TEXT:  
  Touched By The Divine ~1~ 
   
   
  
   
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  TABLE OF CONTENTS 
  Table of Contents 
   
   
   
  2 
  Credits 
   
   
   
   
  2 
  Map Of The Sword Coast 
   
   
  3 
  Introduction  
   
   
   
  4 
  Background 
   
   
   
  4 
  Touched By The Divine 
   
   
  4 
  Touched By The Divine Archetype  
  5 
  The God of Thieves  
   
   
  6 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are 
  trademarks 
  of 
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  Coast 
  in 
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  USA 
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  countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used 
  with 
  permission 
  under 
  the 
  Community 
  Content 
  Agreement 
  for 
  Dungeon 
  Masters 
  Guild. 
   
  All other original material in this work is copyright 2022 by Carl Vandal and published under the Community 
  Content Agreement for Dungeon Masters Guild.  
  CREDITS 
  Designer: Carl Vandal 
  Editor: Carl Vandal 
  Cover Art: Pixabay.com, “Forgotten Realms” logo 
  by Gordon McAlpin 
  Internal Art: Carl Vandal, Pixabay.com 
  Playtesters: Clive Hill, Mike Hill, Mark Enser, Zoe 
  Enser, James Handscombe, Andrew Moore 
  ABOUT THE AUTHOR: 
  Carl Vandal has been playing Dungeons & Dragons 
  and other TTRPGs for over forty years. He enjoys 
  playing and DMing and tries to create the 
  scenarios he would like to play in himself. 
  Carl lives in the United Kingdom, with his family 
  This, and other works, can be found on 
  www.DMsGuild.com 
  
   
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  INTRODUCTION 
  “Touched By The Divine” provides details regarding a 
  new Rogue Archetype that can be used in your 
  campaign. Although designed for use in the Forgotten 
  Realms, Touched By The Divine can be used in any 
  campaign setting. 
  BACKGROUND 
  Faeru n is a world where the forces of the divine walk 
  the land. Over time these beings have influenced the 
  development 
  of 
  empires, 
  forged 
  alliances 
  and 
  shattered dynasties. 
  During the “Time of Troubles”, in 1358DR, avatars of 
  the gods were forced to walk the surface of Toril, 
  banished from the heavens by Ao, the overdeity. 
  Several of the gods were slain during this upheaval 
  and, in some instances, mortals were raised to divinity. 
  Amongst those slain were Bhaal, god of murder and 
  death, and Mystra, the goddess of magic. Both had 
  taken precautions to ensure the continuation of their 
  divine essence. Bhaal had created the Bhaalspawn, his 
  divine offspring, which ravaged the Sword Coast for a 
  number of years after the events of the “Time of 
  Troubles”. Mystra had placed her essence within a 
  young mage, called Midnight, who rose to godhood at 
  the end of the period of upheaval. Midnight replaced 
  Mystra as goddess of magic. 
  In 1368DR two of the Bhaalspawn, Abdel Adrian and 
  Sarevok, became engaged in conflict in the area of the 
  Sword Coast around Baldur’s Gate and Candlekeep. 
  This involved a scheme by Sarevok to take over 
  Baldur’s Gate by instigating an iron crisis. Following 
  numerous adventures, Abdel confronted Sarevok in 
  Baldur’s Gate and fought with his half-brother in the 
  Temple of Bhaal underneath the city. After defeating 
  Sarevok, Abdel had further adventures that took him 
  far-and-wide across the Sword Coast and to Amn 
  before he eventually settled in Baldur’s Gate. 
  However, this was not the last time that divine conflict 
  had a lasting impact on Faeru n. In 1385DR Cyric, the 
  god of death, aided by Shar, murdered Mystra. This 
  action destroyed the Weave and led to the Spellplague, 
  a 
  catastrophic 
  event 
  that 
  devastated 
  Faeru n. 
  Thousands of users of arcane magic were driven mad 
  or killed. Only because Mystra had taken precautions 
  by creating “Weave Anchors” and by placing pieces of 
  her essence within her Chosen, was she eventually able 
  to return to her position of divinity. Mystra was 
  restored in 1479DR but only fully regained her power 
  by 1487DR. 
  And the most significant impact of a divine being was 
  once more felt in Baldur’s Gate, when Bhaal used 
  Abdel 
  Adrian 
  and 
  the 
  only 
  other 
  surviving 
  Bhaalspawn to bring about his rebirth. Abdel did not 
  survive this experience, and Baldur’s Gate was 
  heavily damaged in the process. 
  Thus, it is not uncommon for individuals on the face 
  of Faeru n to be “touched” by divine presence. How 
  this touch manifests is different for each individual. 
  However, for rogues blessed by either Leira or Mask, 
  both of whom are connected to the portfolio of 
  thievery, this takes on different form. Those rogues 
  that accept this blessing become known as being  
  “Touched by the Divine”, and gain a number of 
  abilities linked to this divine blessing. 
  TOUCHED BY THE DIVINE 
  Touched By The Divine archetype is used to 
  represent the abilities of any rogue who has received 
  the divine blessing of the god or goddess of thievery. 
  
