Rogue
Base Class: Rogue

There are many ways a creature can gain some small piece of nature's power. For some it is a gift freely given, whilst others must toil in search of understanding and from time-to-time nature it self may choose a champion. But for the clever this bounty is free for the taking, if they only can figure out how.

Spellcasting

 

At 3rd level, you know Druidic, the secret language of the druids. However, when you gained this secret knowledge you learned to augment your skills with the ability to cast spells.

Cantrips

You learn the Magic Stone cantrip.

Additionally, when you cast the Magic Stone cantrip it counts as  a finesse weapon for the sake of sneak attack, and the duration is extended to 8 hours.

Preparing and Casting Spells

The Magpie Spellcasting Table shows how many spell slots you have to cast your 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.

The Spells Known column of the Magpie Spellcasting table shows when you learn more druid spells of 1st level or higher.

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.

Spellcasting Ability

Wisdom is your spellcasting ability for your magpie spells.

Spell save DC = 8 + your Prof Bonus + your Wis Mod

Spell attack modified = your Prof Bonus + your Wis Mod

The Magpie Spellcasting Table

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

 

Forms Feigned

At 3rd level, as a bonus action you can magically assume a beast shape that you have seen before. You can use this feature twice and regain the expended uses when you finish a short of long rest. Your rogue level determines the beasts you can transform into, as shown in the Beast Shapes table. Attacks made in beast shape or with primal savagery count as finesse weapons for sneak attack.

Alternatively if you DM allows the Wild Companion optional feature, you can expend a use of your Forms Feigned feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your rogue level.

LEVEL

MAX CR

LIMITATIONS

EXAMPLE

3rd

1/4

No flying or swimming speed

Wolf

4th

1/2

No flying speed

Crocodile

8th

1

—

Giant eagle

 

You can stay in beast shape for a number of hours equal to half your rogue level (rounded down). You then revert to normal form unless you expend another use of this feature. You can revert to your normal form early with a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hitpoints, or die. While transformed use the rules described for the druid's Wild Shape.

Treasures Found

At 9th level, you gain the ability to enhance your magical and mundane senses for 10 minutes as a bonus action. For the duration, you gain advantage on Perception and Survival checks and  are under the effect of the Detect Magic spell.

As part of activating the ability or as a bonus action at any point before the end of the duration, you can focus your awareness onto a single creature gaining insight into it. This however immediately ends the ability. You choose one creature you can see within 60 feet of you. It must make a Wisdom Saving throw against your spell save DC. On a failure, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities, what they are, as well as any condition immunity. If the creature is hidden from divination magic, it automatically succeeds the save.

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Power Perjured

By 13th level, you now count as a druid for the purposes of meeting requirements on the use of magic items. You can also cast alter self at will without expending a spell slot.

Additionally, you learn to beast shape without having to expand a use of the Forms Feigned Ability. When shaping in this way, you do not assume the beast's hit points or hit dice. If you are brought to zero hit points, you lose your beast form and fall unconscious.

Nature's Blessing

At 17th level, you've improved your talents over the druidic arts. You can cast many of your spells in any shape you assume using Forms Feigned. You can perform somatic and verbal components of any spell of 2nd level or lower while in a beast shape, but you aren't able to provide material components. In addition you are now able to cast any cantrip while in wild shape. This includes spells that would enhance your natural weapons, such as claws or fangs.

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