Rogue
Base Class: Rogue

Rogues who follow the Veiled Blade archetype excel at blending into crowds, playing the fool, or presenting themselves as harmless. Their strength lies not in brute force or overt stealth, but in misdirection, patience, and striking when their targets are most vulnerable—after they've underestimated them.

Mask of the Unseen

You learn to project an aura of utter harmlessness. You gain proficiency in either Deception or Performance (your choice). If you already have proficiency, you double your proficiency bonus for that skill.

Additionally, when you are not in combat, creatures have disadvantage on Wisdom (Insight) checks to discern your true capabilities, intentions, or threat level.

Hidden in Plain Sight. When you are in a populated area (village, town, crowd, etc.), you have advantage on Dexterity (Stealth) and Charisma (Deception) checks to avoid suspicion or tail someone.

Subtle Strike

You are adept at striking from unlikely positions. You can apply your Sneak Attack damage even if you don’t have advantage on the attack roll, provided no creature considers you hostile at the start of your turn and you haven’t attacked yet that combat.

This attack does not break your cover unless the DM rules it clearly reveals you.

Innocent Mask

You can maintain a mask of innocence even under scrutiny or in the midst of chaos.

When you use your Cunning Action to Dash, Disengage, or Hide, you can also make a Charisma (Deception) check contested by a creature’s Wisdom (Insight). On a success, that creature no longer considers you a threat until you take hostile action again.

Additionally, spells or features that detect alignment, surface thoughts, or intent (such as detect thoughts or zone of truth) reveal nothing unusual or aggressive about you unless you choose to allow it.

Ghost in the Crowd

Your unassuming presence becomes supernatural.

When in a crowd or among five or more non-hostile creatures, you can use your bonus action to become indistinct until the start of your next turn. While indistinct:

  • Attack rolls against you are made at disadvantage.
  • Opportunity attacks against you automatically miss.
  • You can move through hostile creatures’ spaces as if they were difficult terrain.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) per long rest.

Fatal Revelation

When you drop your unassuming mask, your true nature is terrifying.

Once per short or long rest, you can use your action to make a Fatal Revelation:

  • Choose any number of creatures within 30 feet who can see you.
  • Each must make a Wisdom saving throw (DC = 8 + your Dexterity mod + your Charisma mod) or become Frightened of you for 1 minute.
  • A creature that fails by 5 or more is also Paralyzed until the end of your next turn.

While at least one creature is frightened or paralyzed by this feature, you have advantage on all attack rolls against them.

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