Rogue
Base Class: Rogue

Extraplanar objects can have seriously dangerous and wonderous effects on the average person that comes into contact with them, especially ones of tremendous power. You felt the call of a sentient extraplanar rifle and couldn't resist picking it up and from that moment, your life completely changed. You lived a thousand versions of your life in the blink of an eye and crossed the interdimensional threshold and returned a changed person. Slinking in the shadows and striking from afar have always appealed to you, but now you can do so with pure chaotic interdimensional energy at your finger tips. You have gained somewhat control of your newfound abilities, but it largely feels like something you are afflicted with and can't seem to stop. You work towards mastering these god level powers before they more than likely destroy you.

High Risk, High Reward

Starting at the 3rd level, you have embraced the chaotic nature of interdimensional travel and use it with reckless abandon to achieve amazing and terrifying feats.
Your Critical Success Range is increased to 19-20, but your Critical Failure Range is also increased to 1-2.
This applies to Skill Checks and Saving Throws, not just Attack Rolls.
On any of these numbers (1,2,19,20) rolled for Attack Rolls, roll on the Dimensional Rift Table.

Since you are never fully certain which dimension you are currently in, you have Disadvantage on Religion and History Checks.
You also have a Vulnerability to Bludgeoning damage due to being strong of mind, but weak in body.

Multiversal Self

At the 3rd level, you have gained the ability to harness multiple versions of yourself from across the multiverse at once...if you're willing to pay the price.
On your turn, you can choose to gain an additional Action and you have guaranteed Sneak Attack damage on all attacks.
In exchange, you must take Xd20 Psychic Damage, X being the number of sequential times you use this in a row per Round.
Fortunately, you have built up a tolerance to this sort of thing and have Resistance to Psychic Damage.

Scoped In

Starting at the 3rd level, you may now fire at the maximum range of your projectile weapons without taking Disadvantage on the attack rolls. If you are at a significant heigh advantage over your target and aiming down at them, you have Advantage on your attack rolls.

In addition, if you are firing from 120ft or more away from your target, you are granted Sneak Attack and for every 30ft beyond the 120ft threshold, you gain an additional Sneak Attack damage die.

You have Proficiency in Firearms.

Reality Phasing

At the 9th level, you gain the ability to be able to use your Reaction to transport yourself 15ft away from your current position when a hostile creature moves within 5ft of you.
Roll 1d4 and move that direction on the compass rose (N-S-E-W).
If you move into a solid object, take 1d10 Bludgeoning Damage. If you move into another creature, you both take the damage.

Deja Vu

Starting at 13th level, you have a feeling another version of yourself has already fought this fight before.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

You also now have Advantage on all Sanity Saves.

Interdimensional High Five Tag In

Starting at 17th level, you can summon another version of yourself that is friendly to you and tag them in to fight with you for a few seconds. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

Dimensional Rift Table

D100 Dimensional Rift 
1 Your brain cannot tell which timeline it is in, make a DC15 Sanity Save or be Banished for 1 minute. Lose 5 Sanity, even on a successful Save.
2-3 The universe is out of whack. Re-roll on this table every round (or 10 seconds out of combat) for a minute.
4-5 You age 1d4 years and make a Sanity Save or suffer 2 levels of exhaustion.
6-7 You age 1 year and make a Sanity Save or suffer 1 level of exhaustion.
8-9 Slow is cast on you and 5 of the nearest creatures, all make a Sanity Save.
 10-11  Slow is cast on you make a Paradox Save.
 12-13 You from another dimension appears and attacks you, trying to absorb your essence to become stronger. Make a grapple contest and on a fail, take 3d6 Psychic damage.
 14-15  Multiple versions of yourself appear and do their best to be as unhelpful as possible.
 16-17  You gain a strange mutation and take 4d8 necrotic damage. Make a DC12 Sanity Save and take half damage on a success.
 18-19  Make a DC10 Sanity Save or be banished to the future for 1 minute.
 20-21  DM casts Scatter on the entire party, everyone makes a DC12 Sanity Save.
 22-23  A copy of someone you knows appears, but they are made entirely out of something delicious.
 24-25 You see 1 turn into the future and gain Advantage on your next roll made within 1 minute.
 26-27 The next attack roll you make is at disadvantage. 
 28-29 You lose 15 feet of movement for 1 round. 
 30-31 Suffer a dimensional feedback loop - take 2 times your level in damage.
 32-33 The item you are currently looking at turns into a Rare tier Magic Item.
 34-35 The creature nearest to you grows a new mutation
 36-37 You go back in time and mess up you parents meeting, change to a random race.(racial abilities change)
 38-39 Your skin tone changes to a random color.
 40-41 You shift 5ft in a random direction, whichever the worst possible option is for you.
 42-43 You misplaced an item in a different dimension some time ago, well you found it, you trip on it and fall prone.
 44-45  Everyone is looking at you funny. They know what you did. Make it stop, make it stop! You become aggressive against everyone around you for 10 seconds.
 46-47  You are warped through space with no control, the DM may move you up to 30 feet in any direction.
 48-49 A song you've never heard before, but is somehow familiar, begins to play. Restore Sanity by 1 and heal 2d6.
 50-51 You suddenly have a child to take care of that you're pretty sure is yours. If you already have a child, congrats on the growing family!
 52-53 All standing or flowing water within 100ft of you turns into top shelf whiskey
 54-55 The next think you touch turns into bacon. If its alive, it remains alive and is living bacon.
 56-57 You have the most glorious beard in town, but it smells of bacon.
 58-59 You find a misplaced Common Magic Item in your pocket.
 60-61  Any meat within 30ft of you transforms back into the animal it originated from.
 62-63 During moments of quiet, you hear whispers. Lose 1 Sanity. Lasts for the next day.
 64-65 You forgot something important. Disadvantage on a random skill for the next day.
 66-67 You turn into a potted carnivorous plant for the next 10 minutes or until you roll a DC20 Sanity Save.
 68-69 Otherworldly hands reach out of a portal and grab the creature closest to you. They are Restrained until they succeed on a DC15 STR Check.
 70-71  You receive a letter from an alternate version of yourself telling you how to invest your money. Flip a coin. Heads you gain 10d100 gold. Tails you lose 10d100 gold.
 72-73 Help is sent by you to you from an alternate reality, granting you Advantage on all rolls for the next minute.
 74-75  You blink in and out of the dimension, you gain the effect of Blink but instead of the ethereal plane you skip through dimensions.
 76-77 You gain 15ft of movement for 1 round.  
 78-79 The next attack roll you make is at advantage  
 80-81 Target 1 creature they make a DC15 Sanity Save or are banished to a different reality for one minute.
 82-83  You cast Mirror Image on yourself.
 84-85  You cast Haste on yourself.
 86-87  You grow younger 1 year and gain the effect of cure wounds.
 88-89 You grow younger 1 year and gain the effect of lesser restoration.
 90-91 You grow younger 1d4 years and gain the effect of a greater restoration
 92-93  You gain the effect of a short rest.
 94-95  You gain the effect of a long rest.
 96-97 Your next roll will be a natural 20.
 98-99  You gain a turn immediately after your current turn.
 100  You gain the effect of the Foresight spell.
Interdimensional Sniper [HOTM] Image

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