Rogue
Base Class: Rogue

Disco Bandits grow up on the wrong side of the tracks, and instead of taking to self-destructive addictions, they raise themselves on dance. Oh, and stealing. Lots of stealing. Dance is the heart and soul of the disco bandit, a framing method for them to learn the ways of acquiring whatever they need from the world—and helping them wind down in the meantime.

Sublime Disco

Starting at 3rd level, when you attack with a melee weapon, you may also attempt a dance move as a flourish on top of the strike.

You learn three dance moves of your choice. Many maneuvers gain you a Disco Momentum, while others require that you have built a certain amount of Momentum to use. You can use only one maneuver per attack. Some maneuvers require a number of levels in disco bandit before you can gain the maneuver. You can learn a maneuver at the same time you meet its prerequisites. Disco Momentum lasts for 1 minute.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Advanced cocktail crafting

As a bonus action you can use 3 disco momentum to craft a random potion, the dm rolls. Afterwards you can use an additional 1 disco momentum to immediately drink the potion. The potency of the potion only lasts for 1 minute

1: minor healing potion

2: potion of diminution

3: potion of climbing

4: potion of flying

5: potion of heroism

6: potion of speed

7: potion of poison

8: potion of invisibility

9: potion of growth

10: potion of invulnerability

Deft Hands

You make a Performance(Dex) check against your target's Perception. If you succeed steal one item from the target and they are unaware, if you fail you don't steal an item and your attack deals no damage. This can be anything (Sword, Potion, Gold, Pants, etc.) but is up to the DM's discretion. In either case you gain 1 disco momentum.

Disco Dance II: Electric Boogaloo

Requires 3 Disco Momentum
You make a Performance check against your target's AC. If you hit you deal an additional 2d6 psychic damage and your target makes a Wisdom saving throw against your Performance check becoming confused on a failure, if you miss you deal no damage and your attack deals no damage. In either case you gain 1 disco momentum.


An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6: The creature doesn't move or take Actions this turn.

7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10: The creature can act and move normally.
This spell's damage increases by 1d6 when you reach 11th level (3d6), and 17th level (4d6).

Disco Dance of Doom

You make a Performance check against your target's AC. If you hit you deal an additional 1d6 psychic damage, if you miss you deal no damage and your attack deals no damage. In either case you gain 1 disco momentum.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Disco Eye-Poke

You make a Performance check against your target's AC. If you hit the target is blinded until the beginning of your next turn, if you miss the target is not blinded and your attack deals no damage. In either case you gain 1 disco momentum.

Flashing lights

Use 1 disco momentum to cast dancing lights as a bonus action

Frantic Gyrations

On hit, instead of doing damage with your attack you gain 2 Disco Momentum.

It takes two to tango

Use 1 disco momentum as a bonus action to attack with an Ally's weapon. You can't apply a disco move or sneak attack to this attack. You must be within 5 feet of the ally to use this.

Sucker punch

If you have advantage on an attack you can use 2 disco momentum to add 10 to your attack roll.

Very Moxious

Starting at 9th level, whenever you must make a Performance or Sleight of hand check, you can choose which to use.

Flashy Dancer

When you reach level 13, you choose either Dexterity or Charisma. That stat is increased by your Disco Momentum.

Grand Finale

Starting at 17th level you can complete your Grand Finale. In a frantic series of pop n' lock, moon walking, break dancing, and several other dance moves you bring great harm to your enemies. Any creature during the past minute that you succeeded on a Sublime Disco maneuver on makes a wisdom saving throw against 8 + proficiency + The stat your chose for your level 13 modifier taking 12d10 psychic damage on a failed save or half as much on a successful save. You can only use this once per long rest.

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