Base Class: Rogue
You have spent your time studying the art of performing, the use of throwing weapons and illusion. Whether it was for a traveling circus or a royal court, you know how to keep people entertained. One of your favorite acts is knife throwing and cloning yourself. This training with throwing weapons has given you the ability to magically manipulate them. While you may be a bit more flashy than most rogues, you are no less deadly than them.
Double Trouble
Starting at 3rd level, you can use your Cunning Action to create an illusory duplicate of yourself.
As a reaction after you take your Cunning Action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 60 feet of you. You can create the clone a number of times equal to your proficiency bonus before taking a rest.
For the duration, you can attack as though you were in the illusion's space, but you must use your own senses and the damage done is psychic. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
You also gain proficiency in the Performance skill if you don't already have it, as well as the disguise kit. You also choose to learn either the Vicious Mockery or Prestidigitation cantrip, Charisma is your spellcasting ability for this.
Jumpscare
Starting at 6th level, you can use your Cunning Action to vanish.
As a reaction after using your Cunning Action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. The first attack you make after becoming invisible, If you don't attack from the same place where you activated the invisibility, the target needs to make a wisdom saving throw of become frightened for one minute. If the target passes, it can't be affected by it again.
Triple Trouble
At 13th level, you can create up to two duplicates of yourself, instead of one, when you use Double Trouble. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. When you have at least one duplicate within 5 feet of you or an enemy and it attacks you, the attack is made with disadvantage.
One Man Army
When you reach 17th level, you have become adept at fighting in group, you and all your clones. The number of clones is changed, to a maximum of 6 clones. When you take the attack action, you can attack one time with each of your active clones. The damage delt by each clone is halved and psychic.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/24/2022 12:10:34 PM
|
12
|
1
|
--
|
Coming Soon
|
|
|
4/24/2022 12:17:52 PM
|
1
|
1
|
--
|
Coming Soon
|
Comments