Rogue
Base Class: Rogue

Something, Something, Edgy forest people

Druidic Edge

When you choose this archetype at 3rd level, you gain proficiency in Nature or Survival (your choice).

Additionally, you learn to tap primal instincts and druidic tricks. You gain the druidcraft and thorn whip cantrips. Wisdom is your spellcasting ability for this spell.

Some of your Thornshroud features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Thornshroud save DC = 8 + your proficiency bonus + your Dexterity modifier

Nature’s Fang

Starting at 3rd level, you can conjure or craft a thornlash, a magical weapon formed of vine, fang, or claw. You can summon or dismiss the thornlash as a bonus action. You may reflavor it as spined bracers, bone claws, or jagged vines. The thornlash is a finesse, light, reach weapon that deals 1d8 piercing damage and counts as magical for the purposes of overcoming resistances.

Once per turn when you hit a creature with the thornlash, you can cause thorny barbs to erupt. The target must succeed on a Dexterity saving throw or take 2d6 poison damage and have its speed reduced by half until the start of your next turn.

Verdant Ambush

Additionally, at 3rd level, Your ambush tactics are honed by nature’s silence. In natural terrain, you can Hide as a bonus action even when lightly obscured.

Your first attack deals an extra 2d6 damage against creatures that haven't taken a turn in combat, and causes the creature to have disadvantage on its first attack roll before the end of its next turn.

Feral Reaping

At 9th level, when land a Sneak Attack, you drain life from your prey to fuel your next kill. You gain temporary hit points equal to your Sneak Attack damage roll (not including modifiers or extra bonuses) and your movement speed increases by 10 feet until the end of your next turn.

Additionally, when you reduce a creature to 0 hit points with a melee weapon attack, you can unleash a feral burst. Creatures of your choice within 10 feet of the slain creature must succeed on a Dexterity saving throw or take 2d8 magical slashing damage from erupting thorns and be pushed 10 feet away.

You can use this burst a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Predator's Calm

Starting at 13th level, each strike becomes a precise tool in your bestial arsenal. When you deal Sneak Attack damage, choose one of the following:

Grasping Roots. The target must succeed a Dexterity saving throw or become restrained. They may repeat the saving throw at the end of each of their turns.

Poison Bloom. The target and creatures within 5 feet of it must succeed a Constitution save or take 3d6 poison damage.

Lurking Shadow. Move up to half your movement speed into nearby cover and take the Hide Action as a reaction. The cover must at least be an object that is half cover or an area that is lightly obscured.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long rest. At 17th level, when you roll for initiative and you have no uses, you regain half of your uses.

Apex Bloom

At 17th level, you become nature’s perfect killer, a fusion of predator and executioner. You gain the following benefits:

  • The range of your Blindsense increases to 20ft
  • While hiding in natural terrain, you are immune to magical detection (as if under nondetection).
  • When you reduce a creature to 0 HP with Sneak Attack, you may cause a thorn bloom explosion. All creatures of your choice within 10 feet must make a Dexterity saving throw, taking 6d6 piercing plus 6d6 poison damage on a failure and half on a success. You can only do this once per short or long rest.

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