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Divine Agent


Hit Points

Hit Dice: d8 per Divine Agent level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

Rogue Archetype: Divine Agent

  Spellcasting When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.   Cantrips You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.   Spell Slots The Divine Agent 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.   The Spells Known column of the Divine Agent Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells 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.   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.   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   Channel Divinity Your dedication to your deity allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your subclass explains how to use it.   When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell spell save DC.   Channel Divinity: Empowered Strike When you hit a creature with a weapon attack, you can expend one use of your Channel Divinity to deal additional sneak attack damage to the attack’s damage. You increase the number of sneak attack dice you roll by your Proficiency bonus on that attack.   Channel Divinity: Infused Strikes You can use your Channel Divinity to change the damage you deal with weapons for the next minute. As a bonus action you expend a use of your channel divinity and any physical damage dealt by your weapons and sneak attack is converted to radiant damage (if your alignment is good or neutral) or necrotic damage (if your alignment is evil).   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.   See the Unseen Starting at 13th level you can cast True Seeing on yourself once per long rest. You do not need to concentrate on the spell when you cast it using this ability.   Divine Shroud You and the items you carry can't be the target of Divination spells of 5th level or lower unless you choose to allow the spell to take effect   Divine Agent Spellcasting


RogueCantripsSpells— Spell Slots per Spell Level —
LevelKnownKnown1st2nd3rd4th
3rd332
4th343
5th343
6th343
7th3542
8th3642
9th3642
10th4743
11th4843
12th4843
13th49432
14th410432
15th410432
16th411433
17th411433
18th411433
19th4124331
20th4134331

Created by

Dark Hollow DND.

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