Rogue
Base Class: Rogue

As a Madman, you thrive best when the world around you is left on shaky ground. You train in cultivating chaos to throw your enemies off balance giving you the chance to infiltrate, deceive, and create dissension among their ranks. You excel at using confusion to gain the upper hand in all circumstances. They use their abilities to manipulate raw untapped magical energy to accomplish these feats.

Chaotic Intuition

Starting at 3rd level, you gain the ability to sense the natural movement of primordial and raw magic. You gain proficiency in Insight, Perception, and Arcana skills. Additionally, you may roll a Wisdom (Insight) check as a bonus action to determine the location of the nearest creature within 30 feet that is hostile towards you.

Entropy's Embrace

When you choose this archetype at 3rd level, you gain the ability to sense and draw raw chaotic magic into your attacks. Whenever you hit a creature with a Sneak Attack, roll a d8 to determine an additional effect on the Entropy Table. The possible effects are:

On a 1- Magical essence seeps through the target's wounds and disorients them. The target has disadvantage on all attack rolls until the end of your next turn.

On a 2- Arcane power seeps through the target's wounds and distracts them. The target has disadvantage on all saving throws and ability checks until the end of your next turn.

On a 3- Raw elemental magic coats your blade, enchanting it. The sneak attack deals an extra 2d6 damage, additionally, the damage type is replaced with a damage type of the user's choice; acid, cold, fire, lightning, or poison. This effect lasts until the start of your next turn.

On a 4- Unstable magical energy weakens the target's body making it more susceptible to damage. The target gains vulnerability to a damage type of the user's choice; acid, cold, fire, lightning, or poison. This effect lasts until the start of your next turn.

On a 5- raw magic surges through you causing your body to shift out of reality. You gain the ability to teleport to an unoccupied space within 20 ft. of the target after the attack, when you do you gain advantage on your next attack. This effect last until the end of your next turn.

On a 6- Chaotic energy causes the target's body to freeze and lock up. The target's speed is reduced to 0 and they are unable to make any actions that may require movement of the target's legs. (Disengage, Dodge, any movement action (Climbing, Swimming, and Jumping) or any other action the DM deems as requiring the movement of legs) (Note: The target is not considered to be Paralyzed or Stunned) This effect lasts until the start of your next turn.

On a 7- Raw magical force swirls around you causing your body to become translucent. You immediately take the Hide action and the spell Invisibility is cast on you which lasts for one minute and doesn't require your concentration.

On an 8- The raw magic surrounding you causes a warp in reality. An ethereal copy of yourself is created. The copy will seek out the target and attempt to make an attack on the target. If the ethereal copy makes a successful attack it deals half your sneak attack damage and rolls an effect on the Entropy Table.

Absolute Anarchy

At 9th level, you gain the ability to manipulate raw and chaotic magic to sow dissension among your enemies. You can use an action to cast the spell "Confusion" (without requiring any components). Additionally, you learn to direct the magic allowing you to choose creatures affected by the spell. Your spell save DC for this ability is 8 + Proficiency Bonus + Wisdom Mod. Once you use this feature, you can't use it again until you finish a short or long rest.

Fateweave

By 13th level, you have learned enough about the workings of primordial magic and you gain the ability to use it to manipulate the odds themselves. When you roll a 1 on your Sneak Attack damage dice, you can reroll the damage and must use the new result. Additionally, you can reroll your effect acquired on the Entropy Table, you can use this feature a number of times equal to your Proficiency Bonus. Once you use this feature, you can't use it again until you finish a short or long rest.

Madman's Gambit

At 17th level, you gain the ability to turn the tide of battle with your ability to manipulate chaos itself. Whenever you hit a creature with a sneak attack, you can choose to roll on the Entropy Table twice and use both effects of your unpredictable strikes. You can use this feature a number of times equal to your Dexterity modifier. Once you use this feature, you can't use it again until you finish a short or long rest.

Flumlock's Madman Image

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