Acolyte - a Rogue Archetype

by Bidoofus

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Acolyte


Many religious organisations require a certain level of stealth in intrigue that their clerics are too unskilled for. instead they train Acolytes. often called "Inquisitors" they fight the enemies of their God from the shadows, and are granted spells from their God in return.


Certain religions, real or fictional, believe that a faithful person should not shed blood. This is reflected in how the Cleric class is often associated with blunt weapons such as the Mace or Warhammer. if you wish for your rogue to follow the same beliefs, you could ask your DM to allow a special Quarterstaff or Mace with the finesse property, or to allow the Baton and Knuckleduster, mundane weapons presented at the end of this subclass description.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells as granted to you by your Deity.

  • You learn three Cantrips from the Cleric spell list: Guidance and Two others of your choice. You learn another Cleric Cantrip of your choice at Level 10 in this class.

  • The Acolyte Spellcasting table shows how many spell slots you have to cast your cleric 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.

  • You know three 1st-level Cleric spells of your choice, two of which you must choose from the Abjuration, Divination, or Evocation spells on the cleric spell list, and the third must be from the Domain Spells class feature from a cleric domain archetype appropriate for your Deity.

  • For example, if you were an Acolyte of Tyr, the God of Justice, you could select Divine Favour from the War Domain's Domain Spells feature.

  • The Spells Known column of the Acolyte Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an Abjuration, Divination, or Evocation 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, or from your Domain's spell list. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard 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.

  • Wisdom is your spellcasting ability modifier for your cleric spells, as your prayer and devotion to your deity grants you power. 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

Divine Guidance

Starting at 3rd level, when you use the Guidance cantrip, You can use it as a bonus action, with a range of 30 feet.

Enemy of God

When you reach 9th level in this class, any enemy damaged by your Sneak Attack has Disadvantage on the saving throw for a spell you cast on it before the end of your next turn.

Inquisitor's Strike

At 13th level, your deity has imbued your Sneak Attack with their holy power. You can use your Sneak Attack on Fey, Fiends, or Undead regardless of prerequisites, and you may cause your sneak attack to deal Radiant damage instead of the weapon type.

Channel Divinity: Acolyte

At 17th level, your connection to your deity grows. You now have access to the Channel Divinity feature Turn Undead, and also have access to the Channel Divinity feature of the Domain you chose at 3rd level. If your domain grants multiple Channel Divinity options, choose one Channel Divinity of the options presented. You cannot change this option later.
once you have used a Channel Divinity option, you cannot use either option until you have finished a Long Rest.

Blunt Rogue weapon options

Weapon Cost Damage weight Properties
Baton 3gp 1d6 bludgeoning 2 lb. Finesse, light
Knuckledusters 2gp 1d4 bludgeoning 1 lb. Finesse, Light
Acolyte Spellcasting
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3 3 3 2 - - -
4 3 4 3 - - -
5 3 4 3 - - -
6 3 4 3 - - -
7 3 5 4 2 - -
8 3 6 4 2 - -
9 3 6 4 2 - -
10 4 7 4 3 - -
11 4 8 4 3 - -
12 4 8 4 3 - -
13 4 9 4 3 2 -
14 4 10 4 3 2 -
15 4 10 4 3 2 -
16 4 11 4 3 3 -
17 4 11 4 3 3 -
18 4 11 4 3 3 -
19 4 12 4 3 3 1
20 4 13 4 3 3 1
 

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