Rogue
Base Class: Rogue

A SUPER crazyt dude that lives in bushes

 

Bush Craft

Your outdoors training has prepared you for many survival situations. You gain proficiency in 2 skills of your choice from the druid skill list. Your proficiency bonus is doubled for any check you make with these skills.

In addition, you gain access to the Druidcraft, Mending, and Mold Earth Cantrips which you can cast at will

Ghillie Crafter

Starting at 3rd level, you can draw upon your extensive knowledge of nature to craft camouflage. During a short rest, you can create a ghillie suit designed for the terrain you are currently in. Starting at level 3, you can carry one ghillie suit. The number of suits you can carry increases to two at 9th level, to three at 13th, and to four at 17th level. If you create a new ghillie suit while at maximum capacity the new ghillie suit takes the place of an old suit of your choice. The old suit is replaced and destroyed.

While wearing the appropriate ghillie suit for the terrain you are in, you gain a +10 bonus to stealth checks made within the appropriate terrain. In addition, if you move less than half your speed on your turn you gain an increase to your AC equal to your proficiency bonus until the start of your next turn.

You can create ghillie suits for the following terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, and Underdark.
The terrain listed here are a general list of common terrain features, if there are any other types of terrain that show up in your game talk with your Dungeon Master to see if it is ok for you to make ghillie suits for that terrain.

Ghillie suits cannot be given to other creatures as they require someone of appropriate skill to maintain and use effectively. Giving a ghillie suit to another creature does not increase the number of suits you can carry. Any creature other than you that dons or doffs a ghillie suit made by you does not gain any benefits from the suit.

To don or doff a ghillie suit takes 10 minutes.

Ghillie Totems

Starting at 3rd level, you can create totems to attach to your Ghillie suits. Whenever you create a ghillie suit, you can add a number of totems to it equal to half your proficiency bonus rounded down (minimum of 1). You can have a maximum number of totems attached to a single ghillie suit equal to half your proficiency bonus rounded down (minimum of 1). Once attached, totems cannot be removed. Some totems have level requirements that you must meet in order to use them.

Totems:

  • Leaf Litter Totem: +10 ft to your movement speed when hidden
  • Dust Totem: Ignore Difficult Terrain while hidden
  • Mud Totem: Advantage on dexterity/strength saving throws while hidden
  • Boulder Totem: While hidden, gain a climbing speed equal to your walking speed
  • Ice Totem (9th level): If you are hidden at the start of your turn, you gain 2d6 + rogue level of temporary hp while hidden
  • Wind Totem (9th level): While wearing this totem, you can cast Freedom of Movement once per short rest
  • Smoke Totem (9th level): While wearing this totem, you can cast Stinking Cloud and Gaseous form once per short rest
  • Mist Totem: While hidden, you can cast misty step twice per short rest
  • Shadow Totem: While hidden, you can cast invisibility and darkness once per short rest
  • Eye Totem: While wearing this totem, you gain Darkvision out to 60ft, if you already have Darkvision it increases by 20ft
  • Flower Totem: While wearing this totem, you can cast Goodberry and Cure Wounds once per short rest
  • Vine Totem: While wearing this totem, you can cast Entangle once per short rest
  • Rabbit Totem: While wearing this totem, you can cast Long Strider once per short rest
  • Bush Totem (9th level): While wearing this totem, you can cast Plant Growth once per short rest
  • Fog Totem: While wearing this totem, you can cast Fog Cloud once per short rest
  • Fish Totem: While wearing this totem, you gain a swimming speed equal to your walking speed
  • Shark Totem (9th level): While wearing this totem, you gain swimming speed equal to your walking speed and can hold your breath indefinitely under water

Hidden Sanctuary

If you do not move on your turn and are hidden, then you gain half cover until the start of your next turn. In addition, you have advantage on saving throws against divination spells and any divination spells cast against you have disadvantage on any checks to locate you.

Crackshot

By 13th level, you have honed your skills in fighting from cover. If you are hidden while prone, your attacks score a critical hit on an roll of 18-20, and if you do not move on your current turn in addition to the other conditions, then on your next turn, your attacks score a critical hit on a roll of 17-20.

Boreal Grounds

When you reach 17th level, you have become one with nature and can move through dense forests with ease. You are now permanently under the effects of an altered Tree Stride spell. You do not have to concentrate on this spell in order for it to be maintained. The changes are as follows:

  • The range that you can teleport to is increased to a mile
  • Upon exiting a tree, you gain a bonus to your stealth checks equal to your proficiency bonus until the start of your next turn

In addition, you have a number of seeds on your person equal to your proficiency bonus. As a bonus action, you can plant a seed. This seed immediately grows into a tree fitting the terrain you are in. This tree can be used to teleport as by the Tree Stride spell.  You regain expended seeds on a short or long rest.

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