Rogue
Base Class: Rogue

Charming and charismatic, but only equally as tricky, the Playwright seeks to deceive and allure those less-fortunate. By utilizing their many skills and social tools at their disposal, Playwrights often manipulate those on and off the battlefield, as they pull the strings of reality its self.

Unwravel The Curtain

At 3rd level, when you pick this subclass, you find the ability to get into character far easier. You gain proficiency in the Performance and Deception skills. If you already have proficiency in the skill, double it.

The Puppeteer and Marionette

Also starting at 3rd level, you can split yourself into several. As an action, you can create a duplicate of yourself that lasts for 1 hour. It uses all of your statistics, except that it has a hit point maximum of 1, no temporary hit points, no ongoing effects such as spells, and 0 uses of any feature regained on a short or long rest. When the duration ends or it dies, it vanishes. The duplicate obeys your commands. It takes its turn on your initiative, though it doesn't take an action unless you command it to, and it doesn't take bonus actions or reactions. On your turn, you can telepathically command the duplicate where to move (no action required by you). You can use your action to mentally command it to take the Attack, Dash, Disengage, Dodge, Help, Hide, or Use an Object action. The duplicate is equipped with a copy of any armor you wear and any weapon or shield you wield when you create it, with the exception of magical equipment, except that they have 0 charges and 0 uses of any property regained at a time of day. The copied equipment can't be thrown, disarmed, or dropped, and the duplicate can't use equipment except copied equipment and given ammunition. If you are incapacitated or absent, it can't act. If a creature provokes an opportunity attack from it, you can use your reaction to have it make one. You can create a duplicate a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Taunting Targets

In addition at 3rd level, your sneak attacks distract and confuse enemies. When you take the Attack action on your turn and would successfully inflict Sneak Attack damage to a creature, you may use a bonus action to taunt it. Make a Charisma (Performance) Check contested by the targets Wisdom (Insight) check. If you succeed, all future attacks on the target have advantage until the start of your next turn. When you attempt to taunt an enemy that has been previously affected by a taunt, they have advantage on all Wisdom (Insight) checks

Improved Taunt

Starting at 9th level, any target that you successfully distract with Taunting Targets becomes infuriated. Any future attacks on creatures that are not made against you have disadvantage until the start of your next turn.

Why Are You Running?

When the going gets tough, it's time to get going. You learned that sometimes, fleeing is the best course of action. Starting at 9th level, whenever you use Cunning Action, they gain additonal effects.
Disengage: Whenever you disengage from combat, you create a cloud of colorful smoke. Use Fog Cloud for this instance.
Hide: Whenever you take the hide action, you may add your Deception modifier to your stealth roll.

Surpise!

Suprise! At 13th level, you master the art of trickery. When one of your Marionettes are attacked, you may use your reaction to attempt a sneak attack on the target.

Guess Who's Back?

At 17th level, whenever you would successfully land sneak attack with advantage or when "Suprise!" would connect with the target, you automatically treat the attack as a critcal hit.

Miss me, Miss me, Now you gotta...

Also at 17th level, the affects of Taunting Targets no longer provides advantage on all Wisdom (Insight) checks past the first taunt

Playwright Image

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