Rogue
Base Class: Rogue

You have spent your time studying the art of performing, the use of throwing weapons and illusion. Whether it was for a travelling circus or a royal court, you know how to keep people entertained. One of your favourite acts is knife-throwing and cloning yourself. This training with throwing weapons has given you the ability to magically manipulate them. While you may be a bit more flashy than most rogues, you are no less deadly than them.

Double Trouble

Starting at 3rd level, you can use your Cunning Action to create an illusory duplicate of yourself.

As a reaction after you take your Cunning Action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you.

As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 60 feet of you. You can create the clone a number of times equal to your proficiency bonus before taking a rest.

For the duration, you can attack as though you were in the illusion's space, but you must use your own senses and the damage done is psychic. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

You also gain proficiency in the Performance skill if you don't already have it, as well as the disguise kit. You also choose to learn either the Vicious Mockery or Prestidigitation cantrip, Charisma is your spellcasting ability for this. 

 

Jester's Insults

Learn the Vicious Mockery cantrip

Jester's Jest

Learn the Prestidigitation cantrip

Jumpscare

Starting at 6th level, you can use your Cunning Action to vanish.

As a reaction after using your Cunning Action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. The first attack you make after becoming invisible, If you don't attack from the same place where you activated the invisibility, the target needs to make a wisdom saving throw of becoming frightened for one minute. If the target passes, it can't be affected by it again.

Triple Trouble

At 13th level, you can create up to two duplicates of yourself, instead of one, when you use Double Trouble. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. When you have at least one duplicate within 5 feet of you or an enemy and it attacks you, the attack is made with disadvantage.

One Man Army

When you reach 17th level, you have become adept at fighting in a group, you and all your clones. The number of clones is changed, to a maximum of 6 clones. When you take the attack action, you can attack one time with each of your active clones. The damage dealt by each clone is halved and psychic.

The Show's Over

Starting at 17th level, you can delay death for a show-ending worthy attack.

When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Once you use this feature, you can’t use it again until you finish a long rest.

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