The Man Who Laughs-Rogue Subclass

You have a unique panache for making people laugh instants before you kill them. Street performers, court jesters, and comedians make excellent laughing men, for they are light on their feet, quick to make a good joke, and generally familiar with the comedic tools you employ. Laughing men are experts in getting into their enemies' heads, avoiding sure death, and pulling off lethal pranks to their benefit.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiancy in the performance skill and the poisoners kit.

Punchline

Also at 3rd level, you have an array of gadgets and tools to produce truly lethal jokes. You gain the pranks listed below, which you can use at will. If one of your pranks calls for a saving throw, its save DC is 8 + your proficiency bonus + your Charisma modifier.

Forked Tongue . You know the cantrip vicious mockery and can cast it at will.

Joy Buzzer . You know the cantrip shocking grasp and can cast it at will.

Laughing Gas Bomb . You can use your action to throw a laughing gas bomb, which is finesse thrown weapon with a range of 30/60 feet, and deals 1d4 poison damage on a hit. Additionally, the target and each creature within 5 feet must make a Constitution saving throw or begin laughing uncontrollably, and have disadvantage on attack rolls until the beginning of your next turn. On a successful save, a creature is immune to the effects of laughing gas bombs for 24 hours.

The damage of this bomb increases as you gain levels in this class. It becomes 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Trick Flower. You know the cantrip poison spray and can cast it at will.

Mind Games

By 9th level, you can get into an enemy's mind. You can use your action interacting when another creature which can speak at least one language and hear you. This creature must make a Wisdom saving throw (save DC is 8 + your proficiency bonus + your Charisma modifier.) On a failed save, for 1 minute, you can use Sneak Attack against that creature, even if you do not have advantage against it or if no enemy of the target is within 5 feet of it.

For the duration, you can also add your Charisma modifier to your pranks' damage rolls against that creature, and you have advantage on Deception, Intimidation, or Persuasion checks against this creature. On a successful save, a creature is immune to this ability for 24 hours.

Insane Vigor

Starting at 13th level, whenever you use Uncanny Dodge, you can move 5 feet without provoking opportunity attacks.

Laugh at Death

Starting at 17th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Until the end of your next turn, you have advantage on attack rolls, and other creature have disadvantage on attack rolls against you. Once you use this ability, you can’t use it again until you finish a long rest.