Base Class: Rogue
The Mistwalkers are comprised like a druid circle while behaving independently and leaning more on physical and mental prowess than through magic, many having roguish origins before taking up the mantle of Mistwalker. Some are sedentary staying to the omíchli tree that they consider home, while others wander the world to take care of and safeguard many. Over time the Mistwalker's have honed their abilities around using the omíchli trees to their advantage, using felled limbs to craft useful tools and trinkets, some even craft arrows and weapons from the pieces.
The Mistwalkers are adept at weaving through mist and fog to strike unseen, while also using their cunning and magic to supplement their abilities. Their preferred weapons vary from rogue to rogue, however many Mistwalkers choose bows and arrows or scimitars. Typically Mistwalkers use spells or magic that alter the terrain or mess with the senses of their opponents in battle, and out of combat they tend to utilize spells to send or gather information from the world around them.
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 druid 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 Mistwalker 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.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person 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 transmutation and divination spells on the druid spell list.
The Spells Known column of the Mistwalker Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an 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 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 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 druid spells, since you learn your spells through your dedication to the mists. 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
Mistwalker 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 |
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 |
Mistcarver
Starting at 3rd level, you have become more adept with your work using the naturally lost limbs of the omíchli trees to craft all manner of objects from them, and your understanding of mist has improved granting you the following benefits.
- You gain proficiency in woodcarver's tools, if you are already proficient you instead add twice your proficiency bonus to ability checks using these tools
- You learn the spell fog cloud, which does not count against the number of spells you know.
- Whenever you cast the spell fog could, you can choose for the fog to only qualify as light obscurement instead.
- Additionally when you cast the spell fog could, you can cast it as a bonus action instead.
Fog speaker
Starting at 9th level, your connection to mist and fog has grown to the point where you can begin to discern information from it. While in natural fog or mist, or the mist created by an omíchli tree, you can spend 10 minutes meditating to learn information about the land around you, choose one option from the list below to learn about whenever you use this feature.
- You learn of any notable geographical features within a 5 mile radius, such as settlements, rivers, or caves, and their direction.
- You learn of major events that have happened within the past week within a 2 mile radius, such as a battle, or natural disaster.
- You learn of the location of any omíchli trees within a 5 mile radius if any.
Once you use this feature you cannot use it again until you finish a long rest.
Brume lurker
Starting at 13th level, you have grown adept at using the concealment and nebulous nature of fog to your advantage. Your vision is not impeded by light obscurement caused by fog or mist.
Additionally while in fog and you hit with an attack roll against an enemy also in fog, you can force your target to make a wisdom saving throw against your spell save DC. On a failure the target sees murky forms in the fog for 1 minute, and must roll 1d20 whenever they take the attack action or cast an offensive spell, on a roll of 10 or lower they target one of the illusory forms, and on a roll of 11 or higher they behave normally. The target can repeat the saving throw at the end of each of their turns ending the effect early on a success. You can use this feature a number of times equal to your wisdom modifier(minimum of 1) and you regain all expended uses when you finish a long rest.
Clouded form
Starting at 17th level, your connection to the omichli trees has grown strong to the point where you have begun to take on misty qualities of your own. As a bonus action you can enter a semi corporeal gaseous state, which lasts for 1 minute or until you use a bonus action to end it early. While in this form you gain the following benefits.
- You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
- you can move through a space as small as 1 inch diameter without squeezing.
- You gain a fly(hover) speed equal to your walking speed.
- Whenever you hit with an attack roll while in this form you deal an additional 2d4 cold damage.
Once you use this feature you cannot use it again until you finish a long rest.
Previous Versions
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