Base Class: Rogue
The Faceless believe that identity is a garment: useful, convincing, and ultimately temporary. Through secret mortuary rites, they transform the faces of humanoids they have killed into supernatural masks known as harvested visages. Wearing one of these visages reshapes the rogue’s flesh, voice, scent, and apparent proportions until they become physically indistinguishable from the deceased.
Such transformations allow a Faceless assassin to pass through defenses that no lockpick, climbing hook, or invisibility spell could overcome. A tyrant may distrust every stranger but still welcome a beloved adviser. A merchant prince may ward every window and door yet willingly share wine with a spouse who died the night before. The Faceless weaponizes familiarity, turning trust into the final opening before a killing stroke.
The subclass’s limited spellcasting reinforces this approach. Its magic suppresses sound, clouds perception, manipulates memory, conceals intent, and weakens the boundary between life and death. A Faceless seldom relies on overtly destructive spells. Magic is instead another instrument of preparation, infiltration, misdirection, and quiet execution.
Some Faceless serve hidden orders that judge the powerful and kill those whom ordinary law cannot touch. Others sell their talents to nobles, spy networks, criminal syndicates, or revolutionary movements. Whatever their allegiance, all Faceless must confront the same question: after living beneath a hundred stolen identities, how much of the original assassin remains?
Origins in Aetheris
No surviving history identifies the first Faceless with certainty. Fragmentary records place the discipline’s earliest practitioners in ancient port cities where refugees, exiles, slaves, merchants, and fugitives regularly abandoned one identity for another. One account claims the art began among mortuary attendants who discovered that a dying creature’s final impressions could cling to its flesh. Another attributes it to escaped slaves who used the faces of their captors to infiltrate estates and liberate those left behind.
The tradition now survives within isolated cells called Houses of the Veiled Mirror. These sanctuaries rarely reveal their true purpose. A house might masquerade as a mortuary, hospice, apothecary, bathhouse, theater, monastery, or home for the nameless dead. Its attendants care for corpses and the dying while covertly training spies, poisoners, ritualists, and executioners.
Faceless cells are most commonly encountered in cosmopolitan regions such as the Republic of Aurimundus, the Athenuran League, the Freeholds of Rhonadral, and the free-trade ports of the Sapphire Expanse. Cells also operate in the Dominion of Xathrin and the Obsidian Hegemony, where some hunt slavers and tyrants while others have been coerced into serving the state.
Faceless teachings do not introduce or worship a separate god of death. Individual houses interpret mortality through the accepted traditions of the Celestial Harmony. Some see themselves as instruments of divine balance; others believe that death belongs to no god, government, or mortal institution.
Philosophy and Doctrine
The Face Is Not the Self
Names, appearances, titles, and reputations are garments imposed upon the deeper self. A Faceless learns to put these things aside without surrendering purpose or will.
Novices are taught the declaration:
“My face is borrowed. My name is chosen. My purpose remains.”
Death Must Have Purpose
The oldest Houses of the Veiled Mirror condemn murder performed solely for pleasure. A death should answer an unforgivable crime, prevent greater suffering, fulfill a solemn contract, or remove someone whom ordinary law cannot reach.
This doctrine does not make the Faceless inherently virtuous. One house might hunt traffickers and tyrants, while another considers sufficient payment a valid purpose.
Become the Empty Vessel
Pride, anger, and vanity interfere with perfect imitation. A Faceless must quiet personal habits and allow a borrowed identity to occupy the space they leave behind. The assassin who desires recognition has already failed.
Every Face Leaves a Shadow
Harvested visages carry faint emotional impressions from the dead. These remnants can assist an impersonation, but prolonged exposure may erode the wearer’s identity. Veteran Faceless establish private rituals, memories, or physical tokens that remind them who they truly are.
The Mask Bears a Debt
Taking a creature’s face creates a lasting bond between killer and victim. Some houses require the assassin to learn the victim’s history or fulfill one unfinished obligation before permanently retiring the visage. Other houses consider such sentimentality dangerous.
