Rogue
Base Class: Rogue

Most Rogues prefer the shadows, they wield and take advantage of them to hide themselves in battle. A strange and select few however, thrive on attention and being a distraction. They are known as Jesters, deadly individuals who, armed with theatrical tricks and a moderate amount of powerful magic, strike their foes by drawing attention to themselves and themselves only.

These rogues are usually found alongside loud and pompous bards, in circuses and organisations of great reach and fame, perhaps alongside fey entities or as literal jesters for kingdoms, or even as simple clowns roaming the world looking for coin. Whatever the case may be however, these rogues never leave the spotlight. And their foes are all the deader for it.

Enchanting Performance

Starting at 3rd level, you know how to put on a brilliant performance that will keep all eyes on you. You gain proficiency with Performance if you don't already have it. Your proficiency bonus is doubled for all ability checks with that skill.

Additionally, whenever you are performing, any creature that is watching you has a penalty to its passive Perception and Wisdom (Perception) checks equal to your Charisma modifier, as you weave subtle enchantment magic into your act and can’t look away from it.

Goad Thy Enemy

Also at 3rd level, you have learnt how to royally piss your enemies off. As a bonus action on your turn, you can magically draw the attention of one creature you can see within 60 feet of you. Make a Charisma (Performance) check against a creature you can see that isn’t [Tooltip Not Found], contested by the target’s Wisdom (Insight) check. 

If you succeed, you have advantage on the first attack roll you make each turn against that creature. Due to how you drew the attention of the creature however, the first attack roll the creature makes against you each turn while this feature lasts, is made with advantage as well.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Trickster's Escape

Beginning at 9th level, you have learned that drawing attention to yourself in the middle of combat is sometimes not a wise decision, and so, you’ve decided to mix a bit of theatrics with magic to concoct the perfect escape. As a bonus action, whenever you score a critical hit on an attack or when you use your Uncanny Dodge feature, you can briefly draw into powerful conjuration magic, teleporting a number of feet equal to 10 times your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Rakish Act

At 13th level, you’ve figured out that a quick performance with a little enchanting magic in it can work wonders, both in moments of need, or in quieter situations. As an action, you can make a Charisma (Performance) check contested by a creature's Wisdom (Insight) check.

If you succeed on the check and the creature is hostile to you, you goad it and it  becomes hellbent on you and only you, causing all attacks against it until the end of your next turn to have advantage.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance and idolizes you, speaking glowingly of you to anyone who speaks to it, and hindering anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends immediately if you or your companions do anything harmful to it. If the contested check fails or if the feature ends, the target has no idea you tried to charm it.

You can use this feature once, and gain the ability to do so again when you finish a short or long rest.

Jester's Strike

By the time you’ve reached 17th level, as a reaction to an attack roll that hits against a creature you hit with your Sneak Attack or affected by your Rakish Act feature, you can weave subtle necromantic magic into the wound, causing the attack to become a critical hit. Additionally, the attack deals additional necrotic damage equal to half your rogue level (rounded down), and the next attack roll made against the creature not made by you, is made with advantage.

You can use this feature once, and gain the ability to do so again when you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/30/2022 3:24:20 AM
7
1
--
Coming Soon
4/10/2023 12:55:47 AM
17
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes