Arboreal Shade

Within the heart of every ancient forest is a dark and dangerous realm protected by a genius loci, a guardian spirit dedicated to preserving the sanctity of their domain. Those who haunt these places often find themselves changed by a magic older than the most ancient of civilizations. They develop a connection with the natural world, albeit one tied to the shadows over the light. Whether they utilize their gifts to the preservation of the wild spaces or simply for their own gains, they make deadly and wily foes.

Arboreal Shade Features

Rogue Level Feature 3rd Spellcasting, Twilight Branches 9th Leaf in the Wind 13th Grasping Roots 17th Sylvan Soul

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid’s spell list.

Arboreal Shade Spellcasting

Rogue Level Cantrips Known Spells Known 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

Cantrips. You learn three cantrips: shillelagh 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 Arboreal Shade Spellcasting table shows how many spell slots you have to cast your 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level druid spells of your choice.

The Spells Known column of the Arboreal Shade Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells 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.

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 druid spell list. The new spell must be of a level for which you have spell slots.

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

Twilight Branches

Starting at 3rd level, the shadows of the oldest forests infuse your weapons. Quarterstaves and clubs you wield gain the finesse quality, and when your shillelagh cantrip is active you have darkvision with a range of 60 feet. If you already have darkvision, your cantrip increases its range by 60 feet. Additionally, you can choose one of the following qualities to apply to a weapon under the effects of shillelagh, and you can switch between these properties whenever you use the bonus action granted by your Cunning Action.

Your weapon gains the thrown (range 30/120) property, and shillelagh does not end when you make a ranged attack with it. Immediately after a thrown attack, the weapon flies back to your hand.

When you roll a 1 on a sneak attack damage die with your weapon, you can reroll the die and must use the new roll, even if the new roll is a 1.

When you would deal sneak attack damage to a creature, you can choose to halve that damage to inflict disadvantage on the next saving throw it makes before the end of your next turn.

In addition, when you are wielding a weapon affected by your shillelagh cantrip, wearing light armor and not using a shield, you can use the bonus action granted by your Cunning Action to choose one target you can see and add your Wisdom modifier to your AC for attacks they make against you until the beginning of your next turn.