Rogue
Base Class: Rogue

Thanks to their familiarity with the wilds, Wild Hunters acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasise speed, stealth, and the hunt. A Wild Hunter’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know three cantrips: Druidcraft and two other cantrips of your choice from the Druid spell list.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Druidcraft, with another Druid cantrip of your choice.

When you reach Rogue level 10, you learn another Druid cantrip of your choice.

Spell Slots. The Wild Hunter Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Wild Hunter Spellcasting
  —Spell Slots per Spell Level—
Rogue Level Prepared Spells 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Druid spells.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Wild Hunter Spellcasting table. Whenever that number increases, choose additional Druid spells until the number of spells on your list matches the number in the Wild Hunter Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Druid spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Druid spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 3: Wild Hunter's Mark

You gain the spell Hunter's Mark, which does not count against the number of Druid spells you know and you can cast it as a level 1 spell once per Short Rest without expending a Spell Slot. Once per turn, when you hit a creature under the effect of your Hunter's Mark spell with an attack roll, you can deal your Sneak Attack damage even if you do not meet the general conditions for making a Sneak Attack. 

Level 9: Lore Hunter

You gain the following Cunning Strike option.

Discern (Cost: 1d6). You can immediately take the Study action to make an Arcana, History, Nature or Religion Skill Check to discern information about your target. You can use Wisdom for this Skill Check instead of Intelligence. 

Level 13: Wild Hunter's Shape

As a Bonus Action you can expend a spell slot, Shape-Shifting into the form of a Beast (with a maximum Challenge Rating equal to the level of the expended spell slot) that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Rogue level or until you use this feature again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Known Forms. You know six Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating equal to the highest level of spell slot you have available. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form. When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Rogue level.

Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.

No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.

Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.

Level 17: Grim Stalker

Your connection to the wilds grants you Blindsight with a range of 30 feet. 

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