Dawnblade | Background | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Dawnblade

Features

Spellcasting

When you choose this archetype at 3rd level, you gain the ability to cast spells.
  Cantrips. You learn three cantrips: sacred flame 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 Dawn Blade Spellcasting table shows how many spell slots you have in order 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 guiding bolt and have a 1st-level and a 2nd-level spell slot available, you can cast guiding bolt using either slot.
  Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice.
  The Spells Known column of the Dawn Blade Spellcasting table shows when you learn more cleric spells of 1st level or higher.
  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.
  Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells since you learn your spells through prayer and devotion. 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 for your cleric spells.
 

Eyes of the Dawn

Beginning at 3rd level, you gain darkvision out to 30 feet, or your existing darkvision increases by 30 feet.  

Dawn Strike

Starting at 3rd level, when you deal damage with your Sneak Attack feature, you can magically change the extra damage dealt to radiant damage.
  When you deal a radiant Sneak Attack to an undead or a creature of shadow, you deal an additional 1d6 radiant damage.  

Bolstering Light

Starting at 9th level, if you reduce a foe to 0 hit points with radiant damage, choose one of the following:    
  • Gain temporary hit points equal to twice your rogue level
  • End one condition affecting you. The condition can be blinded, deafened, or poisoned
  • End one curse affecting you.
  • End one disease affecting you.
 

Sudden Illumination

Starting at 13th level, when you make an ability check, you can expend a spell slot to gain a bonus on the check equal to twice the level of the expended slot.  

Dawn Flare

At 17th level, when you deal a radiant Sneak Attack (using your Dawn Strike feature) to a creature who can’t see you, the creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 10d6 radiant damage and can’t regain hit points until the start of your next turn.
  Once a creature takes damage from this feature, it is immune to your Dawn Flare for 24 hours


RogueCantripsSpellsSpell Slots per Spell Level
LevelKnownKnown1st2nd3rd4th
3rd332
4th343— —
5th343
6th343
7th3542
8th3642
9th3642
10th4743
11th4843
12th4843
13th49432
14th410432
15th410432
16th411433
17th411433
18th411433
19th4124331
20th4134331

Created by

Kraege.

Statblock Type

Background

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