Rogue
Base Class: Rogue

A dancer. A duelist. A deadly threat. No one can say what exactly lies behind the mask until they join them in the ballroom of battle. The Masquerade is a figure of grace and mystery that won't let any approach so easily, yet leaves any who oppose them in tatters in their wake. Beautiful to behold, leading both friend and foe in deadly dance, to their allies they are breathtaking, and to their enemies, life taking.

Bait Step

Starting at 3rd level, you can lure your opponents into striking at your beguiling movements. As a bonus action, choose a creature within 60 feet that can you see you. It makes a Wisdom saving throw contested by your Charisma (Performance) check. On a failed save, the target has disadvantage on all attack rolls against targets other than you and its attack rolls against you are contested by your Charisma (Performance) check instead of your AC until the end of your next turn. You can use this ability a number of times equal to your proficiency bonus and regain all uses when you complete a long rest.

Non-Sequence

Starting at 9th level, you learn to control the tempo of battle, inserting yourself - and your weapon - with precise grace just where it is needed. At the beginning of a round of combat, you can temporarily move your initiative up by an amount equal to or less than your Charisma (Performance) modifier for that round only. If you do so, you can make an additional attack when you take the Attack action on your turn, as long as it is with a finesse or ranged weapon. If you hit with at least two attacks, each friendly creature that saw you do so can add a bonus equal to your Charisma bonus to the next attack roll, ability check or saving throw they make before the end of your next turn. You may use this feature a number of times equal to your proficiency bonus until you complete a long rest.

Shall We Dance?

By 13th level, you can draw everyone around you into step. As an action, you can turn the battlefield into a ballroom. Each creature within 100 feet of you must either join the dance or make a Wisdom saving throw. The DC is equal to 8 + your Charisma (Performance) modifier. On a failure, they join the dance. For the next 1 minute, all creatures in the dance, including you, gain an additional 10 feet of movement, attacks of opportunity have disadvantage against them, and if they move at least 20 feet in a straight line before attacking a creature they haven't attacked this turn, they have advantage on the attack. At the end of their turn, they make a DC 13 Charisma (Performance) or Dexterity (Acrobatics) check. On a failure, they leave the dance and fall prone. Once you use this feature, you must finish a long rest before you can use it again.

Bounce Chasse

When you reach 17th level, you can lead your compatriots in perfect sync. On your turn, you can take an extra action. Until your next turn, up to five friendly creatures of your choice that can see you can also take an extra action on their turn. Once you use this feature, you must finish a long rest before you can use it again.

Masquerade Image

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