Rogue
Base Class: Rogue

Whether you are a being of machine or have been bolstered by enhancements of mechanical or arcane design, you once had control over your internal systems. But now you are racked with malfunctions and boons that are unstable and chaotic. Glitches are normally malfunctioning warforged who were once built to serve as rogues under the servant of rich nobles, eccentric inventors or mercenary guilds that were cast out by their masters but you may come from a different background. Discuss with your DM how you came into these abilities.

Energy Shock

Beginning at 3rd level, you gain the ability to harness energy into your attacks. When you hit with an attack that you get to use Sneak Attack on, you can choose to change the attack’s damage to lightning damage.

Additionally, when you change the damage in this way, you can make it so the attacker can’t take reactions until the start of its next turn. Creatures that have resistance or immunity to lightning damage are immune to this effect. You can use this feature in this way a number of times equal to twice your proficiency bonus and regain all expended uses on a long rest.

Hyperdrive

Also at 3rd level, you learn to unleash unstable energy in powerful boosts.

Hyperdrive Function On your turn, you can use your bonus action to roll a d6 and consult the Hyperdrive table. This effect lasts for 1 minute. It also ends early if you fall unconscious, or you use a bonus action on your turn to end it. You can use this feature once per initiative roll. If it ends before you roll initiative again, you can use it again but gain a level of exhaustion at the end of the 1 minute or if it ends early.

Malfunction If you start your turn with less than half your hit point maximum, you must make a DC 8 Constitution saving throw or suffer a malfunction. The malfunction is determined by your currently active Hyperdrive function on the Hyperdrive table. A malfunction ends early if your Hyperdrive Function ends early. If you suffer three consecutive malfunctions, your Hyperdrive Function ends early immediately after suffering the malfunction and you are stunned until the start of your next turn.

Hyperdrive Table

d6

Effect

1

Firewall You are wreathed in flames that protect you and harm those who try to harm you. Your AC increases by 2 and if a creature within 5 feet of you hits you with a melee attack, they take a number of d4s fire damage equal to your proficiency bonus
Malfunction Your cooling fails, exposing you to the heat surrounding you and you take the fire damage from this feature. This damage can’t be reduced in any way.

2

Accelerate Your speed increases by 15 feet and your movement doesn’t provoke opportunity attack.
Malfunction Your movement becomes 10 feet and provokes opportunity attacks at advantage until the start of your next turn. It cannot be increased in any way.

3

Blink Immediately before or after you make a weapon attack, you can choose to teleport to an unoccupied space within 10 feet of you.
Malfunction You teleport up to 60 feet closer to the nearest enemy on the ground to you.

4

Gravity You temporarily gain the ability to manipulate the gravity pulls around you. Your reach becomes 10 feet, unless it is already 10 feet or higher. Additionally, you can walk on vertical surfaces and ceilings whilst leaving your hands free.
Malfunction Your magnetic pulls go into overdrive. You are pulled to the surface prone (even if you are on a vertical surface or ceiling) and you make an attack roll against yourself with any drawn weapons. On a hit, you suffer the normal effects of the weapon. You cannot get up until the start of your next turn.

5

Ricochet On your turn, when you hit a creature with an attack with a ranged weapon or a weapon with the thrown property, you can choose to attack another creature within 30ft of the initial creature and your weapon's normal range. This attack roll has a -2 penalty. If you hit, you can target another creature with a cumulative -2 penalty and can continue target other creatures within 30ft of a target until you miss. A creature can only be targeted once per turn in this way, and you roll one set of damage, splitting it evenly between all the targets.
Malfunction Your targeting sensors fail. You have disadvantage on all attack rolls until the start of your next turn.

6

Adrenaline You heighten a creature’s senses with a shot of adrenaline or arcane jolt. Once per turn, when you hit a creature with an attack, the creature is frightened of you until the start of your next turn.
Malfunction The effect bounces back on you. You become frightened of the nearest creature until the start of your next turn.

Overclock

At 9th level, you have learnt to push yourself beyond your normal limits to gain even more powerful boosts. You can add your proficiency bonus when you roll for initiative.

Additionally, when you use your Hyperdrive feature, you can choose to roll a d4 and consult the Overclock table instead of rolling a d6. Once you have used this feature twice, you can’t use it again until you finish a long rest. You gain one additional use of this feature at 13th and 17th level.

Overclock Table

d4

Effect

1

Portal As a bonus action, you can create a portal in an unoccupied space within 5 feet of you that opens on an unoccupied space you can see within 30 feet of you. Neither space can be in the air. The portal lasts until your Hyperdrive ends or you create another portal with this feature. You or your allies can use 5 feet of movement to step through either ends of the portal and appear within 5 feet of the other side. If all spaces around the portal are occupied, you cannot enter through it from the other side.
Malfunction You are banished to a harmless demi-plane until the start of your next turn, reappearing in the same space. If that space is occupied, you are harmlessly shunted to the nearest unoccupied space.

2

Disrupt When you hit a creature with an attack on your turn, they become under the effects of the slow spell until the start of your next turn.
Malfunction Your arcane disruption bounces back to you. You become under the effects of the slow spell and have disadvantage on attack rolls until the end of your next turn.

3

Cloak Light bends around you and you turn invisible for the duration of this feature.
Malfunction Your invisibility briefly drops in a flash of bright light. You are blinded and all attack rolls against you have advantage until the start of your next turn as you are outlined in bright light.

4

Warp You gain the ability to shift the matter of yourself and others. When you hit a creature with an attack, you can choose to immediately teleport within 5 feet of the creature in an unoccupied space or swap places with the creature.
Malfunction Until the start of your next turn, you lose your Warp feature, and you must use your bonus action to teleport to a random creature within 60 feet of you. If there are no creatures within 60 feet of you, you are stunned until the start of your next turn.

Power Surge

At 13th level, your energy managements improve, allowing for bursts of energy when you need it without compromising on reserves. When you expend a use of your Energy Shock, the target takes an additional 1d6 lightning damage. Additionally, you can use your hyperdrive feature twice per initiative roll without taking a point of exhaustion.

Peak Performance

At 17th level, you can briefly remove all limits on yourself and push your systems to their maximum. Once per long rest, you can use your bonus action and gain the benefits of one feature below. This feature lasts for one minute, unless you fall unconscious or use a bonus action to end it early and you gain a level of exhaustion when it ends. You cannot use your Hyperdrive or Overclock feature whilst using this.

Alacrity You and 1d3 creatures of your choice within 30 feet of you gain the effects of the haste spell. Anyone except you under these effects does not suffer the effects of the spell ending on them. You must still concentrate on the effects as if you were concentrating on a spell. If the spell ends early, this feature ends early.

Duplicate A duplicate of yourself appears in an unoccupied space within 30 feet of you. The duplicate has an AC of 15 and a hit point maximum equal to five times your level but otherwise uses your stats and can use your non-magical equipment. If any equipment are removed from the duplicate, they harmlessly turn to a wispy vapour and reappear on the duplicate. The duplicate acts simultaneously to you on your turn and has its own actions, although it is limited: it can only deal up to half of your normal Sneak Attack damage and it cannot cast spells by any means. Any damage dealt by the duplicate is considered magical for the purposes of overcoming resistance and immunity to non-magical attacks. If the duplicate hits 0 hit points, it instantly vanishes and this feature ends early.

Gravity You gain the ability to manipulate the gravity around you and through your attacks. When an enemy is within 10 feet of you, their speed is halved. Additionally, when you hit a creature with an attack, you can force that creature to make a Strength check. The DC equals 8 + your proficiency bonus + your Dexterity modifier. A Medium or smaller creature has disadvantage on the check. If the creature fails, they are either knocked prone or pushed up to 20 feet in a direction of your choice.

You can still suffer a malfunction as normal. If you fail the saving throw to avoid suffering a malfunction, roll a d6. Consult the Hyperdrive Function table and you suffer that malfunction.

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