Divine Pillager

It is unusual for the servants of gods to seek out the aid of individuals that specialize in subterfuge and stealthy attacks. More unusual still that they are one in the same. However, even the most righteous of celestials have use for agents that can strike without being seen.

The Divine Pillager is one such agent, able to both assassinate from the shadows and heal a wounded ally before skulking back into the darkness. Most often, they are tasked alongside a few other chosen individuals to take care of the most vile cultists and fiends. It is only by killing in their god's name can the Divine Pillager's companions see the pure fury that their chosen deity can unleash.

### **Spellcasting**

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

#### Cantrips

You learn three cantrips: Spare the Dying and two other cantrips of your choice from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level.

#### Spell Slots

The Divine Pillager 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 Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds 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 the abjuration and evocation spells on the Cleric spell list.

The Spells Known column of the Divine Pillager Spellcasting table shows when you learn more Cleric spells of 1st level or higher. Each of these spells must be an abjuration and evocation 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 an abjuration and evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

#### Spellcasting Ability

Wisdom is your spellcasting ability for your Cleric spells, since you learn your spells through dedication and reverence. 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

### **Twilight’s Savior**

At 3rd level, your intent to slay your adversaries also emboldens your nearby allies, taking part of your mark’s vitality to restore their stamina. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature (this can be yourself). You may roll half the number of Sneak Attack dice for your level (rounded up), and the second creature regains hit points equal to the roll’s total. If you do not roll, you may choose to cast Spare the Dying on them instead.

You can use this feature to cause a creature to regain hit points a number of time equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### **Flashing Radiance**

Starting at 9th level, you can use a bonus action on your turn to cause a flash of light to erupt from you and distract nearby enemies, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to move up to 30 feet without provoking opportunity attacks.

### **Ne’er Do Well**

Starting at 13th level, you twist even the most generous action into a chance to strike the enemy when they least expect it. When you cause a creature to regain hit points with a spell slot, you may choose to imbue the creature with a thread of bursting energy. The next time that creature hits another creature within the next hour, they roll a number of d6’s equal to the spell’s level and deal extra radiant damage equal to the result.

### **Divine Adjudication**

Starting at 17th level, as a bonus action, you can enter a state of righteous ferocity, judging all those that are near. For the next minute, when you damage a creature with Sneak Attack, you can choose to either Absolve or Denounce.

**Absolve.** Each creature of your choice within 30 feet of you regains 2d6 hit points.

**Denounce.** Each creature of your choice within 30 feet of you is dealt 2d6 of radiant damage.

Once you use this feature, you cannot do so again until you take a long rest.

Additionally, you learn how to avoid the gaze of all manners of deific beings. You are always under the effects of the *nondetection* spell.