Doctrinaire

by BlowT

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Roguish Archetype: Doctrinaire

Part 2 | Your Introduction

We work in the dark, to serve the light

The Doctrinaire are for those who do the dirty work of the heroes, churches, and divine organizations, and allow them to maintain their image of good yet progress there righteous goals. Doctrinaires agument there physical cababilities with divine magic and spellcraft. Devout Monks, priests, and holy warriors who use unsavory means to achieve a just end fall under this archetype. Whether its a blade in the back of a corrupt noble or aiding the sick in a quarantined town, Doctrinaires are in the end forces of good.

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots The Doctrinaire table shows how many spell slots you have to cast your spells of lst 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.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + half your rogue level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level Doctrinaire Rogue, you have four 1st level spell slots and two 2nd level spell slots. With a Wisdom of 16, your list of prepared spells can include 6 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

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 cleric 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.

Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.

Spell Save DC = 8 + Your proficiency bonus +

your Wisdom Modifier

Spell attack modifier = Your proficiency bonus +

your Wisdom Modifier
Doctrinaire Spellcasting
Rogue Level Cantrips Known 1st 2nd 3rd 4th
3rd 3 2
4th 3 3
5th 3 3
6th 3 3
7th 3 4 2
8th 3 4 2
9th 3 4 2
10th 4 4 3
11th 4 4 3
12th 4 4 3
13th 4 4 3 2
14th 4 4 3 2
15th 4 4 3 2
16th 4 4 3 3
17th 4 4 3 3
18th 4 4 3 3
19th 4 4 3 3 1
20th 4 4 3 3 1

Religious Adept

At 3rd level your understanding and expertise in the field of religion grows. You gain proficiency with the Religion and Perception skill if you don't already have it.

Alleviating Touch

At 3rd level, you gain the ability to channel divine energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 2 times your sneak attack dice.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Divine Stalker

At 9th level divine power assists you in your expeditions. When rolling a Dexterity (Stealth) check you can add half your wisdom modifier rounded down to the roll.

Radiant Sneak Attack

At 13th level you can choose to imbue your sneak attacks with radiant energy, you can choose to change the damage type of your sneak attack to radiant and add half your rogue level rounded down to the damage.

Brilliant Escape

Starting at Level 17 you can create blinding light to escape from your enemies. As an action you emit bright light from your person, all creatures within 15 feet must make a Constitution saving throw contested by your spell save DC. On a failed save the creature is blinded for 30 seconds, And only blinded for 6 seconds on a success. You may then attack one creature within the radius with advantage or take the disengage action as free action immediately after. You can use this feature an amount of time equal to your wisdom modifier. You regain all expended uses of this feature after a long rest.

 

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