Rogue
Base Class: Rogue

"I’m not like them. I see the cracks. I live in them."

Those who follow the Path of the Broken Mind didn’t choose this life it was forced on them. Shaped by abandonment, abuse, and psychological torment, these rogues use their madness not as a crutch but as a weapon. Their fractured minds erupt in bursts of chaos, violence, and disturbing clarity.

Level 3: Manic Episode

You can enter a Manic Episode as a bonus action. It lasts for 1 minute, ending early if you are incapacitated. While in a Manic Episode:

- You deal bonus psychic damage equal to your Charisma modifier (minimum 1) once per turn on a weapon attack.
- You have advantage on Dexterity checks and saving throws.
- When you take damage from a creature within 30 feet, you may use your reaction to move up to 10 feet toward them and make a melee weapon attack (once per round).

You cannot cast or concentrate on spells, and cannot take the Hide action during this state.

You may enter a Manic Episode twice per long rest. This increases to 3 times at 9th level and 4 times at 13th level.

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Additionally when you activate a Manic Episode, roll a d4 and gain one of the following effects for its duration:

1. Mania – Your movement speed increases by 10 feet and opportunity attacks against you are made at disadvantage.
2. Paranoia – Creatures within 5 feet of you provoke opportunity attacks even when taking normal movement.
3. Hyperfocus – When you miss an attack, you may reroll it once. You must use the new roll.
4. Echolalia – You can mimic speech and gestures. You gain advantage on Deception and Performance checks.

Level 9: Twisted Terror

Once per turn during a Manic Episode, when you deal Sneak Attack damage, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency + Charisma modifier) or be frightened of you until the end of their next turn.

Frightened creatures take psychic damage equal to your Rogue level if they attack you directly.

Level 17: Psychotic Break

As an action during a Manic Episode, you can unleash a Psychotic Break. All creatures of your choice within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier).

On a failed save, they are stunned until the end of your next turn and take 4d10 psychic damage. On a success, they take half damage and are not stunned.

Until the end of your next turn, you are considered heavily obscured, surrounded by flickering visions and hallucinations.

You can use this feature once per long rest.

Level 13: Delusional Resilience

While in a Manic Episode, when you take damage, you may roll a d6. On a 5 or 6, take no damage and instead regain hit points equal to half the damage you would have taken.

You can use this feature a number of times equal to your Charisma modifier (minimum once) per long rest.

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