Rogue
Base Class: Rogue

As a rogue, you've decided it's a much better idea to lie and make up stories than disappear into the background. You'd much rather be able to make meaningful connections with people than hide from them. Using a collection of dexterity and charisma, you're able to twist your words into stories that paint you in a valiant light and, when things get rough, dash away before anyone picks up on you. You're the star of the show: the victorious hero who slayed the dragon. They don't have to know that, despite saving the city, you've stolen all of their gold. By the time they realize your life was made up, you'll be long gone.

Level 3: Words of Deceit

Your words are powerful and can convince others in ways nobody else can.

You have proficiency in Persuasion and Deception. Additionally, you can use a bonus action to persuade or deceive a creature.

Level 3: Sharp Words

Whenever you successfully persuade or deceive a creature, you gain advantage on your next attack roll against that creature. If you miss your next attack after gaining advantage this way, you can use an action to attempt to persuade or deceive that creature once more to regain their trust.

Level 9: Steel Annoucement

You can add your charisma modifier to sneak attack rolls.

Level 13: Blade of Words

You've learned how to twist and shape your words to describe what you'd like however you want it to be told.

When you miss an attack, you can use a bonus action to reroll that miss. The targeted creature must succeed a Charisma saving throw with DC 10 + your charisma modifier or be hit by your attack.

Level 17: Faked Sympathy

Your convincing tales allow you to escape situations at will.

When a creature makes a to-hit roll against you, you can use a bonus action to replace your AC with a Charisma saving throw. You can do this once per long rest.

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