Rogue
Base Class: Rogue

Roguish Archetype

The greater plans of the Dark Ringmaster are nearly impossible to comprehend in their full scope, for they extend across the entirety of the known Multiverse and perhaps even beyond. Still, preparations and precautions cannot be undervalued – and to that end, Hughe Percival Lockcross has amassed just the elite force to engage in such a seemingly trivial yet vital undertaking.

Belonging to a Dark Carnival subfaction known as Syndicate Magenta and known as Jacks to the other Darklings, these master imposters live up to their title by committing to be jacks of all trades without needing to be masters of any. To the Jacks, it is not enough to disguise oneself among potential allies or enemies. The proper roles must be performed flawlessly, like a character in a play. These cunning infiltrators of worlds likewise know better than to try to take center stage which would certainly risk their cover being blown. After all, the spotlight belongs to their Dark Ringmaster alone. They know it is he who pulls the strings on the grand cosmic stage, and it is by those same flourishes that the crowds will cheer or despair.

While training, Jacks will practice every art they intend to replicate. Eventually, their persistence and confidence in their performance develop into the strange phenomenon of being able to evoke spells and physical prowess that should not be possible with individuals of their experience. In fact, they can be so in tune with their adopted personas that some can easily forget it is an act and genuinely believe they are who they claim to be if they do not properly prepare their psyches for the drastic alteration in personality and abilities. Those in the know speculate whether either anomaly is the doing of the Dark Ringmaster; yet as is most things regarding Hughe Percival Lockcross, such ponderings are too often met with a quiet gaze and knowing smirk.

Eccentric Quirks

The psychological risk inherent in being a thespian jack for the Dark Ringmaster by itself can be stressful for even the most vigilant among Syndicate Magenta, leading to a great many of their numbers possessing odd additions to their personality related to their training.

Eccentric Quirks
d6 Quirk
1 I prefer to stay quiet when not in character.
2 I wear my personas like fine coats from a wardrobe and I adore how they each look on me.
3 I try to fill the role the party most needs, even if I don’t want to play that specific role.
4 I know better than to take center stage but damn I wish I could, if only for a moment.
5 Behind my amicable mask, I hold a near-violent disdain for those not of the Dark Carnival.
6 I don’t know which persona is me anymore, if any of them.

Bonus Proficiencies

When you choose this archetype at 3rd level, you learn how to don the proper attire for whatever part you may need to play. You gain proficiency in medium armor, heavy armor, shields, and disguise kits.

Role Mimicry

Starting at 3rd level, you acquire the basic skills necessary to manifest a cheap imitation of the talents of others. When you finish a long rest, you may choose to change your role to one of the five listed, losing the benefits of your current role in exchange for another, or retaining your current one:

  • The Warrior: You gain proficiency in martial weapons and choose one Fighting Style from the fighter list.

  • The Priest: From the cleric spell list, you gain 2 cantrips, a number of 1st level spells without the ritual tag equal to your proficiency bonus, and just as many 1st level spell slots. You only regain these spell slots at the end of a long rest if you choose The Priest again and cannot alter your spell choices until after switching to The Priest from another role. Wisdom is your spellcasting ability for these spells. (I cannot figure out how to restrict the number available to be chosen to your proficiency bonus, so please be honest about how many you should be taking. 3 at level 5, 4 at level 9, 5 at level 13, and 6 at level 17)

  • The Mage: From the wizard spell list, you gain 2 cantrips, a number of 1st level spells without the ritual tag equal to your proficiency bonus, and just as many 1st level spell slots. You only regain these spell slots at the end of a long rest if you choose The Mage again and cannot alter your spell choices until after switching to The Mage from another role. Intelligence is your spellcasting ability for these spells. (I cannot figure out how to restrict the number available to be chosen to your proficiency bonus, so please be honest about how many you should be taking. 3 at level 5, 4 at level 9, 5 at level 13, and 6 at level 17)

  • The Naturalist: From the druid spell list, you gain 2 cantrips, a number of 1st level spells without the ritual tag equal to your proficiency bonus, and just as many 1st level spell slots. You only regain these spell slots at the end of a long rest if you choose The Naturalist again and cannot alter your spell choices until after switching to The Naturalist from another role. Wisdom is your spellcasting ability for these spells. (I cannot figure out how to restrict the number available to be chosen to your proficiency bonus, so please be honest about how many you should be taking. 3 at level 5, 4 at level 9, 5 at level 13, and 6 at level 17)

  • The Scoundrel: You regain the use of your Sneak Attack, Cunning Action, Uncanny Dodge, and Evasion features.

