Rogue
Base Class: Rogue

Some rogues, whether through the heritage of a distant, powerful being or exposure to magic that changed them, are cursed with dangerous, unpredictable arcane powers. Through practice, they turn these curses into gifts, even able to distort the magic of other spellcasters. Incorporating it into their often criminal activities, they can unleash true chaos.

 

Arcane Mayhem Spellcasting Spell Slots per Spell Level
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

Spellcasting

When you reach 3rd level, you awaken to your power, augmenting your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips of your choice from the sorcerer spell list, one of which must be from the evocation school of magic. You learn another sorcerer cantrip of your choice at 10th level.

Spell Slots

The Arcane Mayhem 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level sorcerer spells of your choice: Chaos Bolt and two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Arcane Mayhem Spellcasting table shows when you learn more sorcerer 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 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.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your 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.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

 

Wild Magic Surge

Starting when you choose this subclass at 3rd level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Arcane Sneak Attack

Also starting at 3rd level, you have learned to launch spells from the shadows, with the same precison as your usual weapons. You can use your Sneak Attack feature with spell attacks.

Contagious Chaos

Starting at 9th level, your chaotic powers can affect the spells of others. When a spellcasters within 60 feet of you who you can see casts a spell of 1st level or higher, you can use your reaction to make it unstable. Make a roll as if making a spell attack, contested by the caster's own spell attack bonus. If you succeed, roll 1d8 and apply one of the following effects:

  • 1-2: Nothing happens.
  • 3-4: If the spell targets a point, move its target by up to 10 feet horizontally. If the spell targets the caster or another creature, choose a new target within 20 feet of the creature, and if the spell is an area effect originating from the creature like Thunderwave or Lightning Bolt, roll 1d8 and determine the spell's direction by assigning a direction to each die face. If the spell targets neither, nothing happens. If the spell targets multiple creatures, you replace just one target of your choice. If the spell doesn't target a point or a creature, 1 copper piece (or 1 piece of their least valuable currency) teleports from the caster's pouch into yours, provided that they were carrying coin.
  • 5-6: If the spell requires Concentration, you assume Concentration of the spell instead of the caster. You must concentrate on this spell until the end of your next turn, after which you are free to end it at will. If the spell doesn't require Concentration, 1 copper piece (or 1 piece of their least valuable currency) teleports from the caster's pouch into yours, provided that they were carrying coin.
  • 7: You trigger a Wild Magic Surge.
  • 8: The caster triggers a Wild Magic Surge. You may roll on the Wild Magic table twice and choose either number.

You may use this feature a number of times equal to your proficiency bonus, and you regain all uses on a long rest.

Unstable Metamagic

By 13th level, you gain the ability to twist your spells to suit your needs, with little care for consequence.

  • You learn Subtle Spell and two other Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain 1 sorcery point to spend on Metamagic (this point is added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
  • When you cast a spell, you may choose to use Metamagic without consuming a sorcery point. The DM may ask you to roll for a Wild Magic Surge immediately after casting the spell if you use this feature, and you roll on the Wild Magic Surge table upon rolling a 5 or below. Each time you use Metamagic in this way without triggering a Wild Magic Surge, your control over your Metamagic grows less stable, increasing the minimum number you must roll to trigger a Wild Magic Surge by 5 until your next long rest.

Harnessed Mayhem

Starting at 17th level, you learn to harness your chaotic powers and unleash them when needed.

At the end of a long rest, you roll on the Wild Magic Surge table a number of times equal to half your rogue level. Reroll any duplicate rolls. You select a number of effects equal to your Charisma modifier, and you may unleash each of these effects once with a bonus action, either targetting yourself or targetting a creature immediately after hitting them with your sneak attack.

Wild Magic Table

Wild Magic Surge
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You fail all saving throws against being intoxicated by alcohol for 3d4 days.
05-06 A goblin chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Scorching Ray as a 5th-level spell. 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must whisper when you speak.
13-14 You cast Tasha's Hideous Laughter on yourself. 63-64 You cast Darkness centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 acid damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a deep shade of purple. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a giant rat for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Feywild until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 83-84 You automatically succeed on your next Dexterity check using a tool in the next hour.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Blink.
37-38 2d4 squirrels controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size decreases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 An intoxicated ogre controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, purple smoke flows out of your mouth. 99-00 You can use your next Action to cast any sorcerer spell of your choice with a casting time of 1 action and a level equal to your proficiency bonus or less.

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