Base Class: Rogue
Whether you have had a deep connection to the Feywild from birth or have studied the natural arts with a keen analytical mind, your link to the natural world is undeniable. Holding the mischievious Archfeys as an example, you employ druidic magic to trick, steal, protect, and attack your foes or allies with an instinctual cunning. The woods are your playground, with all the whimsy and danger that a trickster like you could ever want.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn three cantrips: vine whip and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
The Feyblade Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the enchantment and divination spells on the druid spell list.
The Spells Known column of the Feyblade Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an enchantment, abjuration, or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment, abjuration, or divination spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through honing your understanding of the natural world and the magics therein. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Feyblade 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 |
Vine Manipulation
Starting at 3rd level, when you cast vine whip, you can perform the following additional tasks with it:
- You can stow one object the whip is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the whip.
Animalistic Ambusher
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Natural Trickster
At 13th level, you gain the ability to distract targets with your vine whip. As a bonus action on your turn, you can designate a creature within 5 feet of the whip created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Restorative Magics
You've achieve a significant synchronization with natural and restorative magics. At 17th level, you can now use your reaction to reduce the damage of any attack by 1d10 plus your spellcasting attack bonus.
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Posted Feb 4, 2024The spell list doesn't work :(