Base Class: Rogue
Squirrels steals acorns from an oak tree. The weasel pillages eggs. Thievery and guile are a feature of the wilds that most druids ignore, but you live with those values as an exemplary model. You’re in tune with the smaller creatures of the forest, able to harness the magic of nature to suit your needs and transform to a smaller form to sneak around.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the Druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
The Primal Prankster 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 Entangle and have a 1st-level and a 2nd-level spell slot available, you can cast Entangle using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level Druid spells of your choice, which you must choose from the spells on the Druid spell list.
The Spells Known column of the Primal Prankster Spellcasting table shows when you learn more Druid spells of 1st level or higher. Each 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.
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.
Spellcasting Ability
Wisdom is your spellcasting ability for your Druid spells since you learn your spells through your communion with nature. 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
Animal Guise
Starting at 3 level, you can use your action to magically assume the shape of a beast that you have seen before that is CR 1/8 or less without flying. You can turn into that chosen creature a number of times equal to your proficiency bonus per long rest and lasts for ten minutes. It follows the Wild Shape rules that druids follow, and in addition when you are wild shaped you can communicate with animals.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell that affects it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Sneaky Transformation
At 13th level, you may wild shape to a form that has flying and are invisible when you are wildshaped.
Wild Shape Magic
At 17 level you may cast spells while you are wild shaped.
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