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{{ooc note|This is an implementation of the Improviser subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
[[file:wayfinder.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
__NOTOC__
__NOTOC__
{{base class|rogue|blockquotestyle=width:100%}}
{{base class|rogue|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Places of divine power, both ancient and modern, call to the temple raiders. These rogues exploit glimmers of divine magic to enter magically warded areas and recover treasures, mystical and mundane.
You connect yourself with nature, enhancing your mobility and prowess with primal magic. Often found alongside druids, rangers, and other protectors of the wild, Wayfinders traverse the land to preserve the balance between nature and civilization.


Temple raiders come from a mix of origins, which explain their motivation in delving into places of power and the sources of the divine spark that aids them in their quest. Some are scholars, seeking and exploiting objects of historical religious impower. Others are grifters, seeking artifacts for personal gain and using stolen divine magic to aid their efforts. Still others are sent on their mission by the gods themselves, gifted with divine magic to disrupt places of worship of other faiths, recover lost temples of their own faith, or as a form of worship to gods of trickery and thievery.
On Ravnica, those who follow this archetype often join the Selesnya Conclave, granting them access to the power of the Worldsoul—a vast collected consciousness of wisdom and experience. In the Forgotten Realms, you might obtain your magic from a deity of nature, such as Melora or Mielikki. On other worlds, your ability to cast spells might come from a connection with a great nature spirit.
 
Perhaps more than any other rogue, you understand the importance of community and working as one. You are skilled at leading the way and using the terrain to your group’s advantage. This is true whether you are guiding allies through an overgrown forest, rubble of a destroyed city block, or people on a crowded street.


== Spellcasting ==
== Spellcasting ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You gain access to a limited pool of divine magic that aids you in your exploits.
You learn to tap into the power of nature to cast spells, much as a druid does. See [[beyond:sources/basic-rules/spellcasting|chapter 10 of the ''Basic Rules'']] or the ''[[beyond:sources/phb/spellcasting|Player's Handbook]]'' for the general rules of spellcasting and [[beyond:sources/phb/spells#DruidSpells|chapter 11]] for the druid spell list.


;Cantrips
;Cantrips
:You learn three cantrips: ''[[spell:resistance|resistance]]'' and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
:You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
;Spell Slots
;Spell Slots
:The Temple Raider 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.
:The Wayfinder Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of them, you must expend a slot of 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
:For example, if you know the 1st-level spell ''[[spell:entangle|entangle]]'' and have a 1st-level and a 2nd-level spell slot available, you can cast ''[[spell:entangle|entangle]]'' using either slot.
:You know three 1st-level cleric spells of your choice. The Spells Known column of the Temple Raider Spellcasting table shows when you learn more cleric 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.
;Preparing Spells
:Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
: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 + your rogue level divided by 3, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
: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
;Spellcasting Ability
:Wisdom is your spellcasting ability for your cleric spells, since you gain your spells by divine communion or tapping intuitively into ancient mysteries. 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 cleric spell you cast and when making an attack roll with one.
:Wisdom is your spellcasting ability for your druid spells, since your magic draws on your 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.
<div style="text-align:center"><p>'''Spell save DC''' = 8 + your proficiency bonus + your Wisdom modifier</p>
<div style="text-align:center"><p>'''Spell save DC''' = 8 + your proficiency bonus + your Wisdom modifier</p>
<p>'''Spell attack modifier''' = your proficiency bonus + your Wisdom modifier</p></div>
<p>'''Spell attack modifier''' = your proficiency bonus + your Wisdom modifier</p></div>


