Base Class: Rogue
Most rogues prefer the shadows to hide them selves, but a strange few known as war jesters thrive on attention and the distraction they can bring. They use a wide variety of strange and often theatrical tricks and elements to confuse an enemy, and leave openings for their allies to strike where the defenses have been distracted.
(From Blackwood's Tome of Heroes, not my OC)
Jester First
At 3rd level, when you choose this archetype, you gain proficiency in Performance, and you know how to piss your enemies off just right. You may use a 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 are not made against you until the start of your next turn.
If you use this feature on the same creature again within 1 hour, they gain advantage on wisdom checks to resist your taunts.
Warrior Second
At 3rd level, you gain the ability to distract your opponents while your allies finally get some work in. Whenever you attack a creature with a melee attack that deals sneak attack damage, you may give an ally you see advantage on attacks against them. Their first attack also deals additional damage equal to half your rogue level
Powder Bag
At 9th level, you learned sometimes angering everything you see is not the safest act, so you now keep a bag of magical powder to help you escape. Whenever you use a bonus action granted to you by cunning action they gain additional effects:
- Dash: Whenever you dash, you immediately go invisible until the end of your turn
- Disengage: Whenever you disengage, you create a cloud of smoke equivalent to casting fog cloud at first level. This cloud lasts until the start of your next turn
- Hide: Whenever you use the hide action, you may add your Charisma(Deception) to the stealth roll
Dance of Daggers
At 13th level, you are good at taking advantage of the distractions that your allies make because of your distractions. You gain a special reaction that you can take on every creature's turn except for your own. Whenever an ally attacks a creature with advantage and you can see the target creature, you may may an attack with a melee weapon or throw a weapon with the light property.
Deadly Distraction
The first time you successfully use your Jester First ability against a creature, the first successful attack against that creature not made by you is a critical hit.
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