Rogue
Base Class: Rogue

Bound by a twisted stroke of fate to the Demiplane of Madness, rogues who walk the path of the Worldbreaker are living conductors for an extraplanar spatial tear. Where traditional stealth relies on shadows, these rogues fracture reality itself—pulling the nightmare logic of the red-tinted expanse directly into the Material Plane. Their very presence bleeds the surrounding environment into a stark, unnatural architecture where non-biological structures drop to greyscale, plant life turns vivid crimson, and the air echoes with the deafening, discordant ticking of invisible, desynchronized clocks.

In combat, a Worldbreaker operates as an extraplanar apex predator who weaponizes cognitive dread. Channeling their spatial bleed ignites their eyes into an incandescent crimson heat, manifesting glowing minute and hour hands within their pupils that actively tick down in real-time. By foregoing a portion of their lethal precision, they inflict lingering Deep Wounds that erode an enemy’s mental fortitude and spellcasting focus. When the psychological tension reaches its limit, the ticking snaps into dead silence—forcing the target into the paralyzed terror of the Lucidity Gap before a devastating 20-foot reality tear erupts to pulverize their mind and body.

The rain slicking the narrow alley tasted heavily of iron and rust, washing over cobblestones that had bled into a cold, drained greyscale beneath a bruised red sky. Vance stood motionless as the air filled with the deafening, overlapping tick-tick-tick of floating, spectral clock faces. When the cultist opposite him raised a glowing spear, Vance only lifted his head—his steel-grey eyes bursting into a blinding crimson glow as glowing hour and minute hands snapped into focus within his pupils. In a violent crackle of red static, Vance dissolved into black fog and reassembled behind his foe, driving his blade deep into the fanatic's collarbone to open a agonizing Deep Wound; the deafening wall of ticking instantly snapped to dead silence, trapping the cultist in a single second of absolute, agonizing clarity before space tore open and detonated the alley in a raw storm of spatial fire.

- Vance "Kas" Munson

Level 3: Worldbreaker Bleed

Your presence begins to alter the local environment when your predatory instincts ignite. As a Bonus Action, or whenever you deal Sneak Attack damage, you can cause a 15-foot aura centered on yourself or your target to undergo a momentary spatial shift for 1 minute:

  • Non-biological structures drop to a stark greyscale.

  • Plant life and foliage turn a vivid crimson.

  • Liquids within the area smell faintly of iron.

Within this area, you have Advantage on Dexterity (Stealth) checks, and creatures of your choice treat the area as Difficult Terrain.

Level 3: Stab Expert

When you strike a creature with a weapon attack that deals Sneak Attack damage, you can forego 2d6 of your Sneak Attack damage to inflict a Deep Wound.

  • Ticking Rupture: At the start of the wounded target's turn, it takes Force damage equal to your Proficiency Bonus.

  • Stacking Severity: A target can have a number of Deep Wounds active up to your Proficiency Bonus.

  • Duration & Removal: A Deep Wound lasts for 1 minute. A creature can use an Action to make a Wisdom (Medicine) check against your Curse DC (8 + your Proficiency Bonus + your Dexterity or Intelligence modifier) to seal one Deep Wound.

    • Mending the Wound: A creature afflicted by a Deep Wound (or an ally within 5 feet) can use a Magic Action or Utilize Action to make a Wisdom (Medicine) check against your Subclass DC (8 + Proficiency Bonus + Dexterity Modifier) to mend the wound, ending the effect on a success.

Level 9: Chronospatial Tear

You learn to rip open the fragile, greyscale fabric of local reality, manipulating the desynchronized time within your Worldbreaker aura to slip through attacks and punish afflicted prey.

  • Reactive Rupture: When a creature within 30 feet of you hits you with an attack roll, you can use your Reaction to collapse local space. You instantly gain a bonus to your AC equal to your Proficiency Bonus against that attack, potentially causing it to miss.

  • Spatial Feedback: If the attacking creature is currently suffering from at least one of your Deep Wounds, you can force the spatial tension around them to snap as part of that same Reaction. The target immediately takes Force damage equal to your Sneak Attack damage, and space warps to push them up to 10 feet away from you.

  • Usage: You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 3: Eye of the Worldbreaker

The chronological curse tied to your soul flares visibly whenever you draw upon the Demiplane of Madness. Whenever you use Worldbreaker Bleed, inflict a Deep Wound, or use Chronospatial Tear, your eyes ignite with an incandescent crimson light for 1 minute.

While your eyes are blazing:

  • Clockwork Pupil: Within your glowing red irises, sharp, glowing spectral hands of a clock manifest as your pupils, actively ticking down in sync with the nearest victim's internal countdown.

  • Intimidation & Senses: You gain Advantage on Charisma (Intimidation) checks, and you gain Darkvision out to a range of 60 feet (or extend your existing Darkvision by 30 feet).

  • Unmistakable Presence: The intense light sheds dim light in a 10-foot radius centered on you. You have Disadvantage on Dexterity (Stealth) checks made to hide while in areas of total darkness if a creature has direct line of sight to your eyes.

Level 13: Spatial Dissonance

The psychological tick of your curse grinds down your prey's cognitive defenses.

  • Creatures afflicted by your Deep Wounds have Disadvantage on saving throws against your spells, magical effects, and class features.

  • When a creature with at least one Deep Wound attempts to cast a spell or make a concentration check, it must succeed on a Constitution saving throw against your Curse DC or lose the spell / fail the check.

Level 17: Stop The Clock

You weaponize the ultimate execution sequence of the Worldbreaker Curse:

  • The Trigger: When a creature with maximum Deep Wounds starts its turn, or when any creature afflicted by your Deep Wound drops to 0 Hit Points, the deafening internal ticking abruptly snaps to silence.

  • The Lucidity Gap: The target (if still conscious) becomes Incapacitated until the start of its next turn as absolute, horrifying clarity floods its mind.

  • The Blast: At the end of that turn, the target detonates in a 20-foot radius sphere of raw nightmare logic. The target and all hostile creatures within the radius take Force damage equal to your full Sneak Attack damage. Creatures in the blast area (other than the primary target) can make a Dexterity saving throw against your Curse DC for half damage.

Once you trigger Stop the Clock, you cannot do so again until you finish a Short or Long Rest.

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