Post by cvasquez on Apr 12, 2021 22:10:50 GMT
WILD MAGE
[PREREQUISITE | YOU MUST PERMANENTLY HAVE WILD MAGIC TO TAKE THIS CLASS. IN ADDITION, YOU MUST USE A CLASS POINT GAINED FROM WILD MAGIC FOR THE FIRST TIER.]
[PREREQUISITE | YOU MUST PERMANENTLY HAVE WILD MAGIC TO TAKE THIS CLASS. IN ADDITION, YOU MUST USE A CLASS POINT GAINED FROM WILD MAGIC FOR THE FIRST TIER.]
You're a master of... well nothing honestly. Stuff just kinda happens around you to be frank. But it's pretty damn fun though.
Tier 1
Wild-er Magic - The chaos flowing through your veins expands into something even stupider. The wild magic table has been expanded to a 1d200 for EVERYONE who has to roll wild magic for any reason. I hope you enjoy being the source of even more chaos.
Lucky Break - What other stat was this gonna be? You gain +X to luck, where X is equal to your tiers in this class.
Tier 2
Simple Chaos - If you're anything like me, you always end your turns with two simple actions burning a hole in your pocket. Well have no fear, that issue is a thing of the past! You may use one of your simple actions a turn to activate a wild surge!
Mischief Managed - As boring as it is, sometimes the most responsible thing to do is put away the wild magic for a while. Pretty boring if you ask me. Once per encounter, activate this ability as a simple action to turn off wild magic for 1d2 turns. No clue why you'd wanna do that though.
Tier 3
Lucky Shot - Hey kid, nice shot. Fire off a burst of pure luck energy towards a target based on luck as if it were a normal stat. On a successful hit, the target must roll on the wild surge table!
Pressure Points - Lady Luck please guide my blade. On a successful hit, roll a 1d100. Above a 95 and the attack is a critical hit that does extra damage!