Thespian Class Tree

About The Thespian

Everyone should be able to do one card trick, tell two jokes, and recite three poems in case they are ever trapped in a carriage for a 3-week journey across country.

Thespians are masters of storytelling, acting and playing music. They specialize in captivating an audience, something that comes in handy when they are serving as a distraction for some larger scheme or conning a group of nobles out of their fortunes. This class prefers a support role and does not fair well in one-on-one combat. However, a powerful thespian can provide a great advantage to their party, boosting the confidence and power of their team and striking fear into the hearts of enemies.

Armor rating: light armor

Weapon rating: light weapons

 

Abilities

At level one, you gain the first two Rogue class abilities and the level one Thespian class ability. From levels two through twenty, you may only choose one ability per level: the Rogue ability or the Thespian ability. You may choose abilities from previous levels except on levels 5, 15 and 20.  

 
Level Rogue Thespian
1 Pinpoint Attack (Free, Active Ability) – Your focus when striking your foes is unparalleled, honing in on key weak spots. After declaring an attack against a target, you may "Mark" that target. For all damage rolls you and your allies make against this target, add 1d4 to the roll. Targets are marked for either the rest of combat, or until they are knocked out/killed. You may "Mark" one enemy at a time. Improvise (active ability, major action) – The Thespian decides now is the perfect time for a quick bout of Improv. You are now considered "performing" and gain a +1 to all defensive rolls. Using a Major action other than "Improvise" or taking damage takes you out of your performance. Pick up to 3 characters within 60ft of you and roll 1d4. Allies add the result to their next roll. Subtract the result from your enemies next roll. You may end your performance as a free action. You may "Mark" enemies with this ability.
1 Slippery (Passive ability) – You maneuver through fights as if guided by precognition. When fighting a single enemy, Gain a +2 bonus to all parry and dodge rolls you make. Successful dodge rolls let you move into any empty adjacent space without provoking an attack of opportunity.  
2 Backstab (passive ability) – If you attack an enemy from behind while outnumbering them, you get an additional +2 to your attack roll, and may deal damage to the target as if they were "Marked." Performer's Momentum (active ability, Minor action) – As a minor action you may continue your performance targeting the same or fewer characters as before. The next Major Action you take does not end your performance.
3 In the thick of it (Passive ability, upgrades "Slippery") – Your "Slippery" ability now applies when you are fighting up to 2 enemies. You get a +3 to all Dodge and Parry rolls instead of +2. Curtains Closed (passive ability) – When your performance ends, you gain 1d4 health.
4 Prey on the Weak (upgrades Pinpoint attack) – You may now "Mark" an additional target. Marked Targets take an additional 1d6 damage instead of 1d4. Wide-Reaching Performance (upgrades Improvise) – You may target an additional character as a part of your Improvise Ability. Add your charisma to your roll.
5                                                                             Flash Mob (Active Ability, Major Action, Upgrades Improvise) – When targeting 2 or more enemies with Improvise, those enemies must make a Willpower save = 10 + your Charisma. If they fail, they are considered at a Disadvantage and Stunned as they join you in your improv. This effect lasts until the start of your next turn.
6 Shadowstep (Active ability) – Once per encounter, you may step through the shadows, appearing in an adjacent space to any character within 15ft of you. If you are adjacent to an unhindered enemy when you use this ability, this counts as a major action and provokes no attacks of opportunity. Otherwise, this is considered a minor action. Caught in the Moment (Passive Ability) – If you end your turn while "Performing," Roll a D20 and add your Charisma Modifier to it, this is your TN. Any enemy that starts their turn adjacent to you, or moves adjacent to you must make a Willpower Save = TN. If they fail, they are immobilized and cannot attack you. If your performance ends, enemies no longer adjacent to you are no longer immobilized.
7 Killing Spree (Passive ability, Minor Action) – When dealing the Killing blow to an enemy, you may make an immediate follow-up attack against an enemy within range. The Show Must Go On (passive ability, upgrades Improvise) – You do not come out of your performance the first time you take damage.
