Difference between revisions of "Saint of Sinners (5A)"

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{{5A}}
 
{{5A}}
''Whether or not what we experienced was an According to Hoyle miracle is insignificant. What is significant is that I felt the touch of God. God got involved.  
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Whether or not what we experienced was an According to Hoyle miracle is insignificant. What is significant is that I felt the touch of God. God got involved. '' <br>—Jules Winnfield, Pulp Fiction
—Jules Winnfield, Pulp Fiction  
+
 
As a saint of sinners you are living a vision of vice. You might not even know who your patron is, but you are in touch with some higher being and this fills you with holy purpose. Or maybe it is a lower being and unholy purpose—that point is not at all clear, even to you.  
+
''You are a vision in vice. You might not even know who your patron is, but you are in touch with some higher being and this fills you with holy purpose. Or maybe it is a lower being and unholy purpose—that point is not at all clear, even to you.
+
 
Saint of Sinners Spellcasting Spell Slots per Spell Level
+
=== Spellcasting ===
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
 
3rd Mage Hand + 2 3 2 - - -
 
4th Mage Hand + 2 4 3 - - -
 
5th Mage Hand + 2 4 3 - - -
 
6th Mage Hand + 2 4 3 - - -
 
7th Mage Hand + 2 5 4 2 - -
 
8th Mage Hand + 2 6 4 2 - -
 
9th Mage Hand + 2 6 4 2 - -
 
10th Mage Hand + 3 7 4 3 - -
 
11th Mage Hand + 3 8 4 3 - -
 
12th Mage Hand + 3 8 4 3 - -
 
13th Mage Hand + 3 9 4 3 2 -
 
14th Mage Hand + 3 10 4 3 2 -
 
15th Mage Hand + 3 10 4 3 2 -
 
16th Mage Hand + 3 11 4 3 3 -
 
17th Mage Hand + 3 11 4 3 3 -
 
18th Mage Hand + 3 11 4 3 3 -
 
19th Mage Hand + 3 12 4 3 3 1
 
20th Mage Hand + 3 13 4 3 3 1
 
Spellcasting
 
 
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
 
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
+
 
You learn three cantrips: Thaumaturgy 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 ====
Spell Slots
 
 
The Saint of Sinners 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.
 
The Saint of Sinners 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
+
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, two of which you must choose from the enchantment and illusion spells on the cleric spell list.
+
==== Spells Known of 1st Level and Higher ====
The Spells Known column of the Saint of Sinners Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an enchantment or illusion 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.
+
You know three 1st-level cleric spells of your choice from your spell list.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
+
Your spell list is made up of all cleric spells as well as any spells gained from the rogue domain feature, below.
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 must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
+
The Spells Known column of the Saint of Sinners Spellcasting table shows when you learn more cleric spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
+
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.
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
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==== Spellcasting Ability ====
Spell attack modifier = your proficiency bonus + your Wisdom modifier
+
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. 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.
Mage Hand Legerdemain
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Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
+
'''Spell save DC =
• You can stow one object the hand is holding in a container worn or carried by another creature.
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8 + your proficiency bonus + your Wisdom modifier
• You can retrieve an object in a container worn or carried by another creature.
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• You can use thieves' tools to pick locks and disarm traps at range.
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'''Spell attack modifier =
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
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your proficiency bonus + your Wisdom modifier
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
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{| class="wikitable" align=right
Magical Ambush
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| valign=bottom colspan=2 | '''Saint of Sinners Spellcasting || colspan=4 | '''Spell Slots per Spell Level
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
+
|-
Versatile Trickster
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| valign=bottom  | '''Rogue <br>Level || '''Spells <br>Known || '''1st || '''2nd || '''3rd || '''4th
At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
+
|-
Spell Thief
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| valign=top | 3rd|| align=right | 3 || align=right | 2 || align=right | - || align=right | - || align=right | -
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
+
|-
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a cleric spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
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| valign=top | 4th|| align=right | 4 || align=right | 3 || align=right | - || align=right | - || align=right | -
Once you use this feature, you can't use it again until you finish a long rest.
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|-
 +
| valign=top | 5th|| align=right | 4 || align=right | 3 || align=right | - || align=right | - || align=right | -
 +
|-
 +
| valign=top | 6th|| align=right | 4 || align=right | 3 || align=right | - || align=right | - || align=right | -
 +
|-
 +
| valign=top | 7th|| align=right | 5 || align=right | 4 || align=right | 2 || align=right | - || align=right | -
 +
|-
 +
| valign=top | 8th|| align=right | 6 || align=right | 4 || align=right | 2 || align=right | - || align=right | -
 +
|-
 +
| valign=top | 9th|| align=right | 6 || align=right | 4 || align=right | 2 || align=right | - || align=right | -
 +
|-
 +
| valign=top | 10th|| align=right | 7 || align=right | 4 || align=right | 3 || align=right | - || align=right | -
 +
|-
 +
| valign=top | 11th|| align=right | 8 || align=right | 4 || align=right | 3 || align=right | - || align=right | -
 +
|-
 +
| valign=top | 12th|| align=right | 8 || align=right | 4 || align=right | 3 || align=right | - || align=right | -
 +
|-
 +
| valign=top | 13th|| align=right | 9 || align=right | 4 || align=right | 3 || align=right | 2 || align=right | -
 +
|-
 +
| valign=top | 14th|| align=right | 10 || align=right | 4 || align=right | 3 || align=right | 2 || align=right | -
 +
|-
 +
| valign=top | 15th|| align=right | 10 || align=right | 4 || align=right | 3 || align=right | 2 || align=right | -
 +
|-
 +
| valign=top | 16th|| align=right | 11 || align=right | 4 || align=right | 3 || align=right | 3 || align=right | -
 +
|-
 +
| valign=top | 17th|| align=right | 11 || align=right | 4 || align=right | 3 || align=right | 3 || align=right | -
 +
|-
 +
| valign=top | 18th|| align=right | 11 || align=right | 4 || align=right | 3 || align=right | 3 || align=right | -
 +
|-
 +
| valign=top | 19th|| align=right | 12 || align=right | 4 || align=right | 3 || align=right | 3 || align=right | 1
 +
|-
 +
| valign=top | 20th|| align=right | 13 || align=right | 4 || align=right | 3 || align=right | 3 || align=right | 1
 +
|}
 +
=== Rogue Domain  ===
 +
Beginning when you become a saint of sinners at 3rd level,  
 +
you choose a domain shared by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 3rd level. It also grants you additional ways to use Channel Divinity and additional benefits at 9th, and 17th levels.  
 +
 
