Base Class: Rogue
When the stories told on the stage bleeds into reality, those who are behind the storytelling on it must battle others. Naturally, they will use their cunning and their Charisma as most Rogues, but also and their natural talent and passion for the show. Using their experiences from theater, actors, stagehands, and even directors will fall under this subclass. The Performer is useful for Rogues who enjoy creating a false narrative for their enemies, while preparing a new trick up their sleeves.
Acting Prowess
Starting at 3rd level, you may use your acting experience to masquerade as weaker than you are. Choose an enemy to fool and make a Performance check, on a successful roll, the next 1d4 attacks made against you from that enemy have Disadvantage.
Know Your Set
Starting at 3rd level, you may take a Perception check, on a successful roll, an enemy in a 5 ft. radius of you gains an effect based on the surface you are on.
If you are standing on a soft surface, such as dirt, mud, sand, or gravel, you may pick a piece of the ground up and throw it into your enemies eyes, they gain the Blinded effect for 1d4 turns.
If you are within 10 ft. of a surface where the ground level changes downward, you may throw an enemy within 5 ft. down where the ground level lowers, and that enemy becomes Exhausted, for 1d4 turns.
If you are within 5 ft. of a hard, sturdy surfaces of your opponents height or higher, you may make a Constitution check, on a successful roll, you slam an enemies head into the strong surface and they become Stunned.
Other situations are viable, however the Player must ask the Dungeon Master if their idea for using their environment against the enemy would be viable.
Strike
Starting at 9th level, the memories of purging of the set and costumes come back to the Thespian of old, as any Gold looted from an enemy, or any gold taken via Sleight of Hand is doubled in amount.
Choreography
By 13th level, you have choreographed so many battles, you bring it into your actual duels. On attack rolls, rolling an 18 and 19 are counted as critical rolls, and when you are hit by a weapon you carry yourself, you take 1d12 less damage.
Stage Direction
When you reach 17th level, your stage direction has improved, allowing you to help your actors play their roles in the best way they can. Any allies within 15 ft. of you have advantage on ability rolls and attack rolls if your last attack hit, if your last attack was a miss, this ability is not valid until you successfully hit an enemy.
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