Rogue
Base Class: Rogue

Of all the Gladiators of Norn, amidst those that summon their inner demon and those who train themselves to be able to fight sea monsters, the most infamous is the circle known as the Crimson Harlequins.   For while every order is lethal, none other than the deadly arena clowns see it as a play in which they themselves are the stars.   A Crimson Harlequin sees combat not as a life and death struggle, but as a play where both Comedy and Tragedy are present, and the Harlequin simply needs to exploit a weakness in order to bring one or the other to the stage.

A Halrequin dashes about, bleeding their foes like a stuck pig, dodging, weaving, and running about to make jokes, feign injury, and gain the crowd favor.  For the Harlequin doesn't care one way or another if the blood spilled is their own or another... but rather the crimson hues that paint the blood stained canvas, of which both competitors are the stars.  If the Harlequin survives, clearly it is a comedy in which the hero vanquished the villain.  And if their opponent wins?   Well, a play can very well be a tragedy, now can't it?

Grand Performance

Jester's Court

Starting at level 3, you've turned various tricks and training into a strange fighting style that focuses on Entertainment as it does in death.   You gain Performance as a skill proficiency, and can choose one instrument of your choosing as a Proficiency.  In addition, while not wearing armor, your AC is 10 plus your Dexterity and Charisma modifier.

In addition, choose one of the following personality traits.

-I enjoy performing, and would put my life on the line to ensure that all witnesses enjoy the spectacle that I can put on!

-Without the paint in which I so love, I become increasing annoyed.  Things that don't or can't bleed should be put to the sword that much quicker, but I don't have to be happy about it.

-My Wardrobe must always be that of an entertainer!   Armor simply slows me down, and ultimately betrays my ultimate goal of entertainment.

-Payment is always due at the end of each performance.  Some may choose money or wealth, but I like to keep a piece of my audience to always remember them by.


Grand Performance

Starting at level 3, you see combat as much art as it is a life and death struggle.  Tumbling and weaving, perhaps even singing an ode in combat, while rending your opponent with sudden strikes to weak points.   When dealing damage, you may choose to forgo Sneak Attack damage, and instead force the target to make a Constitution Saving Throw (DC is 8+Proficiency Bonus+Charisma Bonus).  On a failure, the target starts to bleed, taking damage equal to your Proficiency Bonus every round until they spend an action to make a Medicine(Wisdom) check equal to your DC (8+Proficiency Bonus+Charisma Bonus)  to stop the bleeding.  While bleeding, you cannot regain hit points other than through magical means, and the Crimson Harlequin gains advantage on attacks against opponents that are bleeding.  Creatures that lack blood or that cannot bleed are immune to this effect.

In addition, you gain a set of 'Tricks' you can perform while in battle.  The number of Tricks you gain is equal to your Proficiency Bonus, and you regain all uses of your tricks after a long rest.   You may use any of the following.
-Use a Bonus Action to make the Dodge Action.

-As an action, you may make a Performance check, causing all enemies within 30 feet that can hear and see you to make an Insight check against your Performance check or to become confused, angered, or distracted.  If they fail, they grant combat advantage against you and your allies until the end of your next turn.

-Make an Intimidation or Persuasion check as a Bonus Action.

-Use an action to make a scathing joke about a creature, forcing them to make a Wisdom saving throw against your DC (8+Proficiency Bonus+Charisma Modifier).  On a failure, they have disadvantage on their next saving throw, skill check, or attack roll they make before the end of their next turn.
-Inspire the crowd and your allies as an action, granting all allies within 30 feet that can see or hear you a 1d4 bonus on their next attack roll or saving throw before the end of their next turn.

The Show Must Go On!

Starting at level 9, you become a true showman, and use your audience to further fuel your performance.  As an action, you may make a Performance Check instead of taking a hostile action.   Doing so regains one use of your Tricks from Grand Performance.

Optional Rule:
When using The Show Must Go On!, the DM may impose a DC to ensure success.   Depending on the role, failing might remove one use of Tricks or impose a negative, while passing or vastly succeeding the DC might grant additional Tricks or grant a further benefit.  

Chew the Scenery

Starting at 13th level, you're able to further the show, a mid battle monologue or sililoquy that your audience is privy to.   When a creature fails their saving throw against your Bleed effect, you may also impose a secondary effect upon them, choosing one of the following.

-Grand Comedy:  Whenever the target suffers damage at the start of their turn, they must make a Wisdom Saving Throw against your DC (8+Proficiency+Charisma Modifier), or become Infuriated.  While Infuriated, they suffer disadvantage on any attack that isn't against you until the beginning of their next turn.  If they succeed, they are immune to this effect for the next hour.  Creatures immune to Charm effects are immune to Grand Comedy.

-Grand Tragedy:  The target has their movement reduced by 15 feet.  At the end of their turn, they make a Constitution saving throw against your DC (8+Proficiency+Charisma Modifier).  On a success, they no longer have their speed reduced, and are immune to this effect for the next hour.  Creatures with a Hover Speed are immune to Grand Tragedy.

-Scarlet Sililoquy:  Your Bleed Damage is instead double your Proficiency Bonus.

Curtain Call

At 17th level, whenever you use your Performance as an action, you may choose an enemy that can see or hear you.   If they are suffering a Bleed effect you have imposed upon them, they must make a Charisma saving throw (DC equals 9+Proficiency Bonus+Charisma Modifier).  On a failure, your next attack against them is considered a Critical Hit.  

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