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# Moonblessed Rogue Some rogues are expert navigators and guardians of the natural world. Among those, some are in rare occasions blessed by a lunar deity or one of the moons of their world. Through the selenite boon, these blessed scoundrels gain the ability to tap into some degree of druidic magic, their power waxing and waning with the moon. With it, they enhance their abilities to become mighty paragons of nature, whether they be in the wilds, or in cities. ## Spellcasting When you reach 3rd level, you gain the ability to cast spells by drawing on the divine essence of nature. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list. #### Cantrips At 3rd level, you know two cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 5th and 10th levels. #### Preparing and Casting Spells The Moonblessed Rogue Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + half your rogue level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 6rd-level rogue, you have three 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. 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 \columnbreak ### Moonblessed Rogue Spellcasting | Rogue Level | Cantrips Known | 1st Level Spell Slots | 2nd Level Spell Slots | 3rd Level Spell Slots | 4th Level Spell Slots | |:-----:|:-:|:-:|:-:|:-:|:-:| | 3rd | 2 | 2 | - | - | - | | 4th | 2 | 3 | - | - | - | | 5th | 3 | 3 | - | - | - | | 6th | 3 | 3 | - | - | - | | 7th | 3 | 4 | 2 | - | - | | 8th | 3 | 4 | 2 | - | - | | 9th | 3 | 4 | 2 | - | - | | 10th | 4 | 4 | 3 | - | - | | 11th | 4 | 4 | 3 | - | - | | 12th | 4 | 4 | 3 | - | - | | 13th | 4 | 4 | 3 | 2 | - | | 14th | 4 | 4 | 3 | 2 | - | | 15th | 4 | 4 | 3 | 2 | - | | 16th | 4 | 4 | 3 | 3 | - | | 17th | 4 | 4 | 3 | 3 | - | | 18th | 4 | 4 | 3 | 3 | - | | 19th | 4 | 4 | 3 | 3 | 1 | | 20th | 4 | 4 | 3 | 3 | 1 | ## Lunar Lore When you choose this archetype at 3rd level, you learn Druidic and can choose between gaining proficiency with a herbalist's kit or learning the druidcraft cantrip (which will not count against your number of cantrips known). Additionally, while in your wild shape, you gain proficiency in Survival. If you already have it, your proficiency bonus for Survival is doubled while in your Wild Shape (this does not add up with other effects that double the proficiency for that skill). **Optional Rule**: You are dedicated to a particular moon from your world, and a lunar deity if you so choose. On nights when the moon is full, you can recover one use of your Wild Shape as a free action once. On nights where it is new, your maximum number of uses is reduced by one. While you are in a plane of existence different than the one where your moon is found, you instinctively know the phase it is currently in. At the DM's discretion, your moon's cycle might have a custom duration, but it is assumed to be 28 days for simplicity (one full moon every four weeks). \pagebreakNum ## Roguishly Wild Shape Starting at 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your rogue level determines the beasts you can transform into, as shown in the Beast Shapes table. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. As a moonblessed rogue you have the additional ability to morph your wild shape to be able to interact with objects and the environment. The transformation must be the most direct one, which requires the least amount of changes to the form. Aside from being hilarious, this allows you to operate devices, stow or retrieve objects from containers, and even alter the shape enough to use as thieves' tools. If you choose to multiclass into druid, your rogue levels add to your druid levels for the purposes of either Wild Shape table. | Level | Max CR | Limitations | Example | |:------:|:------:|:---------------------------:|:-----------:| | 3rd | 1/4 | No flying or swimming speed | Wolf | | 6th | 1/2 | No flying speed | Crocodile | | 9th | 1 | - | Giant Eagle | You can stay in a beast shape for a number of hours equal to half your rogue level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: * Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. * When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. * You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as control water, that you've already cast. * You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. * You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. ## Boon from the Moon Starting at 9th level, you can choose to use your Wild Shape feature as a bonus action instead of an action. Additionally, your attacks in beast form can now use Sneak Attack if the usual conditions are met and they count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ## Spiritual Wild Shape At 13th level, you can expend two uses of Wild Shape at the same time to transform into a **pseudodragon**, a **sprite** or an **imp**. ## Full Shape At 17th level, you are twice blessed by the moon. You gain the ability to cast Alter Self at will and without requiring concentration nor verbal components. Additionally, your Spiritual Wild Shape form only requires you to expend one use of Wild Shape, and you can now stay in a beast shape indefinitely.