Rogue
Base Class: Rogue

(Designed for small creatures.)

A pair of creatures both working as one and defending each-other. They are so reliant upon each-other that they have both grown less strong individually then other adventurers but they shine when working in tandem.

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 ranger spell list.

Cantrips

You learn three cantrips of your choice from the ranger spell list. You learn another ranger cantrip of your choice at 10th level.

Spell Slots

The Two act as One Spellcasting table shows how many spell slots you have to cast your Ranger 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. 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 ranger 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

Two act as One Spellcasting

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

Dash and Scurry

When you choose this archetype at 3rd level, As a bonus action you can either split apart or rejoin the pair of creatures.

While apart each creature has half the remaining hit points of the whole and half the max hit points. They maintain the same initiative and are not allowed any additional attacks(As they still count as only one character). But each can use attacks separately so if you have two attacks you can either have one do two or both do one. They also both count as ally's for the purpose of sneak attack.

Twice the View

Starting at 9th level, you have advantage on all Perception and Investigation checks. You also cannot be surprised.

While apart through "Dash and Scurry" they lose advantage. Can be individually surprised if more then 10ft apart.

Difference in Unison

By 13th level, the two creatures have grown as individuals.  Gain proficiency in up to three new skills with one option including tools.

While the creatures are split using "Dash and Scurry" as long as they stay within 10ft of each-other they are counted as not being split. Maintaining their ability to act as an ally for sneak attack separately.

Combat in Tandem

Starting at 17th level, the two creatures have attained nearly preternatural cooperation. Each creature can take it's own turn during the first round of any combat. One with each creature one takes your it's turn at your normal initiative and the second takes it's turn at your initiative minus 10. This also separates the creatures for the start of the fight.

Previous Versions

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