Base Class: Rogue
While other rogues focus on hiding, you hide in plan sight, getting into places by looking like a noble, peasant, resident, etc. You create entire identities and personalities, some more real than what some real people may have, on a whim, and make others believe in the existence of those false identities for years just as easily. Often (understandably) confused with the assassin archetype, members of the disguise roguish archetype play more into the disguise trait of the assassins while doing more than just assassinations. Sometimes some infiltration, thievery and spying in plain sight is all that is needed; no need to get your "knife" all red and dirty.
Level 3: Arcane Persona
You can cast Alter Self, Charm Person and Disguise Self once per day each. Your spellcasting ability for these spells is Charisma.
Level 3: Deceiver
You have expertise in the disguise kit and advantage on Deception (Charisma) and Persuasion (Charisma) checks.
Master of Disguise
You can unfailingly create false identities for yourself. You must spend three days and 10 gp to establish the history, profession, and affiliations for an identity. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
You can choose establish an identity that belongs to someone else if that person is not in a position to reveal you as a fake, such as being tied up in an obscure location, otherwise you have disadvantage on Deception (Charisma) and Persuasion (Charisma) checks to convince others that you're the real person and the other is a fake in disguise.
Level 13: Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least one hour studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Level 17: Perfected Disguise
You have perfected your craft and your disguises are perfect. You can triple your proficiency bonus to Deception (Charisma) and Persuasion (Charisma) checks and on the Disguise kit, and you can produce a false identify in one day with only 5 gp instead of taking three days and 10 gp to produce a false identity.
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