Rogue
Base Class: Rogue

A whisper of wind, a crackle of sparks, a rumble of earth, or a flash of flame. These rogues leave little behind as they weave the elements around them to fool and fell their foes. 

Spellcasting

Give this stinkypants legally distinct rogue subclass 1/3 casting based on the druid spell list.

Elementalism is required cantrip as well as 2 others from Druid spell list. Another cantrip added at 10th level.

prepared spellcasting based on the spells available to that other 1/3 caster rogue.

Elemental Trickster 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

 

Elemental Companion

Starting at 3rd level, when you finish a long rest, you can perform a ritual to bind an elemental spirit to your service. Casting the (Find Familiar) spell as a ritual, requiring the material component listed in the spell.

This spirit is always an elemental rather than a celestial, fey, or fiend. and takes on an aparent form matching one of the elements regardless of the beast stat block selected.

While the spirit is with you, you can choose to have your sneak attack deal damage according to the elemental's type rather than the weapon damage.

Air: Lightning damage
Fire: Fire damage
Water: Acid or Cold damage
Earth: Thunder damage

In addition, while the spirit is active, you can speak and understand the Primordial and Druidic languages as the spirit shares its thoughts with you. Though you cannot read or write either of them.

Sneaking Elements

Homing Strikes. If you make an attack that qualifies for Sneak Attack that misses, you can sacrifice 2 sneak attack dice from the attack's damage and roll one of them adding it to the attack roll. If this ability turns a miss into a hit, it expends a charge. This ability has a number of charges equal to your Wisdom Modifier and you regain all charges after a long rest.

Embrace the elements. As a bonus action, you can embrace your current elemental attunememt and be transposed through space to a location you can see within 30ft. You can use this ability once and it recharges after a short or long rest.

Switftness of Air

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Primordial Form

At 17th level you gain the ability to transform. As a bonus action, you can enter an elemental state for 1 minute. While in this state, you gain the following benefits:

Elemental Phasing: You gain a flying speed equal to your walking speed, you can hover, and you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage.

Unstable Strike: Once per turn when you deal your elemental Sneak Attack damage, you can choose to change the damage type to acid, cold, fire, lightning, or thunder, on the fly and deal an additional 3d6 damage on a hit. Additionally, the target must make a Saving Throw (DC based on your spellcasting ability) or suffer a condition based on the elemental damage it took.

Acid: Melting, the target cannot regain hp until the start of your next turn.
Cold: Frozen, The targets move speed is reduced by 1/2.
Fire: Burning, at the start of the creature's next turn, it takes 3d6 fire damage and the condition ends.
Lightning: Stunned, cannot take reactions until the start of your next turn
Thunder: Silenced, the target is silenced and cannot speak or cast spells with verbal components until the start of your next turn.

You can use this feature once per long rest unless you expend a 3rd-level spell slot to use it again.

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