Base Class: Rogue
These Scoundrels are both loved and hated by the societies they live in, they can be the people's face, using their charm and sharp tongue to give them a better life, or they can be filthy smugglers, being often confronted by the authorities, only to be let loose again because of the rumors at the tip of their tongues, and the money on the palm of their hands. Scoundrels are known by the people, and they know even more about those people.
Deceitful Artist
When you reach 3rd Level, you learn the Minor Illusion Cantrip, and you have advantage in any Charisma (Deception) Checks made to make other believe the illusion made from that spell are real.
Additionally, you learn to make use of your wits in the middle of combat. As a Bonus Action, you can unsettle a creature you can see by taunting or telling a lie that would affect them, make a Charisma (Deception) Check contested by their Wisdom (Insight) Check, you are granted advantage on a success for your next attack roll against that creature. When you roll your Sneak Attack damage this way, you can treat all 1s rolled as if they were a 2. At 9th Level, you can treat all rolls of 2 or lower as a 3, At 15th Level, you can treat all rolls of 3 of lower as a 4.
You can use this feature a number of time equal to your proficiency bonus and you regain all uses of it at the end of a short or long rest.
Friend to All
People feel at ease around you, loosening their lips and possibly their belts.
At 3rd Level onwards, you are adept with dealing with people. Any non-hostile creatures have disadvantage on Wisdom (Insight) Checks against you whenever they are at full hit points, and will always accept drinks that you offer when in a bar or pub setting.
Dirty Fighting
By 9th Level, you have learned to change the odds of an encounter to your side through your own means.
As an bonus action, you may attempt to blind a creature within 10 feet of you by covering their eyes. If possible, you can use an object that could obscure a creature's vision, such as a handful of sand or the glimmer of a coin aimed at their eyes. The creature must make a Dexterity Saving Throw, on a failure, they are Blinded until the start of their next turn, on a success, they dodge your attack and aren't Blinded. If the creature is hit by this feature before rolling Initiative, they are also Surprised until the start of their next turn.
The Saving Throw DC for this feature is 8 + Your Proficiency Bonus + Your Dexterity Modifier
Famous Persona
At 13th level, you know how people are prone to act and react to each other's demeanor. You gain advantage in all Charisma Checks and effects that can cause charms made towards a creature that is not directly hostile towards you, provided you share a language with it.
When a creature that shares a language with you becomes hostile towards you, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check, if you succeed, the creature and all it's allies, if any, are charmed by you and 5 other creatures of you choice for 1 hour. If the creature is missing any hit points, it automatically surpasses your check to charm it, if any of the charmers deal damage to the charmed creatures, the charm ends on all targets and they become immune to this effect for 24 hours.
You may use this feature twice and you regain the expended uses once you finish a long rest.
Obey me
At 13th level, you are able to command those you have charmed to do as you please, provided it will not lead to their death.
You are able to cast the Geas spell on one target that is currently Charmed by you. This creature has disadvantage on the save, which is 8 + Your Proficiency Bonus + Your Charisma Modifier. The duration of the spell last until the Charmed effect wears off, and the creature realizes what happened.
You can use this feature once, regaining all uses after a long rest.
Brothers and Sisters!
At 17th Level, your influence over people is undeniably powerful, you have learned how to make them listen, and how to make them shout.
You can attempt to persuade a crowd into taking action. You learn the Mass Suggestion spell, and can cast if without material components. If you spend 10 minutes making a speech, there is no limit to how many creature it affects
The Saving Throw DC is 8 + Your Proficiency Bonus + Your Charisma Modifier
Once you used this feature, you can't use it again for 7 days, and the previous targets of this feature become immune to it for 1 month.
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