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

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Saint of Sinners
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{{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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This is a [[Rogue_(5A)|Rogue]] subclass for [[5A]].
—Jules Winnfield, Pulp Fiction  
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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.  
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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
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Saint of Sinners Spellcasting Spell Slots per Spell Level
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''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.
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
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3rd Mage Hand + 2 3 2 - - -
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''' ''Greyhawk'' '''
4th Mage Hand + 2 4 3 - - -
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''Failed clerics, blessed rogues, adventurers with faith, Saints of Sinners walk many paths.
5th Mage Hand + 2 4 3 - - -
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6th Mage Hand + 2 4 3 - - -
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== Divine Classes ==
7th Mage Hand + 2 5 4 2 - -
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{{ : Divine Classes (5A) }}
8th Mage Hand + 2 6 4 2 - -
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9th Mage Hand + 2 6 4 2 - -
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== Archetype Features ==
10th Mage Hand + 3 7 4 3 - -
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=== Spellcasting ===
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
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{| class="wikitable" align=right
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.
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|+ '''Saint of Sinners Spells'''
Spell Slots
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|rowspan=2 valign=bottom align="center" | '''Rogue<br>Level'''||rowspan=2 valign=bottom align="center" | '''Spells<br>Known''' ||colspan=4 align="center" |'''Spell Slots per Spell Level '''
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|-
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| align="center" |'''1|| align="center" |'''2|| align="center" |'''3|| align="center" |'''4
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|-
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| valign=top | 3rd|| align=center | 3 || align=center | 2 || align=center | — || align=center | — || align=center | —
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|-
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| valign=top | 4th|| align=center | 4 || align=center | 3 || align=center | — || align=center | — || align=center | —
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|-
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| valign=top | 5th|| align=center | 4 || align=center | 3 || align=center | — || align=center | — || align=center | —
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|-
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| valign=top | 6th|| align=center | 4 || align=center | 3 || align=center | — || align=center | — || align=center | —
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|-
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| valign=top | 7th|| align=center | 5 || align=center | 4 || align=center | 2 || align=center | — || align=center | —
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|-
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| valign=top | 8th|| align=center | 6 || align=center | 4 || align=center | 2 || align=center | — || align=center | —
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|-
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| valign=top | 9th|| align=center | 6 || align=center | 4 || align=center | 2 || align=center | — || align=center | —
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|-
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| valign=top | 10th|| align=center | 7 || align=center | 4 || align=center | 3 || align=center | — || align=center | —
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|-
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| valign=top | 11th|| align=center | 8 || align=center | 4 || align=center | 3 || align=center | — || align=center | —
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|-
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| valign=top | 12th|| align=center | 8 || align=center | 4 || align=center | 3 || align=center | — || align=center | —
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|-
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| valign=top | 13th|| align=center | 9 || align=center | 4 || align=center | 3 || align=center | 2 || align=center | —
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|-
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| valign=top | 14th|| align=center | 10 || align=center | 4 || align=center | 3 || align=center | 2 || align=center | —
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|-
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| valign=top | 15th|| align=center | 10 || align=center | 4 || align=center | 3 || align=center | 2 || align=center | —
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|-
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| valign=top | 16th|| align=center | 11 || align=center | 4 || align=center | 3 || align=center | 3 || align=center | —
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|-
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| valign=top | 17th|| align=center | 11 || align=center | 4 || align=center | 3 || align=center | 3 || align=center | —
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|-
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| valign=top | 18th|| align=center | 11 || align=center | 4 || align=center | 3 || align=center | 3 || align=center | —
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|-
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| valign=top | 19th|| align=center | 12 || align=center | 4 || align=center | 3 || align=center | 3 || align=center | 1
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|-
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| valign=top | 20th|| align=center | 13 || align=center | 4 || align=center | 3 || align=center | 3 || align=center | 1
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|}
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'''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.
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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
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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.
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'''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.
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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.
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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.
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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
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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.
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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
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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:
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'''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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Magical Ambush
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=== Rogue Domain  ===
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.
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Beginning when you become a saint of sinners at 3rd level,  
Versatile Trickster
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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.
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.
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Replace any mention of heavy armor in a domain description by medium armor.
Spell Thief
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At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
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'''Domain Spells
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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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.
Once you use this feature, you can't use it again until you finish a long rest.
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If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
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* At 3rd level, you gain your chosen domain’s 1st-level benefits.
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* At 9th level, you gain your chosen domain’s 6th-level benefits.
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* At 17th level, you gain your chosen domain’s 17th-level benefits.
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When a domain feature mentions your cleric level, use your rogue level instead. When a domain feature mentions heavy armor, replace that mention by medium armor. When a domain feature allows a saving throw, use your spell saving throw DC.
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{|class="wikitable" align=right
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|+'''Cleric Domains
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|-
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|{{ : Cleric Domains (5A) }}
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|}
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=== Rogue Channel ===
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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.
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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.
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Some Rogue channel effects require saving throws. When you use such an effect, the save DC equals your spell save DC.
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Beginning
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'''at 9th level
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, you can use your Rogue channel twice between rests. When you finish a short or long rest, you regain your expended uses.
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:''' Rogue Channel: Clarity''' As a bonus action, you speak a prayer to control sensory impressions around you. You and allies within 30 ft. gain the benefits of the spells Darkvision and See Invisible for one minute.
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== Designer's Notes ==
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A simple variant of the arcane trickster that uses cleric and domain spell and powers.

Latest revision as of 17:19, 16 June 2023

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This is a Rogue subclass for 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.
—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.

Greyhawk Failed clerics, blessed rogues, adventurers with faith, Saints of Sinners walk many paths.

Divine Classes

There are many sources of power in all the many worlds, but the most well-known and most respected is that of the divine. Some call this miracles, some say its astral magic, everyone agrees the healing and enhancements are nice. Clerics and Paladins are the masters of this magic, but others practice it as well in certain subclasses such as the barbarian Zealot, bard Chanter, fencer Legate, rogue Holy Slayer and Saint of Sinners, sorcerer Divine Soul, warlock Celestial Patron, and wizard Astral Magic and Theurgist.

Archetype Features

Spellcasting

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

Saint of Sinners Spells
Rogue
Level
Spells
Known
Spell Slots per Spell Level
1 2 3 4
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

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

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. Replace any mention of heavy armor in a domain description by medium armor.

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.
  • At 9th level, you gain your chosen domain’s 6th-level benefits.
  • At 17th level, you gain your chosen domain’s 17th-level benefits.

When a domain feature mentions your cleric level, use your rogue level instead. When a domain feature mentions heavy armor, replace that mention by medium armor. When a domain feature allows a saving throw, use your spell saving throw DC.

Cleric Domains
  1. Animist5A
  2. Arcana
  3. Cold5A
  4. Darkness5A
  5. Death
  6. Earth5A
  7. Forge
  8. Grave
  9. Insidious5A
  10. Knowledge
  11. LabyrinthEN
  12. Liberation5A
  13. Life
  14. Light
  15. Luck5A
  16. Masks5A
  17. Nature
  18. Order
  19. Peace
  20. Prophecy5A
  21. ProtectionEN
  22. Relic Weapon5A
  23. Spiritualism5A
  24. Tempest
  25. Travel5A
  26. Trickery
  27. Twilight
  28. War
  29. Water5A

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. You and allies within 30 ft. gain the benefits of the spells Darkvision and See Invisible for one minute.

Designer's Notes

A simple variant of the arcane trickster that uses cleric and domain spell and powers.