Wild Magic Rogue V2

by DinoNerd

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Wild Magic Rogue V2

Every little thing he does is magic. That's what the people said about Drummond Electric, a notorious mercenary. He may have had a strange way of getting things done, but he always did them well. The end of his tale is rather sudden, however. While he was trying to negotiate his payment he exploded, killing everyone in a five-mile radius. This end is not uncommon for wielders of wild magic. The reason one may have such magic is highly variable. It could be part of their bloodline, they may have gradually absorbed the magic around them, or maybe their pure chaotic nature has given them this power. Whatever the case, by some means they can interact and manipulate the weave of magic.

Wild Weapon

When you choose this archetype at 3rd level, you can channel a surge of magic into your weapons. Whenever you do deal sneak attack damage you may choose to roll on the Rogue Magic Table. After the effect has been determined you can choose whether the target you damaged is the target of the Rogue Magic with you being the caster, or the target is the caster you are its target.

Twist of Fate

Also at 3rd level, Before you roll an ability check, saving throw, or attack roll you can choose to gain advantage on the roll. After the effect of the roll takes place (after you hit with an attack but before rolling damage) The DM will roll a d20, and on a 1 the DM will roll on the Rogue Magic Table, If the effect involves a target the DM may choose the target provided they are with 200ft of you. At the DM's discretion you may function as both the caster and the target. If you choose to do this effect again before having a long rest the chance of activating your Rogue Magic increases by 1 (e.g. the third use before having a long rest would on a 3 or lower activate your Rogue Magic.)

Chaotic Cut

Starting at 9th level, When you do sneak attack damage you may choose to roll for the damage type that the sneak attack damage does.

Chaotic Cut
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic

Controlled Chaos

At 13th level, you gain a modicum of control over the surges of your Rogue Magic. Whenever you roll on the Rogue Magic Table, you can roll twice and use either number.

Dodge and Weave

When you reach 17th level, The pure chaos you have on the weave of magic in the world has made it so spells are less likely to affect you. Your Evasion ability applies to all spell saving throws, and you have advantage on saving throws against spells.

