Redeemer - Rogue Archetype

by xthelionheart

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Redeemer

Sinners and criminals who either experienced a revelation through direct contact with the divine or have chosen to begin a long path to piety from a life of immorality often become Redeemers. These wretched few take a strict set of vows and receive holy powers that come with grave responsibilities.

Redeemer Features

Rogue Level Feature
3rd Spellcasting, Path to Redemption,
Divine Strength
9th Divine Judgement, Cloaked by Divine Intellect
13th Restorative Justice
17th Aura of Divinity

Spellcasting

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

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Redeemer table.

Spell Slots

The Redeemer 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 Intelligence modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

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

Intelligence is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Intelligence whenever a cleric spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier

Spell Attack Modifier = your proficiency bonus
+ your Intelligence modifier

Spellcasting Focus

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

Paladin

Kim Sokol

Redeemer Spellcasting

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

Path to Redemption

At 3rd level, you gain proficiency with Religion, or expertise if you already have proficiency with this skill, and proficiency with Medium Armor and martial weapons.

In addition you gain one Paladin Fighting Style.

With strength must come compassion and mercy must be extended to all. You learn the cantrip Spare the Dying, which does not count towards your Cantrips Known, and for you, it has a range of 30 feet.

Birds

TFsean

Divine Strength

Additionally at 3rd level, you ignore disadvantage towards Stealth when wearing Medium Armor.

Additionally martial weapons without the Reach property can be used as if they had the Finesse Property.

Divine Judgment

Starting at 9th level, when you hit a creature with an advantaged melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

Cloaked by Divine Intellect

At 9th level you gain a bonus to Stealth skill checks equal to your Intelligence modifier.

Restorative Justice

At 13th level after hitting an enemy with a Sneak Attack but before you roll damage, you can choose to heal an ally within 30 feet of yourself a number of hitpoints equal to half of your rolled Sneak Attack damage instead of inflicting that damage.

You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Aura of Divinity

Starting at 17th level you may invoke the divinity whom you worship as a bonus action and all friendly creatures within 30 feet who then benefit from the spell Bless and are immune from the Frightened condition for one minute.

During this minute you are also under the benefit of Protection from Good and Evil, and you deal an additional 1d6 Radiant damage, 2d6 against Devils, Demons, Fiends and Undead.

After activating the aura, you can't do so again until you finish a long rest.

 

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