Primal Prepared Spells DC 22, attack +12 2ndFaerie Fire;, 1stJump; Cantrips (Heightened Level 3) Electric Arc[/b], [i]Ray of Frost Arcane Prepared Spells DC 20, attack +10 CantripsShield Focus Spells (1 points)
Cloak of Shadow:
Range touch; Targets 1 willing creature Duration 1 minute You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20- foot emanation to dim light. This is a
form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458. The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends.
Crushing Ground:
Cast somatic, verbal
Range 60 feet; Targets 1 creature
Saving Throw Reflex; Duration 1 round
You tear open the ground then slam it shut. The target creature takes 2d6 bludgeoning damage with a Reflex save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage, is flat-footed, and takes a –10-foot circumstance penalty to Speed.
Critical Failure The target takes double damage and is flat-footed and immobilized. It can attempt to Escape against your spell DC. If it doesn't Escape, the target takes an additional 2d6 bludgeoning damage when the spell ends.
Heightened (+1) Increase the initial damage and additional damage by 2d6. (6d6)
Class Features
Rogue's Racket: Mastermind, Sneak Attack: 1d6, Surprise Attack, Weapon Tricks
Druid Order: Stone
Deny Advantage