Rogue
Base Class: Rogue

All the world's a stage, and all the men and women merely players. All except the Fool. Whether tripping a lich to let a paladin's blade strike true, or being tossed around by enemies like a ragdoll to let a mage reposition, the Fool drifts just close enough to the spotlight to spout a corny joke before floating off to another endeavor. While a Fool can take center stage, they much prefer to wait in the wings, ready for their cue to provide the perfect assist.

Tools of the Clown

A Fool never goes anywhere without proper training, nor the proper equipment.

At Level 3, you gain proficiency with the Disguise Kit. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.

You also gain proficiency in one of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Razor Wit

At Level 3, you know just the right way to create openings for your allies in a fight. When an ally you can see hits with an attack roll you can take a Reaction to apply your a number of your sneak attack dice to that damage roll. If the attack was not made with advantage, your may only add half of your dice (round up). If the attack was made with advantage, you may add all of your dice. This damage is psychic damage.

Dramatic Staging

At Level 9, you have the talent to make moments for your allies, not just capitalize on the moment. As a bonus action, you can to descend into perceived buffoonery to befuddle an enemy. Choose one creature that you can see. Make a Charisma (Deception) roll contested by that creature’s Wisdom (Insight). If you succeed on the check, you and your allies have advantage on attacks against that creature, and that creature has disadvantage on attack rolls against targets other than you until the beginning of your next turn. If you fail the check, that creature becomes immune to this ability for the next 8 hours.

Body of Folly

At Level 13, the art of slapstick is ingrained into your muscles, and it makes those around you look more competent by comparison.

  • Damage you take is reduced by an amount equal to your Dexterity Modifier (min. 1).
  • When you take the Help action, you also take the Dodge action.
  • When helping an ally with a skill check for a skill you have proficiency or expertise in, you can grant them the benefits of your Reliable Talent ability for that check.

Grit of the Harlequin

At Level 17, as an action, you can enter a state of mirth and resilience known only to the humble clown.

This merriment lasts for 1 minute and ends early if you have the Incapacitated condition. You can dismiss this ability at any time (no action required).

While the effect is active, you gain the following benefits. You can invoke the merriment a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

  • You are immune to Frightened condition, and enemies do not have advantage to hit you when you are prone.
  • Creatures not designated by you have disadvantage on all Wisdom based checks and Saving throws while within 30 feet of you.
  • When you use your Razor Wit ability, your affected ally can treat any 1 or 2 on a damage die as a 3 for that attack.

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