Your reputation for prowess in stealth and assailing has spread across the realms, causing a church or cult to have discovered your talents and take an interest. Representatives of this faith have approached you and recruited you as their zealous hitman, training you in their credence and teaching you how to use some magic that has been bestowed upon their church's leaders and devout. They may have recruited you to spy on their rivals, investigate possible traitors inside their creed, or even slay enemies of the church. This connection to a faith grants you magical powers that assist you in doing the dirty work of your church.
Assassin's Vow
3rd-level Heathen Hunter feature
When you choose this archetype, you choose your Assassin's Vow, which can be either Anointed or Unified. This vow determines your spell list, spellcasting ability, and many other magical aspects of your sworn affiliation with your patron dogma. You keep this vow for the rest of your career as a Heathen Hunter, or until you change your Vow at your DMs discretion, typically depending on story aspects of the campaign.
Anointed Assassin. As an anointed assassin, you have sworn your Assassin's Vow to the clergy of a church devoted to a deity or demipower that has enough divine power to bestow spells upon clerics. You gain the following benefits.
Cantrips
You learn the
word of radiance cantrip. Choose one other cleric cantrips of your choice. You know and can cast those cleric cantrips. You gain an additional cleric cantrip at 10th level.
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 necromancy, evocation or conjuration schools on the cleric spell list.
The Spells Known column of the Heathen Hunter Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a necromancy, evocation or conjuration 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 necromancy, evocation or conjuration spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Dedicated Domain
Choose a divine domain from the cleric class that aligns with your patron church's faith. When you choose a cleric spell to learn, instead of being restricted to specific schools of magic, you may choose to learn a spell of any level from that domain's list of Domain Spells, as long as it is of a level that you can cast.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedication to your church's dogma. 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
Unified Assassin. As a unified assassin, you have sworn your Assassin's Vow to the members of a cult dedicated to some entity or quasideity that can bestow arcane power upon their followers in order to create warlocks. You gain the following benefits.
Cantrips
You learn the
friends cantrip. Additionally, choose one other warlock cantrips of your choice. You learn and can cast those warlock cantrips. You gain another warlock cantrip at level 10.
Spells Known of 1st-Level and Higher
You know three 1st-level warlock spells of your choice, two of which you must choose from the enchantment, necromancy or conjuration schools on the warlock spell list.
The Spells Known column of the Heathen Hunter Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an enchantment, necromancy or conjuration 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 warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment, necromancy or conjuration spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Esoteric Patron
Choose an otherworldly patron from the warlock class that aligns with your patron cult's otherworldly leader. When you choose a warlock spell to learn, instead of being restricted to specific schools of magic, you may choose to learn a spell of any level from that expanded spell list, as long as it is of a level that you can cast.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, since your spells are granted by your otherworldly master. 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 warlock 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
Spellcasting
3rd-level Heathen Hunter feature
You gain the ability to cast spells. See
Spells Rules for the general rules of spellcasting.
Cantrips
You learn and can cast the guidance cantrip.
Spell Slots
The Heathen Hunter 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
charm person and have a 1st-level and a 2nd-level spell slot available, you can cast
charm person using either slot.
Heathen Hunter Spellcasting
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1st | 2nd | 3rd | 4th | | | |
---|
Rogue
Level | Cantrips
Known | Spells
Known | — Spell Slots per Spell Level — | | | |
---|
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 | — | — |
13th | 4 | 9 | 4 | 3 | 2 | — |
14th | 4 | 10 | 4 | 3 | 2 | — |
15th | 4 | 10 | 4 | 3 | 2 | — |
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 |
Guidance of the Devout
3rd-level Heathen Hunter feature
When you cast the
guidance cantrip on yourself, its casting time is a bonus action.
Additionally, you may cause the next attack roll you make with a melee weapon before the spell ends to add the spell's bonus. You may use this benefit twice, gaining additional uses at the following rogue levels: 5th, 9th, 13th, and 17th.
Zealot's Fury
9th-level Heathen Hunter feature
When you make a spell attack roll at advantage, if the spell deals damage, you may add your Sneak Attack damage dice to the damage that spell deals to one person.
You may use this feature an amount of times equal to your spellcasting ability modifier, regaining all expended uses when you finish a long rest.
Guided Strikes
13th-level Heathen Hunter feature
When you cast
guidance as a bonus action, you gain advantage on the next attack roll you make against a creature within the range of the melee weapon you are currently holding.
Covenant-Bound
17th-level Heathen Hunter feature
You gain an additional benefit determined by your Assassin's Vow.
Anointed Assassin. You gain the following feature.
Channel Divinity
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You have with three such effects: Harness Divine Power, Turn Undead and an effect determined by your Dedicated Domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You 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 cleric spell save DC.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the
Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the
Dodge action.
Channel Divinity: Harness Divine Power
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). You may use this Channel Divinity option twice, regaining all expended uses when you finish a long rest.
Unified Assassin. You gain the following feature.
Pact Magic
Your patron cult has allowed you to cast spells even more effectively than before. When you finish a short rest, you regain one expended spell slot of 4th-level or lower.