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Divine Trickster

Divine Trickster Spell Table Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th 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

Credit to Ziegander for the header formatting and to UristMcRandom for the table itself.

Perhaps you were born under divine circumstances. Perhaps you or your family did something to earn the gods' favor. Or maybe you're just so good at sweet-talking others that you managed to ingratiate yourself to the gods themselves. Either way, you've become a conduit for your god's divine power, and use it to enhance your skills of stealth and agility.When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.The Divine Trickster Spellcasting 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. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.You know three 1st-level cleric spells of your choice, two of which you must choose from your domain spell list. The Spells Known column of the Divine Trickster Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be chosen from your domain's spell list, and must be of a level for which you have spell slots. The spells you learn at 4th, 10th, 11th, 16th, and 20th level may be selected from the cleric spell list.Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric list. The new spell must be of a level for which you have spell slots.Wisdom is your spellcasting ability for your cleric spells, since the power of your spells comes from your connection to your deity. 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 modifierSpell attack modifier = your proficiency bonus + your wisdom modifierYou can use a holy symbol as a spellcasting focus.Choose one domain related to your deity: Arcana, Death, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric's class description (Player's Handbook, p. 59), and each one provides examples of gods associated with it. Your choice grants you access to domain spells and other features when you choose it at 3rd level. It also grants you additional ways to use Channel Divinity.At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You gain the Cleric's Turn Undead ability (Player's Handbook, p. 59), as well as some of the effects granted by your chosen domain. When you use your Channel Divinity ability, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.You gain the domain's abilities at a slower rate than a pure cleric. At 3rd level, you may use the domain's 1st and 2nd level abilities. At 9th level, you may use the domain's 6th level ability. You do not gain the domain's 8th level abilities and beyond.Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.At 9th level, you can use your Channel Divinity to gain a certain level of divine protection against magical effects that would otherwise control or compel you. You can, as a bonus action, end one effect on yourself that is causing you to be charmed, compelled, or frightened.Starting at 13th level, you've learned to fully take advantage of your divine powers. Whenever you use your action to cast a cleric spell or use your Channel Divinity feature, you gain advantage on your next attack before the end of your turn.At 17th level, you gain the ability to steal the powers of other divine spellcasters. Immediately after a creature casts a divine spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spells effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesnt need to be a cleric spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature cant cast that spell until the 8 hours have passed.Once you use this feature, you cant use it again until you finish a long rest.