Early on in the history of Audunis, the cleverest people become Rogues. But being cleaver is not all about being highly intelligent or wise. Though none would admit to it officially, even before the First Orbital Ring was finished, the most skillful and cleaver were able to start tapping into the energy of magic, quintessence, before even Clerics and Sorcerers.
Many of the new rogue subclasses that come from Audunis use either spell slots or program slots. Either way, if they use either, they use the chart below.

Roguineer
A joint project between Magnus and Roman lead to a slimmed down harness and training program for being able to get into tight areas such as for repairing the orbital rings as well as potential ship and corporate espionage.
Program Running
At 3rd level, you have either found an engineering harness or finished your initial training that you are now able to use it. Instead of spell slots, you have program slots, which represent your efficiency with running programs. Please see the Engineer for program and app lists.
Sparks
You learn Welding and two apps of your choice and later on at 10th level, you learn an other spark of your choice. Programs known of 1st Level and Higher
Your harness uses special memory, so once a program is written to it, you aren’t able to change it later. You start with three programs of your choice, two of which you must chose from FU and CAU programs. The chart shows when you’ll learn more programs and each of these must be a FU or CAU program and for a level for which you have program slots. The programs you learn at 8th, 14th, and 20th level can be of any program type.
Program Activation Ability
Intelligence is your program activation ability for your programs. You use your Intelligence whenever a program refers to your programming ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a program you activate and when making an attack roll with one.
Program save DC = 8+ your proficiency bonus + your Intelligence modifier
Program attack modifier = your proficiency bonus + your Intelligence modifier
Shield
Also at 3rd level, your harness grants you a small personal shield that helps protect you. You record the strength as Shield Points (or SP) and damage you take is subtracted from this total before they get subtracted from your HP. Your shield strength is equal to your Intelligence modifier * your level.
Neural Link
Starting at 9th level, you have modified your harness to sync up with your body to where it is almost like an extension of your body. You are able to use the forge arms as if they are extra limbs. You are able to use them as if they were daggers (and can gain sneak attack with them) and gain one extra attack with the forge arms when you take the attack action as well as a possible 3rd attack as a two weapon fighting option using your bonus action. Feats and fighting styles effecting two weapon fighting effect this. Lastly, you are able to use them to climb, gaining a climb speed equal to your movement speed.
Faint
At 13th level, your mastery of using your forge arms like your own limbs has allowed you to make a creature within 5ft of you unsure of if you will attack with weapon in hand or with forge arm. As a bonus action on your turn, you can make a deception roll versus your target’s insight check. If you win, you gain advantage on attack rolls against that creature until the end of the turn. Also, you gain advantage against any effect that might knock you down and standing up no longer uses movement.
Reforged Forge Arms
Upon reaching 17th level, you have acquired the materials you needed to reforge your forge arms so that they now count as magical weapons for the sake of damage resistance. Their base damage die increases to d6 as if they were short swords and gain a +1 bonus to attack and damage. You also gain a +1 bonus to AC as you are able to move the arms to try to block attacks. Once per long rest, when you make the attack action, you are able to make an all-out attack and attack with a weapon in both arms as well as both forge arms for four attacks. You are not able to use your bonus action for an extra two weapon attack when you use this, but it is still free for other uses like cunning action, for example.

Warden (Nature’s Ally)
Wandering down an old deer path in the woods could be as dangerous as walking down the wrong streets in the big city, more so in the wild woods of Audunis. But there are protectors out there of both the forest and the wayward wanderer who means no harm. Many of these have taken inspiration from both the agile and easily disappearing Way and studied under the wereunicorn archdruid Rachel.
Druidic Initiation
At 3rd level, you have taken your rights of initiation into an order of Druids, but you have been taught only a few of their skills for your more specialized role. You learn the Druidic language and the Shillelagh cantrip. You also gain the Wild Shape ability, just like a druid, and are also limited to two uses that you regain when you take a short or long rest. You are limited to Beasts that have a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Lastly, you also gain the ability to treat a piece of wood or quarter staff under the effects of shillelagh as if it had the finesse property and are now able to sneak attack with it.
Secondary Rites
At 9th level, you have taken your next rites and gain an additional Druid Cantrip of your choice. You are now able to wild shape to chose a beast up to 1/2 CR and without a fly speed. You can now do so as a bonus action and gain one additional uses of wild shape for a total of 3. Your wild shape attacks also count as magical.
Improved Wild Shape
Upon reaching 13th level, you are now able to wild shape into a beast of up to CR 1. Also, when you are in a wild shape, if you meet the requirements to sneak attack with replacing finesse weapon with a natural weapon of your beast form, you are able to do so. Sneak attack can still only be applied to one attack. You also gain one additional use of wild shape for a total of 4.
Nature’s Guardian
Upon reaching 17th, you are now able to wild shape into a Beast with a CR of 2 or less. You are able to wild shape without using an action or bonus action to do so once this way and regain this special use after you take a long rest. You also gain a 5th use of Wild shape.

