Rogue
Base Class: Rogue

For years, you have been interacting and surviving in urban territories, learning from your surroundings.  Seducers are as charismatic as they are unpredictable: adept at lying and persuasion as a means of getting what they want will go through questionable means to achieve their goals, often using other people as their leverage. Both loved and hated by the societies you live in, you may be the people's face, using your charm and sharp tongue to give yourself a better life, or you may be a filthy smuggler, regularly confronted by the authorities, only to be let loose again because of the rumours on the tip of your tongue, and the money in the palm of your hands. Through the utilisation of your "assets", whatever they may be, you have gained the ability to slink your way through the different levels of society and take from them all that they are good for - leaving them for dead. 

Common scenes

At 3rd level, your resourcefulness allows you to attack with whatever you have to hand. You gain proficiency with all improvised weapons which have the finesse property for you. Additionally, walking the streets you have learnt to go unnoticed and therefore when within a crowd you may remain hidden even after attacking a creature as you blend seamlessly with the sea of figures around you.

Allure

By 3rd level, your skills of seduction allow you to bewitch the targets of your advances. As a bonus action, a humanoid you choose that can see you must make an Insight check contested against your Persuasion. If you succeed then the target is Charmed by you for one minute and you can use your sneak attack on the target even if you do not have advantage on the attack roll but not if you have disadvantage. 

If you attack the target then they may re-roll their insight against your initial persuasion. A creature with advantage on saving throws against being charmed or a creature that is hostile to you has advantage on their roll. Creatures immune to charm effects are not affected by this ability and you cannot target the same creature with this ability more than once. 

Of the people

By 9th level, you have learnt to blend in with any crowd and as such can integrate yourself among the people with ease. Whenever you make a Stealth check among creatures unaffiliated with you, you gain a +10 bonus to all stealth checks made while in the crowd. If the crowd is primarily of a different creature type to you then you must make a successful DC15 Deception check to gain this bonus.

Alternatively, you can choose to cause a distraction and make a spectacle of yourself, instead giving a number of allies up to your proficiency bonus a +5 each to their stealth.

Poison Kiss

At 13th level, your poisonous personality manifests in your skin itself. You gain immunity to poisons transmitted through contact and can spend 1 minute seducing a creature, ultimately delivering a poison kiss (or other form of skin to skin contact). A creature subjected to this effect must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your charisma modifier. On a failed save, the creature is Poisoned for 2d6 minutes and for the first minute the poisoned creature is also Paralyzed. On a successful save, the creature is poisoned for half the duration, not paralysed and knows you have tried to poison it.

Improved Allure

At 17th level, you have become so beguiling that no creature can deny your advances. Creatures hostile to you or with advantage against being Charmed no longer have advantage on their Insight roll and creatures immune to charm effects are not immune to your allure. Additionally, you can choose to deal double your sneak attack damage against a creature charmed by you in this way but the effect ends immediately on this attack.

 

Comments

Posts Quoted:
Reply
Clear All Quotes