Rogue
Base Class: Rogue

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 30 feet that can see you. It makes a Wisdom saving throw contested by your Charisma (Performance) check. On a failed save, the target is your dancing partner. 

It 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 for 1 minute. At the end of the target’s turn, it may reroll the saving throw.

You can use this ability a number of times equal to your proficiency bonus and regain all uses when you complete a long rest.

Mask of the Prey

From 3rd level, after you kill a creature under your bait step or using your sneak attack you can create a mask of them. This must be done within 24 hours of the creature’s death. You can have a number of Masks of the Prey equal to your Proficiency bonus. You can easily remove the magic in a mask to replace it with another creature. Only you can benefit from the magic within the masks.

You can don or doff a Mask as a bonus action. While you wear this Mask, you gain a +5 when trying to roll deception to pretend to be that creature as well as any resistances that creature may have.

Additionally, if the creature has a skill bonus that is higher than your own, you can substitute your bonus with that of the creature. You can only do this for one skill and must decide which skill when you don the Mask.

The magic in these masks is relatively fragile. As such, a mask can only be worn for a total of an hour. After the hour has been completely used, the mask breaks.

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.

You gain advantage on initiative checks and whenever you take a cunning action you may add your charisma modifier to your AC.

Additionally at the start of combat, a number of creatures within 30 feet off you, equal to your proficiency modifier, gain advantage on their first attack and add your charisma modifier to the same attack.

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 60 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. Each creature in the dance also is under the disguise self spell, they all have masquerade like clothing that gives them advantage on deception checks.
At the end of their turn, they make a Charisma (Performance) or Dexterity (Acrobatics) check against your DC. 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

The Last Dance

When you reach 17th level, you have become a master of the masquerade, and when you die, you will die with one last dance.
Whenever you reach 0 HP, as a reaction you may make one melee attack on the creature who killed you with advantage and move your movement speed to the nearest ally to dance with them one last time. As you do your last dance you add your charisma modifier to their AC, attack, and roll until the end of their next turn.

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