Rogue
Base Class: Rogue

Using performance silks as extensions of their bodies, Aerial Silk Dancers are able to assist allies and distract foes in a whirlwind of color. They dance around the battlefield, using lithe movements and deft reactions to harry their enemies or help their friends.

Silk Manipulation

When you take this archetype at 3rd level, you gain the ability to cast the spell Animate Rope as an action a number of times equal to your Charisma modifier per Long Rest.

You also learn to manipulate your silks to achieve various effects in battle:

  • As a Bonus Action, you may use your silks to distract a creature within melee range in order to gain the ability to use Sneak Attack on this round. This is only effective if there are no other creatures within 5 feet of you, you have not used your silks this round, and you do not have Disadvantage on the attack roll otherwise. All other rules for Sneak Attack still apply to you.
  • As an Action, make a ranged attack against the AC of a friendly creature within 30 feet of you. On a success, as long as the creature is willing, you pull the creature 5 feet in your direction without provoking an Attack of Opportunity on them. On a failure, the creature receives 1 point of non-lethal friction damage as the silk burns their skin.
    If the creature is unwilling, they can resist by rolling a Strength Saving Throw against a DC of 15. On a success, you are instead pulled 5 feet toward the creature and thrown off balance, causing you to lose your reaction and your Dexterity bonus to your AC.
  • As an Action, make a ranged attack against a hostile creature within 30 feet of you. If the creature is Medium-sized or smaller, that creature must make a Strength Saving Throw. On a failure, the creature takes 1 point of non-lethal friction damage and is knocked prone. If the creature is Large-sized or bigger, or if the creature succeeds on its Saving Throw, the creature resists and you must succeed on a Dexterity Saving Throw against a DC of 15 or be pulled 5 feet toward the creature and thrown off balance, causing you to lose your reaction and your Dexterity bonus to your AC.

Fancy Footwork

At 3rd level, you learn how to land a strike and then slip away without reprisal through your acrobatic prowess. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Enhanced Silk Techniques

At 9th level, your practice in the art of manipulating your silks has reached new heights, and you can now use them in more beguiling ways. You gain the following skills:

  • Once per long rest, you may use an action to cast the Rope Trick spell using your silks in place of material components.
  • As an action, you can make a Charisma (Performance) or Dexterity (Acrobatics) check contested by a creature's Wisdom (Insight) check. The creature must be able to see you as you begin to perform using your silks in a Beguiling Dance.

    If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. Any attacks made against this creature have Advantage. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

    If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Wrapped in Silks

Upon reaching level 17, you have become a master of using to your silks in battle to deadly effect. When you roll an 18 or higher while making a Sneak Attack on an enemy, you use the momentum of your attack to send your silk flying forward, wrapping it around your enemy and holding them in place. The affected creature is grappled. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Previous Versions

Name Date Modified Views Adds Version Actions
1/10/2022 6:16:25 PM
22
9
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes