Rogue
Base Class: Rogue

The fool uses playful cunning and clever humor to lure its enemies into a false sense of security, then strikes when your target's guard is down. As no one will suspect the fool, the town's crazed jester. The colorful performer, the silly clown, the jokester.

A fool employs calculated shenanigans and tomfoolery to hide their true intentions. Behind gags, jokes, and the occasional prank ... or 2 ... or 3. The fool is the perfect example of a sheep in wolfs clothing. No one can take you seriously, not this buffoon. Not until you slip a dagger into their back with a well planned "Good Bye Pun".   

Funny Business

Starting at 3rd level. Whenever you perform a stealth ability check, you must do so with disadvantage and you do not gain any benefits from any effect or status that would give advantage to this roll. 

Additionally, you can gain advantage on one deception or performance check you make. You can can use this feature a number of times equal to your proficiency bonus and regain your uses after you finish a long rest.

A Gag of Bags

Starting at 3rd level, when you choose this subclass, you gain a "Gag Bag" that you can use to prepare an assortment of gags that can recreate the effect of spells. These gags will use your Dexterity modifier for any attack rolls or save DCs used for the gags. I.E. Gag attack Mod = Dex + Proficiency | Gag DC = Dex + Proficiency + 8 

You may know a number of gags from a list available gags for your level.

The number of gags you can know is twice your proficiency score and each time you gain a level in this class you may replace one of your known gags with another from the list that you meet the prerequisites for.

Once after you complete a long rest and while you have your gag bag on you, you can prepare a number of gags equal to your proficiency bonus your known gags. 

Additionally when you gain this feature you gain gag points equal to half your rogue level (round down) that you can spend to perform gags. Spent points are replenished after you complete a long rest as long as you are in possession of your gag bag. Secondly, when you finish a short rest you can spend a number of hit dice and regain that amount of gag points.
Ex.) 2 spent Hit Die = 2 Gag Points. If you lose your gag bag you can make another one by spending 10 Gold pieces at the end of a long rest.

The maximum number of gag points you can recover from spending Hit Die is equal to your proficiency score. 

You can use an action to spend a gag point and perform a gag from your prepared gags or when you would gain sneak attack you can forgo dealing sneak attack damage to instead spend a gag point and perform a gag from you prepared gags.

Gags allow you to replicate the effects of spells without needing material components. There are also a list of original gags you can choose from in this list with their own effects. Some gags on this list have a level prerequisite those are not able to be learned until you fulfil the appropriate Rogue level.

Gag Chart:

 

Level

Gags Known

Prepared Gags

Gag Points

3rd

4

2

1

4th

4

2

2

5th

6

3

2

6th

6

3

3

7th

6

3

3

8th

6

3

4

9th

8

4

4

10th

8

4

5

11th

8

4

5

12th

8

4

6

13th

10

5

6

14th

10

5

7

15th

10

 5

7

16th

10

5

8

17th

12

6

8

18th

12

6

9

19th

12

6

9

20th

12

6

10

 

Animate Object

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the gag ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this gag if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics
Size HP AC Str Dex Attack
Tiny 20 18 4 18 +8 to hit, 1d4 + 4 damage
Small 25 16 6 14 +6 to hit, 1d8 + 2 damage
Medium 40 13 10 12 +5 to hit, 2d6 + 1 damage
Large 50 10 14 10 +6 to hit, 2d10 + 2 damage
Huge 80 10 18 6 +8 to hit, 2d12 + 4 damage

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. 

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

Calm Emotions

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this gag ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a gag or if it witnesses any of its friends being harmed. When the gag ends, the creature becomes hostile again, unless the DM rules otherwise.

Compulsion

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this gag. Until the gag ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.

Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Confusion

This gag assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this gag or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Cream Pie

Weapon's Range, Single target, Gag attack, On hit: deal sneak attack damage as (Custard) damage and the target becomes blind. The target may use an action to  clean their face ending the blind condition. Targets reduced to zero hit points by a ""Cream Pie" fall unconscious until they regain at least 1 hit point or until 8 hours have passed, at which they regain 1 hit point "Custard Damage" is non-lethal. A target reduced to zero hit points by a "Cream Pie" that is immune to the unconscious condition is reduced to 1 hit point instead.

Disguise Self

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your Gag DC.

Distract

60 ft. that you can see, single target, target must make a wisdom saving throw against your Gag DC. On a failed save the target has disadvantage on their next attack roll or ability check.

