Rogue
Base Class: Rogue

 

The Terrain Magi is a Rogue with a direct connection the mother nature. Perhaps they were responsible for a grave sin and they seek to atone for it by becoming a farmer or taking care of the land. Perhaps they develop a connection with Malora. Whatever the reasoning the result is solidified. A Rogue who becomes a Terrain Magi is one who devouts themselves to the land, one who is gifted control of the arcane. They gain abilities like Spellcasting and control over the Terrains they walk upon. From bolstering their Sneak attack feature to the ability to awaken themselves to activate the power held within the Terrains in an instant.

 

Spellcasting as a half caster you get spell slots up to 5th level and access to a list of spells unique to this subclass. You gain access to the Druid and Ranger spell lists respectively. Additionally, at the third level, you gain access to the Druidcraft cantrip and two other Cantrips of your choice from the Druid spell list. At the 6th, 9th,13th, and 17th level you have the ability to replace a spell you already know from either spell list to obtain a different spell you desire.

Terrain Magi Spell list

                                                                                                                        Spell Slots

Level                           Spells Known                                 1st                                         2nd                                       3rd                                           4th                                       5th

3rd

3

3

2

-

-

-

4th

4

4

3

-

-

-

5th

4

4

3

-

-

-

6th

4

4

3

-

-

-

7th

5

5

4

2

-

-

8th

5

6

4

2

-

-

9th

6

6

4

2

-

-

10th

7

7

4

3

-

-

11th

8

8

4

3

-

-

12th

8

8

5

4

-

-

13th

9

9

5

4

1

-

14th

10

10

6

5

2

-

15th

10

10

7

5

3

-

16th

11

11

7

6

3

-

17th

11

11

7

6

4

-

18th

11

11

8

7

5

1

19th

12

12

8

7

5

1

20th

13

13

9

7

6

2

Eternal Enviration

 

Eternal Enviration

3rd level Terrain Magi feature

After a long rest, you gain a bonus ability. The ability you gain as with others depends on your terrain. Only one ability may be active at a time. Any effects that happen in battle may only happen once per round.

 

Swamp- Your Charisma (Deception) checks are made with advantage. If you already have this you can choose to have Intelligence (arcana) or Wisdom (Perception) advantage instead.

Coast- You can imbue your spells of 3rd level or higher with Force energy granting them force damage and the ability to push a target 15 feet away from you in a straight line on a failed STR saving throw.

Arctic- You are resistant to cold damage.

Volcanic- You are resistant to fire damage.

Forest- You can take the Hide action as a bonus action and only need half cover to complete it.

Cavern- You gain Dark vision up to 60 feet if you already have dark vision it is double in this way.

Desert- You can make a second attack as a bonus action (can stack with Extra Attack but can only be activated once every two rounds)

 

Bound to Nature

Bound to Nature

3rd level Terrain Magi feature.

Your sneak attack is infused with the power of nature Whenever you use your sneak attack in a specific area you gain a unique bonus depending on the area. You may only activate this feature a number of times equal to your proficiency bonus and restore all uses after a long rest.

 

Desert- Your sneak attack bolsters you granting you a plus 2 to your AC for two turns after using it.

Arctic-Your Sneak attack damage counts as cold and you cause your target to make a Constitution saving throw equal to your Spell Save DC on a fail they have a disadvantage on their next attack. Enemies immune to cold automatically pass and those resistant make the roll with advantage.

Cavern- After your sneak attack lands you can use a bonus action to blink into the closest shadow to your position that is no longer than half your movement away from you.

Forest- After your sneak attack lands you may use a bonus action to move half your movement without provoking opportunity attacks to the closest ally of your choice within half of your movement and heal them for 1d4+ Dex mod (min of 1hp)

Coast- Your sneak attack deals force damage and pushes your target up to 10 feet away from you in a direction of your choice.

Swamp- Your sneak attack forces your opponent to make a Constitution saving throw on a fail they lose half their movement for a number of equal to 1d6 (minimum of 1)

Volcanic- Your sneak attack deals fire damage if your target is wearing any leather, wooden or flammable equipment it is caught on fire for 1d4+ Dex mod turns or until they use an action to put themselves out. At the end of their turns, they take 1d6 fire damage until they are put out.

 

Eclipse of Elements

Eclipse of Elements

9th level Terrain Magi feature

Once per day you can activate a terrain of your choosing at any time, doing so allows you to pick which terrain your abilities will take on for that day. You may do this only once per long rest. This ability may only affect Eternal Enviration and Dance of the Arcane’s wake.

 

Dance of the Arcane's wake

Dance of the Arcane’s Wake

13th level Terrain Magi feature

Your connection to nature awakens even further, you gain the ability to cast spells based on your terrain a number of times per day equal to your proficiency bonus. They will always be cast as their base level (spells under 3rd level like Barkskin and Pass without trace may be used as a bonus action once per short or long rest)

 

Desert- Pass without Trace 2nd level

Arctic- Ice knife 1st level

Cavern- Erupting Earth 3rd level

Forest- Barkskin 2nd level

Coast- Tidal Wave 3rd level

Swamp- Bestow Curse 3rd level

Volcanic- Fireball 3rd level

Sting from beyond

Sting’s From Beyond

17th level Terrain Magi feature

Your final awakening the apex of your connection to nature and the arcane. As a Master of Shadow’s your abilities go beyond that of your common thief. You awaken to the Ethereal Plane. You can as a bonus action cast the Blink spell. Additionally, upon exiting the Blink ability in your new space you can make a ranged weapon attack as a bonus action. You may only activate this a number of times equal to your Dexterity modifier.

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