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    Dwarf in the Playground
     
    SwashbucklerGuy

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    Jun 2018

    Default Re: D&D Subclass Contest VIII: Something Borrowed

    Relic Grifter
    Most rogues lacks the commitment to sway divine powers in their favor, but you are not any rogue. You have found ways to imbue holy symbols with the fragments of powers the deities leave behind. While charlatans trick people, your hustle is aimed at the gods.

    Sidenote: Inspired by the one scene, in the 1999 film The Mummy, when Beni Gabor takes out all his talismans to find one that will protect him from the mummy.


    Spoiler: Borrowed Source
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    The spell casting is a borrowed crossover between pact magic, clerics prepared spell casting, and slightly inspiration from older editions. In addition, it borrows channel divinity from clerics.


    óRelic Grifteró
    Rogue Level Cantrips Known Prepared Relics Spell Level
    3rd 2 1 1
    4th 2 1 1
    5th 2 1 1
    6th 2 1 1
    7th 2 2 2
    8th 2 2 2
    9th 2 2 2
    10th 3 2 2
    11th 3 2 2
    12th 3 2 2
    13th 3 3 3
    14th 3 3 3
    15th 3 3 3
    16th 3 3 3
    17th 3 3 3
    18th 3 3 3
    19th 3 4 4
    20th 3 4 4

    Bonus Proficiencies
    At 3rd level, you gain proficiency in religion if you do not already have it.

    Spellcasting
    When you reach 3rd level, you have learnt how to channel magic imbued in symbols and relics.

    Cantrips
    You learn two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

    Relic Spell Slots
    You conjure your spells through relics and holy symbols. The Relic Grifter table shows how many relics you can prepare. Your relics has 1 spell slot each. The table also shows what the level of those slots is; all of your relics' spell slots are the same level. To cast one of your relic spells of 1st level or higher, you must expend the spell slot from that relic. All your relics regain their expended spell slots when you finish a long rest. In addition, you can regain one expended spell slot of one of your relics when you finish a short rest.

    Preparing and Creating Relics
    You need to prepare a relic to be able to cast its spells. You can have one relic prepared. Each relic has a list of spells - it's relic spells - that are available at the rogue levels noted if you have prepared that relic.
    When you reach 7th, 13th and 19th level in this class, you learn to have additional relics prepared as specified in the Relic Grifter table.
    You can change which relics you have prepared when you finish a long rest. Preparing a relic requires 10 minutes spent in prayer and meditation.

    You need to have created a relic to be able to prepare it. At 3rd level, you create one relic of your choice from the relic list. You can create additional relics that you don't currently have by imbuing holy symbols. This is done through performing a special ritual while you hold a holy symbol. You choose a type of relic that you donít already have. At the end of the ritual, the symbol counts as that type of relic for you. You perform the ritual over the course of 1 hour, which can be done during a short rest. There is no limit to how many relics you have as long as you have no duplicates.

    Spoiler: Sidebar on relics
    Show
    As a Relic Grifter, you are always trying to leech and swindle powers from the divine sources of your setting. For this to make sense, you need to think about what deity a holy symbol represents and what powers a relic of that deity could get. For example, a symbol of Pelor might become a relic of a lifegiver or a forgotten library but not one of a hoodwinker

    Spellcasting Ability
    Wisdom is your spellcasting ability for your relic spells. The power of your spells comes from using your willpower to channel the magic imbued in the relics. You use your Wisdom whenever a relic spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a relic 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

    Ritual Casting
    You can cast the relic spell as a ritual if that spell has the ritual tag and you have prepared a relic that has that spell.

    Spellcasting Focus
    You can use a relic as a spell casting focus for that relic's spells.

    Swindling Divinity
    At 9th level, you begin tricking divine powers to fulfill your needs. You can use the Channel Divinity of a relic you have prepared. Use a third of your rogue levels rounded down whenever a Channel Divinity refers to your cleric levels. When you do this, the relic is destroyed. Once you have used this feature, you cannot do so again until you finish a long rest. You cannot create a relic of the type that again until a week has passed or you use this feature again, whichever comes first.

    Dissonant Prayers and Empty Promises
    At 13th level, you know how to use divine powers to keep you safe. When you or a friendly character within 30ft of you rolled a dice result that is lower than their proficiency bonus on a saving throw, you may spend your reaction to reroll that die.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

    Divine Hustle
    Starting at 17th level, when you roll initiative and have no spell slots remaining in your prepared relics, you may prepare one additional relic. Once you have used this feature, you cannot do so again until you finish a long rest.

    Relic list
    Relic of a Commander
    Rogue Level - Spells
    3rd Command, Compelled Duel, Heroism
    7th Hold Person, Zone of Truth
    13th Aura of Vitality, Slow
    19th Compulsion
    Channel Divinity Order's Demand p. 26 GGtR?

