Rogue
Base Class: Rogue

You are a wild beast of nature, using the natural world as a playground for battle and exploration. Some rogues use stealth, speed, or retreat more traditionally, you call upon your knowledge of nature and it's beasts to give you a druidic edge when roaming the world.

Far Traveler

Starting at 3rd level, you become adept at climbing around dangerous environments, gaining a climbing speed equal to your walking speed.

Additionally, you gain expertise in a skill of your choice, between Nature or Animal Handling. You also gain proficiency in both skills.

Animalistic Action

When you choose this archetype at 3rd level, your connection with nature allows you to become harmonious with an animal for the day, becoming closer to them. At the end of a long rest, choose an Animalistic Action that you would like to use that day. When you use your cunning action, you can instead choose to use your Animalistic Action.

You can use your Animalistic Action twice, before needing to take a short or long rest to use it again. The amount of times you can use it increases, to 3 times at 8th level, and then 4 times at 12th level.

Chameleon's Camouflage

You become one with the Chameleon. When you take your cunning action, you can instead replace it with Chameleon's Camouflage. You become invisible. The invisibility lasts for a number of minutes equal to your proficiency bonus, if you take an action, or move.

This invisibility is not broken if you make attacks of opportunity, and while you are invisible you can make an attack of opportunity when a creature enters your reach as well as exits.

Octopuses Retreat

You become one with the Octopus. When you take your cunning action, you can instead replace it with an Octopuses Retreat. All creatures of your choice within 10 feet of you must make a Constitution Saving Throw (DC 8 + Proficiency Bonus + Wisdom Modifier) becoming blinded on a failure, becoming unblinded at the start of your next turn. Additionally, after doing this, your movement does not provoke attacks of opportunity for the remainder of your turn.

On the ground, where the abilities range extended to, it is difficult terrain for creatures of your choice.

Tiger's Pounce

You become one with the Tiger. When you take your cunning action, you can instead replace it with a Tiger's Pounce. You jump a number of feet equal to ten times your proficiency bonus. If you use this feature before using your action, and take the attack action immediately after you jump, you gain advantage to hit on your first attack.

You can use this trait only if your speed is greater than 0.

Nature Tamer

At 9th level, you gain access to the Animal Friendship and Speak with Animals spells and can cast them at will. Wisdom is your spellcasting modifier for these spells.

Advanced Animalistic Action

Starting at 13th Level, you become even closer with nature and gain access to. At the end of a long rest, choose an Advanced Animalistic Action that you would like to use that day. When you use your cunning action, you can instead choose to use your Advanced Animalistic Action. After using the action, you cannot use it again until you finish a long rest.

Your Animalistic Action and your Advanced Animalistic Action are two separate abilities, that do not share charges.

Beetle's Defense

You become one with the Beetle. When you take your cunning action, you can instead replace it with a Beetle's Defense. Your movement speed is halved, but you gain extra points of Armor Class equal to your Proficiency Bonus. Additionally, you become immune to fall damage and have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. This effect lasts until you dispel it as a free action, or 1 minute has passed. 

Eagle's Flight

You become one with the Eagle. When you take your cunning action, you can instead replace it with an Eagle's Flight. You gain a fly speed equal to double your walking speed until the end of your turn.

You can use this trait only if your speed is greater than 0.

Gorilla's Domination

You become one with the Gorilla. When you take your cunning action, you can instead replace it with a Gorilla's Domination. All creatures within 20 feet of you must make a Wisdom saving throw (DC 8 + Proficiency Bonus + Wisdom Modifier) and are pushed back 5 feet. On a failure, the creature is also frightened of you, being able to remake the saving throw at the end of each of their turns, or breaking free automatically after 1 minute. Additionally, after doing this, your movement does not provoke attacks of opportunity for the remainder of your turn.

Wild Animal

Starting at 17th level, you become even closer to the animals you embody. You can use your Animalistic Action an infinite number of times, and can use your Advanced Animalistic Action a number of times equal to half of your Proficiency Bonus.

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