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Rogue

Cultist

Cultists swear allegiance to dark powers such as Elemental Princes, Demon Lords, Great Old Ones, or Archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. They use their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

1D4 Patron Schools
1Elemental PrinceEvocation or Conjuration
2Demon LordNecromancy or Transmutation
3Great Old OneEnchantment or Divination
4ArchdevilAbjuration or Illusion
Level 1st 2nd 3rd 4th
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Subclass Features

Lv 3

Dark Devotion

You have advantage on saving throws against being Charmed or Frightened.

Fanatical Charisma

You have proficiency in two of the following: Deception, Insight, Intimidation, or Persuasion. You double your Proficiency Bonus for any of those previous skills you are proficient with if you have been talking with a crowd for more than five minutes.

Magical Patron

You have made a bargain with a being of terrifying power. Choose between Elemental Princes, Demon Lords, Great Old Ones, or Archdevils. Your Patron determines your Cantrip School.

Spellcasting

INT or CHA is your spellcasting ability for your Rogue spells. You cannot change your selection later. Your magic comes from intense study and fanatical devotion. You use your INT or CHA whenever a spell refers to your spellcasting ability. In addition, you use your INT or CHA modifier when setting the saving throw DC for a Roque spell you cast and when making an attack roll with one.

You learn spells from your Patron’s schools.

You regain your spell slot during a long or short rest.

Spell save DC = 8 + your Proficiency Bonus + your INT or CHA modifier

Spell attack modifier = your Proficiency Bonus + your INT or CHA modifier

Spell Slots

Lv 9

Bend the Masses

Your oratory skills have developed to target those weak of will. Creatures with an INT score of 10 or less have disadvantage on resisting your CHA based ability checks.

Bonus Cantrip

You learn one additional Cantrip from your Parton’s spell schools.

Lv 13

Soul Offering

What greater offering to a magical Patron than a life. The first time you reduce a creature to zero hit points during a fight you can use your next turn’s action to perform a ritual to regain a spell slot that has a level less than or equal to half your spellcasting modifier.

You can use this feature once per long rest.

Lv 17

Incite Fanaticism

Your zealous devotion can influence others in battle. As a bonus action you can create an aura of Fanaticism that has a radius of 15 ft centred on you for one minute. Your aura is active until you end it with no action required or you become Incapacitated. You can incite one of the following effects on willing creatures in your aura

Zealous Rage: Willing creatures in your aura have their incoming non magical damage reduced by your spellcasting ability’s modifier (Minimum 1).

Ceaseless Devotion: Willing creatures in your aura have advantage on spell saving throws from your school of magic.

You can use this feature times per long rest equal to your spellcasting ability modifier (Minimum 1).