Rogue
Base Class: Rogue

Rogues who learn to channel the ever-changing magics of the Feywild take a gamble on the kindness of the powers who weave it. Tricksters and firestarters, these rogues call on the powers of the Feywild to change the tide of battle — whether in their favour or otherwise. 

Wild Die

Starting at 3rd 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 attack roll for an attack that qualifies for Sneak Attack.

Your Wild Die changes when you reach certain levels in this class. The die becomes a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.

Wild Surge

Once per turn, immediately after you hit with a weapon attack, you may expend your Wild Die and roll on the Wild Surge table below.

If the Wild Surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. Any spell effects use Charisma as your spellcasting ability modifier, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Wild Surge

Wild Die

Effect

1

You immediately cast grease as a 1st-level spell centred on yourself.

2

For the next minute, you can teleport 15 feet in a direction of your choice at the end of your turn. If the space you would teleport to is occupied or blocked, you move to the nearest available space.

3

Chaotic energy bursts forth from you. Roll your Wild Die again. Every creature within 10 feet of you, excluding yourself, must make an Intelligence saving throw or take psychic damage equal to the result + your Rogue level.

4

Your most recent target must make a Wisdom saving throw or become frightened of you and immediately use its reaction, if available, to move as far as its speed allows away from you.

5

Plant life grows around you. Until the end of your next turn, the ground within 10 feet of you counts as difficult terrain for creatures other than you. This effect moves with you.

6

Roll your Wild Die again. You gain temporary hit points equal to the result + your Rogue level.

7

You immediately cast mirror image as a 2nd-level spell.

8

You become invisible until the end of your next turn, or until you take the Attack action.

9

You immediately cast hypnotic pattern as a 3rd-level spell centred on your most recent target.

10

You immediately conjure an illusory duplicate of yourself within 30 feet of you, which you may move up to 30ft on your turn. While the duplicate is within 5 feet of a creature that can see it, you gain advantage on attack rolls against that creature, and the creature has disadvantage on attack rolls against you. The duplicate vanishes after 1 minute.

11

You immediately cast haste as a 3rd-level spell on yourself.

12

Before the end of your next turn, your first d20 attack roll against your most recent target automatically counts as a 20..

Duplicitous Nature

Starting at 3rd level, your exposure to the magic of the Feywild empowers you with the deceptive abilities of the Fey. As an action, you may cast disguise self once per short rest.

Changeling

Starting at 9th level, you can use an action to cast alter self once per long rest.

Additionally, you gain advantage on Charisma (Deception) ability checks.

Sow Dissent

Starting at 13th level, your chaotic nature enables you to meddle with the tide of battle.

As an action, you may roll your Wild Die and grant every creature within 30 feet of you a bonus or penalty (your choice) on their next attack roll equal to the result. This effect lasts for 1 minute. This ability does not expend a use of your Wild Die. 

You regain the use of this ability at the end of the long rest.

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.

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