Divine Hand (v2.0)
Not all priests are clerics. Not all problems can be solved by prayer and preaching. Sometimes a more subtle touch is needed to steer the world as the faith dictates, and that is the roll of a Divine Agent. A blade in the night that commits the lesser evil for the greater good, or a quick end to someone that sniffed too close the Cult of Vecna's business, both could be the work of these divinely guided rogues.
Good is not nice, evil is not stupid. Whatever the organization or god a Divine Agent serves, it is one that understands the practical nature of the world. Spying, stealing, extracting information, purging the heretics... they have many tasks before them, and complete them with a grim determination.
A Divine Hand is generally lawful following an organizational code with zealous focus, but the laws they follow may or may not have any relation to the laws of the land they are in.
Additionally at 3rd level, divine devotion grants you the ability to use certain divine magic.
Divine Hand Rogue
The Divine Agent 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.
Spells Known of 1st-Level and Higher
You learn two spells of your choice from the Cleric spell list. You gain additional spells known as listed on the Spells Known column of the Cleric spell casting table. Whenever you gain a level in this class, you can replace one of your 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.
Your spell casting ability is Wisdom. 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 spells you can cast, and when you make an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
You gain proficiency with martial weapons. Additionally, at the end of a long rest, you can turn flasks of water into flasks of Holy Water through a special ritual. You can create a number of flasks of holy water this way equal to your proficiency bonus. Any flasks created this lose their divine power when you complete your next long rest.
You can throw or splash Holy Water using the bonus action granted by your Cunning Action. When you do so, you can add your proficiency to attacks made using Holy Water as an improvised weapon. Alternatively, you can use your Cunning Action to apply Holy Water to a weapon you are carrying. When you do so, your Sneak Attack damage becomes radiant damage for 1 minute.
Starting at 9th level, you learn two cleric cantrips of your choice.
Additionally, holy water you create becomes more potent, dealing 3d6 radiant damage to fiends and undead. If you have no holy water from your Sanctification feature when take a short rest, use your Sanctification feature to create a new flask of Holy Water.
At 13th level, you can attempt pierce the veil of magic and treachery around your foes. If a creature within 60 feet is shrouded from your sight by a spell or magical effect, as a bonus action, you can make a Wisdom (Perception) check against the caster's spell save DC to see through the effect (including illusion spells, magical darkness, or other magical impediment to seeing the creature) until the end of your turn.
Starting at 17th level, 1st level cleric spells you cast do not require concentration to maintain unless cast at a higher level.
- Completely redesigned. Divine Agent 1.0 is preserved for legacy purposes here.
- Divine Agent -> Divine Hand based on suggestion.
- Divine Hand no longer has a unique spell list, and just gets the whole Cleric Spell List.
- Subclass created by KibblesTasty
- Art: Forrest Imel (Licensed Stock Art)
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