Visual Identity
Faceless rogues favor adaptable clothing: reversible coats, neutral tunics, layered scarves, soft boots, gloves with hidden compartments, and garments that can be quickly adjusted to suit a new identity. They carry compact weapons such as daggers, stilettos, garrotes, blowpipes, hand crossbows, and poison needles.
An inactive harvested visage resembles a thin, pale mask with indistinct features, as though viewed through fogged glass. When placed against its wearer’s face, it becomes warm and pliable. It flows across the skin while bone, hair, flesh, and voice change without visible injury.
Faceless magic is deliberately understated. Reflections move a fraction too slowly, shadows briefly deepen around the caster’s fingers, or a whispered incantation seems to come from elsewhere in the room. Their finest assassinations resemble illness, accident, betrayal, or unexplained disappearance.
Role in Aetheris
The Faceless excels as an infiltrator, intelligence operative, social manipulator, and single-target killer. Where conventional rogues circumvent physical defenses, the Faceless circumvents trust itself. They can enter restricted locations under a familiar identity, gather information from unsuspecting allies of the deceased, and approach targets who refuse to meet strangers.
In battle, a Faceless is a patient striker. Their abilities reward disguise, surprise, poison, careful observation, and precisely timed Sneak Attacks. They are devastating when permitted to prepare an encounter but possess fewer advantages during prolonged, direct combat.
Adventuring Faceless might be agents undertaking distant assignments, fugitives from corrupt houses, assassins seeking redemption, or reformers attempting to turn a murderous tradition against slavers and tyrants. Others travel because their accumulated stolen identities have left them uncertain which life is truly theirs.
Subclass Integration
Major Polities
- Republic of Aurimundus: Faceless activity is illegal, but certain officials quietly employ trusted assassins against slavers, pirates, and foreign infiltrators.
- Athenuran League: Merchant houses fear stolen identities intensely. Important agreements frequently require passwords, magical seals, and personal questions intended to expose impostors.
- Freeholds of Rhonadral: Some freeholds tolerate Faceless killers who target traffickers, raiders, oathbreakers, and corrupt rulers.
- Merathian Concordat: The free-trade city provides abundant opportunities for Faceless agents, though the island’s restrictions make any stolen identity belonging to the interior especially valuable.
- Dominion of Xathrin: Faceless cells are ruthlessly hunted, particularly when they infiltrate slave markets or replace officials involved in trafficking bodies and souls.
- Obsidian Hegemony: The Hegemony captures known practitioners whenever possible and attempts to force them into state service.
- Shorin Dominion: Certain covert schools respect the discipline and control of the Faceless but condemn the desecration required to harvest a visage.
Organizations, Guilds, and Orders
Spy networks, criminal syndicates, inquisitorial bodies, noble intelligence services, and revolutionary movements all seek Faceless operatives. Morticians’ guilds are consequently suspected of sheltering Houses of the Veiled Mirror, usually without evidence.
The Lanternwake Covenant has occasionally benefited from intelligence supplied by Faceless agents operating against slaving networks. The Covenant nevertheless remains wary of their methods and their refusal to disclose their original identities.
Religious and Philosophical Movements
Followers of the Celestial Harmony disagree about harvested visages. Some consider them a violation of the dignity of the dead. Others accept their use when the deceased willingly donated their face or when the rite helps oppose a profound evil.
Faceless who claim an unrestricted right to decide who deserves death are often condemned for placing their judgment above mortal law and divine order.
Rival Factions and Enemies
The Faceless naturally oppose identity-verifying inquisitors, witch hunters, diviners, oath-bound guardians, and authorities trained to detect impostors. Their most dangerous enemies include slaving empires, soul traffickers, tyrants, rival assassins, necromancers, and aberrations capable of stealing memories or reshaping flesh.
Expanded Spell List
The following spells are especially appropriate choices for a Faceless. They do not automatically become prepared and must still obey the restrictions of Whispered Arts.
|
Rogue Level |
Recommended Spells |
|
3rd |
Charm Person, Disguise Self, False Life, Silent Image |
|
5th |
Alter Self, Invisibility, Pass without Trace, Silence |
|
9th |
Fear, Gaseous Form, Major Image, Speak with Dead |
|
13th |
Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow of Moil |
|
17th |
Dominate Person, