Base Class: Rogue
A harlequin engages in the endless dance of life an death. Those who adhere to this archetype devote their life to the dance, adopting a persona to help them on their journey. A harlequin is best known for their mask, replacing their old identity with a true representation of who they really are.
Harlequin's Mask
At 3rd level, you gain your own personalized mask used to reflect aspects of emotion, humor, or tragedy. While you wear this mask, your AC is increased by 1 and you gain expertise in the performance skill.
If your mask is lost or destroyed, you lose all features and benefits of this ability. You must spend a short rest and 25gp to rebuild your mask.
At level 17, your mask can no longer be removed or destroyed without using the remove curse spell.
Dance of Death
Starting at 3rd level, you learn the dance of death. When you successfully land a sneak attack on a target, you entangle them in your dance. You and your target move up to half your movement speed in a straight line in a direction of your choice. You can move through medium or smaller creatures without provoking opportunity attacks, but you or your target cannot end your movement in another creature's space.
You can use this feature a number of times equal to your Charisma bonus (minimum 1). You regain all uses after completing a short or long rest.
Spectral Waltz
Beginning at 9th level, your body becomes shrouded in a spectral mist. Your movement speed is increased by 10 feet. Additionally, you permanently gain the effects of the Freedom of Movement Spell.
Minuet
At 13th level, your enemies join you in the dance of death.
When a creature hits you with a melee weapon attack, you can use your Dance of Death ability. After you move, all damage taken is redirected at your attacker.
You can use this feature twice between rests, regaining all expended uses when you finish a short or long rest.
Master of the Stage
At 17th level, you have mastered your performance. Even as a battle begins, everything has already fallen into place.
At the beginning of combat, but before initiative has been rolled, you can choose up to 3 creatures within visual range to make a Wisdom (Insight) check against your Charisma (Performance) check. On a fail, you decide the order of the chosen creatures' initiative.
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