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    Ogre in the Playground
    iTookUrNick's Avatar

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    Oct 2007

    Default Divine Trickster - Roguish Archetype

    Divine Trickster

    - a simple Roguish Archetype for god(s)fearing thieves -

    When you reach 3rd level, you gain the ability to cast spells.

    You learn three cantrips of your choice from the cleric spell list. At 10th level you learn another cantrip from the cleric spell list.

    Spell Slots
    The Divine 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.
    You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

    Spells Known
    You know two 1st-level cleric spells of your choice. The Spells Known column of the Divine Trickster Spellcasting table shows when you learn more cleric spells of 1st level or higher. In addition, you automatically learn the spells from the trickery domain for any spell level you can cast; these spells do not count towards your total known spells.

    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. The new spell must be of a level for which you have spell slots, and it cannot be a domain spell.

    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

    Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
    3 3 2 2 - - -
    4 3 3 3 - - -
    5 3 3 3 - - -
    6 3 3 3 - - -
    7 3 3 4 2 - -
    8 3 4 4 2 - -
    9 3 4 4 2 - -
    10 4 5 4 3 - -
    11 4 6 4 3 - -
    12 4 6 4 3 - -
    13 4 6 4 3 2 -
    14 4 7 4 3 2 -
    15 4 7 4 3 2 -
    16 4 8 4 3 3 -
    17 4 8 4 3 3 -
    18 4 8 4 3 3 -
    19 4 8 4 3 3 1
    20 4 9 4 3 3 1

    Channel Divinity: Invoke Duplicity
    Starting at 3nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).

    The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusionís space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

    Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

    Channel Divinity: Cloak of Shadows
    Starting at 9th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You can prolong this effect up to 1 hour by concentrating as an action on your turn. You become visible if you attack or cast a spell.

    Divine Intervention
    Beginning at 13th level, you can use your action to touch a willing creature (including yourself) to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

    In addition, you can call on your deity to intervene on your behalf as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention.
    If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
    At 20th level, your call for intervention succeeds automatically, no roll required.

    Improved Duplicity
    At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
    Last edited by iTookUrNick; 2018-07-26 at 05:02 PM.
    My day job is killing me. But I will rise again, more powerful than ever!

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