Hawkflight
2016-07-10, 02:03 AM
Divine Trickster
Perhaps you were born under divine circumstances. Perhaps you or your family did something to earn the gods' favor. Or maybe you're just so good at sweet-talking others that you managed to ingratiate yourself to the gods themselves. Either way, you've become a conduit for your god's divine power, and use it to enhance your skills of stealth and agility.
Spellcasting:
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips: You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots: The Divine Trickster 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.
Spells Known of 1st-Level and Higher: Unlike an Arcane Trickster or an Eldritch Knight, you do not learn new spells as you level up, with the exception of your cantrips at 3rd and 10th level. However, you do gain the ability to cast the spells granted from your chosen domain (see below).
Spellcasting Ability: Wisdom is your spellcasting ability for your cleric spells, since the power of your spells comes from your connection to your deity. 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
Spellcasting Focus: You can use a holy symbol as a spellcasting focus.
Divine Trickster Spell Table
Rogue Level
Cantrips Known
1st
2nd
3rd
4th
3rd
3
2
4th
3
3
5th
3
3
6th
3
3
7th
3
4
2
8th
3
4
2
9th
3
4
2
10th
4
4
3
11th
4
4
3
12th
4
4
3
13th
4
4
3
2
14th
4
4
3
2
15th
4
4
3
2
16th
4
4
3
3
17th
4
4
3
3
18th
4
4
3
3
19th
4
4
3
3
1
20th
4
4
3
3
1
Credit to Ziegander for the header formatting and to UristMcRandom for the table itself.
Divine Domain:
Choose one domain related to your deity: Arcana, Death, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric's class description (Player's Handbook, p. 59), and each one provides examples of gods associated with it. Your choice grants you access to domain spells and other features when you choose it at 3rd level. It also grants you additional ways to use Channel Divinity.
Domain Spells: Each domain has a list of spells - its domain spells. Unlike a Cleric, you learn these spells at a drastically slower rate. You gain the domain's 1st-level spells at 3rd level, its 2nd-level spells at 7th level, its 3rd-level spells at 13th level, and its 4th-level spells at 19th level. You do not gain the domain's 5th-level spells.
Once you gain a domain spell, you always have it prepared, and it doesnt count against the number of spells you can prepare each day. If you have a domain spell that doesnt appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity:
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead (Player's Handbook, p. 59) and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity ability, 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.
Divine Guardian:
At 9th level, you can use your Channel Divinity to gain a certain level of divine protection against magical effects that would otherwise control or compel you. You can, as a bonus action, end one effect on yourself that is causing you to be charmed, compelled, or frightened.
Blinding Radiance:
Starting at 13th level, you've learned to fully take advantage of your divine powers. Whenever you use your action to cast a cleric spell or use your Channel Divinity feature, you gain advantage on your next attack before the end of your turn.
The Divine Heist:
At 17th level, you gain the ability to steal the powers of other divine spellcasters. Immediately after a creature casts a divine spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spells effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesnt need to be a cleric spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature cant cast that spell until the 8 hours have passed.
Once you use this feature, you cant use it again until you finish a long rest.
----
Divine Trickster
Perhaps you were born under divine circumstances. Perhaps you or your family did something to earn the gods' favor. Or maybe you're just so good at sweet-talking others that you managed to ingratiate yourself to the gods themselves. Either way, you've become a conduit for your god's divine power, and use it to enhance your skills of stealth and agility.
Divine Domain:
Choose one domain related to your deity: Arcana, Death, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed below, and each one provides examples of gods associated with it. Your choice grants you access to certain abilities, including domain spells and the Channel Divinity feature.
Domain Spells: Each domain has a set of associated cantrips. When you choose a domain, you automatically learn the domain's associated cantrips, and can cast them at will. Wisdom is your spellcasting ability for them.
Channel Divinity: Your domain allows you to channel divine energy directly from your deity, using that energy to fuel magical effects. Each Channel Divinity option provided by your domain explains how to use it. When you use your Channel Divinity ability, 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.
Divine Guardian:
At 9th level, you can use your Channel Divinity to gain a certain level of divine protection against magical effects that would otherwise control or compel you. You can, as a bonus action, end one effect on yourself that is causing you to be charmed, compelled, or frightened.
