Base Class: Rogue
Saving Throws: Some of your features require your target to make a saving throw to resist the effect. The saving throw DC is equal to 8 + your proficiency bonus + your Charisma modifier.
RIGHT AT HOME
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and you also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute to pass yourself off as a native speaker, provided you know the language.
ALLURING HINDRANCE
Also at 3rd level, either through your exceptional attractiveness or magnetic personality, your enemies are loathed to harm you and tend to pull their blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
Once per short rest, as a bonus action, you can cast an alluring glance at your opponent distracting them. Choose a single creature that is attempting to harm you with an attack or a spell before they make the attack they must first make a Wisdom saving throw. On a failed save, the creature must choose a new target within five feet of you, if no target is present they lose the attack. This effect lasts for 1 minute or until you make an attack or cast a spell against that creature.
SEDUCTIVE ARTS
You know exactly what people want just by looking at them. Beginning at 3rd level, you can use an action and attempt to charm a humanoid that you can see within 30 feet. They must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as the object of their desire and wishes to make you happy. If you do choose to attack the charmed creature, that first attack has advantage because they wouldn't be defending from it, they trust you.
You can use this feature twice every short rest. At higher levels, you can use this feature more: on the 5th you can use it three times, on the 9th you can use it four times, on the 13th you can use it five times, and on the 17th you can use it six times.
Additionally, once per long rest, using a bonus action, you may choose to spurn a creature that is currently charmed by your Seductive Arts. The targeted creature must make a Wisdom saving throw. On a failed save, the creature suffers an amount of psychic damage equal to your sneak attack dice and is stunned until the end of your next turn. On a successful save the creature suffers half the damage with no stun effect.
PILLOW TALK
Starting at 9th level, your ability to seduce and sway emotions leads many to spill their deepest secrets. When you spend 30 minutes with a creature under your charm effect, they begin to give you information they shouldn't. Your DM will tell you something that creature knows about your current situation they normally wouldn't tell you. The DM gets to choose what and how they deliver the information whether it is straightforward or a bit critic.
If you want to press the creature for more details, you can attempt to persuade them at advantage as they are charmed. You can attempt this twice before the creature starts to close themselves off again. The DC is the same used for your saving throws.
SUDDEN BUT INEVITABLE BETRAYAL
At 13th level, you know how to strike when most opportune. If you choose to attack a creature that is under the effects of your seductive arts, the creature is surprised and your sneak attack damage for that attack is treated at a critical hit. Attacking a creature charmed by seductive arts in this manner immediately breaks the effect.
In addition, your knowledge of emotional manipulation renders you immune to charm effects.
STUDIED WEAKNESS
At 17th level, you pick up the weaknesses of those charmed by you. While your Seductive Arts feature applies to a creature if you choose to attack it, your Sneak Attack damage against that creature increases by 3d6.
RIGHT AT HOME
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and you also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute to pass yourself off as a native speaker, provided you know the language.
ALLURING HINDRANCE
Also at 3rd level, either through your exceptional attractiveness or magnetic personality, your enemies are loathed to harm you and tend to pull their blows. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
Once per short rest, as a bonus action, you can cast an alluring glance at your opponent distracting them. Choose a single creature that is attempting to harm you with an attack or a spell before they make the attack they must first make a Wisdom saving throw. On a failed save, the creature must choose a new target within five feet of you, if no target is present they lose the attack. This effect lasts for 1 minute or until you make an attack or cast a spell against that creature.
SEDUCTIVE ARTS
You know exactly what people want just by looking at them. Beginning at 3rd level, you can use an action and attempt to charm a humanoid that you can see within 30 feet. They must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as the object of their desire and wishes to make you happy. If you do choose to attack the charmed creature, that first attack has advantage because they wouldn't be defending from it, they trust you.
You can use this feature twice every short rest. At higher levels, you can use this feature more: on the 5th you can use it three times, on the 9th you can use it four times, on the 13th you can use it five times, and on the 17th you can use it six times.
Additionally, once per long rest, using a bonus action, you may choose to spurn a creature that is currently charmed by your Seductive Arts. The targeted creature must make a Wisdom saving throw. On a failed save, the creature suffers an amount of psychic damage equal to your sneak attack dice and is stunned until the end of your next turn. On a successful save the creature suffers half the damage with no stun effect.
PILLOW TALK
Starting at 9th level, your ability to seduce and sway emotions leads many to spill their deepest secrets. When you spend 30 minutes with a creature under your charm effect, they begin to give you information they shouldn't. Your DM will tell you something that creature knows about your current situation they normally wouldn't tell you. The DM gets to choose what and how they deliver the information, whether it is straightforward or a bit critic.
If you want to press the creature for more details, you can attempt to persuade them at advantage as they are charmed. You can attempt this twice before the creature starts to close themselves off again. The DC is the same used for your saving throws.
SUDDEN BUT INEVITABLE BETRAYAL
At 13th level, you know how to strike when most opportune. If you choose to attack a creature that is under the effects of your seductive arts, the creature is surprised and your sneak attack damage for that attack is treated at a critical hit. Attacking a creature charmed by seductive arts in this manner immediately breaks the effect.
In addition, your knowledge of emotional manipulation renders you immune to charm effects.
STUDIED WEAKNESS
At 17th level, you pick up the weaknesses of those charmed by you. While your Seductive Arts feature applies to a creature if you choose to attack it, your Sneak Attack damage against that creature increases by 3d6.
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