Rogue
Base Class: Rogue

Freemen all, the Athasian minstrels tour through cities in groups or individually, then travel on, making a living with their wits and talents. It is also widely accepted that many of them lead double lives as notorious blackmailers, thieves, spies, and even assassins.

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Jack of All Trades

Also, at 3rd level, you can add half your proficiency bonus, rounded down to any ability check you make that doesn’t already include your proficiency bonus.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit and one instrument of your choice. You also gain proficiency with the Performance skill if you don’t already have it.

Distracting Performance

As a bonus action, you can make a Charisma (Performance) check against a creature that you can see and can see and hear you that isn’t incapacitated, contested by the target’s Wisdom (Insight) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Master of Poisons

At 9th level, You become an expert at poisons and their application. You having advantage on saving throws against poison and gain resistance to poison damage. In addition, as part of a short rest, you can harvest saliva, venom, or residue from a slain beast, monstrosity, or plant creature of size Large or smaller to create a vial of poison. You can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier or take an amount of poison damage equal to 1d4 + the number of levels you have in this class. Once applied, the poison retains potency for 1 minute before drying.

Enthralling Performance

When you reach level 13th, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier or be charmed by you. While charmed in this way, the target idolizes you, speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight in your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Stunning Performance

At 17th level, you can use your bonus action speak of word of power that can overwhelm the mind of one creature you can see and can see and hear you within 60 feet, leaving it dumbfounded. If the target has a number of hit points equal to 10 times your levels in this class or fewer, it is stunned. Otherwise, this feature has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. The DC equals 8 + your proficiency bonus + your Charisma modifier. On a successful saving throw, this stunning effect ends.

Once you use this feature, you can’t use it again until you finish a short or long rest.

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