Rogue
Base Class: Rogue

Wildstrike Rogue: The Wildstrike Rogue dances on the fine line of chaos, threading wild magic into their agile encounters. Their blows can trigger unexpected magical surges, transforming a simple clash into a maelstrom of unpredictable effects. Not all rogues lurk in obscurity. Some find their strength in the capriciousness of the battlefield, bending it to their favor. Wildstrikes have refined their attunement to the volatile, whimsical energies of Wild Magic, guiding it through their nimble combat approach.

A Wildstrike's well-placed attack or deft evasion may unintentionally rip a tiny hole in the fabric of magic, allowing the capricious energies of Wild Magic to break through. These rogues comprehend the peril inherent in brandishing such unpredictable power. Yet, they remain undeterred, relishing the exhilaration of the unforeseen. As they progress in their mastery over these chaotic energies, they can skew the randomness in their favor, choosing from multiple possible outcomes to best suit their immediate situation.

The Wildstrike Rogue is for players who appreciate a playstyle that marries high risk with high reward and who thrive in the suspense of unpredictability. The end result, whether a spectacular triumph or a memorable failure, is largely left to fate, but one thing is certain: it promises to be a thrilling journey.

Wildstrike

Uncontrollable wild magic courses through you. When you make a melee attack, if you roll a 7 or below on the d20 a Wild Magic surge is triggered. This occurs whether or not the attack hits after modifiers are applied. Roll on the Wild Magic Surge table immediately after the attack is resolved, and any damage, including sneak attack if applicable, is applied. If a surge would be triggered outside of your turn (for example from an opportunity attack), it instead triggers at the start of your next turn.

Gained at level: Level 7: Tumultuous Evasion Your evasion twists the very fabric of reality. When you use your Evasion feature and fail, taking half damage, a Wild Magic surge is triggered. Roll on the Wild Magic Surge table after the damage is applied. This surge only occurs if the damage taken was from a spell or magical effect.

 

Strikes of Chaos

Starting at 9th level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you make a melee attack. You then regain the use of this feature.

Chaotic Evasion

Your innate connection to the chaotic forces of magic further empowers your evasive abilities. The rules for your Evasion feature are changed. Whenever you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. This applies to all saving throws, including those against spells and other effects. Additionally, on a failed save a Wild Magic surge is triggered before the damage is applied and the results of the Wild Magic surge could affect the outcome of the triggering effect.

Controlled Chaos: You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. However, if both numbers correspond to negative effects, you must choose one of them.

Master of Chaos

Your mastery of wild magic reaches its peak. You can now choose to trigger a Wild Magic Surge immediately after using Strikes of Chaos, without the need for a melee attack. When you roll on the Wild Magic Surge table, you roll thrice and choose one or two of the effects to trigger. However, the DM has the final say on whether two effects can logically coexist.

Previous Versions

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7/3/2023 12:14:18 AM
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