Rogue
Base Class: Rogue

Broken free from their cages or confines, the Unbound are weave-sensitive people who were tortured or experimented on, often in some sort of prison or testing facility. They are the result of greed, malice, or moral indifference that reaches its breaking point, molding them into an unstable harbinger of violent revenge. Having never been given the opportunity to learn how to control their power in a positive way like that of a sorcerer or wizard, the magical abilities of these rogues are volatile and chaotic. They manifest in unpredictable ways, making these Unbound exceptionally dangerous and hard to predict. Beyond all else, these unfortunate souls share a ruthless sense of vengeance, either toward those who hurt them or toward the world that never cared.

Violent Outburst

Upon choosing this path at level 3, you can choose to channel your unpredictable energy to deal extra damage on one melee attack per turn that is not enhanced by your Sneak Attack modifier. When you use this ability, roll a 1d4 to determine the damage type of this attack according to the order of the following: fire, force, psychic, or thunder. 

At level 3, the additional damage die is a 1d6. This increases to a 1d8 at level 7, 2d6 at level 11, and 2d8 at level 15.

This feature can be used a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a short or long rest.

Chaos Surge

During the intoxicating thrill of combat, your ruthlessly conditioned instinct to kill draws out volatile energy from your uncontrolled arcane essence. When you use your Sneak Attack ability, roll a 1d6 for the Chaos Surge table to determine the magical effect produced. Each effect belongs to one of the following types: Rage, Mania, Kinetic, Space, Revenge, or Time.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Dexterity modifier.

d6 Effect
1 Piercing Chaos (Rage): Jagged spikes of red, solidified chaos energy lashes out around you. Every creature that you can see within 15 feet of you must succeed on a Dexterity saving throw or take 1d10 magical piercing damage. You also gain 1d10 temporary hit points as a glassy shield of the same energy forms around you.
2 Intrusive Bloodlust (Mania): Forcing your own violent urges into the mind of one of your enemies, a creature of your choice that you can see withing 30 feet must make a Charisma saving throw. On a failed save, the creature must immediately either make a ranged attack or move to make a melee attack against its nearest ally and becomes frightened. If the creature succeeds, it only becomes frightened.
3 Crushing Aura (Kinetic): As a crushing force emanates around you, every creature within 20 feet of you, regardless of whether you can see them or not, must succeed on a Strength saving throw or have their speed halved, as well as receiving disadvantage on any Strength, Dexterity, or Constitution saving throws until the start of your next turn.
4 Gateway Rift (Space): The area around you distorts as space itself temporarily tears open, creating a dimensional rift. You teleport up to 20 feet to an unoccupied location you can see, after which each creature within 5 feet of where you were originally and where you teleport must succeed on a Wisdom saving throw or take 1d6 psychic damage as their mind attempts to comprehend a momentary glimpse of the unknown through your rift.
5 Burning Hatred (Revenge): If a creature misses a melee attack against you before the start of your next turn, a burning desire for vengeful retribution moves your limbs autonomously. You instantly use your reaction to make a melee attack against that creature. On a hit, you add 1d8 fire damage to your resulting damage.
6 Temporal Shield (Time): You become surrounded by a hazy aura that affects time around you, slowing arrows, bolts, and bullets. Ranged attacks against you have disadvantage until the start of your next turn.

Empowered Chaos

At level 9, when you trigger an effect from the Chaos Surge ability, you can choose to spend one use of Violent Outburst to channel more unstable energy into your attacks. You alter the surge or add an additional effect to it based on which of the six types it is. You must choose to do this after rolling for the surge ability but before activating its effects.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Dexterity modifier.

Type Effect
Rage Overflowing Anger: By pouring even more chaotic energy into your lashing attack, it becomes even more powerful. Both the damage and temporary hit point rolls of the original effect increase to 2d10.
Mania Indiscriminate Loathing: Your violent urges are not easily sated, especially by the weak minds of those who haven't suffered like you. If the target fails its Charisma saving throw, it must use its movement to make a melee attack against the next closest creature, regardless of whether it is an ally or an enemy. The frightened condition is applied after it uses this movement. The target cannot attack the same creature twice unless there is no other creature within range of its movement speed. If the target succeeds its saving throw, it turns those uncontrollable urges inward, making an attack against itself and remaining frightened.
Kinetic Singularity Well: Bearing down with a nearly unconquerable amount of sheer force, every creature within range of the original effect, regardless of whether they succeed their Strength saving throw, have their speed halved. If a creature fails, it takes 2d6 force damage in addition to the original effects as the weight begins to fracture their bones.
Space Debilitating Horror: There are powers beyond this realm that most are too weak to comprehend. When your gateway rifts open, some sort of horror, whether it be a terrifying entity or an impossible truth, peers back. Any creature that fails its Wisdom saving throw becomes stunned until the start of your next turn in addition to the original damage. Any creature that succeeds manages to stave off the horror but receives 1d6 psychic damage in the process.
Revenge Infernal Resentment: You never forget the names or faces of the people who've hurt you. If your reaction attack hits its target, the fire damage rolled is also applied to every other creature within 60 feet of you that has damaged you, regardless of whether you can see them or not. You can choose to activate this feature after learning the outcome of your reaction attack. 
Time Chronal Dichotomy: While projectiles become slowed around you, your own movements blur with an inhuman speed. You gain an extra attack made with disadvantage as you struggle to perceive the accuracy of your own actions, but your heightened reflexes give you an additional reaction to use before the start of your next turn.

Regenerating Bloodlust

By level 13, you are always instinctually driven by the adrenaline of combat. If you roll initiative while all of your Violent Outburst uses are expended, you regenerate two uses and receive 1d12 temporary hit points as your body refuses to let pain slow you down. At level 17, this increases to three uses.

Surge Mastery

Having survived long enough to reach level 17, you have finally begun to master the chaos within you. Whenever you roll for a Chaos Surge effect, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Additionally, you gain two extra uses of your Violent Outburst ability.

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