Wilds Stalker
Like a great cat such as a tiger, panther, or lion, you stalk your prey. Sometimes you take contracts to hunt for the more humanoid targets.
Nature magic
Upon taking the path of the Wilds Stalker at 3rd, you gain spellcasting and use wisdom for your spell casting ability. Please see the chapter in the Basic Rules on spell casting for the general rules.
Spell save DC = 8 + your proficiency bonus + your wisdom modifier
Spell Attack Bonus = proficiency bonus + your wisdom modifier
For cantrips, you can take any 3 druid cantrips of your choice. At 10th level, you get to chose one more druid cantrip.
The table above shows how many spell slots you have to cast spells and how many spells you know.
You start with 2 1st level ranger spells of your choice and Hunter’s Mark known. The spells known column shows you when you learn more ranger spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace one of the ranger spells you know with an other spell of your choice on the ranger spell list. The new spell must be of a level for which you have spell slots.
Hunting Skills
You gain the survival skill if you don’t already have it and gain proficiency with short bows and long bows. In addition, in the Audunis setting, you gain proficiency with hunting rifles and sniper rifles.
Wild Target
Also at 3rd, you can spend an hour studying a target to name it your Wild Target to gain advantage on Wisdom (survival) checks to track it as well as on Intelligence checks to recall information you learned from studying. You also get to reroll all ones you roll as damage against this target as you have pin pointed weak spots. If you have kept hunters mark on a creature for a full hour, you are able to designate that as your Wild Target if you wish.
Camouflage Skills
Starting at 9th level, you are able to attempt to hide in falling rain, foliage like bushes, light snow pack, even mud slides and anything else your GM feels fits with these examples. Also you can use your cunning action cast the invisibility spell on yourself without using a spell slot. You can only use this once before you need a long rest.
Improved Wild Target and Hunting Skills
At 13th level you have mastered your skills and can now have two Wild Targets. Casting or moving Hunter’s Mark to a new creature no longer causes the creature to be aware that it is under the effects of a spell. In addition, difficult terrain no longer slows you down. You are able to move full speed while attempting to do so stealthily.
Take Aim
At 17th level, you have reached the pinnacle of being a wilds stalker. You can use your bonus action to take aim on a target to gain advantage (or cancel disadvantage) on your attacks for that turn. Also, you no longer need to concentrate on Hunter’s Mark to maintain it.

Spirit Touched
Having ventured too far into old ruins and places of mass death, you’ve left touched with something of the spirits. Many of these places still exist for the centuries Death had been imprisoned and unable to sheppard souls in the great cycle of life. Maybe you handled some item haunted by a restless soul, or perhaps you picked up an object carved or inlayed with runes that altered you. Either way, once magic came to the world, you’ve started being able to wield what is considered divine magic by the new gods.
Divine Magic
Starting at 3rd level, you gain the spell casting ability as described in the spellcasting chapter found in the Basic Rules. You wield divine magic like a cleric or a paladin and use the spell casting rules as found in the Basic Rules.
You learn three cleric cantrips, one of which is Thaumaturgy and the other two are your choice. At 10th level, you learn one more cleric spell of your choice.
You also gain three first level cleric spells of your choice. The table above shows when you learn more spells and what spell slots you have available. 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.
Wisdom is your spellcasting ability for your cleric spells. You use 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.
Spell save DC = 8 + your proficiency bonus + your wisdom modifier
Spell attack modifier = your proficiency bonus + your wisdom modifier
Improved Thaumaturgy
Starting at 3rd level, you are able to cast Thaumaturgy as a bonus action. Also, when you use Thaumaturgy, you can use it in place of theif’s tools when you attempt to pick a lock by vibrating the lock. Instead of using theif’s tools (dexterity) check, you do a wisdom check in which you are proficient. Also, you are able to use Thaumaturgy to set off traps.
Expanded Spells
Upon reaching 9th level, your connection to the lingering spirits has allowed you to choose two spells from the Paladin spell list. These do not count against your spells known. When you level up, you can swap one of these for an other spell off the paladin spell instead of one of your normal cleric spells. For spell casting, these two paladin spells are considered cleric spells.
Unearthly Assistance
At 13th level, you gain the ability to distract targets with Thaumaturgy. As a bonus action on your turn, you can create an effect next to a target that distracts them and gives you advantage on attack rolls against that creature until the end of the turn.
Guided Hand
At 17th level, the well spring of magic and spirits lends a helping hand to your blade. When you spend your action to cast a spell, you are able to make a single attack as a bonus action.

Optional Rule: For the following, Source Touched, a GM might be open to letting a player have access to the full sorcerer spell list.

Source Touched
Somehow you’ve started casting magic. You woke up one day and realized that you could alter things about. Did you touch the orbital rings? Did you venture into the hyper dodecahedron below Roman’s castle and touch the source of magic?
Alteration Magic
Starting at 3rd, you gain the spell casting ability as described in the spellcasting chapter of the Basic Rules. You are limited to taking only Abjuration, Conjuration, and Transmutation spells. You use the Sorcerer spell list. You learn three first level spells and three cantrips of your choice. The table above shows when you learn more spells and what spell slots you have available. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list, The new spell must be of a level for which you have spell slots.
Charisma is your spellcasting ability. You use charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Odd Air
Also starting at 3rd level, you develop an odd field about you, that when not wearing armor or using a shield, grants you an AC calculation of 10 + your charisma modifier + your dexterity modifier.
In Touch with the Source
Upon reaching 9th level, when you are not wearing any armor, you are able to channel your spells with out need for a spell focus or the materials as long as the material requirements for the spells are less than your character level in gold (9 gold at 9th level). If the spell consumes the material component, you can sacrifice your health in place of providing the component at the rate of one hit point per one gold piece value. In addition, your damage cantrips deal additional damage equal to your charisma modifier (minimum 1).
Speed Casting
Starting at 13th level, your ability to cast spells is heightened. When not wearing armor, you are able to cast your sorcerer cantrips that have a casting time of one action as a bonus action.
In addition, you are able to cast sorcerer spells of 1st level or higher that have a casting time of one action as a bonus action a number of times equal to your charisma modifier (minimum 1). You regain your uses of this feature when you take a long rest.
Dimensional Step
Starting at 17th level, you gain the ability to teleport your self as a form of movement. The distance you can teleport is equal to your charisma modifier times 5 (minimum of 5 feet).