Blinding Radiance:
Starting at 13th level, you've learned to fully take advantage of your divine powers. Whenever you use your action to cast a cleric spell or use your Channel Divinity feature, you gain advantage on your next attack before the end of your turn.
The Divine Heist:
At 17th level, you gain the ability to steal the powers of other divine spellcasters. Immediately after a creature casts a divine spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC for this is 8 + your proficiency bonus + your wisdom modifier. On a failed save, you negate the spells effect against you, and you steal the knowledge of the spell (it doesnt need to be a cleric spell). Until you finish a long rest, you know the spell and can expend a use of your Channel Divinity to cast it with a save DC of 8 + your proficiency bonus + your wisdom modifier and an attack modifier (if appropriate) of your proficiency bonus + your wisdom modifier. The creature cant cast that spell until the 8 hours have passed.
Once you use this feature, you cant use it again until you finish a long rest.
----
Knowledge Domain:
[Flavor text goes here.]
Tenets of Knowledge: To keep their deity's favor, a Trickster pledged to the Knowledge Domain must follow certain tenets. Chief among these is the preservation of knowledge - while one does not always have the time to seek out and learn new things, a Trickster can never willingly participate in the destruction of knowledge, such as burning books or dismantling libraries.
Domain Spells: You learn the Guidance and True Strike cantrips.
Blessings of Knowledge: When you choose this domain at 3rd level, you learn two languages of your choice. You also become proficient in your choice of any two knowledge-based skills. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages: When you choose this domain at 3rd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you gain proficiency with the chosen skill or tool.
Divine Trickster
Perhaps you were born under divine circumstances. Perhaps you or your family did something to earn the gods' favor. Or maybe you're just so good at sweet-talking others that you managed to ingratiate yourself to the gods themselves. Either way, you've become a conduit for your god's divine power, and use it to enhance your skills of stealth and agility.
Spellcasting:
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips: You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots: The Divine Trickster 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.
Spells Known of 1st-Level and Higher: You know three 1st-level cleric spells of your choice, two of which you must choose from your domain spell list. The Spells Known column of the Divine Trickster Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be chosen from your domain's spell list, and must be of a level for which you have spell slots. The spells you learn at 4th, 10th, 11th, 16th, and 20th level may be selected from the cleric spell list.
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 list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability: Wisdom is your spellcasting ability for your cleric spells, since the power of your spells comes from your connection to your deity. 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
Spellcasting Focus: You can use a holy symbol as a spellcasting focus.
Divine Trickster Spell Table
Rogue Level
Cantrips Known
Spells Known
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
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
Credit to Ziegander for the header formatting and to UristMcRandom for the table itself.
Divine Domain:
Choose one domain related to your deity: Arcana, Death, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric's class description (Player's Handbook, p. 59), and each one provides examples of gods associated with it. Your choice grants you access to domain spells and other features when you choose it at 3rd level. It also grants you additional ways to use Channel Divinity.
Channel Divinity:
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You gain the Cleric's Turn Undead ability (Player's Handbook, p. 59), as well as some of the effects granted by your chosen domain. When you use your Channel Divinity ability, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
You gain the domain's abilities at a slower rate than a pure cleric. At 3rd level, you may use the domain's 1st and 2nd level abilities. At 9th level, you may use the domain's 6th level ability. You do not gain the domain's 8th level abilities and beyond.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Divine Guardian:
At 9th level, you can use your Channel Divinity to gain a certain level of divine protection against magical effects that would otherwise control or compel you. You can, as a bonus action, end one effect on yourself that is causing you to be charmed, compelled, or frightened.
Blinding Radiance:
Starting at 13th level, you've learned to fully take advantage of your divine powers. Whenever you use your action to cast a cleric spell or use your Channel Divinity feature, you gain advantage on your next attack before the end of your turn.
The Divine Heist:
At 17th level, you gain the ability to steal the powers of other divine spellcasters. Immediately after a creature casts a divine spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spells effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesnt need to be a cleric spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature cant cast that spell until the 8 hours have passed.
