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Chaos Agent

As a Chaos Agent, 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.

Chaos Agent Features
Rogue Level Feature
3rd Controlled Chaos, Gifted Grifter
9th Blending In
13th Creator of Dissension
17th Avatar of Chaos

Controlled Chaos

Starting at 3rd level when you land an attack that would deal sneak attack damage to a creature, you can choose to expend one of your sneak attack dice and instead roll a d6, consulting the table below.

  1. Until the start of your next turn, whenever the targeted creature rolls an attack roll or saving throw, they must also roll a d4 and subtract the number from the result.
  2. You can move up to half your movement speed away from the targeted creature without provoking an attack of opportunity.
  3. Until the start of your next turn, the targeted creature has disadvantage on any attack made against you.
  4. Until the start of your next turn any attack made against the targeted creature, by either you or your allies, has advantage.
  5. You land the blow and put everything you have behind the impact knocking the targeted creature to the ground. The creature is now prone.
  6. The success of your attack has reinvigorated you. If you have any available hit die, you can use one now to regain hit points.

When you reach 9th level you become more adept at controlling the chaos in the world around you. Whenever you roll on the table you can expend 2d6 sneak attack dice and roll twice, rerolling duplicates, choosing between the two to better pick the outcome you desire. At 17th level this increases to 3d6.

Gifted Grifter

When you take this archetype at 3rd level, you gain proficiency with the Forgery Kit. If you spend more than 10 minutes studying a document, you gain expertise on the check used to recreate it.

Blending In

Starting a 9th level it is hard for your enemies to determine whether you are a friend or a foe, causing them to hesitate during battle. During the first round of combat you have advantage on attack rolls and saving throws made against you, and enemies have disadvantage on attacks targeting you.

Creator of Dissension

Starting at 13th level, you can use your bonus action to deceive a single creature into believing everyone is plotting against them and you are there to help. The creature must make a Wisdom saving throw equal to 8 + your proficiency + your Charisma modifier. If the creature fails, it believes you are their ally and their current allies are actually their enemies.

This effect lasts 1 minute or until the creature takes damage.

When the effect ends, the creature is aware you charmed it. You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses of this feature after a long rest.

Avatar of Chaos

At 17th level, your chaotic presence is overwhelming to any creature that surrounds you. Choose a number of creatures equal to your Charisma modifier (minimum 1) that you can see within 60 feet. Each creature must make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier or be affected by your chaotic presence for 1 minute or until you are out of their line of sight. Roll a d8, and consult the table below for each creature affected. They can repeat the saving throw at the end of their turn. You regain the use of this feature at the end of short or long rest.

Condition Effects
1 Blinded
2 Charmed
3 Deafened
4 Exhausted
5 Frightened
6 Incapacitated
7 Paralyzed
8 Stunned
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Knights of the Shadow Realm, Copyright 2020, David Barrentine