Rogue
Base Class: Rogue

Emulating the lessons of sprites, the contracts with hags, or traversing the woods of the feywild, harlequins utilize the varied skills of fey denizens in their strikes. Their moods as whimsical as any fairy, blades hidden among leaves, and finding amusement in their lives. They are also known in some places as Court daggers or Jesters.

 

Mood Swing

Starting at 3 level, the chaotic energies of the Feywild course through you. Whenever you finish a long rest, roll a d4. Your mannerisms and attitude change depending on what you roll, granting additional benefits. You can use that mood’s feature a number of times equal to your proficiency bonus, and regain all uses after a long rest.

1: Mirthful: You gain advantage on a Performance or Persuasion check.

2: Fuming: As a reaction to being hit, you can make an opportunity attack against that creature. This feature does not benefit from Sneak Attack.

3: Tricksy: As a reaction to being hit, you can roll a d6, subtracting the amount from the attack roll, potentially causing the attack to miss.

4: Sorrowful: You can add your proficiency bonus to saving throws against being Charmed or Frightened.

Fey Strike

At 3 level, you gain the ability to strike in a vibrant display. As an action, you can teleport up to 5 ft. x your Rogue level. If you teleport within 5 feet of a creature, you use your reaction to make an opportunity attack against it

Once you use this ability, you must finish a short rest before you can use it again.

Wild Hunt

Starting at 9 level, you can grant yourself advantage on an initiative roll. Doing so initiates a Wild Hunt. While it is active, your movement doesn’t provoke opportunity attacks, and your attacks can deal Sneak Attack damage even if you do not have advantage or the other conditions aren’t met. Attacks made against you have disadvantage as you hunt efficiently. This lasts until you hit a creature with an attack.

Once you use this feature, you must finish a long rest before you can use it again.

Stable Emotions

Starting at 13 level, your emotions are a wee bit more stable. Your Mood Swings gain additional effects, as listed below. If the trait requires a saving throw, the DC is 8+your Proficiency Bonus+Charisma Modifier (minimum of 1).

 

Mirthful: As an action, you can attempt to Charm a person. On a failed Charisma saving throw, the target is Charmed by you. If they succeed, they do not know that you attempted to charm them.

Fuming: As a bonus action, you take on a more frightful presence. Targeting a creature, you attempt to scare them. The target makes a Charisma saving throw, becoming Frightened of you if they fail. You gain advantage on all attack rolls on the frightened target. At the start of the creature’s turn, it can repeat the saving throw, ending the effect on success. The target is immune to being Frightened for 24 hours after succeeding.

Tricksy: As a bonus action, you can make yourself invisible. You are invisible for a number of minutes equal to 10*your rogue level. If you make an attack, you become visible.

Sorrowful: As a bonus action, you can make your pessimistic attitude rub off on those around you. All creatures within 5 feet of you have disadvantage on their saving throws until the end of your next turn.

Chaotic Energies

Starting at 17 level, the chaotic feywild energy you wield affects your targets more dangerously. Your abilities gain additional effects.

While a target is Charmed by you, you can see and hear through them, and you know their location as long as they are on the same plane of existance as you.

A target that is Frightened of you takes 3d12 psychic damage at the start of each turn it is frightened.

When you teleport using Fey Strike, you can teleport within 5ft of a target you can see.

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