Rogue
Base Class: Rogue

"BUT I'M FAST, FAST, CLEVER, CLEVER! THEY LOST THE CHASE, AND LOCKED UP THEIR ENTIRE RACE, BUILDING A PRISON AROUND THE WHOLE WORLD! NOW I'M THE ONLY ONE FREE, FREE!"

Through some unknown way, you were shown some sort of higher information, breaking your world view. Now you dwell in the Best place to hide; Insanity.

A SIMPLE NUMBERS GAME! - Level 3

"OH, IT'S JUST A SIMPLE NUMBERS GAME. WHEN YOUR HP DROPS TO 0, YOU LOSE!"

A Numbers Game!
Before you make an attack roll against a creature, you may ask the DM for its current hit points. You may do so even if you haven't yet decided whether to apply your Sneak Attack.
You are immune to the Charmed and Frightened conditions. Attempts to magically alter your emotions simply fail to produce the intended response.

Metamorphosis!
When you take this subclass, select a melee weapon to become your DevilsKnife. You can change your DevilsKnife after a short or long rest. Your DevilsKnife becomes a Finesse Weapon if it wasn't already, and loses the Heavy Property if it had it. If the weapon had the Two-handed Property, it can be wielded in one hand without imposing any penalties.
You can Summon and Dismiss your DevilsKnife at will.

As a Bonus Action, you can Transform into your DevilsKnife. While transformed, you retain the statistics of the weapon selected as your DevilsKnife, except that you become a Magic Weapon with a bonus to attack rolls equal to your Proficiency Bonus and a bonus to damage rolls equal to half your Proficiency Bonus.
A creature wielding you makes attacks with you using its own attack modifiers and abilities, as it would with any other weapon.
You cannot apply your Sneak Attack to an attack made with you, unless you are wielded by another Rogue who meets the conditions for Sneak Attack.

While transformed, your DevilsKnife keeps its additional magical damage bonus if it had one already (I.e. Using Flametongue as your DevilKnife keeps the 2d6 fire damage while transformed).
While transformed, if a creature did not see you transform, it cannot tell that your DevilsKnife is actually you.
While transformed, you may only Hide or Transform back into your normal form.

When you Transform into the DevilsKnife, you may also teleport to a creature within 60 feet of you as part of the same bonus action, and the creature that you teleported to, if the creature has a free hand, can immediately equip you as a weapon without using an action. While equipped by another creature, you occupy the same space as that creature and move with it. If the creature does not equip you, you fall to the ground in an unoccupied space within 5 feet of the creature you teleported to.
While you are not equipped by a creature, a creature within 5 feet of you can equip you as an Object Interaction.

When you transform, your worn and carried equipment merges into your transformed form and has no effect until you transform back.
While transformed, you retain your ability to perceive your surroundings, but you cannot manipulate objects except as allowed by your DevilsKnife's statistics. You can only communicate telepathically to the creature that has equipped you.

When you are not transformed, the DevilsKnife has a +1 bonus to attack and damage rolls at 6th level, increasing to +2 at 11th level and +3 at 16th level.
 - While transformed, the DevilsKnife's normal magical bonus is replaced by a bonus equal to your Proficiency Bonus.

A SIMPLE CHAOS! - Level 9

"UEE HEE HEE! SHARK-TO-SHARK! I WOULDN'T HAVE IT ANY OTHER WAY!"

ShadowCrystal of a Mischief-Mischief, a Chaos-Chaos
It seems that you didn't get another Shadow Crystal. Hm. I understand. It's no small feat to fight an opponent that has one.
You gain access to special abilities.
As an action, you may use one of the following special abilities, based off of card Suits:

 - Diamonds
Make a ranged weapon attack using Dexterity for the attack and damage rolls against a creature within 40 feet of you that you can see. On a hit, the target takes 2d6 Psychic (Chaos) damage.

- Spades
Choose a point within 50 feet of you. Each creature of your choice within 10 feet of that point must make a Dexterity saving throw (DC = 8 + proficiency bonus + dexterity modifier). On a failure they take 2d6 Psychic damage.

- Hearts
Choose a point within 30 feet of you, then create a line 10 feet long and 5 feet wide extending from that point. All creatures you choose on the line must make a dexterity saving throw. On a failure they take 2d6 Psychic damage.

- Clubs
Choose a point within 20 feet of you and teleport there. You may then make a ranged weapon attack against a creature within 30 feet of your new location. Repeat this process two more times. After making the third attack, you return to the space you occupied before using this ability. Each attack made through this feature deals 1d6 psychic damage on a hit.

At Level 11, the damage of all special abilities increase by 1d6. Diamonds makes 1 additional ranged attack against the same creature, and Clubs can target 2 creatures within range instead of 1 with each attack.
At level 16, the damage of all special abilities increase by 1d6 again. Diamonds makes 1 additional ranged attack against the same creature for a total of 3, and Clubs can target 3 creatures within range with each attack instead of 2.

