• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E Rogue Archetype: The Lunatic(Joker/Madman)

Garresh

First Post
Rogue Archetype - Lunatic

Sometimes, a hero or villain is just off. They seem to fight in an unpredictable and maddening way, confounding their enemies and confusing their allies. They frequently cast aside all concepts of safety and stability to truly commit to their own madness. These lunatics somehow survive against all odds, and seem to have some method behind their madness. Whatever their motivation, these leave chaos in their wake, and are incredibly unpredictable.

One Step Ahead:
At 3rd level, you gain proficiency with disguise kits and forgery kits.

Gambits:
At 3rd level, you gain access to several gambits. You begin with 2 gambits, and you gain one additional gambit at 7th, 11th, 15th, and 19th level. Gambits often call for saving throws. The DC of your gambit is calculated using the formula below.

Gambit Save DC = 8 + Proficiency + Charisma Mod

Reckless Counter - Whenever an enemy misses an attack against you in melee, you may grant them advantage on that attack roll. Regardless of whether their attack misses or hits, you may make use your reaction to make an attack against them.

Rolling Tumble - Whenever an enemy makes an attack against you, you may impose disadvantage on that attack. After the attack resolves, you immediately fall prone. You may only do this if you are standing. This does not use your reaction.

Boot Shiv - Whenever an enemy makes an attack against you while you are prone, you may use your reaction to make an opportunity attack against them. This attack is made at advantage(which counteracts your disadvantage from being prone), using the attributes of a mundane dagger. If the attack hits, the target has disadvantage on their attack against you(which counteracts the advantage from being prone). Once you have used this ability, you cannot do so again for 1 minute.

Who's Grabbing Who? - As an action, you may attempt to use your weight to throw a creature that is grappling you. The creature must make a strength save or be thrown, falling prone. If the creature fails its save, you may attempt to initiate a grapple as a bonus action. If the creature makes its save, it gets a free attack against you at advantage, which does not use its reaction.

Over Here - As an action, you may attempt to taunt and distract an enemy within 30 feet. The target must make a wisdom save, or become distracted. If the target fails its save, it has disadvantage on attack rolls against targets other than yourself. Regardless of whether it succeeds or fails, it has advantage on attack rolls against you. This lasts until the beginning of your next turn.

Better Outnumbered - Whenever an enemy makes an attack against you, you may use your reaction to redirect that attack to an adjacent target creature. The attacker must make a dexterity save. On a failure, the attack changes its target to the adjacent creature. The same roll is used for the redirected attack. If the enemy succeeds on its save, the attack is instead made against you at advantage.

Fools Ploy - As a reaction to being attacked, you may attempt to catch the enemy's weapon. You must not be wielding anything in your hands to use this gambit, and if you are you immediately drop whatever you are wielding. The triggering attack is made against you at advantage. After the attack resolves, the target must make a Strength save. On a failure, you twist the weapon from their grasp, disarming them and causing you to wield the weapon.

Pocket Sand - As a bonus action, you pull sand from your pocket and hurl it at an adjacent enemy’s eyes. The target must make a dexterity save. On a failure, it becomes blinded until the beginning of your next turn. If it succeeds on its save, it gets a free attack against you, which does not use its reaction. Once you have used this gambit, you cannot do so again for 1 minute.

Level 9 - Lost In Wonderland - You may drive a creature temporarily mad simply by talking to it. You spend 1 minute interacting with a creature, after which it makes a charisma saving throw. On a failure, it becomes dissociated from reality. This functions as a limited Suggestion spell(which does not require concentration)with a duration of 1 hour. During this time, the target will answer 1 yes or no question truthfully, before completely losing touch. The target then stands there for the duration, or may be told to perform an extremely simple act which does not require conscious thought until the effect ends. Targets may be told that they feel like talking a long walk, that they feel like reading a book, or that they feel like making camp. Any suggestion more complicated than moving to another location results in them getting ready to perform the task, then simply standing or sitting there for the duration. The target may open a book and then sit there for an hour, or pull out a tent and stakes only to space out for the duration. The target may be forcefully shaken out of its stupor by another creature as an action, or by being faced with a threatening situation. Any damage taken immediately ends the effect. After the stupor wears off, the target has only a vague recollection of what happened. It remembers talking to someone(but not who), and then a feeling of waking up some time later. After using this ability, you cannot do so again until you finish a long rest.

Level 13 - Unnerving Laughter - As an action, you begin to laugh maniacally. Each hostile creature within 30 feet must make a wisdom saving throw, or become frightened of you for one minute. Once you have used this ability, you cannot do so again until you finish a long rest.

Level 17 - A Truly Stupid Idea - You coat yourself in a tarry liquid which evaporates into a flammable gas. As a bonus action, you may light yourself on fire. At the end of each of your turns, you take 1d10 fire damage. Any creature that makes a melee attack against you suffers 2d10 fire damage, and makes its attack at disadvantage. Additionally, any creature which starts its turn in melee range suffers 2d10 fire damage as well. Your melee attacks inflict an extra 2d10 fire damage. This effect lasts 1 minute, but can be ended early by spending an action to douse the flames while falling prone. Once you have used this ability, you cannot do so again until you have finished a long rest.

 
Last edited:

log in or register to remove this ad


G

Guest 6801328

Guest
Capstone (or something) should be called "So Crazy it Just Might Work"

Overall I love (truly) the concept. I'd have to study in more detail to give specific feedback. The gambit concept (risk & reward) is delightful.
 

Garresh

First Post
Update: I'm going to be removing the level 9 ability as it isn't very thematic, and replacing it with a non-combat ability which causes a target to fall into a stupor for an hour, during which they sit unaware of their environment, or wander aimlessly. After it ends, they have no memory of the missing time. Thinking name will be something like "Lost in Wonderland".
 




Remove ads

Top