True Believer#

Cornered and desperate, the Rogue muttered a prayer to Mirgal, the dead Vanir. Against all odds, they survived. Since then, they’ve kept their faith secret, calling on Mirgal in dire moments. Whether the aid is real or not, they believe, and that belief is all that matters.

Level 3: False Gods#

Your devotion and secrecy sharpen your understanding of other faiths. You gain proficiency in one of the following skills: Deception, History, or Religion.

Level 3: Spellcasting#

You gain the ability to cast spells from the Cleric list.

Cantrips. You know three cantrips of your choice from the Cleric spell list.

Spell Slots. The True Believer Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Cleric spell list. The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the True Believer Spellcasting table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots.

Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Cleric spells for which you have spell slots.

Spellcasting Ability. Intelligence or Wisdom (your choice) is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Level 9: Dubious Healing#

When you cast a spell that restores Hit Points, you can choose to give the target Temporary Hit Points equal to the amount the spell would have healed instead of restoring any Hit Points.

Level 13: Wrath of Divinity#

When you deal Sneak Attack damage to a creature, you can deal an additional 3d6 Radiant or Necrotic Damage (your choice).

Š If you choose Radiant, one creature you can see

within 60 feet regains Hit Points equal to the bonus damage dealt. Š If you choose Necrotic, the target must succeed on a

Wisdom saving throw against your spell save DC or have the Frightened condition until the end of your next turn.

You can use this feature a number of times equal to your Dexterity Modifier, and you regain all expended uses when you finish a Long Rest.

Level 17: Push Your Luck#

As a Magic Action, make a DC 15 ability check using your Wisdom.

  • Success: You regain all expended spell slots and all expended uses of Wrath of Divinity.

  • Failure: You gain one level of Exhaustion. The next time you use this feature, you have Advantage on the check.

You can use this feature once, and you regain the use of it when you finish a Long Rest.

Full-page art, p.52
Full-page art — p.52