Base Class: Rogue
Make the world the playground for your mischievous fantasies, as you well know, there's never enough mayhem.
Level 3: Mischievous Mayhem
As a Bonus Action you can use the following Mischievous Mayhem actions on a target within 60 feet that you can see.
Mischievous Mayhem actions have a die cost, which is the number of Sneak Attack dice you must forgo in order to use them.
When you deal Sneak Attack damage you may forgo an amount of Sneak Attack dice before rolling in order to save them for a Mischievous Mayhem action. You can also use a Mischievous Mayhem action without the need of doing your Sneak Attack, substracting the corresponding amount of dice used from that turn's Sneak Attack dice pool.
Mischievous Mayhem actions which cost X amount of Sneak Attack dice, are able to be used with an amount of dice of your choosing, but never less or equal to 0 and cannot exceed your maximum amount of Sneak Attack dice.
If a Mischievous Mayhem action requires a saving throw, the DC equals 8 plus your Intelligence or Dexterity modifier (Your choice) plus your proficiency bonus
Cloud (Cost: 2d6). The target is covered with a 5 foot-radius cloud of non-magical fog. Its area is considered heavily obscured. The cloud doesn't move and dissipates at the end of the target's next turn.
Decoy (Cost: 1d6). The target must succeed on a Wisdom saving throw or make its next attack with disadvantage and be unable to use reactions until the start of its next turn.
Stumble (Cost: 3d6). The target (Large or smaller) must succeed on a Dexterity saving throw or be moved 10 feet horizontaly on a direction of your choosing and is an unoccupied space. This movement triggers attacks of opportunity. The movement can't be used towards terrain that would require climbing but can clear obstacles as tall as 4 feet. The movement can be used to make a target fall.
Flatten (Cost: Xd6). The target must succeed on a Dexterity saving throw or take Bludgeoning damage equal to a number of d8s equal to the amount Sneak Attack dice used for this ability.
Level 3: Mischievous Illusion
Gain access to the Minor Illusion cantrip.
You use Intelligence as you Spellcasting Ability
Level 9: More Mischief More Mayhem
Gain access to new Mischievous Mayhem actions. They follow the same rules as the other Mischievous Mayhem actions
You may also do up to two Mischievous Mayhem actions in the same turn, spending Sneak Attack dice for each.
If a Mischievous Mayhem action requires a saving throw, the DC equals 8 plus your Intelligence or Dexterity modifier (Your choice) plus your proficiency bonus
Bugging (Cost: 3d6). Choose an enemy target within 60 feet that you can see must succeed on a Wisdom saving throw or immediatly take an attack on a target of your choosing within the creature's range.
Bouncer (2d6). Choose up to two unoccupied spaces within 60 feet that you can see and put a bouncer on each of them. When a creature steps in the space where a bouncer is, it activates. The bouncers push creatures 10 feet away on a direction of your choosing, which you choose while placing the bouncers. Creatures can be forced to activate a bouncer by being pushed to the bouncer's space, even if it is by another bouncer. Once a bouncer is triggered, it disappears. Bouncers have a size of a 5 feet sphere and have a duration of 1 minute after which they are destroyed. You may not put two bouncers in the same space. Spaces with bouncers are considered unoccupied.
Fieldtraps (Cost: Xd6). Choose a number of unoccupied spaces within 60 feet that you can see equal to the dice used on this action and put a trap on each of them. The traps are safe for you and your allies. Once an enemy steps into a space where a trap has been placed, the trap activates, dealing 1d6 damage and setting their movement to zero. The traps are visible and can be triggered by pushing or moving someone to the trapped square. Once a trap is triggered, it disappears. Creatures flying more than 10 feet up of the given square do not trigger the trap. Traps can only be placed in the ground. Traps have a duration of 10 minutes after which they are destroyed. You may not put two traps in the same space. Spaces with traps are considered unoccupied.
Who Was It (Cost: 2d6). Choose a target within 60 feet that you can see and has been damaged by you or your allies this round. The target must succeed a Wisdom saving throw or be compelled to target an ally of your choosing until the end of its next turn. You may choose yourself as the compelled target.
Level 13: Tactical Mayhem
When making a Mischievous Mayhem action, you may do a Cunning Action as part of the bonus action.
Saving throws for Mischievous Mayhem actions used while hiding are made with disadvantadge.
The first Mischievous Mayhem action you use each turn costs 1d6 less, Mischievous Mayhem actions that cost X act as if one more die was spent, but still can only be used with at least one die being used, not counting the free one.
Level 17: All Out Mayhem
As a bonus Action, you may use any number of Mischievous Mayhem actions, spending Sneak Attack dice for each.
Previous Versions
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6/23/2026 8:59:04 PM
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Coming Soon
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