Rogue
Base Class: Rogue

A shark, a lawyer, someone looking out for himself or maybe others if they pay the right coin. Prepared, calculated, and well spoken you use your knowledge of the law aggressively in your favor enabling you to mess with enemies through debate.

Bonus Proficiency

Upon reaching 3rd level, Gain proficiency in Persuasion(Cha) and Insight(Wisdom), If you have proficiency in one or both gain expertise in the skill instead.

Distracting Debate

Upon reaching 3rd level, You may on reaction, roll a ranged spell attack against a target taking an action against an ally you represent using the 8 + Proficiency + Charisma spellcasting formula. On a success, roll sneak attack damage doing psychic damage to your target and applying disadvantage up until your next turn. You can use this feature a number of times equal to your Charisma modifier (Minimum of 1).

Once you use this feature, you must finish a long rest before you can use it again.

Amplified Confidence

Upon reaching 9th level, you being speaking more clearly, enunciating and emphasizing on words to make them sound more bold while analyzing your opponents argument against you. You begin to add your charisma modifier to all Insight(Wis) ability checks and add your wisdom modifier to all charisma checks.

Winning Mentality

Upon reaching 13th level, gain proficiency in Constitution and Charisma saving throws. You gain advantage on Persuasion(Cha) and Insight(Wis) checks made against those you oppose or those who oppose you in stance. This feature can be activated once per long rest to reroll a Persuasion(Cha) or Insight(Wis).

Once you use this feature, you can’t use it again until you finish a long rest.

Life Sentence

Upon reaching 17th level,  You are able to target a creature, the target must make a save against your Distracting Debate DC (8+Proficiency+Charisma). On a pass, the target is dealt the full effect of Distracting Debate. On a failure, target is chained down for 3d6 days, nullifying their ability to act, react or do anything but use movement at a halved rate. The target must remain within 200 feet of you at all times for this effect to stay. They can repeat the save, once per day for the duration.

Once used this feature cannot be used for seven days after the effect is broken or ends.

Previous Versions

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