Base Class: Rogue
When preservation fails, reclamation begins. In a time where developing civilizations began to encroach upon the virgin environment, the normally benevolent creatures of the wilds began fighting back. These rogues harness the power of nature assertively to restore the land and animalistically brutalize the enemies of the roaring wilderness.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
Cantrips. You learn three cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots. The Feral Spellcasting table shows how many spelt 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.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the evocation and transmutation spells on the druid spell list.
The Spells Known column of the Feral Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an evocation or transmutation 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 druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through dedicated study and memorization. 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
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Feral 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 |
3 |
- |
|
15th |
4 |
10 |
4 |
3 |
3 |
- |
|
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 |
Apex Predator
At 3rd level, your druid cantrips that require an attack roll may be used with your Sneak Attack feature.
Further, you gain proficiency in the Nature skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.
Life Reaver
Beginning at 9th level, the anger of the wild infuses your attacks with a life-stealing power. You gain an empty pool of life energy that fills as you deal Sneak Attack damage. The pool is capable of containing a total number of hit points equal to the highest roll total of your Sneak Attack feature.
When you deal Sneak Attack damage, you add hit points to the pool equal to half of the total Sneak Attack damage dealt, but only up to the creature’s remaining hit points. This feature has no effect on conjured creatures, undead, and constructs.
When the pool fills to its maximum amount, you gain a number of temporary hit points equal to your Rogue level for 1 minute. The pool resets to 0 when you lose these hit points or after a short or long rest.
Guerrilla
Beginning at 13th level, moving through nonmagical difficult terrain costs you no extra movement and when you make a Dexterity (Stealth) check to hide in foliage, you have advantage.
In addition, you may cast the commune with nature and speak with plants spells, but only as rituals, as described in chapter 10 of the Player’s Handbook.
Nature's Omen
At 17th level, you are given a blessing of nature that allows you to shape the environment to take back the land. You can cast the earthbind and plant growth spells at will.
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