Base Class: Rogue
You've learned the subtle art of manipulation and how to be quick about it.
Bipolar Disorder
Starting at 3rd level, if you have been speaking with a creature(s) for more than 2 minutes you can roll Charisma (Deception) against the creatures' Wisdom (Insight) if the creature fails it will be charmed by you until the next long rest you take. It will otherwise work as a normal charm person enchantment.
Mythomania
Starting at 3rd level, If you spend 1 minute studying a creature's mannerisms you can pick up subtle things that will give you advantage on intimidation, persuasion, deception, and performance checks against the target until you use this feature on someone else. This feature can only be used on the same person once per 24 hours.
ADHD
At 9th level, during combat you can use your action to study an enemies' fighting style, in doing so you can understand when they'll be open to a counter attack. If an attack on you hits or misses, you can use your reaction to attack them instead. You can use your sneak attack with this feature.
Delirium
Starting at 9th level, you can enter another creature's mind and rework the cogs inside. On your turn you can use your action to roll a Charisma (Performance) check against a creatures Wisdom (Insight), if they fail they become confused, if they succeed they have disadvantage on their next attack against anyone but you. This effect is like paralysis, however, you must be within 15 feet of the target, and this only lasts until the end of their next turn. Recharge time of 10 minutes.
HPD
Starting at 13th level, you gain advantage on grapple checks against creatures that are within 5 feet of an ally. While you have a creature grappled, you have advantage on deception and persuasion attempts on the allies of that target; additionally the target counts as 3/4ths cover and misses on you count as hits on your hostage.
Creutzfeldt-Jakob Disease
At 17th level your sneak attack is like a nightmare that infects the mind of the target. The target must succeed a Wisdom saving throw equal to 8 + your intelligence modifier + your proficiency bonus. On a failed save the creature takes 2d10 psychic damage and becomes frightened of you. It must continue to make Wisdom saving throws at the end of it's turn, on a failed save it takes 1d10 psychic damage, on a successful save it is no longer frightened and will no longer take damage.
Previous Versions
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8/4/2020 2:54:13 AM
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Coming Soon
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