Rogue
Base Class: Rogue

Your skillset comes from that of a comedian known as a jester, making use of mockery of others to call forth laughter from others. Many who take on this roguish archetype are very experienced in the art of deception and manipulation, combining it with their foolhardy appearance to have their foes underestimate them.

 

Performance Artist

When you choose this archetype at 3rd level, you gain proficiency in Performance, or if you are already proficient in that skill, you gain proficiency in one of the following skills of your choice, instead: Acrobatics, Deception, Persuasion, or Sleight of Hand.

Joker

Starting at 3rd level, your words weave into a powerful jape when you mock others. You learn the vicious mockery cantrip, and use your Charisma modifier as your spellcasting ability for it. Additionally, you may use the bonus action granted by your Cunning Action to cast vicious mockery.

Harlequin's Taunt

Beginning at 9th level, you add your Charisma modifier to the damage dealt by vicious mockery. Additionally, when a creature fails their saving throw against your vicious mockery, you can choose to, instead of giving it disadvantage on the first attack roll it makes, have one of the two effects occur, instead.

Distracting Taunt. The creature has disadvantage on the first ability check it makes before the start of your next turn.

Enraging Taunt. The creature must use its action on its next turn to take the Attack action on you, moving as close as it needs to do so, provided doing so would not be suicidal, such as by wading through lava. After using this effect, you must take a long rest before doing so, again.

Dark Secret

At 13th level, you can make creatures believe you know more about them than you really do. You can cast fear without any material components, using Charisma as your spellcasting ability for this spell. After casting fear in this way, you must take a short or long rest before doing so, again.

Disappearing Act

By 17th level, you can temporarily disappear, dodging that which cannot normally be dodged. Whenever you are forced to make a non-Dexterity based saving throw, you may use your reaction to change the saving throw into a Dexterity one, for yourself. After using this feature, you must take a short or long rest, before doing so, again.

Performance Artist

When you choose this archetype at 3rd level, you gain proficiency in Performance, or if you are already proficient in that skill, you gain proficiency in one of the following skills of your choice, instead: Acrobatics, Deception, Persuasion, or Sleight of Hand.

Joker

Starting at 3rd level, your words weave into a powerful jape when you mock others. You learn the vicious mockery cantrip, and use your Charisma modifier as your spellcasting ability for it. Additionally, you may use the bonus action granted by your Cunning Action to cast vicious mockery.

Harlequin's Taunt

Beginning at 9th level, you add your Charisma modifier to the damage dealt by vicious mockery. Additionally, when a creature fails their saving throw against your vicious mockery, you can choose to, instead of giving it disadvantage on the first attack roll it makes, have one of the two effects occur, instead.

Distracting Taunt: The creature has disadvantage on the first ability check it makes before the start of your next turn.

Enraging Taunt: The creature must use its action on its next turn to take the Attack action on you, moving as close as it needs to do so, provided doing so would not be suicidal, such as by wading through lava. After using this effect, you must take a long rest before doing so, again.

Dark Secret

At 13th level, you can make creatures believe you know more about them than you really do. You can cast fear without any material components, using Charisma as your spellcasting ability for this spell. After casting fear in this way, you must take a short or long rest before doing so, again.

Disappearing Act

By 17th level, you can temporarily disappear, dodging that which cannot normally be dodged. Whenever you are forced to make a non-Dexterity based saving throw, you may use your reaction to change the saving throw into a Dexterity one, for yourself. After using this feature, you must take a short or long rest, before doing so, again.

Comments

Posts Quoted:
Reply
Clear All Quotes