Base Class: Rogue
Having been born of nature, or taught by it, your roguish abilities center around your connection to nature and your alignment to the fey. Your trickery and cunning are similar to that of the fairies, and your grace and dexterity similar to that of the animals of the world.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn three cantrips: druidcraft and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
The Natureborn Spellcasting table shows how many spell slots you have to cast your druid 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the enchantment and illusion spells on the druid spell list.
The Spells Known column of the Natureborn Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an enchantment or illusion 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 druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion 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 druid spells, since you learn your spells through dedicated study and memorization. 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 wizard 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 per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Companion in Crime
When you choose this archetype at 3rd level, Mother Nature provides you with an animal companion to do your bidding. You may choose any medium or smaller beast of CR 1 or lower to be your animal companion.
Your companion understands, but cannot read or write common. Additionally, it has a telepathic connection to you with a range of 60ft. During combat, it shares its initiative with you, but takes its turn after yours.
Its Strength, Dexterity, and Constitution are the same as the stat block found in the Monster’s Manual, but its Int, Wis, and Cha are equal to yours.
Its health is equal to (5 + Wisdom Modifier) * your Druid level.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. At 13th level, your companion gains the same abilities.
Additionally, you and your companion have advantage on all Stealth (Dex.) and Acrobatics (Dex.) checks in a nature-based terrain.
Evolved Companion
At 13th level, your companion gains the ability to be bipedal, speak common and Druidic, and use opposable thumbs if it didn’t have them already. It has free will and ambitions now, but is still loyal to you and prioritizes you if you are loyal to it. It has proficiency with light armor and weapons.
It can also cast the following cantrips indefinitely, and the following first level spells once per long rest: Mage Hand, Druidcraft, Shillelagh, and Invisibility, Pass Without Trace, and Cure Wounds.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.
Once you use this feature, you can’t use it again until you finish a long rest.
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