning Guidance
Starting at 3rd
level, when you cast guidance, you
can choose to do any of the following with that same casting.
- You can cast guidance at a range of 30 feet instead of a range of touch.
- When you cast the spell on another person, you can choose to have that same casting target you as well. The spells are treated as one for the purposes of Concentration and if one use of the spell is expended, the other instance doesn’t end until used, it ends (due to time or loss of concentration), or you cast the spell again.
- You can cast guidance without its vocal or somatic components. You choose which when you cast the spell.
Starting at 9th
level, your god grants you spells normally only available to clerics of that deity.
Once you gain a spell from the Divine Scoundrel Spells list, you always have it
prepared, and it doesn’t count against the number of spells you can prepare
each day.
If you have a spell
from the Divine Scoundrel Spells list that doesn’t appear on the cleric spell
list, the spell is nonetheless a cleric spell for you.
Divine
Scoundrel Spells
Rogue
Level Spells
9th charm person, disguise self
11th mirror
image, pass without trace
14th blink, dispel magic
17th dimension
door, polymorph
20th dominate person, modify memory
Insightful Guidance
At 13th level, you
gain the ability to use the insight granted by guidance to get the upper hand in combat. As a bonus action on your
turn, you can choose to end a guidance spell
you cast on yourself. Doing so gives you advantage on your next attack roll
until the end of the turn.
Illusory Decoy
At 17th level, you
can create an illusory duplicate of yourself or another creature as an instant,
almost instinctual reaction to danger. When a creature makes an attack roll
against you or another creature up to 30 feet away that you can see, you can use your reaction to interpose an illusory duplicate between the attacker and the target of the
attack. The attack automatically misses, then the illusion disappears.
Once you use this
feature, you can’t use it again until you finish a short or long rest.
No comments:
Post a Comment