Saint of Sinners (5A)

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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. —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.

Saint of Sinners Spellcasting Spell Slots per Spell Level 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. 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 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. 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. 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. 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 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. Spellcasting Ability 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 Spell attack modifier = your proficiency bonus + your Wisdom modifier Mage Hand Legerdemain 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: • You can stow one object the hand is holding in a container worn or carried by another creature. • You can retrieve an object in a container worn or carried by another creature. • You can use thieves' tools to pick locks and disarm traps at range. 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. In addition, you can use the bonus action granted by your Cunning Action to control the hand. Magical Ambush 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 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 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. Once you use this feature, you can't use it again until you finish a long rest.