Base Class: Rogue
Silent and deadly, Elderwood Stalkers are those who use their link to the spirit of the lands to go on the hunt, vanishing in the blink of an eye and taking down their prey with a dangerously venomous strike. They are most known for being from and first emerged in the oldest of old growth forests, whose towering trees stood like pillars of a castle, with shade as thick and soft as a cloud. They pursued and eliminated intruders, and also those who betrayed the community and harmony of the forest.
As forests have spread and changed over time, so too have Elderwood Stalkers: those of this archetype can now be found in other environments in various corners of the world, using their primal magic to keep the peace and work from the shadows, some for profit, and some not. Even if you venture out into the world and make use of your talents for personal gain, you're still in touch with your wild side, and refuse to be completely tamed.
Spellcasting
When you reach 3rd level, your primal connection to nature bestows the ability to cast spells. It is enhanced by your intuition and mystic senses, which must then be focused with your Wisdom. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Ranger 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 Elderwood Stalker Spellcasting table shows how many spell 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 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 spells of your choice.
The Spells Known column of the Elderwood Stalker Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells 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.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells, since your connection to the primal magic of the wilds is shaped with your intuitive and subliminal faculties. 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 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
Elderwood Stalker 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 |
Primal Venom
Starting at 3rd level, you can sharpen your predatory instincts with primal magic and score a venomous strike on your foe, inflicting them with a debilitating poison. When you use your Sneak Attack, you can instead choose to Poison the target for one minute instead of dealing extra damage; the target must make a Constitution saving throw at the end of its turns, and is no longer Poisoned on a success. You also have advantage on melee and ranged attack rolls against against creatures that are Poisoned.
At level 17, creatures that fail to save against Primal Venom take an additional 1d10 Poison damage and suffer a level of Exhaustion; they are no longer exhausted by this feature on a successful save.
Secrets of the Wild
When you choose this archetype at 3rd level, your primal senses unlock a mystic language of the wild, letting you find hiding places and see in conditions others can't. You can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena, and have Darkvision out to 60 feet. You can also read, speak, and write Druidic.
Dead Silent
Starting at 9th level, you've learned how to become one with the forest, and move as calmly and quietly as possible. You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Beast Speak
By 13th level, your knowledge of Druidic and harmony with nature allow you to speak with any animal and summon a nature spirit to accompany you on your travels. You are considered to be always under the effect of the Speak with Animals spell, and can cast the Find Familiar spell once after a long rest without the material components.
Vexing Virulence
When you reach 17th level, you can use your primal magic to strike with almost lethal virulence, and exploit the weak spots of creatures already afflicted with your poisons. When you use your Primal Venom feature, you Poison the target and still deal Sneak Attack damage to it. You can critically strike targets that are affected by Primal Venom on a roll of 18-20.
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