Base Class: Rogue
Secret Identity
Starting at level 3, to help maintain your secret identity, you become proficient with tools of your choice, and you gain an increase to your charisma score by 1, maximum 20.
Alter Ego
Starting at level 3, You can choose one part of your costume to gain additional benefits. You have a pool of costume charges equal to your proficiency bonus and you regain all charges once you finish a long rest. You can choose one additional benefit for your costume when you reach levels 9, 13, and 17.
Mask
While you are wearing your Mask, you have advantage on Insight checks and you can use the 2nd level spell Detect Thoughts once per long rest.
Cape
While you are wearing your Cape, you have advantage on Persuasion checks and you can use the 3rd level spell Fly once per long rest.
Cowl
While you are wearing your Cowl, you have advantage on Stealth checks and you can use the 2nd level spell Invisibility once per long rest.
Belt
While you are wearing your Belt, you have advantage on Sleight of Hand checks and you can use the 2nd level spell Reduce/Enlarge once per long rest.
Signature Move
At level 9, you've developed a way to add showmanship to your battle style for maximum efficiency. When you use your action to attack, you can use a bonus action to expend a costume charge to add your charisma modifier to the attack and damage roll. The effects of this feat last for 1 minute or until you hit a target.
Notorious Icon
At level 13, while you are in your Vigilante costume you can expend a costume charge to use one of these abilities.
Hero Pose
you can choose one creature within visual range As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Villain Pose
The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The effect lasts for 10 minutes and a frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Last Resort
At level 17, you've prepared for the worst case scenario in which case your identity is compromised. You get an increase to your deception skill by 1, maximum 20, and can use the 5th level spell Modify Memory once per long rest.
Secret Identity
Starting at level 3, to help maintain your secret identity, you become proficient with tools of your choice, and you gain an increase to your charisma score by 1, maximum 20.
Alter Ego
Starting at level 3, You can choose one part of your costume to gain additional benefits. You have a pool of costume charges equal to your proficiency bonus and you regain all charges once you finish a long rest. You can choose one additional benefit for your costume when you reach levels 9, 13, and 17.
Mask
While you are wearing your Mask, you have advantage on Insight checks and you can use the 2nd level spell Detect Thoughts once per long rest.
Cape
While you are wearing your Cape, you have advantage on Persuasion checks and you can use the 3rd level spell Fly once per long rest.
Cowl
While you are wearing your Cowl, you have advantage on Stealth checks and you can use the 2nd level spell Invisibility once per long rest.
Belt
While you are wearing your Belt, you have advantage on Sleight of Hand checks and you can use the 2nd level spell Reduce/Enlarge once per long rest.
Belt
While you are wearing your Belt, you have advantage on Sleight of Hand checks and you can use the 2nd level spell Reduce/Enlarge once per long rest.
Cape
While you are wearing your Cape, you have advantage on Persuasion checks and you can use the 3rd level spell Fly once per long rest.
Cowl
While you are wearing your Cowl, you have advantage on Stealth checks and you can use the 2nd level spell Invisibility once per long rest.
Mask
While you are wearing your Mask, you have advantage on Insight checks and you can use the 2nd level spell Detect Thoughts once per long rest.
Signature Move
At level 9, you've developed a way to add showmanship to your battle style for maximum efficiency. When you use your action to attack, you can use a bonus action to expend a costume charge to add your charisma modifier to the attack and damage roll. The effects of this feat last for 1 minute or until you hit a target.
Notorious Icon
At level 13, while you are in your Vigilante costume you can expend a costume charge to use one of these abilities.
Hero Pose
you can choose one creature within visual range As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Villain Pose
The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The effect lasts for 10 minutes and a frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Last Resort
At level 17, you've prepared for the worst case scenario in which case your identity is compromised. You get an increase to your deception skill by 1, maximum 20, and can use the 5th level spell Modify Memory once per long rest.
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