Rogue
Base Class: Rogue

The most dangerous and most versatile piece on any chess board is the queen, and nobody knows this better than a Provocateur. Experts in the ways of whispering sweet nothings to get their targets to whisper sweet somethings is child's play for these heartbreakers, and the greatest among them have whole harems of powerful politicians to get them to do their bidding. If a target is particularly strong-willed, faithful to their partner, or just doesn't swing in the right direction, they have also mastered special spells that can help them "change their mind."

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

Cantrips

You learn three cantrips: minor illusion and two other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

Spell Slots

The Provocateur Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the bard spell list.

The Spells Known column of the Provocateur Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Provocateur Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Flirtatious Enchantment

Starting at 3rd level, you can charge your presence with seductive magic.

You can attempt to inspire wonder in those around you. As an action, choose a number of creatures within 60 feet of you who can see and hear you, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Creatures with an Intelligence of 4 or less automatically succeed their saving throws.

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

Mask of Manipulation

At 9th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive, and your voice now sounds like theirs. This disguise lasts for 1 hour or until you end it as a bonus action.

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. If the humanoid had been charmed by you at any point prior to death, you have access to all the secrets it knew in life as well.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.

Heartbreaker

Starting at 13th level, those that you have manipulated become vulnerable to being backstabbed by you. If a creature is charmed, your attacks gain the benefit of your Sneak Attack against them, even if no other prerequisites for Sneak Attack are met. In addition, if they are charmed by you, they gain vulnerability to that damage until the end of your turn.

Draining Relationship

Starting at 17th level, when you have a creature under your magical influence, you sap some of their essence for your benefit. As an action during combat, if a creature that is charmed by you is within 30 feet of you, you can choose to deal 5d12+5 psychic damage to them, and regain hit points equal to half the damage rolled. This damage does not end the charmed condition of spells you have cast. You may use this feature an amount of times equal to your Charisma modifier per long rest, minimum of once.

Previous Versions

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