Rogue
Base Class: Rogue

Reality Rippers are rogues that have learned how to manipulate reality to suit their needs. Reality Ripping is a technique that is extremely difficult to learn, and even harder to master. Those who have mastered this technique are revered and respected by all rogues and criminals, and can do impossible things. The most experienced Reality Rippers can teleport, rip holes in reality, and can even alter the laws of physics. 

Reality Rippers are almost always evil, and they use their abilities to aid them in crime. They can teleport out of trouble, can stop time to get away, or can even go back in time to erase an event like it never happened. This makes it almost impossible to kill or capture a Reality Ripper, and they can kill even the best fighters or spellcasters without breaking a sweat. Only a few work for the forces of good, and those who do usually work tirelessly to put evil Reality Rippers to justice.

Prediction

Starting at 3rd level when you choose this archetype, you are starting to glimpse what is going to happen. Every time you finish a long rest, roll a d20. On a 15 or higher, during your long rest, you had a dream about the future. For the rest of that day, whenever you roll for initiative, roll a d4 and add the number rolled to the initiative. Also, during that day, you cannot be surprised. These benefits last until you start another long rest.

Teleport

When you choose this archetype at 3rd level, you learn how to shift into and out of reality, being able to seemingly teleport to an area near you. As an action, you can teleport to a spot you can see within 30 feet of you. If you teleport to a spot within five feet of a creature, you can use a bonus action to make a weapon attack against that creature, gaining advantage on the attack roll to do so. You can use this feature once. You regain the ability to do so when you finish a short or long rest. 

At 9th level you can use this feature twice before finishing a short or long rest and can teleport to an area within 60 feet of you, at 13th level you can use it three times and can teleport to an area within 90 feet of you, and at 17th level you can use it four times before finishing a long rest and can teleport to an area within 120 feet of you, using this feature.

Shift

Starting at 9th level, you have learned to slightly shift yourself out of time and reality, but not completely. As an action, you can Shift yourself, granting you the following benefits for the next two minutes:

While you are Shifted, you have resistance to bludgeoning, piercing, and slashing damage.

Also, because you are slightly displaced from reality, you look somewhat transparent. If something touches you, roll a d20. On a 15 or higher, the object does not do anything to you and just simply passes through you, and the object then takes 1d4 force damage. This damage ignores resistance and immunity. This particular effect of the Shift also counts for attacks. If you get hit by an attack, then roll a d20, and if a 15 or higher is rolled, nothing happens to you, and the creature or object that tried to hit you takes 1d4 force damage.

The benefit above also applies for when you try to attack or touch something. If you touch a creature or an object, roll a d20. On a 15 or higher, your hand or weapon just passes through the creature or object, and if you tried to attack it, then the thing does not take the appropriate damage, but takes 1d4 force damage instead. 

If you are holding something (or someone), you have to roll a d20. On a 15 or higher, the thing you are holding just falls out of your hand, and takes 1d4 force damage.

 

Rip

At 13th level, you have become so skilled that you have learned how to manipulate the very fabric of reality.  As an action, you can "rip" an area up to 30 feet in diameter, causing reality there to be somewhat distorted. The area remains "ripped" for an hour, and while it is ripped, any creature is subject to the following effects: 

Walking speed/movement reduced by half.

Magic of any kind is suppressed in the area, so magic cannot work there. Magic items lose their magical properties while in the ripped area, and spells are impossible to be cast in the area.

Disadvantage on attack rolls, saving throws and ability checks.

 

You can use this feature once. You regain uses when you finish a short or long rest.

 

 

Extract Essence

At 17th level, you have not only learned how to manipulate reality, you have also learned how to extract its essence and use it for your own needs. You can spend one hour in deep meditation, extracting energy from your surroundings. If you are disrupted before you can finish your 1 hour meditation, then you have to start all over again. If you finish your meditation, you gain 10 Reality Points, which you can use to fuel the abilities shown below. You can have no more than ten Reality Points, and you can only do one extraction meditation per day. If you do a meditation while still having Reality Points, then you just regain the points you lost, bringing you back to ten.

Freeze Time: You can spend 5 Reality Points to completely stop time for 1 minute. This effects everything but you.

Empowered Attacks :  You can spend 1 Reality Point to empower your attacks. Your attacks now deal an additional 1d6 force damage. You can spend more than one Reality Points to deal more damage. For each Reality Point spent above 1, your attacks deal an additional 1d6 force damage. This additional damage lasts for 1 minute. 

Telekinesis : You can spend 2 Reality Points to move something (or someone) with your mind. As an action, you can move something within 30 feet of you that weighs no more than 200 pounds 30 feet in any direction. You can only use this once after spending 2 Reality Points. To do so again, you must spend two more Reality Points each time you do so.

Telepathy : You can spend 1 Reality Point to gain telepathy. For 1 minute, you can speak telepathically to any creature within 30 feet of you that speaks at least one language.

 

Alternatively, you can make your own reality-defying effect, as long as you have permission from the DM to do so.

 

     

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