Rogue
Base Class: Rogue

Snapdragons are charming well dressed manipulators of chance and emotion. Nothing makes them more satisfied than fooling their mark or stunning them with a fantastic maneuver. Their preferred weapon is the whip, due to its snappy nature. Because of the focus on a long reach light weapon, many smaller races hoping to give large auras take up this class.

Core Features

Whips: You are proficient with whips.

Intense Aura: Your audacious persona and way with expression create unease in foes. You have advantage on intimidation checks.

Snap-Snatch: Your skill with the whip is unparalleled. On a successful attack with a whip, you may use your bonus action to make a sleight of hand check in order to attempt to use your whip to steal a specific object being worn or carried by the attacked creature/structure as long as that object is not permanently secured(such as with buckles and straps) and weighs less than 5 lbs. The base DC of this check is 10 + the creature's dexterity modifier. If the item is in the creature's hand add that creature's strength modifier to the DC. If the item is attuned to that creature, add 5 to the DC. If the item is wrapped around the creature, add 5 to the DC.(hats aren't wrapped, but rings and belts are. Complex wraps such as shirts and pants are not stealable.
Each Snap-Snatch attempt costs 1 charge. 
You have a number of charges equal to twice your proficiency bonus.

Expert of the Craft

Flickering Field: Your personal space is YOURS. As an action you can create a harmful area around yourself with a radius of the range of your whip attacks that lasts for up to one minute. If a creature you haven't chosen as protected enters the range of your whip for the first time this turn, or if a creature starts its turn there it must make a Dexterity Saving Throw vs a DC of Your Dexterity Modifier + Your Proficiency Bonus. On a failed save, the creature takes 4d4 slashing damage. This damage increases by 1d4 at level 13 and at level 17. Maintaining Flickering Field requires Concentration. You may use this ability once per short rest.

Battle's Bounty: You gain proficiency in leatherworker's tools and may use them to craft custom whips from the hides of freshly slain creatures. These whips can have a melee attack range of greater than 10ft, but your attack rolls with longer whips get a -2 for each additional 5 feet. These whips get an attack and damage bonus associated with the creature you've harvested from. A CR10-15 creature gives a +1 bonus to attack and damage rolls, a CR 16-20 creature gives a +2 bonus to attack and damage rolls, and a CR 21 or above creature gives a +3 bonus to attack and damage rolls. 

Master of the Craft

Thunderous Report: Constitution saving throws to maintain concentration triggered by damage from your whip attacks are made at disadvantage. 

Snappy Mobility: You treat your whips as a part of yourself. You can choose a firmly affixed feature of a structure that could be ensnared by a whip and that is within range of your melee whip attack, and move in the direction of that feature without provoking opportunity attacks by pulling yourself towards it with your whip. This includes moving vertically at normal speed.

Ambidangerous: As part of your attack action you may make a second attack with a whip held in your alternate hand. This attack can also deal sneak attack damage, but uses half the dice, rounded up.

Master of the Art

Grand Displays: Your flashiness has grown to a performative level. You gain proficiency in performance and your performance rolls get a +6.

Snappier Snatches: When executing a Snap Snatch triggered by an attack that did Sneak Attack damage, you have advantage on your sleight of hand check.

Crack the Heavens: You could make a boulder wince. Your sneak attack dice are now D10s.

Snapdragon Image

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