Base Class: Rogue
Parties, Masquerades, and Mixers... the Socialite's playground. Enjoying the dance of conversation as much as the dancing of a ball, Socialite's thrive on attention and the thrills of the dance floor. You just cannot get enough!
Socialite gives a different approach to playing a rogue, focusing less on the potential burst damage of the class in combat and instead focusing on the evasiveness to make the class more of a Tank in terms of combat, pulling attention from enemies off of teammates and gaining bonuses for doing so. As such, often the Socialite will want to focus on Charisma and Dexterity in character builds, and then attack as a follow up to those abilities. Socialites typically come from the upper class of society in your world, however how they get there or if they even retain that status prior to the story is up to you. The character also usually has a superiority complex, but again, this is all dependent on how you want their abilities to be flavored.
A Socialite looks more at Tanking as the ability to pull attention from enemies (traditionally called Aggro in Video Games) as to prevent them from focusing on your teammates. As this attention increases, the character receives benefits from this, all leading to a capstone ability at the end of the subclass allowing you to be the life of the party!
3rd Level - All Eyes on Me!
The spotlight is always on you! During combat, you gain 1 token every time you make an attack against a creature, or a creature attacks you, stacking up to 15 tokens. You gain advantages or disadvantages based on your token count in combat.
- 0-2 tokens:
- Character gains -1 to all strength abilities and modifiers until next turn start (does not stack) and gains a bonus action on their turn to use a spell.
- 3-5 tokens:
- Character gains 1d4 to all dexterity rolls until next turn start (does not stack) and a bonus action on their turn to use a spell.
- 6-8 tokens:
- Character retains all benefits from 3-5 tokens and a +1 to AC until next turn start (does not stack).
- 9-11 tokens:
- Character retains all benefits from 3-8 tokens and gains the ability to use Misty Step as a reaction to an attack without using a spell slot until next turn (does not stack and can only be used once between turns until a reset)
- 12-14 tokens:
- Character retains all benefits from 6-11 tokens (does not retain 1 attacking creature benefits) and gains advantage on attack rolls and Dexterity and Charisma saving throws.
- 15+ tokens:
- Character retains the use of Misty Step as a reaction spell, gains +5 to AC and an extra 1d4 to damage rolls, with the number of d4 increasing to 2d4 at level 7, 3d4 at level 13, and 4d4 at level 18.
3rd Level - Natural Charm
You gain access to the spell Charm Person.
Any creature that would normally be immune to Charm effects now only has advantage against Charm effects by this creature.
9th Level - Fashionably Late
When combat begins, if your initiative is in the bottom half of turn order, charm an opponent who rolled higher initiative that you (highest available initiative). They must make a Charisma saving roll with a DC of 14. If they succeed, they are not charmed. If they fail, they are charmed into attacking you.
9th Level - Appetizers
At the start of combat, you can choose a party member. The first time they are attacked by an enemy, the enemy must make a Charisma saving throw. If they succeed, they still attack that party member. If they fail, their attention turns to you. They cannot attack anyone else until the attempt to attack you once. If you are in range, they can choose to attack you in that moment or they can forfeit their attack action. This ability can only be used twice per long rest.
13th Level - Lively Conversation
After every 5th successful or failed attack used against you in combat, you may choose to activate Lively Conversation. If you choose to activate it, you may choose to attack any enemy within range on the spot. This ability may only be used 3 times per long rest.
17th Level - Life of the party!
Once per long rest, you may activate Life of the Party! Upon activation, every enemy creature within 60 Feet has to make a Charisma Saving throw. If they succeed, nothing happens. If they fail, they are charmed to attack you. After every attack against you while charmed, they have to roll a Charisma Saving throw. If they succeed, they break out of your charm, If they fail, they remained charmed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/7/2025 2:29:59 AM
|
21
|
3
|
1 Beta
|
Coming Soon
|
|
|
4/10/2025 12:26:09 AM
|
29
|
2
|
1.1
|
Coming Soon
|
Comments