Rogue
Base Class: Rogue

You learn how to choreograph your movements in a battle to slip around a foes defences. 

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, you gain 5 ft of movement immediately after the attack concludes. Additionally, that creature can’t make opportunity attacks against you for the rest of your turn. This movement speed is increased to 10 ft at lvl 13

Additionally you gain advantage on any performance check involving dancing

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Sweet Nothings

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Silver Tongue Strike

At 9th level your charismatic displays grant you additional ways to use your cunning strike. Additionally the you may choose to use your charisma modifier for your cunning strike save DC instead of dexterity.

(1d6) Taunting strike (melee weapon). You whisper in the ear of your foe as you strike through them. They must make a wisdom save. On a failed save they have disadvantage on attack rolls against anyone but you until the start of your next turn. Whenever a creature other then you hits them, they may retake this save. On a success no effect

(2d6) panicking strike (melee weapon) you sacrifice some of your precision to brutalise the wound. the enemy must then make a wisdom saving throw. On a failed save, they become frightened of you for 30 seconds. They may retake this save at the end of each of their turns while effected by this condition.

Quick Whit

At 13th level, you master the art of swiftly using your words to either undermine your enemies or inspire your allies. You gain the ability to cast *bane* or *bless* as a bonus action, without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. The spell's level is determined by your Charisma modifier minus 2 (minimum of 1st level). The spell save DC for these spells is 8 + your proficiency bonus + your Charisma modifier. Additionally, when maintaining concentration on these spells, you may substitute your Charisma saving throw in place of a Constitution saving throw when required to make a concentration check.

You regain all uses of this feature after completing a long rest.

Master Duelist

At 17th level, your mastery of footwork in battle becomes unparalleled, you can now take the Dodge action as a Cunning Action.

At this level, you also gain four Flourish charges. When a creature hits you with an attack, you can use your reaction to expend one Flourish charge and turn the hit into a miss. Immediately after, you may spend an additional flourish charge to make a single melee attack against the creature with advantage, provided they are within range. If the attacker is the only creature within 5 feet of you when you use this feature, the counterattack doesn’t consume a flourish charge charges. You regain all expended Flourish charges after a long rest.if you roll initiative with 0 Flourish charges, immediately gain 2 charges.

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