Base Class: Rogue
| Druidic Trickster Spellcasting | Spell Slots per Spell Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | ||||
| 3rd | Druidcraft+ 2 | 3 | 2 | - | - | - | ||||
| 4th | Druidcraft + 2 | 4 | 3 | - | - | - | ||||
| 5th | Druidcraft + 2 | 4 | 3 | - | - | - | ||||
| 6th | Druidcraft + 2 | 4 | 3 | - | - | - | ||||
| 7th | Druidcraft + 2 | 5 | 4 | 2 | - | - | ||||
| 8th | Druidcraft + 2 | 6 | 4 | 2 | - | - | ||||
| 9th | Druidcraft + 2 | 6 | 4 | 2 | - | - | ||||
| 10th | Druidcraft + 3 | 7 | 4 | 3 | - | - | ||||
| 11th | Druidcraft + 3 | 8 | 4 | 3 | - | - | ||||
| 12th | Druidcraft + 3 | 8 | 4 | 3 | - | - | ||||
| 13th | Druidcraft + 3 | 9 | 4 | 3 | 2 | - | ||||
| 14th | Druidcraft + 3 | 10 | 4 | 3 | 2 | - | ||||
| 15th | Druidcraft + 3 | 10 | 4 | 3 | 2 | - | ||||
| 16th | Druidcraft + 3 | 11 | 4 | 3 | 3 | - | ||||
| 17th | Druidcraft + 3 | 11 | 4 | 3 | 3 | - | ||||
| 18th | Druidcraft + 3 | 11 | 4 | 3 | 3 | - | ||||
| 19th | Druidcraft + 3 | 12 | 4 | 3 | 3 | 1 | ||||
| 20th | Druidcraft + 3 | 13 | 4 | 3 | 3 | 1 | ||||
Spellcasting
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 Druidic Trickster 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.
Preparing and Casting Spells
When you finish a long rest, you can prepare a number of druid spells equal to your Wisdom modifier + half your rogue level (rounded down), minimum of one spell. The prepared spells must be of a level for which you have spell slots, and they can include any spells from the Druidic Trickster spell list (druid spells from the abjuration, evocation, or conjuration schools).
At 3rd, 8th, 14th, and 20th levels, you learn one druid spell from any school of magic, which you add to your druidic trickster spell 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
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
Druidcraft Diversions
Starting at 3rd level, when you cast Druidcraft, you can cast it as an action or a bonus action, but not both in the same turn, and you can perform the following additional tasks with it:
- You can cause one object not being carried by another creature to briefly levitate half an inch.
- You can use an effect of the cantrip to cause a distraction, imposing disadvantage on a creature within 5 feet on its next attack roll, skill check, or saving throw. Alternatively, you can grant advantage on the next attack roll made against that creature. The creature must fail an Intelligence (Investigation) check against your spell save DC for this effect to apply.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
Additionally, if you are in a natural environment, when you use Hide as an action or bonus action, you can make your stealth check with advantage if the creatures you are hiding from fail an Intelligence (Investigation) check against your spell save DC.
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Wild Shape: Now You See Me
Starting at 9th level, you can use your bonus action to magically assume the shape of a beast that you have seen before that is size Medium or smaller. You can use this feature a number of times equal to your Wisdom modifier, minimum of two. You regain expended uses when you finish a long rest.
Your rogue level determines the beasts you can transform into, as shown in the Beast Shapes table. At 9th level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower.
|
Beast Shapes |
||
|
Level |
Max. CR |
Example |
|
9th |
1/4 |
Hawk, Wolf |
|
17th |
1/2 |
Crocodile, Swarm of Insects |
You can stay in a beast shape for a number of hours equal to quarter your rogue level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. However, you can still cast Druidcraft. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Natural Trickster
At 13th level, you gain finer control over your Druidcraft. You automatically impose disadvantage on a creature targeted by your Druidcraft Diversion, and the disadvantage lasts until the start of your next turn. Alternatively, you can grant advantage on attack rolls against that creature, also lasting until the start of your next turn.
Now You See Me Casting Spells as a Cockroach
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.