Rogue
Base Class: Rogue

Most Rogues prefer the shadows to aid them. But a strange few known as War Jesters thrive on attention and the distractions they can bring. They use a wide variety of strange and often theatrical tricks and elements to confuse their enemies and leave openings for their allies to strike as their guard falters.

Carnival and Cadaver

At 3rd level, When you choose this archetype, you gain proficiency in performance, and you know how to get under the skin of enemies. You may use your bonus action to taunt an enemy you can see. You make a Charisma(Performance) check, contested by the target's Wisdom(Insight) check. If you succeed then they have disadvantage on all attacks that aren't made on you until the start of your next turn. If you use this feature on the same creature within 1 hour, they have advantage on their wisdom checks against your taunts.

Fools and Corpses

At 3rd level, you gain the ability to distract your opponents whilst you allies take advantage of the slackened focus upon them. Whenever you attack a creature with a melee attack that deals sneak attack damage, you may give an ally advantage on the first attack against that creature. Their first attack also deals extra damage equal to half of you rogue level.

Prankster's Folly

At 9th level, you learned sometimes angering everything you see is not the safest act. So you utilise a smidge of magic to help you out of, or into, those nasty situations. As a bonus action, you disappear in a puff of smoke and gain the benefits of the invisibility spell until the start of your next turn.

You can use this feature a number times equal to your charisma modifier. Your regain all expended uses after you finish a long rest.

Laughter and Slaughter

At 13th level, your level of distractions and irritating antics has achieved new levels. As a reaction, when a creature scores a critical against an ally you can cause a distraction as the enemy lands the strike and cause the attacker to falter. After damage calculation your ally may reduce the damage of the attack equal to your rogue level. You can use this feature a number times equal to your charisma modifier. Your regain all expended uses after you finish a long rest.

The Final Act

At 17th level, you really know how to finish a grand act. Once every 24 hours, When you score a critical against an enemy you may use this ability to ignore all rolls made and instantly apply the maximum damage of all dice throws for that single attack. If the enemy is 50 hit points or lower when this ability is used the creature is instantly slain.

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