{| class="wikitable"
{| class="wikitable"
|+ Temple Raider Spellcasting
|+ Wayfinder Spellcasting
! rowspan="2" | Rogue Level
! rowspan="2" | Rogue Level
! rowspan="2" | Cantrips Known
! rowspan="2" | Cantrips Known
! rowspan="2" | Spells Known
! colspan="4" | &ndash; Spell Slots per Spell Level &ndash;
! colspan="4" | &ndash; Spell Slots per Spell Level &ndash;
|-
|-
!1st !! 2nd !! 3rd !! 4th
!1st !! 2nd !! 3rd !! 4th
|-
|-
|3rd || 3 || 3 || 2 || &ndash; || &ndash; || &ndash;
|3rd || 2 || 2 || &ndash; || &ndash; || &ndash;
|-
|-
|4th || 3 || 4 || 3 || &ndash; || &ndash; || &ndash;
|4th || 2 || 3 || &ndash; || &ndash; || &ndash;
|-
|-
|5th || 3 || 4 || 3 || &ndash; || &ndash; || &ndash;
|5th || 2 || 3 || &ndash; || &ndash; || &ndash;
|-
|-
|6th || 3 || 4 || 3 || &ndash; || &ndash; || &ndash;
|6th || 2 || 3 || &ndash; || &ndash; || &ndash;
|-
|-
|7th || 3 || 5 || 4 || 2 || &ndash; || &ndash;
|7th || 2 || 4 || 2 || &ndash; || &ndash;
|-
|-
|8th || 3 || 6 || 4 || 2 || &ndash; || &ndash;
|8th || 2 || 4 || 2 || &ndash; || &ndash;
|-
|-
|9th || 3 || 6 || 4 || 2 || &ndash; || &ndash;
|9th || 2 || 4 || 2 || &ndash; || &ndash;
|-
|-
|10th || 4 || 7 || 4 || 3 || &ndash; || &ndash;
|10th || 3 || 4 || 3 || &ndash; || &ndash;
|-
|-
|11th || 4 || 8 || 4 || 3 || &ndash; || &ndash;
|11th || 3 || 4 || 3 || &ndash; || &ndash;
|-
|-
|12th || 4 || 8 || 4 || 3 || &ndash; || &ndash;
|12th || 3 || 4 || 3 || &ndash; || &ndash;
|-
|-
|13th || 4 || 9 || 4 || 3 || 2 || &ndash;
|13th || 3 || 4 || 3 || 2 || &ndash;
|-
|-
|14th || 4 || 10 || 4 || 3 || 2 || &ndash;
|14th || 3 || 4 || 3 || 2 || &ndash;
|-
|-
|15th || 4 || 10 || 4 || 3 || 2 || &ndash;
|15th || 3 || 4 || 3 || 2 || &ndash;
|-
|-
|16th || 4 || 11 || 4 || 3 || 3 || &ndash;
|16th || 3 || 4 || 3 || 3 || &ndash;
|-
|-
|17th || 4 || 11 || 4 || 3 || 3 || &ndash;
|17th || 3 || 4 || 3 || 3 || &ndash;
|-
|-
|18th || 4 || 11 || 4 || 3 || 3 || &ndash;
|18th || 3 || 4 || 3 || 3 || &ndash;
|-
|-
|19th || 4 || 12 || 4 || 3 || 3 || 1
|19th || 3 || 4 || 3 || 3 || 1
|-
|-
|20th || 4 || 13 || 4 || 3 || 3 || 1
|20th || 3 || 4 || 3 || 3 || 1
|}
|}


{{ooc note|This table is slightly different from the one in Tasha's Crucible of Everything Else. The book gives two 3rd level spell slots at level 12, and a third 3rd level spell slot at 15. This is incorrect for 1/3 caster subclasses like Arcane Trickster or Eldritch Knight, and so the table above has been altered to be in line with the established standard.}}
== Lead the Way ==
 
== Ward of the Ancient Ones ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


When you cast ''[[spell:resistance|resistance]]'', it has a range of 30 feet, and you can cast it as a reaction when you or another creature you can see within 30 feet makes a saving throw.
You gain proficiency with either [[equipment:cartographers-tools|cartographer's tools]] or [[equipment:navigators-tools|navigator's tools]] (your choice).
 
== Bonus Proficiency ==
''3rd-level {{PAGENAME}} feature''


You gain proficiency in Arcana, History, Investigation, or Religion (your choice).
Additionally, whenever you succeed on a Strength-, Dexterity-, or Wisdom-based skill check, friendly creatures that can see or hear when you make the check learn from your prowess. Each of those creatures has advantage on the first ability check it makes to attempt the same task within the next 10 minutes.


== Channel Divinity ==
== Terrain Mastery ==
''9th-level {{PAGENAME}} feature''
''9th-level {{PAGENAME}} feature''


You have learned to channel the power of gods in the same
You've learned to magically manipulate the terrain itself. Any enemy that is in difficult terrain when you start your turn has disadvantage on the first saving throw it makes against a spell you cast during that turn.
way as their servants, calling on either the deity who sends
you on your missions or the gods you have stolen rituals
and items of power from.
 
You can channel these divine energies to fuel magical
effects. You may use this ability to Invoke Duplicity or
Pry into Darkness. When you use your Channel Divinity,
you choose which option to use. You may use this ability
twice and must then finish a short or long rest to use your
Channel Divinity again.
 
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals
your spell save DC.


;Invoke Duplicity
Moreover, moving through difficult terrain created by your spells doesn't cost you or your allies extra movement.
:You can use your Channel Divinity to create an illusionary duplicate of yourself.
:As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
:For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
;Pry Into Darkness
:You can use your Channel Divinity to discover and protect yourself from mystical wards.
:As an action, you can present a holy symbol. You magically discern the location and nature of all traps within 60 feet of you, and have advantage on checks made to disable those traps for the next minute.