 +
'''Domain Spells
 +
Each domain has a list of spells-its domain spells that you gain and the level a cleric would gain these domain spells. You add all these spells to your spell list at level 3, but you cannot cast them until you can cast spells of the appropriate level and pick them as known spells.
 +
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
 +
 
 +
 
 +
'''At 3rd level,  
 +
you gain your chosen domain’s 1st-level benefits. If the domain gives proficiency with heavy armor, you instead gain proficiency with shields.
 +
 
 +
'''At 9th level,
 +
you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.
 +
 
 +
'''At 17th level
 +
, you gain your chosen domain’s 17th-level benefits. 
 +
 
 +
=== Rogue Channel ===
 +
Beginning when you become a saint of sinners at 3rd level, you gain the ability to channel  energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Clarity and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Rogue channel ability.
 +
 
 +
When you use your Rogue channel, you choose which effect to create. You must then finish a short or long rest to use your Rogue channel again.
 +
 
 +
Some Rogue channel effects require saving throws. When you use such an effect, the save DC equals your spell save DC.
 +
 
 +
Beginning
 +
'''at 9th level
 +
, you can use your Rogue channel twice between rests. When you finish a short or long rest, you regain your expended uses.
 +
 
 +
=== Rogue Channel: Clarity ===
 +
As a bonus action, you speak a prayer to control sensory impressions around you until the beginning of the next round. The light level does not actually change, but the area within 30 ft. around you is in effect bright light for you and allies, while it is considered dim light for all other creatures. Darkvision and light level (including magical light or darkness) does not change the effects of Clarity.

Revision as of 15:01, 14 July 2021

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Starfox's 5th Edition Fan Page

Whether or not what we experienced was an According to Hoyle miracle is insignificant. What is significant is that I felt the touch of God. God got involved.
—Jules Winnfield, Pulp Fiction

You are a vision in vice. You might not even know who your patron is, but you are in touch with some higher being and this fills you with holy purpose. Or maybe it is a lower being and unholy purpose—that point is not at all clear, even to you.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Spell Slots

The Saint of Sinners 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 from your spell list. Your spell list is made up of all cleric spells as well as any spells gained from the rogue domain feature, below. The Spells Known column of the Saint of Sinners Spellcasting table shows when you learn more cleric spells of 1st level or higher. 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. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. 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

Saint of Sinners Spellcasting Spell Slots per Spell Level
Rogue
Level
Spells
Known
1st 2nd 3rd 4th
3rd 3 2 - - -
4th 4 3 - - -
5th 4 3 - - -
6th 4 3 - - -
7th 5 4 2 - -
8th 6 4 2 - -
9th 6 4 2 - -
10th 7 4 3 - -
11th 8 4 3 - -
12th 8 4 3 - -
13th 9 4 3 2 -
14th 10 4 3 2 -
15th 10 4 3 2 -
16th 11 4 3 3 -
17th 11 4 3 3 -
18th 11 4 3 3 -
19th 12 4 3 3 1
20th 13 4 3 3 1

Rogue Domain

Beginning when you become a saint of sinners at 3rd level, you choose a domain shared by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 3rd level. It also grants you additional ways to use Channel Divinity and additional benefits at 9th, and 17th levels.

Domain Spells Each domain has a list of spells-its domain spells that you gain and the level a cleric would gain these domain spells. You add all these spells to your spell list at level 3, but you cannot cast them until you can cast spells of the appropriate level and pick them as known spells. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.


At 3rd level, you gain your chosen domain’s 1st-level benefits. If the domain gives proficiency with heavy armor, you instead gain proficiency with shields.

At 9th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.

At 17th level , you gain your chosen domain’s 17th-level benefits.

Rogue Channel

Beginning when you become a saint of sinners at 3rd level, you gain the ability to channel energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Clarity and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Rogue channel ability.

When you use your Rogue channel, you choose which effect to create. You must then finish a short or long rest to use your Rogue channel again.

Some Rogue channel effects require saving throws. When you use such an effect, the save DC equals your spell save DC.

Beginning at 9th level , you can use your Rogue channel twice between rests. When you finish a short or long rest, you regain your expended uses.

Rogue Channel: Clarity

As a bonus action, you speak a prayer to control sensory impressions around you until the beginning of the next round. The light level does not actually change, but the area within 30 ft. around you is in effect bright light for you and allies, while it is considered dim light for all other creatures. Darkvision and light level (including magical light or darkness) does not change the effects of Clarity.