Rogue
Base Class: Rogue

The Ghostface is not simply a killer in a mask, but a legacy of terror given form — the mask and knife themselves are cursed instruments, bearing the bloodlust of every murderer who ever wore them. Each new wielder is not an individual but the next link in an unbroken chain of violence, compelled to stalk their prey with chilling patience before striking. The Ghostface mask is more than a disguise; it is a voice modulator, a haunting visage, and a symbol of fear. The Blade of Broken Mirrors, chipped from fragments of shattered reflections, whispers with the voices of the past, pushing its wielder toward ever bloodier deeds. Together, they make not just a killer, but a myth — a presence that cannot be killed, for it is an idea as much as it is a person.

When you take up this mantle, you inherit the knife, the mask, and the legacy that comes with them. You are given not only the infamous Blade of Broken Mirrors, but also the terrifying instinct to stalk, frighten, and kill with precision. This power does not come freely; the more you use the mask and blade, the more the old voices seep into your thoughts, guiding your hand and warping your mind. Each strike adds to the legend, every kill carving another ghost into the mask. Those who wear the mantle are not remembered as people but as Ghostface — faceless, timeless, endless.

One night, under the pale light of a half moon, a scream cut through the stillness of a small town. A figure in a dark cloak moved between the houses, its mask gleaming white against the night, knife flashing like silver. The victim ran, heart pounding, but no alley was safe, no door strong enough to bar entry. A voice, warped and mocking, echoed from nowhere and everywhere, promising the inevitable. When the blade finally struck, the figure tilted its head, staring down at the reflection of its mask in the crimson pool below. Another soul claimed, another face etched into the blade, and the legend of Ghostface grew darker still.

Level 3: Beginning of the Legacy

When you choose this archetype at 3rd level, you claim the Ghostface mask and the Blade of Broken Mirrors.

  • Ghostface Mask. While wearing the mask, you gain advantage on Charisma (Deception) and Charisma (Intimidation) checks. Your voice is magically disguised and cannot be identified as your own by magical means.

  • Fear of the Mask. When you reduce a creature to 0 hit points, you can force all creatures within 30 feet that can see you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is frightened of you until the end of your next turn. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), regaining all expended uses when you finish a long rest.

  • Dagger Expertise. You gain expertise with daggers. Once on each of your turns when you deal damage with a dagger, you can add your proficiency bonus to the damage dealt.

  • Firearms Proficiency. You gain proficiency with firearms.

Mask On

While wearing the mask, you gain advantage on Charisma (Deception) and Charisma (Intimidation) checks. Your voice is magically disguised and cannot be identified as your own by magical means.

No mask

Your skills and stats remain normal

Level 3: Spellcasting

When you reach 3rd level, you augment your rogue abilities with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting below for the Ghostface spells list.

Spell Slots

The Ghostface Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Ghostface spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell disguise self and have a 1st-level and a 2nd-level spell slot available, you can cast disguise self using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Ghostface spell list. The Spells Known column of the Ghostface Spellcasting table shows when you learn more Ghostface spells of your choice.

Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the Ghostface spells you know with another spell of your choice from the Ghostface spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Dexterity is your spellcasting ability for your Ghostface spells, since your magic is channeled through speed, precision, and agility. You use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a Ghostface spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Dexterity modifier
Spell attack modifier = your proficiency bonus + your Dexterity modifier


Ghostface Spellcasting Table

Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 — — —
4th 2 4 3 — — —
7th 2 5 4 2 — —
10th 3 6 4 3 — —
13th 3 7 4 3 2 —
16th 3 8 4 3 3 —
19th 3 9 4 3 3 1

Ghostface Spell List

Cantrips (0 Level)

  • Minor Illusion

  • Thaumaturgy

  • Prestidigitation

  • Mage Hand

1st Level

  • Disguise Self

  • Charm Person

  • Detect Magic

  • Silent Image

2nd Level

  • Mirror Image

  • Hold Person

  • Misty Step

  • Pass Without Trace

3rd Level

  • Fear

  • Major Image

  • Counterspell

  • Dispel Magic

4th Level

  • Greater Invisibility

  • Phantasmal Killer

  • Dimension Door

Level 9: What’s your favourite scary movie?

At 9th level, when you deal Sneak Attack damage, you can force the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is frightened of you until the start of your next turn.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once), regaining all expended uses when you finish a long rest.

Level 13: The last Call

At 13th level, you can cast sending without material components. When you do so, your message is magically distorted. If the recipient fails a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier), they are frightened of you for 1 minute. They can repeat the save at the end of each of their turns, ending the effect on a success. Once a creature succeeds on this save, it is immune to this effect for 24 hours.

Level 17: One cut finish

At 17th level, once per long rest when you hit a creature with a dagger, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature takes an additional 10d10 psychic damage, or half as much on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
9/3/2025 3:31:27 PM
3
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes