Devout Agent

Possessing an irrepressible zeal, these rogues act as spies, inquisitors, and executioners. While many adhere to a specific faith or religion, others swear an oath not unlike a paladin. Some among the Devout Agents gain power simply through profound conviction to the degree that the planes empower their wills. For this reason, agents are confident in their work and never stray from their pursuits.

Devout Agent Features
— SpellSlots perSpellLevel —
Rogue LevelFeatureCantrips KnownSpells Known1st2nd3rd4th
3rdSpellcasting, Doctrine232
4th 243
5th 243
6th243
7th 2542
8th 2642
9thInquisition2642
10th3743
11th3843
12th 3843
13thConsummate Devotion39432
14th310432
15th 310432
16th 311433
17thAgent of Shadow311433
18th 311433
19th 3124331
20th 3134331

Spellcasting

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 comes 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.

Doctrine

3rd-level Hand of Faith feature

You follow a religious or personal creed to a zealous degree. Whenever you make an Intelligence or Wisdom check in a skill you are proficient, you can choose to add your Charisma modifier instead of your Intelligence and Wisdom.

Inquisition

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 has advantage until you fail one.
  • When you deal damage to a target with your Sneak Attack feature, you have advantage on attack rolls against that target until the end of your next turn. If you fail to deal sneak attack damage during your turn, you lose this benefit until you activate this feature again.

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

Consummate Devotion

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.

Agent of Shadow

17th-level Hand of Faith feature

While concentrating on a cleric spell you know or under the effect of your Inquisition feature, you are immune to the charmed and paralyzed conditions, and whenever you deal damage with a weapon to a creature you can see, you deal an extra 1d8 necrotic or radiant damage (your choice).