Hand of Faith
Many temples, churches, and other religious organizations recognize the need for agents specializing in war. Many of those also recognize the need for some of these agents to remain hidden and discrete. These agents serve as the shadowy Hands of Faith
Hand of Faith Features
|— Spell||Slots per||Spell||Level —|
|Rogue Level||Feature||Cantrips Known||Spells Known||1st||2nd||3rd||4th|
|17th||Shadow of the Hand||3||11||4||3||3||—|
3rd-level Hand of Faith feature
Your resolve allows you to cast cleric spells.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots. The Hand of the Faith table shows how many slots you have to cast your cleric spells. To cast one of your cleric spells of 1st level or higher, 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 sanctuary and have a 1st-level or 2nd-level spell slot available, you can cast sanctuary using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and enchantment spells on the cleric spell list.
The Spells Known column of the Hand of the Faith table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
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 spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or enchantment spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Charisma is your spellcasting ability, as your spells are empowered by the strength of your presence, whether it be from dread or awe. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Multiclassing. If you have two or more classes with the spellcasting feature, add one third your rogue level to determine how many spell slots you have. The spells you know or can prepare follow the rules for each of your classes.
3rd-level Hand of Faith feature
You follow a religious or personal creed. You gain proficiency in the History or Religion skill (your choice).
9th-level Hand of Faith feature
When you are successful in your craft, you can shroud yourself in purpose and confidence for 10 minutes without using an action, granting you the following benefits:
- As long as you remain hidden from each creature within 60 feet of you, you have advantage on Dexterity (Stealth) checks to hide.
- Each opposed Wisdom and Charisma ability check you make is made with advantage until you fail one.
- When you deal damage to a target with your Sneak Attack during your turn, you can make one additional attack during your next turn when you take the Attack action. If you fail to deal Sneak Attack damage during your turn, you no longer gain this benefit unless you activate this feature again.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
13th-level Hand of Faith feature
When you are the target of a mind-affecting effect, such as from a spell or a power, you treat a roll of 9 or less as a 10 on your saving throw so long as you can see the caster or manifester.
Shadow of the Hand
17th-level Hand of Faith feature
As long as you concentrate on a cleric spell you know or are under the effect of your Inquisition feature you gain the following benefits:
- You are immune to the paralyzed, restrained, and stunned conditions.
- Your movement speed increases by 10 feet.
- You have a +2 bonus on melee attack and damage rolls against a foe which can see you.