Base Class: Rogue
3rd Spell Casting
You have learned to cast spells.
Tracker. You have proficiency in investigation and survival skills. You can choose an expertise in investigation or survival if you are already proficient. Or both if you're already proficient in both.
Hogtie. You're an expert with rope. You have advantage on slight of hand checks to tie knots and tie up creatures. Targets have disadvantaged to escape your ropes.
Snare Trap
you always have Ensnaring Strike prepared. This does not count toward your number of known spells.
Bounty Hunter's Net
You always have Entangle prepared. This does not count toward you prepared spells. When you cast Entangle, you can choose who the spell effect within the area. Additionally, effected target's will roll at disadvantage to avoid or escape your Entangle.
9th Cunning Snare
You learn a new Cunning Strike. Snare (Cost: 1d6). You can cast Ensnaring Strike at first level as a Cunning Strike. Targets have disadvantage and no spell slot is expended.
Blink of an Eye
Hit n' Run. As a bonus you can teleport up to 30 feet after making an attack roll on an enemy using you movement to do so.
Rope Trick. As a bonus action you can teleport up to 30 feet using you movement to a creature restrained by your Entangle or Ensnaring Strike and tie them up as part of that same bonus action. As long as you have rope to do so.
You can use a Blink of an Eye ability a number of time equal to half your rouge level rounded down. Regain all uses on a long rest and one use on a short rest.
13th Double-Up
You can expend additional d6 on your Cunning Snare to cast Ensnaring Strike on a number of enemies equal to the number of additional dice spent that are within a 5ft radius of the original target.
17th Fish in a Barrel
When you hit a creature in your Entangle with sneak attack damage you can cause the vines to lash out at any other creatures Entangled as a reaction. All creatures restrained in your Entangle must succeed on a dexterity saving throw or take damage of the same type, and equal to, the damage dealt to the original target. On a success they take half as much rounded down. You can use this a number of time equal to your Wisdom modifier. Recharged on a long rest.
Level 3: Spellcasting
You have learned to cast spells.
Cantrips. You know two cantrips:l of your choice from the Druid spell list.
Whenever you gain a Rogue level, you can replace one of your cantrips with another Druid cantrip of your choice.
When you reach Rogue level 10, you learn another Druid cantrip of your choice.
Spell Slots. The Hermit 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.
| —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 Hermit Spellcasting table. Whenever that number increases, choose additional Druid spells until the number of spells on your list matches the number in the Hermit 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 an Arcane Focus as a Spellcasting Focus for your Druid spells.
Man Hunter
Tracker. You have proficiency in investigation and survival skills. You can choose an expertise in investigation or survival if you are already proficient. Or both if you're already proficient in both.
Hogtie. You're an expert with rope. You have advantage on slight of hand checks to tie knots and tie up creatures. Targets have disadvantaged to escape your ropes.
Tracker (both expertise)
Tracker. You have proficiency in investigation and survival skills and add you wisdom modifier to investigation checks. You can choose an expertise in investigation or survival if you are already proficient.
Tracker (investigation expertise)
Tracker. You have proficiency in investigation and survival skills and add you wisdom modifier to investigation checks. You can choose an expertise in investigation or survival if you are already proficient.
Tracker (no expertise)
Tracker. You have proficiency in investigation and survival skills. You can choose an expertise in investigation or survival if you are already proficient. Or both if you're already proficient in both.
Tracker (survival expertise)
Tracker. You have proficiency in investigation and survival skills and add you wisdom modifier to investigation checks. You can choose an expertise in investigation or survival if you are already proficient.
Level 3: Bounty Hunter's Net
You always have Entangle prepared. This does not count toward your known spells. When you cast Entangle, you can choose who the spell effect within the area. Additionally, effected target's will roll at disadvantage to avoid or escape your Entangle.
Level 3: Snare Trap
you always have Ensnaring Strike prepared. This does not count toward your number of known spells. Your Ensnaring Strike does not require concentration.
Level 9: Cunning Snare
You learn a new Cunning Strike. Snare (Cost: 1d6). You can cast Ensnaring Strike at first level as a Cunning Strike. Targets have disadvantage and no spell slot is expended.
Level 9: Blink of an Eye
Hit n' Run. As a bonus you can teleport up to 30 feet after after making an attack roll on an enemy using you movement to do so.
Rope Trick. As a bonus action you can teleport up to 30 feet using you movement to a creature restrained by your Entangle or Ensnaring Strike and tie them up as part of the same bonus action. As long as you have rope to do so.
You can use this a number of time equal to half your rouge level rounded down. Regain all uses on a long rest and one use on a short rest.
Level 13: Double-Up
You can expend additional d6 on your Cunning Snare to cast Ensnaring Strike on a number of enemies equal to the number of additional dice spent that are within a 5ft radius of the original target. (counts as an additional use of Cunning Strike)
Level 17: Fish in a Barrel
When you hit a creature in your Entangle with sneak attack damage you can cause the vines to lash out at any other creatures Entangled as a reaction. All creatures restrained in your Entangle must succeed on a dexterity saving throw or take damage of the same type, and equal to, the damage dealt to the original target. On a success they take half as much rounded down. You can use this a number of time equal to your Wisdom modifier. Recharged on a long rest.
Previous Versions
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10/5/2026 1:38:32 AM
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0.01 Alpha, looking for feedback
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10/5/2026 1:54:01 AM
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0.02 Alpha
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10/5/2026 1:19:54 PM
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0.021 Alpha
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10/6/2026 4:20:54 PM
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0.022 Alpha (taking feedback)
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10/6/2026 7:29:22 PM
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8
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0.023 Alpha
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10/7/2026 2:45:48 PM
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13
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1
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0.0231 Alpha
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Coming Soon
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Posted Oct 7, 2026The flavor was leaning far more in a bounty hunter direction than a Hermit so I thought that justified a name change.