   
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  The divine entity that watches over them gives 
  amazing insights and provides them with incredible 
  strokes of luck, usually ensuring that the rogue avoids 
  the worst outcomes of fights. 
  TOUCHED BY THE DIVINE 
  ARCHTYPE 
  Divine Favor 
  Starting at 3rd level, divine power guards your destiny. 
  If you fail a saving throw or miss with an attack roll, 
  you can roll 2d4 and add it to the total, possibly 
  changing the outcome. Once you use this feature, you 
  can’t use it again until you finish a short rest or a long 
  rest.  
  Divine Insight 
  Starting at 3rd level, the divinity watching over you 
  grants you advantage on Wisdom (Insight) and 
  Wisdom (Perception) checks.  
  Divine Inspiration 
  Starting at 9th level, the divine touch propels you into 
  battle. You can give yourself a bonus to your initiative 
  rolls equal to your Wisdom modifier. 
  You also gain an additional way to use your Sneak 
  Attack; you don’t need advantage on the attack roll to 
  use your Sneak Attack against a creature if you are 
  within 5 feet of it, no other creatures are within 5 feet 
  of you, and you don’t have disadvantage on the attack 
  roll. All the other rules for Sneak Attack still apply to 
  you.  
  Turn The Blade 
  Beginning at 13th level, your divine guardian can 
  sometimes cause another creature to suffer an attack 
  meant for you. When you are targeted by an attack 
  while a creature within 5 feet of you is granting you 
  cover against that attack, you can use your reaction to 
  have the attack target that creature instead of you. 
  Divine Reflexes 
  When you reach 17th level, the divine guardian 
  watching over you grants you the ability to act with 
  divine speed. After you compete your first Action of 
  the turn, you can take a second turn. If you choose to 
  
   
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  take the Attack action during this second turn, this 
  attack can benefit from your Sneak Attack even if you 
  have already used it this turn, but you can’t use your 
  Sneak Attack against the same target more than once in 
  a turn. You can use this ability a number of times equal 
  to your Wisdom bonus per long rest. You can’t use this 
  feature when you are surprised. 
  THE GOD OF THIEVES 
  Mask 
  The Lord of Shadows, the Master of All Thieves 
  Mask is a trickster god, the patron of ne’er-do-wells, 
  spies, and thieves. All that occurs within shadow is in 
  the purview of Mask. People whisper a prayer to Mask 
  whenever stealth is required or intrigue is afoot. 
  Courtiers and diplomats invoke the god’s name in 
  hopes of a smooth negotiation. 
  Those who favor Mask usually pursue thievery and 
  other forms of acquisition of what belongs to others, 
  such as pickpocketing, burglary, mugging, and con 
  games. Ordinary folk pray to him to avert his eyes from 
  their valuables, but the cautious sometimes employ 
  “Mask’s purse,” a small, cheap cloth pouch worn in 
  plain sight (thus easily cut or lifted) containing a 
  small offering of coin. By convention, a pickpocket 
  pilfers Mask’s purse when encountering another 
  person wearing one, and considers the gain a gift 
  from the god, while the one who lost the purse is 
  grateful to the Lord of Shadows for accepting a 
  respectful sacrifice of a small portion of his goods. Of 
  course, nothing prevents another pickpocket from 
  targeting someone who has lost Mask’s purse, but 
  anyone with the ill luck to attract multiple 
  pickpockets in a single outing has probably earned 
  Mask’s ire anyway. 
  Priests of Mask are usually thieves by profession, and 
  often serve as higher-ups in the local underworld or 
  criminal syndicate. They go by the title of demarche 
  or demarchess, and wear veil-masks when acting in 
  their priestly capacity. 
  
   
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