Rogue
Base Class: Rogue

Not all rogues are dastardly thieves or burglars. Some are spies and infiltrators, capable of hiding in plain sight behind a dashing smile and a few rosy words. They thrive in high society, concealing their deadly skill behind a sophisticated persona of charm and wiles.

Dancer's Elegance

When you choose this archetype at 3rd level, your training with dancing grants you certain benefits. You have proficiency with one musical instrument of your choice. Whenever you use the Performance skill for a dancing activity, you are considered proficient in that skill and you add double your proficiency bonus to the roll.

In addition, while you are not wearing armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You also gain proficiency in one Charisma skill of your choice. Sometimes, the effects of your dancing will require a saving throw to resist its effects. The saving throw DC is calculated as follows.

Dance save DC = 8 + your proficiency bonus + your Charisma modifier

Practiced Moves

Beginning at 3rd level, you have learned to use your skill with dancing when in conflict with other creatures. You can make use of the following moves, and a creature can choose to fail the saving throw if it wishes.

Elegant Twirl. As a bonus action, you can grab a Medium or smaller creature standing within 5 feet of you and force it to make a Dexterity saving throw. On a failed save, you and the creature switch places.

Hand-Off. As a bonus action, you can grab a creature holding something in its hand and force it to make a Strength saving throw. On a failed save, you twist its arm around, forcing it to drop one of the items or weapons it is holding, if it is able.

Kick Up. When prone, you only need to use 5 feet of movement to stand back up.

Sweep the Leg. When you hit a Large or smaller creature with a melee attack while standing within 5 feet of it, you can use a bonus action to force the creature to make a Dexterity saving throw. On a failed save, the creature falls prone after you deal damage.

Steps of Distraction

Starting at 9th level, you can use your training to distract your foes. While within 5 feet of a creature, you can use an action to pull it into a short dance. The creature must make a Wisdom saving throw or become confused, as if affected by the confusion spell. At the end of each of its turns, the creature can repeat its saving throw, ending the effect on a success. Otherwise, the effect ends after 1 minute.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Contortionist

Starting at 13th level, your mastery of entertainment is undisputed, and it shows when you perform acts of gymnastics. You have advantage on Strength and Dexterity checks made when performing gymnastic acts, such as somersaults and flips, and to escape a grapple. You can also move through the space of any creature that is of a size equal to or larger than yours, and you can move through spaces one size category smaller than you without squeezing.

Master Of Dance

At 17th level, your confidence when putting on a show has extended into combat. When rolling initiative, you can add your Charisma modifier to the roll. Any creature that goes after you during the first round of combat makes their attacks against you at disadvantage until the beginning of your next turn.

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