Rogue Magic Table

d100 Effect
1 The caster's weapon(s) fuse to their hands for the next 1d4 hours.
2 The caster's unarmed attacks gain finesse and deal 1d8 bludgeoning damage for the next 1d6 days
3 The target is effected by a True Polymorph spell for 1 hour (no save made.) The DM gets to choose what effect the spell has.
4 Roll a d20. the casters 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.
5 The target sees a vision of one of their possible deaths in the future. They are stunned until the end of there next turn.
6 When the caster dies a explosion erupts from their body. all creatures with in 20-foot radius take 8d6 fire damage. if a creature is already under this affect increase the damage by 2d6 to a maximum of 20d6.
7 The caster gain 100 gp that disappear after the targets death.
8 The target turns invisible for 1 minute, until you attack or cast a spell.
9 The caster gains the true strike cantrip.
10 The caster is trapped in the astral plane till the start of its next turn.
11 The target is immune to a damage type of the DM's choice until they takes a long rest.
12 The caster thinks that all birds are plotting to kill them for the next 1d10 days
13 The caster casts Thunderwave with a DC of 15
14 The target casts Life Transference to the caster
15 The casters most prized possession is put in a small chest under the affect of the Arcane Lock spell.
16 The caster must say every thought that they think of out loud for the next 1d20 minutes
17 The caster takes 2d4 fire damage at the start of each of their turns till they take a action to stop, drop, and roll.
18 burst of elemental energy surrounds you, dealing 3d6 damage of a randomly determined damage type (roll on the Chaotic Cut table) to all creatures within 20 feet of you.
19 the caster is under the effects of the Enemies Abound for the next 1d6 rounds.
20 the casters thinks they are a Locathah for the next 1d6 days.
21 The caster rolls on the long term insanity table.
22 A dead (or alive at the DM's discretion) cellphone hits the caster dealing 1d6 bludgeoning damage.
23 The next creature the caster looks at is affected by Petrifying Gaze (see the Basilisk stat block.)
24 The caster doesn't have to breath, sleep, drink, or eat till the next morning.
25 The caster is poisoned for the next 2d4 minutes.
26 The caster has the hiccups till they give a speech about something they love.
27 The targets AC becomes 17, if it was not already higher until they takes a long rest.
28 The caster is under the effects of the Slow spell for the next 1d6 rounds.
29 The next time the caster closes a door they forget how to open a door
30 Time around the caster is slowed. your movement speed is doubled, enemies have disadvantage to hit you, and you have advantage on all saving throws, till the beginning of the casters next turn.
31 A pint of beer appears in the casters hand, which they drink.
32 The target may take an additional turn after the casters turn, this turn only happens once.
33 The caster appears at the highest point on the planet they are on till the end of their turn.
34 The target regains 5d6 hp.
35 All of the targets allies within 30ft gain 10 temporary hit points.
36 A burst of light extends from the caster. The caster and all creatures in a 30 ft radius of the caster make a DC 15 Constitution saving throw or become blinded for 1 minute.
37 the Darkness spell is cast with the caster as the point of origin for 1d10 minutes.
38 the caster can't speak for the next 1d4 hours.
39 The target hallucinate the caster as their greatest fear for the next 1d4 rounds, for the duration the target is frightened of the caster
40 The caster has a Silence spell cast on their location with a 1-mile-radius for the next hour.
41 The caster has a Antimagic Field spell cast on their location with a 1-mile-radius for the next hour
42 Nothing happens
43 The caster casts Detect Thoughts on the target. the caster may probe deeper as a action (No save) The target is unaware of the affect.
44 The caster gets a image of their greatest fan cheering them on, giving them a d12 bardic inspiration die.
d100 Effect
45 The caster is stuck by lightning and must make a dexterity saving throw taking 8d6 lightning damage on a failed save, or half as much damage on a successful one.
46 Item of the DM's choice disappears from the targets inventory, into the Ethereal Plane.
47 The caster is under the effect of the Enlarge/Reduce but they shrink by two sizes and deal 2d4 less damage for the next 1d6 rounds
48 The caster is under the effect of the Enlarge/Reduce but they shrink by two sizes and deal 2d4 less damage for the next 1d6 rounds
49 A piece of garlic bread appears in front of the target, which they have the urge to eat.
50 the casters legs disappear making them prone for the next 1d4 rounds, but they also produce a slime. This slime allows them to travel at their normal walking speed while crawling.
51 The caster sees a vision of the future. roll a d20 and record the numbers rolled. the caster can replace any roll made with a d20 with the result.
52 The target changes to another race and/or gender.
53 The caster thinks they can talk to animals for the next 1d6 days. The caster can not talk to animals, but they believe the animals understand them and that the animals can talk back. The animals may only say things the caster want to hear.
54 The caster is under the effects of the Confusion spell for the next 1d6 rounds.
55 The any time the caster is angry they start to petrified over the course of 3 rounds. if the caster is still angry by the end of the 3rd round they are petrified until a Greater Restoration spell ends this effect.
