Roguish Archetype - Divine Agent

While preachers, clerics and paladins may be the public face of a church, they are not the only 'face' that religious organisations may where. Rogues who follow the path of the Divine Agent are dedicated in service to their god and church to hunt down heretics, execute blasphemers and guard the faithful against threats that cannot always be fought openly. When a church requires a 'delicate' touch, the Divine Agent is their tool to carry this out. Divine Agents often have more flexibility in following the tenets of their god than clerics or paladins, but they are still devoted to the spirit of the teachings, even if not necessarily the letter.

Spellcasting

When you reach 3rd level, you gain a touch of the divine, and are able to augment your martial abilities with them.

Cantrips

You learn three cantrips: Guidance and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Divine Agent 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 Bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

Preparing and Casting Spells

You prepare the list of divine agent spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + half your divine agent level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since they are cast through dedication to your god. 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 modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spell slots per level
Level 1st 2nd 3rd 4th
3rd 2 - -
4th 3 - -
5th 3 - -
6th 3 - - -
7th 4 2 - -
8th 4 2 - -
9th 4 2 - -
10th 4 3 - -
11th 4 3 - -
12th 4 3 - -
13th 4 3 2 -
14th 4 3 2 -
15th 4 3 2 -
16th 4 3 2 -
17th 4 3 2 -
18th 4 3 2 -
19th 4 3 2 1
20th 4 3 2 1

Hunter of the Faithful

Divine Agents are frequently tasked to hunt down heretics and those who would do their church or god harm, and you are specially trained with this. At 3rd level you gain proficiency in the Insight and Investigation skills. If you already had these, you can choose up to two other skills of your choice from the Cleric list.

Guided Blade

Starting from 9th level when you make an attack that qualifies for sneak attack you can choose to expend a spell slot if it misses, adding 1d4 to the attack roll per level of spell slot expended. You also add 1d4 radiant damage for each level of spell slot expended when you do so.

In addition, you receive divine revelations, augmenting your skills and granting you expertise in the Insight and Investigation skills. If you already had expertise in one or both, you can instead apply it to other skills you are already proficient in.

Celestial Wisdom

You are just one of many, part of a larger vision than just one person. By reaching 13th level you gain the ability to contact others for assistance or guidance. You can cast one of the following spells without providing any material components: Commune, Divination, or Scrying. Once you have cast a spell using this feature, you need to complete a long rest before being able to do so again.

Miracle

As one of the most powerful and dedicated agents to your god, they grant you powers nearly unrivalled at 18th level. As an action you can call upon your deity and their proxies to provide spellcasting powers on your behalf. You can cast any Cleric spell of up to 7th level without providing any components for it. Once you have done so, you must complete 1d4 long rests before being able to use this feature again.