Rogue
Base Class: Rogue

There are many ways a creature can gain a small piece of nature's power. For some, it is a gift given freely, while others must toil in search of understanding, and from time to time, nature itself may choose a champion. However, for the clever, this bounty is free for the taking, if they can only figure out how. ~
Nature's Scouts are rogues either chosen by nature itself as their champion or one who has taken the power of nature through alternative methods, they can use natures magic, and their new, albeit limited, shapeshifting forms to scout and fight.

Spellcasting

 

This feature is affected by multiclassing. See the Multiclassing rules for more information.

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.

Additionally, if you cast magic stone or shillelagh the item you cast it on becomes a finesse weapon, and the duration lasts for 8 hours.

Spell Slots

The Nature's Scout 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 regain all expended spell slots when you finish a long rest.

 

At the end of a long rest, you can prepare a list of Nature's Scout spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to 2 + half your rogues level (rounded down). The spells must be of a level for which you have spell slots, and casting the spell doesn't remove it from your list of prepared spells.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells. 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

Nature's Scout 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

Forms Feigned.

 

Starting at 3rd level, as a bonus action, you can magically assume the shape of a beast that you have seen before. You can use this feature twice and you regain expended uses when you finish a short or long rest. Your rogue level determines the beast you can transform into, as shown in the beast table below

Rogue Level

Max. CR

Limitations

Example

3rd

0

No flying or swimming speed

Weasel

4th

1/4

No flying speed

Poisonous Snake

8th

1/2

--

Owl

12th

1

--

 

 

You can stay in beast shape for a number of hours equal to half your rogue level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form early with a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hitpoints, or die. While you are transformed, use the rules described for Druid's Wild Shape.

Scout's Eye

At 9th level, you gain the ability to enhance your magical and mundane senses for 10 minutes as a bonus action. For the duration, you gain advantage on perception and survival checks and are under the effect of the detect magic spell.

As part of activating the ability, or as a bonus action at any point before the end of the duration, you can focus your awareness onto a single creature, gaining insight into it. This however immediately ends the ability. You choose one creature you can see within 90 feet of you. It must make a Wisdom Saving Throw against your spell save DC. On a failure, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are, as well as any condition immunities. If the creature is hidden from divination magic, it automatically succeeds on the save.

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Power Perjured

By 13th level, you now count as a druid for the purpose of magical item attunements. You can also cast alter self at will without expending a spell slot.

Additionally, you learn to beast shape without having to expend uses of the forms feigned ability. When shaping in this way, you do not assume the beast's hit points or hit dice. If you are brought to zero hitpoints, you lose your beast form and fall unconscious.

Nature's Blessing

You've improved your talens over the druidic arts. You can cast many of your spells in any shape you assume using Forms Feigned. You can perform the somatic and verbal components of any spell while in a beast shape, but you aren't able to provide the material components (such as if they have a value cost). In addition, you are now able to cast shillelagh on your natural weapons such as claws or fangs.

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