In the misty past of… exactly nine years ago… I wrote a Divine Trickster roguish archetype for a friend of mine to play in the Reborn campaign. That version is highly specialized toward that setting’s pantheon, but also – my grasp of subclass design has changed over the years. For the better, I think.
This, then, is a new version of the Divine Trickster, similar in just a few points. It takes lots of inspiration from the 4e Avenger class. The Avenger is, along with the Warlord, one of the things it was most surprising for WotC not to bring into 5e in 2014, because talk about your instant fan favorites. (Yes, you can back-form Avengers with a Vengeance paladin or maybe a War or Trickery cleric; it’s not the same.)
Divine Trickster
As a student of secrecy, vengeance, or both, you have entered into a vow of service to the Gods, likely a God of change, secrecy, or darkness. You have much in common with their clerics, except that you work the God’s will at the end of blade. Divine tricksters tear down corrupt forms of order, so that something new and clean can flourish; you comfort the afflicted and afflict the comfortable.
Spellcasting
3rd-level Divine Trickster feature
You gain the ability to cast spells. See the core rules for the general rules of spellcasting and the cleric spell list.
Cantrips. You learn guidance and three cantrips of your choice. You can choose minor illusion and cantrips from the Cleric spell list.
Spell Slots. (As Arcane Trickster – 1/3 spellcasting progression).
Spells Prepared of 1st Level and Higher. You can prepare three 1st-level cleric spells of your choice. The Spells Known column of the Arcane Trickster Spellcasting table shows when you can prepare more cleric spells of 1st level and higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can prepare 2nd-level spells.
Whenever you finish a long rest, you can choose your prepared spells again.
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
Ritual Casting. You can cast a cleric spell as a ritual if it has the Ritual tag and you have the spell prepared.
Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells.
Divine Trickster Spells
You can prepare additional spells when you reach certain levels in this class, as shown in the Divine Trickster Spells table. Each spell counts as a cleric spell for you and is always prepared for you.
Rogue Level – Spell
3rd – Disguise Self
7th – Invisibility
13th – Gaseous Form
19th – Greater Invisibility
Bond of Guidance
3rd-level Divine Trickster feature
When you cast guidance, it does not use your concentration. If the target adds the die from guidance to a Dexterity (Stealth) or Wisdom (Perception) check, they can roll 1d6 rather than 1d4. The spell still ends early if you cast guidance again during the spell’s duration.
Bond of Wrath
3rd-level Divine Trickster feature
When you cast a cleric spell using a spell slot of 1st level or higher, you gain a Bond of Wrath. When you have a Bond of Wrath, the next time deal Sneak Attack damage before the end of your next turn, you deal an additional 1d6 radiant or necrotic damage and your Bond of Wrath ends. You can’t have more than one Bond of Wrath at a time.
Bond of Pursuit
9th-level Divine Trickster feature
When you use Uncanny Dodge, you can also move up to half your speed without provoking opportunity attacks, and gain advantage on your next attack against the creature that triggered this reaction before the end of your next turn.
As Swift as Angels
13th-level Divine Trickster feature
You protect yourself or your allies as swiftly as a guardian angel. When you roll initiative and you are not surprised, you can use your reaction to cast a spell with a casting time of 1 action and a range of Self or Touch.
Left Hand of the Gods
17th-level Divine Trickster feature
The additional damage you deal with your Bond of Wrath increases to 2d6.
When you deal damage with your Bond of Wrath, you or a creature you can see within 60 feet can regain hit points equal to half of the total damage you deal with that attack. You can use this feature once, and you regain the use of it when you finish a long rest, or by expending a 3rd-level spell slot.
Design Notes
The “Bond” terminology for features is certainly lifted wholesale from the Avenger, as is the general concept of adding a splash of radiant or necrotic damage on top of your stabbing (without going full-on paladin smiting). I decided that the cloth armor and greatswords aesthetic, while incredibly compelling, was going to be very difficult to fit into 5e, so I’m satisfied with finesse blades, ranged weapons, and light armor.
Working on this definitely reminded me of how long it has been since I wrote a subclass from the ground up. I’ve got another one coming up soon, so I hope this has knocked some of that rust off!
This is a really fun take on the avenger archetype. I loved that class in 4e, though I never got a chance to play one. One of the other players in the longest-running game I played in did and she enjoyed it.
I do have a couple of comments. I’m curious why you have them gaining 4 cantrips at 3rd level if they are supposed to be scaling their spellcasting to match the Arcane Trickster. I feel like the Left Hand of God feature could probably grant the full hit points worth of healing as a lvl17, long rest recharge ability.
My last comment is that I don’t think anything about this justifies the name “Divine Trickster”. Divine Assassin or even Avenger would be good, but all of the granted abilities are basically combat-oriented. When comparing it to other rogue subclasses, this seems much closer to the combat focus of the Assassin than the trickery and mischief of the Arcane Trickster.
The point of giving them 4 cantrips at 3rd level is that I was building a later feature off of Guidance, so I had to be 100% certain they HAD Guidance, and I still wanted them to get to make three choices for cantrips. Might be clearer if I kicked “You learn Guidance” down to the Bond of Guidance feature.
At 17th level I can reasonably expect their Sneak Attack + improved Bond of Wrath to kick out around 50 damage, with occasional critical damage spikes. At least for back-of-the-napkin math, let’s call that 25 healing. If it were a true 1/long rest, I would agree that 100% of damage done was fine, but they can use it again by expending a 3rd-level slot, so it’s slightly outpacing the expected throughput of a UA-revised Cure Wounds cast with a 3rd level slot, and not costing a separate action, and has 60-ft range. That’s my reasoning, anyway – you of course may still disagree. =)
On “Trickster” – The Divine Trickster Spells push deception themes, and As Swift As Angels plays well with those spells. Bond of Guidance also helps your party members be better at stealth, which is at least relevant to expected trickster gameplay.
Fair enough on the Guidance cantrip, though I think the point still stands when compared to Arcane Trickster. That subclass relies on Mage Hand and requires you to take it as one of your 3 available cantrips at 3rd level. You later gain a 4th cantrip in normal progression. Guidance looks to be serving the same kind of purpose here. In the end, I’m not sure it matters that much, I just thought it was weird when compared to similar 1/3 caster-type subclasses.
I had somehow completely glossed over the fact that Left Hand of the Gods can be re-used with a spell slot. With that in mind, I agree with your reasoning.
I mean, in the balance you aren’t wrong – there could definitely be more done here to sell the Trickster side. If this moved toward paid publication, I’d want to go a few rounds with a developer, either changing the name or tweaking the features. But you know how it is, I had to have an initial Worst Version before I could have this second Slightly Less Worst version, and so on. I’m not rejecting your critique at all, just trying to explain what my thinking was during the writing process. =)
Iteration and critique are all part of the design process and that process takes time and energy, I don’t think you are rejecting my comments. I do look forward to seeing any further development on this subclass.
I will say that I think there is enough space in the “divine rogue” concept that you could probably break this into at least two different subclasses. One MCU Loki trickster type subclass and one that is much more heavily inspired by the Avenger. Maybe even including a rules carve out to allow the Avenger to use heavy weapons on sneak attacks…