Bye-Bye!
As a bonus action, you can teleport to a space within 15 feet of you. When a creature misses you with an attack, you may use this feature as a Reaction, immediately teleporting to an unoccupied space within the feature's range.

At level 11, the range increases to 20 feet.
At level 16, the range increases to 30 feet.

EVEN DEVILSKNIFE IS SMILING! - Level 13

"THE FESTIVAL OF NONE, A CARNIVIL FOR ONE!"

Twist the DevilsKnife!
You can weaponize yourself by throwing yourself around while transformed into your DevilsKnife.
As an Action, you transform into your DevilsKnife and launch yourself toward a point you choose within 40 feet of you. Draw a 5-foot-wide line between your original space and that point. Make a separate weapon attack against each creature of your choice on the line, using your DevilsKnife. You can apply Sneak Attack to only one of the attacks made through this feature, and only if that attack otherwise qualifies.

After all attacks are resolved, you are placed in the final space of the line, or the closest unoccupied space to it.
If the line intersects a wall or other substantial obstacle, the line ends immediately before that obstacle.

At level 16, you may also draw a second 5-foot-wide line, up to 40 feet long, which intersects the first line, all creatures on that line also become targets. You may choose to be placed at the end of either line. A creature can only be targeted by this feature once per use, even if it is within both lines. However, if an attack made against a creature through this feature is a critical hit, that creature can be targeted by this feature one additional time during this use.

Shall we Ring around the Rose?
When you drop to or below half your maximum hit points, or reduce 2 creatures to 0 hit points, you start producing afterimages.
While you are producing afterimages, ranged attack rolls against you have disadvantage. Additionally, when a creature makes a melee attack roll against you with advantage, that attack roll is made without advantage. The afterimages stop after combat ends.
If you enter combat while below half your maximum hit points, the afterimages begin at the start of your 2nd turn.

While producing afterimages, translucent copies of you flicker around your body and movements, often performing actions a fraction of a second before or after you do.

THE WORLD REVOLVING - Level 17

"WHAT FUN!!! I'M EXHAUSTED!!! YOU KIDS TIRED ME UP!!"
"NOW I WILL SLEEP FOR THE OTHER 100 YEARS. UNFORTUNATELY, YOU KIDS CANNOT HAVE SUCH A PLEASANT DREAM."
"FROM NOW, A NIGHTMARE WILL AWAKEN IN YOUR HEARTS."
"THE POINTED TAIL OF HELL DRAWS EVER CLOSER"
"HEROS, CAN YOU STOP IT?"
"UEE HEE HEE, EITHER WAY, A MISCHIEF-MISCHIEF, A CHAOS CHAOS! TAKE ME AND DO YOUR STRONGEST!"


THE TRUE AND NEO CHAOS!
Track the amount of times you hit a creature with your DevilsKnife, including when you are being wielded, and attacks made through 'Twist the DevilsKnife!'.
When the tracked hits reaches or exceeds 21, you can use the TRUE AND NEO CHAOS:
As an action, you call down a storm of DevilsKnives. All creatures you choose within 80 feet of you must make 2d4 dexterity saving throws. On a failure, the creature takes damage equal to two instances of your DevilsKnife damage, plus half your Proficiency Bonus. On a Success, they take half damage.
After all saving throws have been made, all targeted creatures must make 1 additional saving throw. Taking damage equal to 3 instances of your DevilsKnife damage plus your Proficiency Bonus on a failure instead of 2.
Each saving throw from this feature is resolved separately.

After using this feature, the tracked hits used for this feature is reset to 0. The tracked hits also reset to 0 when combat ends

- One instance of DevilsKnife damage is the damage dealt by one attack made with your DevilsKnife, including the weapon's damage die, the ability modifier normally added to the attack's damage, and the weapon's magical bonus.

PIP PIP, LETS RIDE THE CAROUSEL GAME!
After you have hit at least one creature with each of the four special attacks granted by your ShadowCrystal feature, you can use CHAOSBOMB as an Action:
Select 6 points within 60 feet of you. Select a special attack from your ShadowCrystal feature for each point. The selected attack is performed from that point. Resolve each selected special attack separately, in any order you choose.
 - When Hearts is used this way, draw a 20 foot long line instead.
 - When Spades is used this way, its range increases by 10 feet.
 - When Clubs is used this way, only one attack is made, and you do not teleport, but you can still target 3 different creatures with the attack.
 - Diamonds is unchanged.
CHAOSBOMB can target the same creature multiple times with the same type of attack, such as targeting a single creature with 3 instances of Diamonds.
The same point can be selected more than once.


After using this feature, you must hit all of your special attacks again before you may use this feature again. The amount of special attacks hit also reset when combat ends.

Chaos Clown Image

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