Base Class: Rogue
Touched by the feywild, wild magic runs through your veins. This means performing magic could have disastrous consequences, or a fun bonus. Some rogues are touched by the Feywild, this can enhance their fine-honed skills of stealth and agility with magic. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
Wild Magic Surges:
Every time you cast a spell, you fight off the feywild magic you have been cursed/blessed (depending on your point of view) with, this is represented in the wild magic surge roll. Every time you perform a levelled spell, roll a D20 to see if you have a surge of untamed wild magic. If you roll a Nat 1, then roll a D100 on the Wild Magic Table. If you roll anything other than a 1 on the D20, then the DC for your wild magic surge goes up by 1 every time you don't surge. Once the wild magic surge occurs, then the DC goes back to 1.
Wild magic Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. When casting a levelled spell, roll a D20 for a wild magic surge. If you roll higher than 1, then you manage to hold back the wave of chaos magic for now but the DC goes up by 1 for every time you don't wild magic surge. When the inevitable wild magic surge occurs, roll a D100 on the wild magic table.
Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Wildheart Spellcasting table shows how many spell slots you have to cast your wizard 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 wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Wildheart Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Wildheart Spellcasting
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
---|---|---|---|---|---|---|
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 |
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Blessing of the Fey
Starting at 9th level, your connection to the Feywild enables you to channel wild magic in short bursts through the use of a special die called the Wild Die.
You have one Wild Die, a d6, and regain its use after a long rest or when you roll a 20 on the d20 roll for an attack that qualifies for Sneak Attack.
Your presence can change the course of fate and luck. To do so, you use a bonus action on your turn to choose yourself or one creature within 30 feet of you. That creature gains one Wild die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Wild Die, but must decide before the DM says whether the roll succeeds or fails. Once the Wild die is rolled, it is lost. A creature can have only one Wild die at a time.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain its use after a long rest or when you roll a 20 on the d20 roll for an attack that qualifies for Sneak Attack.
Versatile Trickster
At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Wild Soul
Starting from 17th level, when you use the Wild Surge feature, you may roll two Wild Dice and choose the result you want.