Once you use this feature, you cant use it again until you finish a long rest.
Perhaps you were born under divine circumstances. Perhaps you or your family did something to earn the gods' favor. Or maybe you're just so good at sweet-talking others that you managed to ingratiate yourself to the gods themselves. Either way, you've become a conduit for your god's divine power, and use it to enhance your skills of stealth and agility.
Spellcasting:
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips: You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots: The Divine Trickster 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.
Spells Known of 1st-Level and Higher: Unlike an Arcane Trickster or an Eldritch Knight, you do not learn new spells as you level up, with the exception of your cantrips at 3rd and 10th level. However, you do gain the ability to cast the spells granted from your chosen domain (see below).
Spellcasting Ability: Wisdom is your spellcasting ability for your cleric spells, since the power of your spells comes from your connection to your deity. 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
Spellcasting Focus: You can use a holy symbol as a spellcasting focus.
Divine Trickster Spell Table
Rogue Level
Cantrips Known
1st
2nd
3rd
4th
3rd
3
2
4th
3
3
5th
3
3
6th
3
3
7th
3
4
2
8th
3
4
2
9th
3
4
2
10th
4
4
3
11th
4
4
3
12th
4
4
3
13th
4
4
3
2
14th
4
4
3
2
15th
4
4
3
2
16th
4
4
3
3
17th
4
4
3
3
18th
4
4
3
3
19th
4
4
3
3
1
20th
4
4
3
3
1
Credit to Ziegander for the header formatting and to UristMcRandom for the table itself.
Divine Domain:
Choose one domain related to your deity: Arcana, Death, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric's class description (Player's Handbook, p. 59), and each one provides examples of gods associated with it. Your choice grants you access to domain spells and other features when you choose it at 3rd level. It also grants you additional ways to use Channel Divinity.
Domain Spells: Each domain has a list of spells - its domain spells. Unlike a Cleric, you learn these spells at a drastically slower rate. You gain the domain's 1st-level spells at 3rd level, its 2nd-level spells at 7th level, its 3rd-level spells at 13th level, and its 4th-level spells at 19th level. You do not gain the domain's 5th-level spells.
Once you gain a domain spell, you always have it prepared, and it doesnt count against the number of spells you can prepare each day. If you have a domain spell that doesnt appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity:
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead (Player's Handbook, p. 59) and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity ability, 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.
Divine Guardian:
At 9th level, you can use your Channel Divinity to gain a certain level of divine protection against magical effects that would otherwise control or compel you. You can, as a bonus action, end one effect on yourself that is causing you to be charmed, compelled, or frightened.
Blinding Radiance:
Starting at 13th level, you've learned to fully take advantage of your divine powers. Whenever you use your action to cast a cleric spell or use your Channel Divinity feature, you gain advantage on your next attack before the end of your turn.
The Divine Heist:
At 17th level, you gain the ability to steal the powers of other divine spellcasters. Immediately after a creature casts a divine spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spells effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesnt need to be a cleric spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature cant cast that spell until the 8 hours have passed.
Once you use this feature, you cant use it again until you finish a long rest.
----
Divine Trickster
Perhaps you were born under divine circumstances. Perhaps you or your family did something to earn the gods' favor. Or maybe you're just so good at sweet-talking others that you managed to ingratiate yourself to the gods themselves. Either way, you've become a conduit for your god's divine power, and use it to enhance your skills of stealth and agility.
Divine Domain:
Choose one domain related to your deity: Arcana, Death, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed below, and each one provides examples of gods associated with it. Your choice grants you access to certain abilities, including domain spells and the Channel Divinity feature.
Domain Spells: Each domain has a set of associated cantrips. When you choose a domain, you automatically learn the domain's associated cantrips, and can cast them at will. Wisdom is your spellcasting ability for them.
Channel Divinity: Your domain allows you to channel divine energy directly from your deity, using that energy to fuel magical effects. Each Channel Divinity option provided by your domain explains how to use it. When you use your Channel Divinity ability, 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.
Divine Guardian:
At 9th level, you can use your Channel Divinity to gain a certain level of divine protection against magical effects that would otherwise control or compel you. You can, as a bonus action, end one effect on yourself that is causing you to be charmed, compelled, or frightened.