    Relic of a Community
    Rogue Level - Spells
    3rd Bless, Charm Person, Goodberry
    7th Aid, Calm Emotions
    13th Beacon of Hope, Tongues
    19th Guardian of Faith
    Channel Divinity Power of Many
    Starting at 2nd level, when you use the help action, you can use your channel divinity to aid a number of allies equal to your Wisdom modifier.

    Relic of a Death Still Alive
    Rogue Level - Spells
    3rd False Life, Inflict Wounds, Ray of Sickness
    7th Ray of Enfeeblement, Shadow Blade
    13th Animate Dead, Vampiric Touch
    19th Shadow of Moil
    Channel Divinity Touch of Death p. 60 DMG

    Relic of an Everlasting Flame
    Rogue Level - Spells
    3rd Burning Hands, Faerie Fire, Hellish Rebuke
    7th Flaming sphere, Scorching Ray
    13th Daylight, Fireball
    19th Wall of Fire
    Channel Divinity Radiance of the Dawn p. 61 PHB

    Relic of a Faithwarden
    Rogue Level - Spells
    3rd Protection from evil and good, Sanctuary, Shield of Fate
    7th Detect Traps, Warding Bond
    13th Magic Circle, Wall of Sand
    19th Death Ward
    Channel Divinity Turn Undead p. 59 PHB

    Relic of a Forge from Legends
    Rogue Level - Spells
    3rd Searing Smite, Shield, Unseen Servant
    7th Heat Metal, Magic Weapon
    13th Elemental Weapon, Protection from Energy
    19th Fabricate
    Channel Divinity Artisan's Blessing p. XGE

    Relic of a Forgotten Library
    Rogue Level - Spells
    3rd Command, Comprehend Languages, Identify
    7th Augury, Suggestion
    13th Nondetection, Speak with Dead
    19th Arcane Eye
    Channel Divinity Knowledge of the Ages p. 59 PHB

    Relic of a Glorious Battle
    Rogue Level - Spells
    3rd Divine favor, Heroism, Shield of Fate
    7th Magic Weapon, Spiritual Weapon
    13th Crusader's Mantle, Spirit Guardian
    19th Freedom of Movement
    Channel Divinity Guided Strike p. 63 PHB

    Relic of a Gravedigger
    Rogue Level - Spells
    3rd Bane, Cause Fear, False Life
    7th Gentle Repose, Ray of Enfeeblement
    13th Revivify, Vampiric Touch
    19th Blight
    Channel Divinity Path to the Grave p. XGE

    Relic of a Grovetender
    Rogue Level - Spells
    3rd Animal Friendship, Entangle, Speak with Animals
    7th Barkskin, Spike Growth
    13th Conjure Animals, Plant Growth
    19th Guardian of Nature
    Channel Divinity Charm Animals and Plants p. 62 PHB

    Relic of a Hoodwinker
    Rogue Level - Spells
    3rd Charm Person, Disguise Self, Tasha's Hideous Laughter
    7th Mirror Image, Misty Step
    13th Blink, Counterspell
    19th Hallucinatory Terrain
    Channel Divinity Invoke Duplicity p. 63 PHB

    Relic of a Lifegiver
    Rogue Level - Spells
    3rd Cure Wounds, Detect Poison and Disease, Purify Food and Water
    7th Lesser Restoration, Prayer of Healing
    13th Remove Curse, Revivify
    19th Aura of Life
    Channel Divinity Preserve Life p. 60 PHB

    Relic of a Madman
    Rogue Level - Spells
    3rd Dissonant Whispers, Illusory Script, Hex
    7th Crown of Madness, Detect Thoughts
    13th Bestow Curse, Hunger of Hadar
    19th Confusion
    Channel Divinity Touch of Madness
    You can use your Channel Divinity to afflict short-term madness on a number of creatures of your choice equal to your wisdom modifier (minimum of 1) within 30 feet of you. On a failed Wisdom saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage.

    Relic of a Stormherald
    Rogue Level - Spells
    3rd Fog cloud, Thunderwave, Zephyr Strike
    7th Gust of Wind, Shatter
    13th Call Lightning, Thunder Step
    19th Storm Sphere
    Channel Divinity Destructive Wrath p. 63 PHB

    Relic of a Supreme Arcanist
    Rogue Level - Spells
    3rd Dispel Magic, Magic Missile
    7th Arcane Lock, Nystul's Magic Aura
    13th Counterspell, Dispel Magic
    19th Mordenkainen's Private Sanctum
    Channel Divinity Arcane Abjuration p. SCAG

    Edits;
    14/4/19 - Tried to make preparing relics more clear.
    Added more relics.
    19/4/19 - Lessened some negative effects and fixed some terminology.
    Last edited by Fnissalot; 2019-04-22 at 07:07 AM.