Saint of Sinners (5A)

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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.