Rogue
Base Class: Rogue

Veilpiercers are rogues who walk the line between self and shadow, secrets and truth. Some were forged by trauma and trained in manipulation—others were merely born knowing how to vanish into themselves. A Veilpiercer doesn’t just hide in the dark. They become it. And in doing so, they awaken echoes—divine fragments of secrecy and becoming.

Veilbound

You are tethered to a divine echo. This bond manifests subtly but grows as you evolve.
Veilbond Power: When you reduce a creature to 0 HP without killing them (i.e., via nonlethal damage or choosing to spare them), you gain 1 Veil Charge. Max charges = your Proficiency Bonus.
You can expend 1 Veil Charge to:
Cast Disguise Self without material components (Cha-based).
Gain advantage on one Deception, Stealth, or Sleight of Hand check.
Cause an enemy within 30 feet to momentarily forget your presence (DC = 8 + your proficiency bonus + Cha modifier) until the end of your next turn. On a failed save, they cannot use reactions against you.

Maskcraft

Your masks are more than disguises—they're identities.
You can create personas—masks of illusion, behavior, and accent.
Choose two personas at 3rd level. Each persona includes: A name, appearance, and fabricated past. One skill you gain proficiency in while embodying the persona (or expertise if already proficient). Personas take 10 minutes to assume or drop (or 1 minute with a Veil Charge).
At 9th and 13th level, you can create an additional persona.

Piercing Insight

You see through masks as easily as you wear them.
You gain proficiency in Insight (or expertise if already proficient). You can use your reaction to detect a lie when a creature within 30 feet speaks—if it’s a lie, you know it, though not the truth they’re hiding. Once per long rest, you may ask the DM a yes/no question about someone’s true intent. The Veilborn whispers the answer.

Echo Step

You learn to vanish between identities.
As a bonus action, you can flicker between personas, leaving an echo behind.
Expend 1 Veil Charge to teleport up to 30 feet to an unoccupied space you can see.
Until the start of your next turn, enemies disadvantage attacks against you, as they struggle to track which version of you is real. The illusion remains behind, flickering in your place before vanishing.

Identity Theft

You can steal more than objects—you can steal being. Once per short rest, you can assume a fallen creature’s identity for 1 hour. This mimics Modify Memory and Alter Self combined: You physically appear as the target, matching voice and scent. You gain their surface memories (last 24 hours). Any creature that knew them must make a Wisdom (Insight) check vs your Deception to notice anything strange. This feature can also be used on a willing creature’s identity, such as a party member.

Shatter the Mask

The godling has grown—through you. You now choose:
Flame (Truth)– Once per long rest, you can burn away falsehoods. In a 30-foot radius, illusions end, invisibility is suppressed, and enemies must make a Wisdom save (DC = 8 + Prof + Cha) or be stunned by overwhelming insight into their own lies for 1 turn.
Mask (Shadow)– Once per long rest, you can become untouchable for 1 minute. While active: You are invisible to anyone who doesn't know your true name. Your Sneak Attack can be used twice per round on separate turns. Each creature you drop to 0 HP gives you +1 temporary HP and 1 Veil Charge.

Flame (Truth)

Once per long rest, you can burn away falsehoods. In a 30-foot radius, illusions end, invisibility is suppressed, and enemies must make a Wisdom save (DC = 8 + Prof + Cha) or be stunned by overwhelming insight into their own lies for 1 turn.

Mask (Shadow)

Once per long rest, you can become untouchable for 1 minute. While active:
You are invisible to anyone who doesn't know your true name.
Your Sneak Attack can be used twice per round on separate turns.
Each creature you drop to 0 HP gives you +1 temporary HP and 1 Veil Charge.

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