Rogue
Base Class: Rogue

You have undergone a mystical transformation, becoming a mythological trickster creature. You gain limited shapeshifting and magical abilities. Some use these powers for good, gently guiding lost travelers back onto the path. Others take a nefarious turn, leading them into traps and hazards. More just follow their whim and use their abilities to create their own amusement.

Beast Shape

Starting at 3rd level, you can become a trickster creature in the flesh. Choose a single tiny or small beast of CR 1/8 or less. You can use an action to polymorph into that creature. You may do so once and regain the ability to do so again after you finish a short or long rest. You stay in the best shape for a number of hours equal to half your rogue level (rounded down). 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. 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 mislead, 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.

Scurry

Beginning at 3rd level, while you are Beast Shaped, you may use your Cunning Action to take the dodge action.

Illusory Clone

Upon reaching 9th level, you gain the tricksters ability to misdirect. You can cast mislead once without expending a spell slot. You regain the ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for it.

Hybrid Form

Starting at 13th level, when you Beast Shape, you may instead partially polymorph, gaining bestial eyes or claws. Instead of the usual Beast Shape rules, you gain the senses of your beast form, such as darkvision as well as any movement speeds (if they are faster than yours), attacks, or special qualities like Keen Senses. Your retain your hit points, gear, and other special qualities of your regular form. You may cast spells and use your hands as normal.

Phantasmal Terrain

At 17th level, you can create convincing illusions over a wide area. You can cast mirage arcane without expending a spell slot. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for it.

In addition, while you are in your mirage arcane, you can deal your Sneak Attack damage to a creature even if you don't have advantage as long as you do not have disadvantage.

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