Prowler
In the worlds of D&D, a rare few are born with the natural ability to change forms. While some devote themselves to the mastery of this skill, others simply see it as a useful tool, supplementing their own cunning and resourcefulness. Rogues with this talent for shapeshifting, called Prowlers, stalk their marks with the patience and cunning of a panther, and strike with the swiftness and ferocity of a snake. They are bounty hunters, contract killers, and quite frequently, adventurers.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and this document for the evolutionist spell list.
Cantrips. You learn three cantrips of your choice from the evolutionist spell list. You learn another evolutionist cantrip of your choice at 10th level.
Spell Slots. The Prowler 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 tentacle slam and have a 1st-level and 2nd-level spell slot available, you can cast tentacle slam using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level evolutionist spells of your choice. The Spells Known column of the Prowler Spellcasting table shows when you learn more evolutionist 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, 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 evolutionist spells you know with another spell of your choice from the evolutionist spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Strength is your spellcasting ability for your evolutionist spells, since your power relies on your ability to push your body to its limits. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for an evolutionist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Strength modifier
Spell attack modifier = your proficiency bonus + your Strength modifier
Prowler 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 |
Venom Gland
Starting at 3rd level, you can use your bonus action to secrete venom onto a melee weapon or up to three pieces of ammunition. For the next minute, when a creature is dealt piercing or slashing damage by a weapon poisoned in this way, they must make a Constitution saving throw, taking 1d6 poison damage and becoming poisoned for 1 minute on a failed save. A poisoned creature can repeat the save at the end of each of their turns, ending the effect on a successful save.
The poison damage dealt increases by 1d6 at 9th (2d6) and 17th (3d6) levels. After you use this ability, you can't use it again until you finish a short or long rest.
Cat Burglar
Starting at 9th level, you gain darkvision out to 30 feet. If you already have darkvision, its range extends by 30 feet instead. Additionally, you have advantage on Dexterity (Stealth) checks that rely on moving silently.
Sixth Sense
At 13th level, your reflexes and acuity are supernaturally magnified, rivaling those of any beast. You have advantage on initiative rolls, and you can't be surprised while you are conscious.
Shed Skin
Starting at 17th level, you can use your bonus action to shed your skin, moving to an adjacent, unoccupied square and ending any effect reducing your speed or causing you to be grappled, paralyzed, restrained or stunned. This movement does not provoke attacks of opportunity.
Once you use this ability, you can't use it again until you finish a short or long rest.