Base Class: Rogue
Showman rogues have the skills of an entire carnival in their repertoire. They specialize in misdirecting foes and attacking from afar. While they absolutely love attention and can spend some time in the spotlight, they always prefer to have a bouncer or tamer (or an adventurer or 3) in the way of the actual threats. They soak up attention for short times before distracting their audiences and awaiting their next chance to shine.
Level 3: Death Wheel Skill Shot
At 3rd level, you can treat any melee weapon that has the thrown property as if it has finesse when you wield it in one hand. Additionally, you treat the normal and long ranges for your thrown weapons as if they are 30ft and 60ft farther than they actually are, respectively.
Furthermore, you gain the Thrown Weapon fighting style, or another fighting style of your choice if you already have it.
Level 3: Fast Acting
Also at 3rd level, you learn how to swiftly turn bad moments into successful escapes. Whenever you use Steady Aim or Cunning Action, you can use one ability from Cunning Action as an additional part of that bonus action. To do so, you can't have already used Cunning Action to take that action this turn. For example, you can't dash twice using both Cunning Action and Fast Acting.
You can use Fast Acting a number of times equal to 1 + your charisma modifier (minimum twice) between your long rests. You regain one expended use whenever you finish a short rest.
Level 9: Tamer's Pride
At 9th level, you train yourself to have the attitude and mental state needed to stand against dangerous threats. You gain proficiency in animal handling, or expertise in animal handling if you are already proficient in it. Additionally, you have advantage on saving throws you make to avoid or end the frightened condition. At 17th level, you instead become immune to the frightened condition.
Level 9: Con Artist's Wit
Also at 9th level, either with choice words or a feint, you can distract your foes from your actual movements. You can use your cunning action to take the dodge action. You can use cunning action in this way a number of times equal to 1 + your charisma modifier (minimum twice) between long rests. You regain one spent use of this feature whenever you finish a short rest.
If you use steady aim and dodge with Con Artist's Wit in the same turn, you keep the benefits of the dodge action as long as your speed isn't reduced to 0 by anything other than steady aim.
Additionally, you add your charisma modifier (minimum of +1) to sleight of hand checks you make.
Level 13: Clown's Compactness
At 13th level, you suffer from no penalties when you squeeze into a smaller space. Additionally, you can hold your breath for 3 times as long as you normally could.
Level 13: Blind Shot
Also at 13th level, you gain the uncanny ability to know your surroundings even when you aren't looking. You gain Blindsight out to 30ft. Additionally, you gain the archery fighting style, and it applies to your ranged attacks with melee weapons. If you already have the archery fighting style, you instead gain a different fighting style of your choice.
Level 17: Escape Artist's Secret
At 17th level, you pick up some magical tricks to slip away at just the right time. You can cast invisibility and misty step at will. Charisma is your spellcasting ability for these spells. Neither spell requires components when you cast them with this feature. You still must concentrate on invisibility and it can only target yourself when you cast it with this feature. When you cast misty step with this feature, it counts as a use of your cunning action.
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