56 The caster is erased from the everyones memories for the next 1d4 hours.
57 The caster cannot remember anything for the next 1d4 hours.
58 The caster deals a extra 2d6 on any sneak attack they do for the next 3 rounds.
59 The caster gains two levels of Exhaustion.
60 Reverse Gravity is cast with the caster at the center.
61 The targets weapons disappear for 1d4 hours.
62 The targets armor disappear for 1d4 hours.
63 The caster is convinced they have been living the same day for years, till the next long rest.
64 The caster may only talk using quotes for the next 1d4 hours.
65 The target feels a sudden compulsion to dance for the next 1d4 rounds. If the target resists they may not hold any concentration spells, if they give in they have advantage on dexterity saving throws.
66 The caster remembers every bad thing they have done and is paralyzed till the end of its next turn
67 The next sentence the caster said is heard telepathically by all creatures on the planet.
68 The next large or smaller object or creature the caster touches becomes unaffected by gravity
69 For the next minute, the caster can use their bonus action to teleport up to 30 feet.
70 For the next hour, your shadow becomes an independent entity, capable of moving and acting autonomously.
71 For the next minute, while the caster is holding a item they must succeed on a Dexterity saving throw or drop the item.
72 The caster is under the effects of the Mirror Image spell for the next 1d6 rounds.
73 The casters weapon becomes ethereal for the next minute. attacks with this weapon deal an extra 1d6 force damage, and it can pass through solid objects.
74 When the target are hit by an attack within the 1d4 rounds, roll a d20. On a roll of 10 or higher, the attack misses them.
75 The target gains resistance to all damage till the end of their next turn.
76 the target gain an additional melee attack as part of your action for the 1d6 rounds
77 Animals follow the caster and obeying their commands for the next 1d4 hours.
78 The caster is under the effects of the Haste spell for the next 1d6 rounds.
79 The caster sings a soothing melody, healing all creatures within 30 feet of you for 1d6 hit points.
80 All creatures within 5 ft of the target must succeed on a Wisdom saving throw or be charmed for 1 round and follow any commands they give.
81 All creatures within 5 ft of the target must succeed on a Wisdom saving throw or be charmed for 1 round and follow any commands they give.
82 The caster is under the effects of the Bestow Curse spell for the next 1d6 rounds. The DM choices the effect.
83 Attack rolls against the target are made with disadvantage for 1d6 rounds.
84 Creatures within 10 feet of The caster have disadvantage on saving throws for 1d6 rounds.
85 The caster is under the effects of the Speak with Plants spell for the next 1d6 days.
86 The caster is has +2 bonus to AC for 1d4 hours.
87 The target regains 1d6 hit points at the start of each of your turns for the 1d6 rounds.
88 All lights within a mile of the caster go out.
89 The caster learns one of the targets secrets.
d100 Effect
90 The casters .
91 The caster casts Grease centered on yourself lasting for 1d4 minutes.
92 The target can alter the casters appearance, including your height, weight, facial features, and voice, for the next 1d4 hours.
92 The target can alter the casters appearance, including your height, weight, facial features, and voice, for the next 1d4 hours.
93 The target gains proficiency in all skill checks for the next 1d4 hours.
94 Acidic rain falls in a 20-foot radius centered on you, dealing 4d6 acid damage to all creatures within the area for the next 1d4 minutes.
94 Acidic rain falls in a 20-foot radius centered on you, dealing 4d6 acid damage to all creatures within the area for the next 1d4 minutes.
95 A lance of shadows shoots from your hand, impaling a target within 60 feet. The target takes 3d10 necrotic damage.
96 Shadowy flames engulf your body, dealing 1d10 necrotic damage to any creature that starts its turn within 5 feet of you for the 1d6 rounds.
97 Unleash a blast of force energy, dealing 5d10 force damage to the target.
98 The caster cannot think about the target.
99 The caster's body becomes ethereal, allowing you to move through objects and creatures for 1d4 minutes.
00 The caster summons an electric duck that likes the caster and will follow them around and may do favors for them.

Electric Duck

Tiny elemental, Chaotic Neutral


  • Armor Class 12
  • Hit Points 4
  • Speed 15ft, fly 40ft, swim 30 ft

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 4 (-3) 12 (+1) 15 (+2)

  • Skills Perception +3
  • Damage Resistances Lightning
  • Senses Passive Perception 13
  • Languages understands Common, Aquan, and Auran but can't speak
  • Challenge 1/4

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 5(2d4) lightning damage

Reactions

When hit with a melee attack cause the attacker to take 5(2d4) lightning damage

Rules for the Rogue Magic Table

If a spell is cast using the Rogue Magic Table the spell happens even if the caster and/or target don't want it to, and if the spell would normally require concentration it dose not and lasted for the specified amount of time.

Note For The DM

The number one rule while one of your players is using this subclass is to make the Rogue Magic seem both like a blessing and a curse. If the players are getting along without a problem you can make the Rogue Magic bad. If the players are on the losing side of the battle use the Rogue Magic to their advantage. It is a hard balancing act, but when done right it can result in some of the funniest, and intense moments.

 

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