Rogue: Difference between revisions

1,077 bytes removed ,  20:28, 10 December 2022
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==== Spellcasting ====
==== Spellcasting ====
''3rd Level Ace Justicar Feature''<br>
''3rd Level Ace Justicar Feature''<br>
'''Spellcasting Ability.''' Wisdom or Charisma (whichever is higher)<br>
'''Spellcasting Ability.''' Charisma<br>
'''Spell Save DC.''' 8 + your Wisdom or Charisma Modifier (whichever is higher) + your Proficiency Bonus<br>
'''Spell Save DC.''' 8 + your Charisma Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Wisdom or Charisma Modifier (whichever is higher) + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Charisma Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' A Holy Symbol<br>
'''Spellcasting Focus.''' A Holy Symbol<br>
'''Spell Learning Method.''' You start Knowing 3 Spells from the Paladin and Cleric Spell List and learn additional Spells from those Lists and those schools as shown in the following class table.
'''Spell Learning Method.''' You start Knowing 3 Spells from the Paladin Spell List and learn additional Paladin Spells as shown in the following class table.


{| class="wikitable"
{| class="wikitable"
|+ Spells known and spell slots per level
|+ Spells Known and Spell Slots per Level
|-
|-
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
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| 20th || 3 || 13 || 4 || 3 || 3 || 1
| 20th || 3 || 13 || 4 || 3 || 3 || 1
|}
|}
<br><br>


'''Channel Divinity.''' Also at 3rd level, you gain the ability to channel divine energy directly from Three, and can use it to fuel magical effects. You start with one such divine effect, Shroud of Faith. You can use your Channel Divinity a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
==== Channel Divinity ====
Shroud of Faith. As an action, you grip your holy symbol and invoke the protection of the Three. You, and anything you are wearing or carrying, becomes invisible for up to 1 minute. This effect ends early if you attack or cast a spell.
''3rd Level Ace Justicar Feature''<br>
You gain the ability to harness the power of the Three, you can use this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options you gain from your Channel Divinity Options Feature. Additionally you gain Channel Divinity Options if you choose to Multiclass into Cleric or Paladin. If a Channel Divinity Option requires the target to make a Saving Throw against your Spell Save DC.
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'''Divine Sense.''' The presence of evil registers on your senses like a noxious odor, and good rings like music in your ears. Starting at 3rd level, you can use a bonus action to open your awareness to detect such creatures in your presence. Until the end of your next turn, you know the location of any aberrations, highlings, or undead within 60 feet that are not shielded from divination magic. You know the creature type of any creature whose presence you sense, but not its identity. You also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell, within the same radius.
==== Channel Divinity Options ====
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.
''3rd Level Ace Justicar Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:<br>
*'''Channel Divinity Option: Shroud of Faith.''' You can use your Channel Divinity as a Bonus Action to cause you and everything you are wearing or carrying becomes Invisible for up to 1 minute. This effect ends early if you Attack or cast a Spell.
*'''Channel Divinity Option: Divine Sense.''' You can use your Channel Divinity as a Bonus Action you sense the noxious odor of evil and the ringing music of good around you. When you do, you know the location of any Aberrations, Highlings, and Undead within 60ft of you. You know the Creature Type of these creatures but not their identities. You also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow Spell, in the same Radius.
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'''Consecrated Strikes.''' The Three have consecrated your weapons. Beginning at 9th level, when you hit a creature with an attack that includes Sneak Attack damage, you can expend a spell slot of 1st-level or higher to empower your strike with radiant judgment.
==== Consecrated Strikes ====
The additional damage from your Sneak Attack becomes radiant damage, and if you roll a 1 or 2 on any of the damage dice for this attack, you can re-roll the die, though you must use the new roll, even if your new roll is a 1 or a 2.
''3rd Level Ace Justicar Channel Divinity Options''<br>
The Three have consecrated your weapons. The additional Damage you deal with your Sneak Attack feature is Radiant Damage.
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'''Divine Judgment.''' You pour out divine wrath on those you mark as blasphemers or heretics. Starting at 13th level, you can use a bonus action to mark a creature you can see within 30 feet as a foe of the Three. While marked, any attack you make against that creature scores a critical hit on a roll of 19 or 20 on the d20.
==== Feature ====
Your mark lasts for 1 minute, and ends early if you are incapacitated or you mark another creature. You can mark a creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. If you have no uses remaining, you can expend a spell slot of 3rd-level or higher to use it again.
''9th Level Ace Justicar Channel Divinity Options''<br>
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'''Anointed Inquisitor.''' Beginning at 17th level, the power of your belief grants you a boon of protection against any magic that would hinder you from carrying the will of the Three. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (minimum of +1).
==== Feature ====
''13th Level Ace Justicar Channel Divinity Options''<br>
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=== Ace Marauder ===
==== Feature ====
''17th Level Ace Justicar Channel Divinity Options''<br>
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== Ace Marauder ==
Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency.
Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency.
Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.
Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.