Rogue
Base Class: Rogue

The ancient traditions and abilities of druidic circles are some of the most closely guarded secrets in mortal relms, only passed on to a select few. However, even the most well guarded secrets can be stolen by the right thief. Known as Skinchangers, some rogues are able to acquire these secret druidic magics through illicit or untraditional means.

While most Skinchangers are infamous for acquiring their abilities through less than savory means, some are selected by druidic circles to carry out specialized missions. How did you come to wield the ancient magic of the druids? Are you an agent of a circle, only given the power you need? Or were you trained by a renegade druid looking for vengeance?

 

Spellcasting

At 3rd level, you gain the ability to cast spells that draw upon and manipulate the natural world, much as druids do.

See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 11 for the druid spell list.

Spell Slots. The Skinchanger Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of the druid spells you know, you must expend a slot equal to the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from the druid spell list. The Spells Known column of the Skinchanger Spellcasting table shows when you learn more druid spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd-level.

Additionally, when you gain a level, you can choose one of the spells you know and replace it with druid spell of your choice of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your acquired magic relies on you connection to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. 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

Skinchanger Spellcasting

Rogue

Level

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

2

—

—

—

4th

4

3

—

—

—

5th

4

3

—

—

—

6th

4

3

—

—

—

7th

5

4

2

—

—

8th

6

4

2

—

—

9th

6

4

2

—

—

10th

7

4

3

—

—

11th

8

4

3

—

—

12th

8

4

3

—

—

13th

9

4

3

2

—

14th

10

4

3

2

—

15th

10

4

3

2

—

16th

11

4

3

3

—

17th

11

4

3

3

—

18th

11

4

3

3

—

19th

12

4

3

3

1

20th

13

4

3

3

1

Limited Wild Shape

The druidic magic you have acquired allows you to steal the forms of natural creatures familiar to you. Starting at 3rd level, you can use a bonus action on your turn to magically assume the form of a beast that you have physically touched before. Your rogue level determines the beasts you can transform into, as shown in the Beast Shapes table below.

Instinctual Strike

Druidic magic suffuses your body when you Wild Shape. Starting at 9th level, your attacks while you are Wild Shaped count as magical for the purposes of overcoming resistances and immunity to non-magical damage.

In addition, your familiarity with both druidic magic and the animal shapes you employ grants you an additional way to use your Sneak Attack. Your natural weapon attacks while you are transformed with Wild Shape can apply your Sneak Attack, even if you don't have advantage on your attack roll.

Circle Secrets

The magic of nature has altered your being, granting you additional insights into secretive druidic arts. At 13th level, you learn to speak, read, and write Druidic, the secret language of druids. You can use this language to leave hidden messages, and you and others who know this language always notice such messages. You also count as a druid for the purposes of attuning to magic items.

In addition, your time spent in the shape of other animals has enhanced the senses of your normal form. You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks that rely on your sense of hearing or smell.

Thousand Forms

Upon reaching 17th level, your mastery over the use of nature magic allows you to alter your original physical form in subtle ways. You learn the alter self spell if you do not know it already. It counts as a druid spell for you, but doesn't count against your number of Spells Known. You can cast it at will, targeting only yourself, without expending a spell slot.

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