While your role is not The Scoundrel, you lose access to your Sneak Attack, Cunning Action, Uncanny Dodge, and Evasion features.

The Mage

  • The Mage: From the wizard spell list, you gain 2 cantrips, a number of 1st level spells without the ritual tag equal to your proficiency bonus, and just as many 1st level spell slots. You only regain these spell slots at the end of a long rest if you choose The Mage again and cannot alter your spell choices until after switching to The Mage from another role. Intelligence is your spellcasting ability for these spells. (I cannot figure out how to restrict the number available to be chosen to your proficiency bonus, so please be honest about how many you should be taking. 3 at level 5, 4 at level 9, 5 at level 13, and 6 at level 17)

 

The Naturalist

  • The Naturalist: From the druid spell list, you gain 2 cantrips, a number of 1st level spells without the ritual tag equal to your proficiency bonus, and just as many 1st level spell slots. You only regain these spell slots at the end of a long rest if you choose The Naturalist again and cannot alter your spell choices until after switching to The Naturalist from another role. Wisdom is your spellcasting ability for these spells. (I cannot figure out how to restrict the number available to be chosen to your proficiency bonus, so please be honest about how many you should be taking. 3 at level 5, 4 at level 9, 5 at level 13, and 6 at level 17)

The Priest

  • The Priest: From the cleric spell list, you gain 2 cantrips, a number of 1st level spells without the ritual tag equal to your proficiency bonus, and just as many 1st level spell slots. You only regain these spell slots at the end of a long rest if you choose The Priest again and cannot alter your spell choices until after switching to The Priest from another role. Wisdom is your spellcasting ability for these spells. (I cannot figure out how to restrict the number available to be chosen to your proficiency bonus, so please be honest about how many you should be taking. 3 at level 5, 4 at level 9, 5 at level 13, and 6 at level 17)

The Scoundrel

  • The Scoundrel: You regain the use of your Sneak Attack, Cunning Action, Uncanny Dodge, and Evasion features.

The Warrior

  • The Warrior: You gain proficiency in martial weapons and gain the Defense Fighting Style from the fighter list.

Getting Into Character

At 9th level, the time you spent switching between personas has perfected the speed at which you do so. You may change the option of your Role Mimicry feature at the end of a short or long rest and it takes you half as long to don and doff armor.

Greater Role Mimicry

At 13th level, the line between your imitations and the real deal begins to blur. With the exception of The Scoundrel, the options from your Role Mimicry feature gain additional benefits:

  • The Warrior: You can attack twice, instead of once, whenever you take the Attack action on your turn. (Not reflected on sheet as I don't know how to make it be)

  • The Priest: You gain the ability to use the Channel Divinity: Turn Undead feature from the cleric class once per long rest. Wisdom is your spellcasting ability for this feature’s saving throw.

  • The Mage: You can regain a number of spell slots equal to half your proficiency bonus (rounded down) at the end of a short rest.

  • The Naturalist: You gain the ability to use the Wild Shape feature from the druid class once per long rest. Your rogue level determines the beasts you can transform into.

The Mage

  • The Mage: You can regain a number of spell slots equal to half your proficiency bonus (rounded down) at the end of a short rest.

The Naturalist

  • The Naturalist: You gain the ability to use the Wild Shape feature from the druid class once per long rest. Your rogue level determines the beasts you can transform into.

The Priest

  • The Priest: You gain the ability to use the Channel Divinity: Turn Undead feature from the cleric class once per long rest. Wisdom is your spellcasting ability for this feature’s saving throw.

The Scoundrel

Keep your Rogue shit

The Warrior

  • The Warrior: You can attack twice, instead of once, whenever you take the Attack action on your turn.

I Know Who I Am

Starting at 17th level, despite the act you play for the unsuspecting fools who would dare stand in his way, you are a true infiltrator for the Dark Ringmaster’s cosmic web of schemes. Regardless of the role you choose from your Role Mimicry feature, you always have access to your Sneak Attack, Cunning Action, Uncanny Dodge, and Evasion features.

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