Temple Raider

Places of divine power, both ancient and modern, call to the temple raiders. These rogues exploit glimmers of divine magic to enter magically warded areas and recover treasures, mystical and mundane.

Temple raiders come from a mix of origins, which explain their motivation in delving into places of power and the sources of the divine spark that aids them in their quest.

Some are scholars, seeking and exploiting objects of historical religious power. Others are grifters, seeking artifacts for personal gain and using stolen divine magic to aid their efforts. Still others are sent on their mission by the gods themselves, gifted with divine magic to disrupt places of worship of other faiths, recover lost temples of their own faith, or as a form of worship to gods of trickery and thievery.

Spellcasting

3rd-level Temple Raider feature

You gain access to a limited pool of divine magic that aids you in your exploits.

Cantrips. You learn three cantrips: resistance 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 Temple Raider 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.

Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice. The Spells Known column of the Temple Raider Spellcasting table shows when you learn more cleric spells of 1st level or higher.

Each of these spells 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.

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.

Temple Raider Spellcasting
Rogue Level Cantrips Known Spells Known Spell Slots per Spell Level
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 2
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 3
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

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you gain your spells by divine communion or tapping intuitively into ancient mysteries.

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

Ward of the Ancient Ones

3rd-level Temple Raider feature

When you cast resistance, it has a range of 30 feet, and you can cast it as a reaction when you or another creature you can see within 30 feet makes a saving throw.

Bonus Proficiency

3rd-level Temple Raider feature

You gain proficiency in Arcana, History, Investigation, or Religion (your choice).

Channel Divinity

9th-level Temple Raider feature

You have learned to channel the power of gods in the same way as their servants, calling on either the deity who sends you on your missions or the gods you have stolen rituals and items of power from.

You can channel these divine energies to fuel magical effects. You may use this ability to Invoke Duplicity or Pry into Darkness. When you use your Channel Divinity, you choose which option to use. You may use this ability twice and must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC.

Invoke Duplicity. You can use your Channel Divinity to create an illusionary duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Pry Into Darkness. You can use your Channel Divinity to discover and protect yourself from mystical wards. As an action, you can present a holy symbol. You magically discern the location and nature of all traps within 60 feet of you, and have advantage on checks made to disable those traps for the next minute.

Whispers of Mystery

13th-level Temple Raider feature

You learn to glean knowledge of ancient mysteries through magical rites. You can cast either the contact other plane or legend lore spell once without expending a spell slot. Once you have cast either of these spells in this way, you can’t use this feature again until you finish a long rest.

Smile of a Stolen God

17th-level Temple Raider feature

You have gained enough influence by whatever means to call on the powers of the multiverse in your moments of direst need.

Imploring deific aid requires you to use your action. Describe the assistance you seek and which deity or similar power (such as an archfey, demon prince or elder elemental) that you seek it from, then roll 1d4. On a 4, the chosen power intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. Depending on the power chosen and your relationship to it, the power may perform the service willingly or be compelled, in which case it may take offense at your presumption or demand some form of payment for its aid. If the power intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Section 15: Copyright Notice

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