Base Class: Rogue
Some rogues vanish into the shadows. A Masque vanishes into who you thought they were. These elusive tricksters are masters of identity, theatrical deception, and the manipulation of truth itself. Through forgery, charm, and careful orchestration, they become anyone—or no one at all.
To know a Masque is to know a lie... and they wouldn’t have it any other way.
Level 3: Writ of the Silvertongue
You are a pen-and-dagger rogue—just as deadly with a forged sigil as with a silent blade.
You gain proficiency with the Forgery Kit and Disguise Kit, and you learn one additional language of your choice. Additionally, choose one of the following of your choice:
- One Gaming Set
- One Musical Instrument
Whether fabricating noble lineage, crafting counterfeit traveling papers, or donning a mask of someone else's making—your lies are written in silver and sealed with style.
Level 3: Feint & Favor
Whether it's a well-timed wink, a whispered suggestion, or an improvised impersonation, you know how to redirect a room’s attention like a maestro.
When you use your Cunning Action class feature, you can choose to take the Help action instead of Dash, Disengage, or Hide. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
Additionally, choose one of the following skills to gain Proficiency in.
Finally, you may mimic the speech, mannerisms, or behavior of a person you've observed for at least 1 minute. This mimicry is convincing enough to fool casual observers. If a creature suspects you're not who you appear to be, they may make an Insight check contested by your Performance or Deception (your choice).
Level 9: Reputation's Edge
Your identity is a weapon as sharp as any blade. You've honed your presence so expertly that even truth becomes subjective in your hands. You can use your reaction in one of the following ways:
-
When a creature you can see makes an Insight check contested by your Deception, you may impose Disadvantage on their roll.
-
When you fail a Deception, Insight, or Stealth check, you may reroll the d20 and must use the new result.
You can use this feature a number of times equal to your [proficiency]Proficiency Bonus[/proficiency]. You regain all expended uses when you finish a long rest.
Level 13: Forget-Me-Not
You are a whisper in the archives, a rumor in a crowded room. At 13th level, your mastery of myth and misdirection allows you to vanish in ways that defy reason.
Once per long rest, you can spend 1 minute to execute your Forget-Me-Not, a ritual of disappearance that leaves behind no trace.
-
Within a 30-foot radius, all physical evidence of your presence—footprints, blood, fingerprints, magical traces—vanishes.
-
Creatures who interacted with or observed you within the last hour must succeed on a Insight or Investigation check against a DC equal to 8 + your Proficiency Bonus + your Charisma Modifier On a failure, they are unable to recall your appearance, name, or voice. They may remember what occurred, but not who caused it.
-
For the next 8 hours, you are treated as under the effects of Nondetection and you have advantage on Stealth and Deception checks made to avoid recognition or pursuit.
This feature does not erase evidence tied to others or events you did not directly cause. Creatures who succeed their checks retain their memory of you.
Level 17: Swan Song Masquerade
Death was never your ending—it’s your final bow.
When you’re reduced to 0 hit points but not killed outright, you can use your reaction to stage the perfect death scene. With a staggering gasp, blood spills, your limbs go limp—then, in a flash of smoke and shattered glass, you're gone.
You instead drop to 1 hit point, become Invisible until the start of your next turn (or until you attack or cast a spell), and vanish as if you were never there.
Each creature of your choice within 30 feet that can see you must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Charisma modifier). On a failed save, they are Stunned until the end of their next turn, overwhelmed by the shock of your apparent demise.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/30/2025 12:56:55 AM
|
14
|
3
|
1.0
|
Coming Soon
|
Comments