Rogue
Base Class: Rogue

Strider typically hail from druidic communities, incorporating limited natural magics to adapt to new circumstances. These rogues, whether such gifts are taught or stolen, learn to take on animal forms and nature's boons. 

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: 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 Strider 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 hunter's mark and have a 1st-level and a 2nd-level spell slot available, you can cast hunter's mark using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level ranger spells of your choice, two of which you must choose from the transmutation and divination spells on the ranger spell list.

The Spells Known column of the Strider Spellcasting table shows when you learn more ranger spells of 1st level or higher. Each of these spells must be a transmutation or divination 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 ranger spells you know with another spell of your choice from the ranger spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation or divination 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 ranger spells, since you learn your spells through dedication 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

Strider Spellcasting

Rogue

Level

Spells

Known

Cantrips 

Known 

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

4

3

3

—

—

—

5th

4

3

3

—

—

—

6th

4

3

3

—

—

—

7th

5

3

4

2

—

—

8th

6

3

4

2

—

—

9th

6

3

4

2

—

—

10th

7

4

4

3

—

—

11th

8

4

4

3

—

—

12th

8

4

4

3

—

—

13th

9

4

4

3

2

—

14th

10

4

4

3

2

—

15th

10

4

4

3

2

—

16th

11

4

4

3

3

—

17th

11

4

4

3

3

—

18th

11

4

4

3

3

—

19th

12

4

4

3

3

1

20th

13

4

4

3

3

1

Natural Affinity

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. If you already have either of these proficiencies, you gain other proficiencies of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. You also 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.

Agile Wild Shape

Starting at 3rd level, you can use your bonus action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain all expended uses when you finish a short or long rest.

Your rogue level determines the beasts you can transform into. At 3rd level, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying speed.

You can stay in a beast shape for a number of hours equal to one third of 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.
  • While transformed, any of your attacks which deal piercing or slashing damage are considered finesse for the purposes of your Sneak Attack feature.
  • 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. 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 zephyr strike, 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. This includes the bonus actions granted by your Cunning Action to Hide, Dash, or Disengage. 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.

If you are using the Optional Class Features from Tasha's Cauldron of Everything, you may expend a use of your Wild Shape 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 one third your rogue level (rounded down).

Airborne Predator

When you reach 9th level in this class, you can use your Wild Shape to transform into any beast that has a challenge rating of 1 or lower, and may transform into beasts with a flight speed. While transformed, your attacks are considered magical for the purpose of overcoming resistances to nonmagical damage.

Preternatural Hunter

At 13th level, you can use your Wild Shape feature to transform into a beast that you have seen before. You may expend both uses of your Wild Shape to magically transform into a monstrosity that you have seen before, provided that the monstrosity does not possess humanoid characteristics. For example, you may transform into a griffon, hook horror, or displacer beast, but not into a  harpy, doppelganger, or centaur. You do not gain the spellcasting feature of any creature you transform into. The maximum challenge rating of your Wild Shape increases to one fourth of your rogue level or lower, rounded down. 

Seamless Shifter

At 17th level, you master the magical art of shifting between forms. 

After you have already transformed into a Wild Shape form, you may switch between that form and your normal form as a free action during your turn. You may make this switch any number of times at the start of your turn, end of your turn, during your movement and between actions or attacks. 

If you have more than one speed, such as your walking speed in your normal form and a flying speed in your Wild Shape, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. For example, if you have a speed of 30 and a flying speed of 60 of your Wild Shape, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. 

If your chosen Wild Shape form has the Multiattack feature, such as a brown bear, and you take the attack action, you may substitute your normal form attack action for one of the Wild Shape form's attacks. For example, if you are holding a weapon in each hand, you may make one attack in your normal form, one bite or claw attack using your bear form's Multiattack feature, and an offhand attack using your bonus action during your turn. 

 

Previous Versions

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1/10/2022 7:34:03 PM
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