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LeBlanc

Rogues who embody this archetype are characterised by their impeccable manners, charm, and courteousness. They tend not to steal for material wealth, but rather the thrill of the act or correcting moral wrongs.

Masked Persona

When you choose this archetype at 3rd level, you become a master of disguise. You gain proficiency with the disguise kit and can use it to adopt the visage of your alter ego. While in the guise of your other persona, you gain a bonus to Charisma checks equal to your Dexterity modifier (minimum of +1). Creatures who are aware of your true identity are unaffected by this bonus.

Appraisal

At 3rd level, if you spend at least 1 minute observing or interacting with an object outside combat, you can learn certain information about its origin and composition. The DM tells you information about the object in regard to two of the following characteristics of your choice:
  • Material composition
  • Material cost (If any)
  • Magical origin (If any)
  • Authenticity (E.g., not a forgery)

Calling Card

At 9th level, you have understood the art of class and burglary, causing your involvment in crimes to be imperceptible.
You can spend one hour and 25gp worth of materials creating a calling card. Calling cards created by you cause psychological harm to your victims, causing any creature that has seen it to have disadvantage on any checks made within the next 24 hours to identify or track you.

Phantom

Starting at 13th level, you have mastered illusory machinations. You know the mirror image and invisibility spells and can cast them without material components. Whenever an opponent within your reach hits one of your mirror images that are summoned by this class feature, you can use your reaction to make a melee weapon weapon attack against the triggering creature.
Once you cast either spell with this feature, you can't do so again until you finish a short or long rest.

Exposé

At 17th level, you know how to make the most out of your ploys. As an action, while under the guise of your alter ego, you can smooth-talk a creature, causing them to make a Charisma saving throw or become charmed for one minute. The DC is equal to 8 + your proficiency modifier + your Charisma modifier.
While your target is charmed, they cannot tell a lie, as if under the effects of the zone of truth spell and attacks made against the target are at advantage while charmed.
At the end of each of it's turns, the target can make a saving throw to resist the effects of this feature. On a success, they are immune to this feature for 24 hours.
Once you use this feature, you can't use it again until you finish a long rest.

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