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: 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 Flagellant Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of those 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 spell slots 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 necromancy, enchantment, or abjuration spells on the cleric spell list.
The Spells Known column of the Flagellant Spellcasting table shows when you learn more cleric spells of 1st level or higher.
Each of these spells must be a necromancy, enchantment, or abjuration 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 known 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 a necromancy, enchantment, or abjuration spell, unless you are replacing a spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through devotion and atonement. 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
|Rogue Level||Cantrips Known||Spells Known||Spell Slots 1st||Spell Slots 2nd||Spell Slots 3rd||Spell Slots 4th|
Spare the Dying Legerdemain
Starting at 3rd level, you can cast the spare the dying cantrip at a range of 15 feet. You can also cast it as a reaction immediately after reducing a creature to 0 hit points with bludgeoning damage. The target remains unconscious until its hit points are restored above 0 or for 1 hour, at which point they regain consciousness at 1 hit point.
Also at 3rd level, you gain proficiency with the whip and healer’s kit.
Channel Divinity: Water and Wine
At 2nd level, your god smiles on your party. You can use your Channel Divinity feature to alter a 5-foot square of water into a magical ambrosia for one hour. Creatures that drink from the font must make a Wisdom saving throw against your cleric spell save DC or be charmed for one minute. Either way, the subject gains temporary hit points equal to your cleric level that last for one hour. This liquid can be bottled, but fades back into water after one hour.
At 9th level, as a bonus action you can spend a hit die to restore hit points to a creature you can touch equal to the result plus your Constitution modifier. You can expend one spell slot to increase this healing by 2d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st, to a maximum of 4d10.
Additionally, whenever asking for assistance for you or your party from the target of this action for the next hour, you have advantage on any Persuasion, Deception, or Intimidation ability checks.
Starting at 13th level, if you take the Cast a Spell action to cast a spell that does not deal damage or restore hit points, you can use your bonus action to make a single weapon attack against a creature you can see. If this creature was also a target of the spell, you have advantage on your attack roll.
Starting at 17th level, if a creature you can see and hear within 30 feet of you deals damage to you, you can spend your reaction to have that creature make a Constitution saving throw equal to your spell save DC. That creature takes psychic damage equal to your sneak attack damage on a failed save, or half as much on a successful save. You cannot use this reaction if you have damaged any creature since the start of your last turn.