The stars of Pash-Mara
A dancer rogue focuses on elegance, beauty, and excellence. Where other rogues may hide in the shadows, a dancer revels in the light.
At 3rd level, you have learned to move fluidly from one motion to the next. When you take the Dodge action, your movement increases by half your speed. When moving normally, you can use your reaction to give an attack of opportunity against you disadvantage.
At 3rd level, you enter battle with grace, allowing you to add your Charisma bonus to initiative rolls.
At 9th level, you have advantage on any Persuasion checks against creatures that have seen you dance. If a creature has not seen you dance, you can dance for it as part of your Persuasion check, and add your proficiency bonus (again, if you are proficient in Persuasion).
At 13th level, you become ever more mindful of where you put your feet. You do not trigger pressure plates, tripwires, or other similar mechanisms.
At 17th level, you can use your action to attract the attention of a creature by dancing for it. While dancing, your movement speed is halved, and you cannot take any actions without first ending the dance. The targeted creature makes a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your Dexterity modifier. On a failed throw, the target has disadvantage on attack rolls against any creature other than you. The rogue also makes a Charisma check against the target’s Wisdom saving throw; on a successful roll, the target cannot attack the rogue. This feature can be used once before requiring a long rest.