Base Class: Rogue
The Master of Deception is a rogue who specializes in weaving lies, creating false identities, and using misdirection to their advantage. Skilled in both persuasion and deception, they can convince others of anything, from their identity to entire fabricated realities. Their ability to mimic voices and personalities allows them to blend into any situation undetected. When the moment is right, they strike with deadly precision, exploiting their target's lack of awareness. As they rise in skill, their deceptions become so grand and intricate that they can even fool magic. Whether disappearing in the midst of battle or leading entire groups astray, the Master of Deception is always a step ahead, leaving others questioning what’s real and what’s just another one of their cons.
Silver Tongue
- You gain expertise in Persuasion and Deception, doubling your proficiency bonus with these skills.
- Mimicry: As a bonus action, you can mimic the voice, mannerisms, and personality of someone you’ve observed for at least 10 minutes. You have advantage on Deception checks when imitating them.
Shifty Persona
- Crafted Identity: You can spend a day creating a detailed false persona, complete with fake documents and background. You can instantly adopt this identity and gain advantage on Charisma checks to convince others of your new persona.
Imposter’s Strike
- When attacking a creature that is unaware of your true identity, charmed, or distracted, your Sneak Attack damage increases by 2d6.
Con Artist’s Escape
- Escape Plan: As a reaction to being attacked, you can create a distraction. The attacker must make a Wisdom saving throw (DC 8 + proficiency bonus + Charisma modifier) or the attack automatically misses. You can then move up to half your speed without provoking opportunity attacks. This ability can be used once per short.
Grand Con
- Master Deception: Once per long rest, you can create an elaborate deception so convincing it defies even magical detection. For the next 10 minutes, creatures interacting with your illusion or falsehood must make an Intelligence saving throw (DC 8 + proficiency bonus + Charisma modifier) or fully believe the deception, whether it’s impersonating someone, creating false events, or mimicking magical effects.
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