Base Class: Rogue
You favor direct combat instead of assassinating or stealth. In fights you pick out a "Partner" with whom you will dance until either you or your partner falls. In greater battles, your finesse and agile moves allow you to focus on the dance.
Proper Accessories
You know how to put up a show using everything you have, but it does not hurt to have a little extra. Starting at 3rd level you gain Proficiency with Medium Armor, Shields and the Performance Skill.
Invitation to The Dance
Starting at 3rd level you choose a hostile creature you can see and make it your Partner. You can use Stealth Attack Bonus against your Partner even if your weapon doesn't have finesse property and you don't have advantage on the attack roll, but not if you have disadvantage and/or using your weapon in two hands.
If your target dies you gain Temporary Hit Points equal to 1d6 + Rogue level. If you kill your target every hostile creature within 10 feet must make a Wisdom Saving Throw of DC 10 + Charisma (Performance) modifier or be Frightened by you, they must repeat the throws on their turns. The benefit lasts for 10 minutes, until you or the target dies or you are incapacitated.
Every other hostile creature has disadvantage on attack rolls and opportunity attacks against you.
Once you use this you must finish a short or long rest before using it again.
Dainty Steps
At 9th level you can counterattack against enemies who missed their attacks of opportunity. Your attack alwayss hit except creatures against whom you have disadvantage, you must make a normal attack roll against that creature. You can use this feature equal times to your Dexterity modifier + half your Rogue level. You must complete a long rest to replenish all uses of this ability.
Warm-up
You learned to make bigger shows than ever before. Starting at 13th level if you kill your Partner you can use Invitation to The Dance again. You lose this ability if someone else kills your partner. Every other rule of the Invitation to The Dance applies to you.
Finale
At 17th level as a bonus action you can perform a mighty finale to your show. If your target's Hit Points are under 100 you can force your partner to make a Constitution Saving Throw of DC 10 + Dexterity Modifier + Proficiency Bonus. If the target succeeds it takes 8d6 + 20 damage that is the same damage type of your weapon, if it fails the saving throw you execute it with a magnificent display of skill. You cannot use this ability more then once per long rest.
Previous Versions
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3/9/2019 8:50:11 PM
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Posted Aug 22, 2020I love it, and i’m gonna dance the sh1t out of people!