Blinding Radiance:
Starting at 13th level, you've learned to fully take advantage of your divine powers. Whenever you use your action to cast a cleric spell or use your Channel Divinity feature, you gain advantage on your next attack before the end of your turn.
The Divine Heist:
At 17th level, you gain the ability to steal the powers of other divine spellcasters. Immediately after a creature casts a divine spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC for this is 8 + your proficiency bonus + your wisdom modifier. On a failed save, you negate the spells effect against you, and you steal the knowledge of the spell (it doesnt need to be a cleric spell). Until you finish a long rest, you know the spell and can expend a use of your Channel Divinity to cast it with a save DC of 8 + your proficiency bonus + your wisdom modifier and an attack modifier (if appropriate) of your proficiency bonus + your wisdom modifier. The creature cant cast that spell until the 8 hours have passed.
Once you use this feature, you cant use it again until you finish a long rest.
----
Knowledge Domain:
[Flavor text goes here.]
Tenets of Knowledge: To keep their deity's favor, a Trickster pledged to the Knowledge Domain must follow certain tenets. Chief among these is the preservation of knowledge - while one does not always have the time to seek out and learn new things, a Trickster can never willingly participate in the destruction of knowledge, such as burning books or dismantling libraries.
Domain Spells: You learn the Guidance and True Strike cantrips.
Blessings of Knowledge: When you choose this domain at 3rd level, you learn two languages of your choice. You also become proficient in your choice of any two knowledge-based skills. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages: When you choose this domain at 3rd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you gain proficiency with the chosen skill or tool.
Divine Trickster
Perhaps you were born under divine circumstances. Perhaps you or your family did something to earn the gods' favor. Or maybe you're just so good at sweet-talking others that you managed to ingratiate yourself to the gods themselves. Either way, you've become a conduit for your god's divine power, and use it to enhance your skills of stealth and agility.
Spellcasting:
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips: You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots: The Divine Trickster 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.
Spells Known of 1st-Level and Higher: You know three 1st-level cleric spells of your choice, two of which you must choose from your domain spell list. The Spells Known column of the Divine Trickster Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be chosen from your domain's spell list, and must be of a level for which you have spell slots. The spells you learn at 4th, 10th, 11th, 16th, and 20th level may be selected from the cleric spell list.
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 list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability: Wisdom is your spellcasting ability for your cleric spells, since the power of your spells comes from your connection to your deity. 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
Spellcasting Focus: You can use a holy symbol as a spellcasting focus.
Divine Trickster Spell Table
Rogue Level
Cantrips Known
Spells Known
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
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
Credit to Ziegander for the header formatting and to UristMcRandom for the table itself.
Divine Domain:
Choose one domain related to your deity: Arcana, Death, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the cleric's class description (Player's Handbook, p. 59), and each one provides examples of gods associated with it. Your choice grants you access to domain spells and other features when you choose it at 3rd level. It also grants you additional ways to use Channel Divinity.
Channel Divinity:
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You gain the Cleric's Turn Undead ability (Player's Handbook, p. 59), as well as some of the effects granted by your chosen domain. When you use your Channel Divinity ability, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
You gain the domain's abilities at a slower rate than a pure cleric. At 3rd level, you may use the domain's 1st and 2nd level abilities. At 9th level, you may use the domain's 6th level ability. You do not gain the domain's 8th level abilities and beyond.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Divine Guardian:
At 9th level, you can use your Channel Divinity to gain a certain level of divine protection against magical effects that would otherwise control or compel you. You can, as a bonus action, end one effect on yourself that is causing you to be charmed, compelled, or frightened.
Blinding Radiance:
Starting at 13th level, you've learned to fully take advantage of your divine powers. Whenever you use your action to cast a cleric spell or use your Channel Divinity feature, you gain advantage on your next attack before the end of your turn.
The Divine Heist:
At 17th level, you gain the ability to steal the powers of other divine spellcasters. Immediately after a creature casts a divine spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spells effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesnt need to be a cleric spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature cant cast that spell until the 8 hours have passed.
Once you use this feature, you cant use it again until you finish a long rest.