== Whispers of Mystery ==
== Wild Sense ==
''13th-level {{PAGENAME}} feature''
''13th-level {{PAGENAME}} feature''


You learn to glean knowledge of ancient mysteries through magical rites. You can cast either the ''[[spell:contact-other-plane|contact other plane]]'' or ''[[spell:legend-lore|legend lore]]'' spell once without expending a spell slot. Once you have cast either of these spells in this way, you can’t use this feature again until you finish a long rest.
You're always ready for when an enemy strikes and can magically grant others that same awareness. You can't be surprised while you are conscious. Whenever a creature you can see or hear within 60 feet of you is surprised, you can use your reaction to cause that creature to be no longer surprised.


== Smile of a Stolen God ==
== Nature's Fury ==
''17th-level {{PAGENAME}} feature''
''17th-level {{PAGENAME}} feature''


You have gained enough influence by whatever means to call on the powers of the multiverse in your moments of direst need.
You press your advantage against foes with unsteady positioning. Whenever you make an attack against a creature that is in difficult terrain, you score a critical hit on a roll of 19 or 20.


Imploring deific aid requires you to use your action. Describe the assistance you seek and which deity or similar power (such as an archfey, demon prince or elder elemental) that you seek it from, then roll 1d4. On a 4, the chosen power intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. Depending on the power chosen and your relationship to it, the power may perform the service willingly or be compelled, in which case it may take offense at your presumption or demand some form of payment for its aid. If the power intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Additionally, whenever you damage a hostile creature with your Sneak Attack, allies that can see you learn from your approach. The next attack roll one of those allies makes against the creature before the start of your next turn is made with advantage.


[[category:homebrew rogue subclasses]]
[[category:homebrew rogue subclasses]]

Latest revision as of 17:25, 26 July 2025

(OOC: This is an implementation of the Wayfinder subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Rogue

You connect yourself with nature, enhancing your mobility and prowess with primal magic. Often found alongside druids, rangers, and other protectors of the wild, Wayfinders traverse the land to preserve the balance between nature and civilization.

On Ravnica, those who follow this archetype often join the Selesnya Conclave, granting them access to the power of the Worldsoul—a vast collected consciousness of wisdom and experience. In the Forgotten Realms, you might obtain your magic from a deity of nature, such as Melora or Mielikki. On other worlds, your ability to cast spells might come from a connection with a great nature spirit.

Perhaps more than any other rogue, you understand the importance of community and working as one. You are skilled at leading the way and using the terrain to your group’s advantage. This is true whether you are guiding allies through an overgrown forest, rubble of a destroyed city block, or people on a crowded street.

Spellcasting

3rd-level Wayfinder feature

You learn to tap into the power of nature to cast spells, much as a druid does. See chapter 10 of the Basic Rules or the Player's Handbook for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Wayfinder Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of them, 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 entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.
Preparing Spells
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 + your rogue level divided by 3, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
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 on your 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

Wayfinder Spellcasting
Rogue Level Cantrips Known – Spell Slots per Spell Level –
1st 2nd 3rd 4th
3rd 2 2
4th 2 3
5th 2 3
6th 2 3
7th 2 4 2
8th 2 4 2
9th 2 4 2
10th 3 4 3
11th 3 4 3
12th 3 4 3
13th 3 4 3 2
14th 3 4 3 2
15th 3 4 3 2
16th 3 4 3 3
17th 3 4 3 3
18th 3 4 3 3
19th 3 4 3 3 1
20th 3 4 3 3 1

Lead the Way

3rd-level Wayfinder feature

You gain proficiency with either cartographer's tools or navigator's tools (your choice).

Additionally, whenever you succeed on a Strength-, Dexterity-, or Wisdom-based skill check, friendly creatures that can see or hear when you make the check learn from your prowess. Each of those creatures has advantage on the first ability check it makes to attempt the same task within the next 10 minutes.

Terrain Mastery

9th-level Wayfinder feature

You've learned to magically manipulate the terrain itself. Any enemy that is in difficult terrain when you start your turn has disadvantage on the first saving throw it makes against a spell you cast during that turn.

Moreover, moving through difficult terrain created by your spells doesn't cost you or your allies extra movement.

Wild Sense

13th-level Wayfinder feature

You're always ready for when an enemy strikes and can magically grant others that same awareness. You can't be surprised while you are conscious. Whenever a creature you can see or hear within 60 feet of you is surprised, you can use your reaction to cause that creature to be no longer surprised.

Nature's Fury

17th-level Wayfinder feature

You press your advantage against foes with unsteady positioning. Whenever you make an attack against a creature that is in difficult terrain, you score a critical hit on a roll of 19 or 20.

Additionally, whenever you damage a hostile creature with your Sneak Attack, allies that can see you learn from your approach. The next attack roll one of those allies makes against the creature before the start of your next turn is made with advantage.