8 Acrobatic (Passive ability) – When knocked prone, you may make a Dexterity test with TN = 14. If you pass, you spring back to your feet immediately. If you fail, you are knocked prone. On your turn, you may stand up as a free action, without provoking an attack of opportunity. Charm (Active ability, Major Action) – Once per encounter, you may trick an enemy into thinking they are on your side. Choose an enemy within 10ft of you. They may a Willpower test = 13+ [Your Charisma]. For the next [Your Charisma – 1d6] combat rounds (minimum of 1), that character will act as an ally to you and your party.
9 Twist the Blade (Passive Ability, upgrades Pinpoint Attack) – You add an additional 1d4 to damage rolls on Marked Targets. If you have the "Prey on the Weak" ability, add 1d6 instead. Meet the Cast (passive ability, upgrades Curtain's Closed) – Add your Charisma to health gained when ending a performance.
10 Ambush (Active ability, Major + minor action) – The chaos of battle disguises your intent. Once per encounter choose an enemy within range of your move speed. That enemy makes a perception test. You make a stealth check. If your stealth check beats your enemies perception test, you may move next to that enemy, and make two attacks against them. These attacks are treated as pinpoint attacks, and are affected by all upgrades to it. Use this ability only if you have no enemies within 15 feet of you. Caught up in the Performance (passive ability, upgrades Flash Mob) – Flash Mob now lasts an additional round.
11 Caught Unawares (upgrades "Backstab") – Backstab no longer requires you to be behind your target. You must still outnumber your target. Popular (upgrades Improvise) – You may target an additional character with your Improvise ability. When rolling for Improvise, roll 1d6 instead of 1d4
12 Dirty Fighting (Passive ability, upgrades "Slippery") – You get a +3 to all Dodge and Parry rolls, instead of +2. If you have "In the thick of it," this is +4 instead. On a successful dodge roll, you may knock your attacker prone instead of moving into an empty adjacent space. Honeyed Tongue (Active Ability, upgrades Charm) – you may trick an additional enemy. The minimum number of rounds they are tricked is increased by 1.
13 Shadow Leap (upgrades Shadowstep) – You may now target any character within 25ft of you. If you are adjacent to an unhindered enemy, this is a minor action and provokes no attacks of opportunity. Otherwise, this is considered a free action. Encore (passive ability, upgrades Performer's Momentum) – Performer's Momentum is now a free action.
14 Planned Attacks (upgrades Pinpoint Attack) – Marking targets no longer requires you to be in combat with them. Amplify (Upgrades Improvise) – Double the range of your Improvise ability. When making defensive rolls, you may use your Charisma instead of your Dexterity.
15                                                                         G. R. R. Special - All enemies participating in your Flash Mob drop dead. Use this ability only once per day.
16 Hemorrhage (upgrades Pinpoint attack) – Targets affected by your Pinpoint Attack take bleed damage. They take an additional 1d4 damage at the start of their turn. If you have the "Prey on the Weak" ability, they take an additional 1d6 instead. Bleeding targets may make a Constitution Save with TN = 15 at the end of their turn to stop this effect. Cliff Hanger (upgrades Curtain's Closed) – Roll 1d8 instead of 1d4 when gaining health due to Curtain's Closed.
17 Hunger for Blood (upgrades Killing Spree) – "Killing Spree" is now a free action. Method Actor (passive ability, upgrades The Show Must Go On) – You no longer come out of your performance when you take damage.
18 Frenemies (Passive ability, upgrades "slippery") – Your "Slippery" ability now applies when you are fighting up to 2 enemies. If you have the "In the thick of it" ability, it applies to when you are fighting up to 3 enemies instead. When fighting 2 or more enemies, successful Parry Rolls cause the attack to be redirected to an enemy adjacent to both you and your attacker of your choice. That enemy defends against the attack as normal. You may still make an attack of opportunity as normal. Silver Tongue (upgrades Charm) You may trick an additional enemy. The minimum number of rounds they are tricked is increased by 1.
19 Perfect Strikes (Upgrades Pinpoint Attack) – You may "Mark" an additional target. Marked targets take an additional 1d4 damage from all attacks. If you have the "Prey on the Weak" ability, they take an additional 1d6 damage instead. If you have the "Hemorrhage" ability, targets are bleeding profusely and take an additional 2d4 damage at the start of their turn. If you have the "Prey on the Weak" ability, they take an additional 2d6 instead. Bleeding targets may make a Constitution Save with TN = 15 at the end of their turn to stop this effect. Center Stage Performance (upgrades Caught in the Moment) – Enemies within 15ft of you can be affected by your "Caught in the Moment" ability.
20                                                                         G. R. R. Encore – You may use the "G. R. R. Special" twice per day.

Thespian Class Tree

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