Faerie Fire

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Feign Own Death

You fall into a cataleptic state that is indistinguishable from death.

For 1 hour you appear dead to all outward inspection and to spells used to determine your status. You are blinded and incapacitated, and your speed drops to 0. You have resistance to all damage except psychic damage. If you are diseased or poisoned when you perform this gag, or becomes diseased or poisoned while under the gag’s effect, the disease and poison have no effect until the gag ends. While in this state, you are aware of your surroundings and at any point, as an action, you can end this effect early.

Fog Cloud

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Freedom of Movement

For the duration, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.

You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks.

Funny Bone

A creature of your choice that you can see within 30 ft. perceives everything as hilariously funny and falls into fits of laughter if this gag affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for 1 minute. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the gag ends. You must maintain concentration on this effect for the duration as if concentrating on a spell. when you lose concentration, the gag ends.

Grease

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Greater Invisibility (Self Only)

You become invisible until the gag ends. Anything the you are wearing or carrying is invisible as long as it is on the your person.

Invisibility (Self Only)

You become invisible until the spell ends. Anything you are wearing or carrying is invisible as long as it is on your person. The gag ends for you if you attack, perform gags, or casts a spell.

Magic Mouth

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the gag to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this gag, you can have the gag end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Mirror Image

Three illusory duplicates of yourself appear in your space. Until the gag ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this gag if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Mislead

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack, perform a gag, or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Modify Memory

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another gag or spell, this gag ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the gag ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the gag ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature's true memory.

Passwall

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the gag are safely ejected to an unoccupied space nearest to the surface on which you cast the gag.

Phantasmal Killer

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the gag ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the gag ends.

Poison Spray

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Rope Trick

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.

Anything inside the extradimensional space drops out when the gag ends.

Scare

60 ft. that you can see, target must make a wisdom saving throw. On a failed save the target becomes frightened for one minute. The target may repeat the save at the end   of each of their turns. The condition ends on a successful save.

Shocking Grasp

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Silent Image

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Stinking Cloud

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Suggestion

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the gag.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the gag ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the gag expires, the activity isn't performed.

If you or any of your companions damage the target, the gag ends.

Trip

Weapon's Range, Single target, target must make a dexterity saving throw on a failed save the target becomes prone. 

Viscous Mockery

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Water Walk (Self Only)

This gag grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). You gain this ability for the duration.

If you are submerged in a liquid, the gag carries you to the surface of the liquid at a rate of 60 feet per round.

Now you see me

Starting at 9th level, you can use your bonus action to teleport up to 30 ft. from your starting position to a point within range that you can see, spending 2 gag points. Once you've used this feature you may not use it again until you finish a short rest.

Fast Gags

Starting at 13th level, if a hostile creature is hit or fails the saving throw from one of your gags. You can use your bonus action to perform another gag from your prepared gags. Spending 1 gag point.

Double the Fool

Starting at 17th level and while you are in possession of your gag bag. As an action you can spend 5 gag points to produce an illusory duplicate of yourself in an unoccupied space within 5 ft. of you or the closest unoccupied space if none of the former are available.

The duplicate is a physical manifestation and upon suspecting, a creature can use their action to make an intelligence check against your Gag Save DC, to see through the ruse.

The duplicate looks, talks, acts, and moves as you do to a very disturbing degree. 

The duplicate shares your stats but has half your maximum hit point value (Rounded Down).

The duplicate shares your initiative. You can use your bonus action to command the duplicate, as it obeys all your commands, otherwise it will follow you and defend itself against hostile creatures while acting exactly how you would.

As an action you can take full control over your duplicate and share its senses. While controlling the duplicate in this manner, your main body becomes blind and incapacitated for as long as you are sharing the duplicate's senses. As a bonus action you can forfeit control back to your duplicate and return to your own senses.

Your duplicate shares all the same attacks, abilities, Ect., as you do but you both share a pool of gag points and spell slots (If applicable) as if you were one. 

Your duplicate lasts until you dismiss it as a bonus action, its Hit Points drops to 0, or you take a long rest. At which it puffs out of existence, leaving no trace.

If your duplicate is more than 150 ft. from you, it will instantly teleport to the closest unoccupied space of you.

Once you use this feature, you may not do so again until you finish a long rest.

 

Previous Versions

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