Sometimes a church cannot act openly, either because of political constraints, bureaucracy, or because it doesn’t want its presence known in an area. During these times, the abilities of discretion, stealth, and speed are more valuable than the direct manifestation of power. The divine seeker fills this role, infiltrating dangerous places to rescue prisoners, reclaim stolen relics, or eliminate enemy leaders. Quiet and protected by the power of her deity, a divine seeker can often accomplish what a direct assault could not.
Divine Protection
When this archetype chooses you at 3rd level, you gain protection from a divine source. You have the sanctuary spell prepared. It counts as a cleric spell for you, and it doesn’t count against the number of spells you can have prepared. You can cast sanctuary without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, while a creature is under the effects of the sanctuary spell, they have advantage on Dexterity (Stealth) check.
Spellcasting
At 3rd level, you gain the ability to cast spells. Choose one cleric domain related to your deity. Your choice grants you domain spells See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Divine Seeker Spellcasting
Rogue Level | Cantrips Known | Spells Known | -1st- | -2nd- | -3rd- | -4th- | -5th- |
---|---|---|---|---|---|---|---|
3rd | 2 | 2 | 2 | ─ | ─ | — | ─ |
4th | 2 | 3 | 2 | ─ | ─ | — | ─ |
5th | 2 | 3 | 3 | ─ | ─ | — | ─ |
6th | 2 | 3 | 3 | ─ | ─ | — | ─ |
7th | 2 | 5 | 4 | 2 | ─ | — | ─ |
8th | 2 | 6 | 4 | 2 | ─ | — | ─ |
9th | 2 | 6 | 4 | 3 | ─ | — | ─ |
10th | 3 | 6 | 4 | 3 | ─ | — | ─ |
11th | 3 | 8 | 4 | 3 | 2 | — | ─ |
12th | 3 | 9 | 4 | 3 | 2 | — | ─ |
13th | 3 | 9 | 4 | 3 | 3 | — | ─ |
14th | 3 | 9 | 4 | 3 | 3 | — | ─ |
15th | 3 | 11 | 4 | 3 | 3 | 1 | ─ |
16th | 3 | 12 | 4 | 3 | 3 | 1 | ─ |
17th | 3 | 12 | 4 | 3 | 3 | 2 | ─ |
18th | 3 | 12 | 4 | 3 | 3 | 2 | ─ |
19th | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
20th | 3 | 15 | 4 | 3 | 3 | 3 | 1 |
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots. The Divine Seeker Spellcasting table shows how many spell slots you have to cast your cleric 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.
Spells Known of 1st-Level and Higher. You know the domain spells from your chosen domain. Once you gain domain spells, the domain spells count as cleric spells for you and are included in the number in the Spells Known column of the Divine Seeker Spellcasting table.
Preparing Spells. At 4th level you can prepare one spells from the cleric spell list that you are available to cast. The spell must be of a level for which you have spell slots. When you finish a long rest, you can change your prepared spell to another spell from the cleric spell list.
You gain another prepared cleric spell at 8th, 12th, 16th, and 20th levels.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric 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
Sacred Defense
At 9th level, your magic creates a protective aura around you. When you cast a spell of 1st level or higher, each creature of your choice within 10 feet of you gains a bonus to their AC and saving throws equal to the level of the spell you cast. This bonus lasts until the start of your next turn.
Channel Divinity
At 13th level, your deity grants the ability to channel divine energy, using that energy to fuel magical effects. You gain the 2nd level option determined by your domain. 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 spell save DC.
Divine Strike
At 17th level, you can turn your deity’s protection into their wrath. While you are under the effect of your Divine Protection feature, you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
In addition, when you Sneak Attack a creature, roll half the number of Sneak Attack dice for your level (round down), and the creature takes radiant damage equal to the roll’s total.