Base Class: Rogue
The traditions and abilities of Druidic Circles are some of the most closely guarded mortal secrets, only taught to druidic initiates. However, even the most well guarded secrets can be stolen by the right thief. Skinchangers are the rogues who have acquire druidic magic through untraditional means.
While most Skinchangers are infamous for acquiring their abilities through trickery and theft, some work alongside druids and are selected to carry out specialized missions.
Druidic Secrets
When you steal the secrets of this Archetype at 3rd level, you learn to speak, read, and write Druidic, the secret language of druids. You can use this language to leave hidden messages. Those who know Druidic always notice such messages. You also count as both a druid and a rogue for the purposes of attuning to magic items and using spell scrolls.
Limited Wild Shape
The druidic magic you have acquired allows you to steal the forms of natural creatures. Starting at 3rd level, you can use a bonus action to magically assume the form of any beast that you have touched before. Your rogue level limits the beasts you can transform into, as shown in the Skinchanger Beast Shapes table. You must follow all the other rules for Wild Shape as detailed in the druid class description.
While in your beast form you can use an action to perform one Bestial Fang/Claw attack as an attack action per turn.
You can stay in Wild Shape for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, or if you fall unconscious, you drop to 0 hit points, or you die.
Once you use your Wild Shape feature you must finish
a short or long rest before you can Wild Shape again.
Skinchanger Beast Shapes
|
Level |
Max CR |
Limitations |
Example |
|
3rd |
1/4 |
No Flight or Swim Speed |
Panther |
|
9th |
1/2 |
No Flight Speed |
Reef Shark |
|
13th |
1 |
— |
Giant Eagle |
|
17th |
2 |
— |
Cave Bear |
Spellcasting
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 3 cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
The Skinchanger 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.
Spells Known of 1st-Level and Higher
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list.
For example, if you are a 7th-level Skinchanger Rogue, you have four 1st-level and two 2nd-level spell slots. Your list of prepared spells can include 5 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and 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 druid 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
Skinchanger Spellcasting
|
ROGUE LEVEL |
CANTRIPS KNOWN |
-SPELL SLOTS PER SPELL LEVEL- |
|||
|
3rd |
3 |
2 |
- |
- |
- |
|
4th |
3 |
3 |
- |
- |
- |
|
5th |
3 |
3 |
- |
- |
- |
|
6th |
3 |
3 |
- |
- |
- |
|
7th |
3 |
4 |
2 |
- |
- |
|
8th |
3 |
4 |
2 |
- |
- |
|
9th |
3 |
4 |
2 |
- |
- |
|
10th |
4 |
4 |
3 |
- |
- |
|
11th |
4 |
4 |
3 |
- |
- |
|
12th |
4 |
4 |
3 |
- |
- |
|
13th |
4 |
4 |
3 |
2 |
- |
|
14th |
4 |
4 |
3 |
2 |
- |
|
15th |
4 |
4 |
3 |
2 |
- |
|
16th |
4 |
4 |
3 |
3 |
- |
|
17th |
4 |
4 |
3 |
3 |
- |
|
18th |
4 |
4 |
3 |
3 |
- |
|
19th |
4 |
4 |
3 |
3 |
1 |
|
20th |
4 |
4 |
3 |
3 |
1 |
Instinctual Strike
Your druidic magic infuses your body when you Wild Shape. Starting at 9th level, your attacks while you are Wild Shaped count as magical for the purposes of overcoming resistances and immunity to non-magical damage. Moreover, you can use your Wild Shape twice between each short or long rest.
In addition, your familiarity with both druidic magic and the animal shapes you employ grants you an additional way to use your Sneak Attack. Your natural weapon attacks while you are transformed with Wild Shape can apply your Sneak Attack, even if you don't have advantage on your attack roll.
Bestial Senses
Your time spent in the shape of other animals has enhanced the senses of your normal form. Beginning at 13th level, you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks that rely on your sense of hearing or smell.
Druidic Mastery
Upon reaching 17th level, your mastery over the use of nature magic allows you to make better use of your Wild Shape. You gain a third charge of Limited Wild Shape, and can remain in your Wild Shape transformation indefinitely.
Comments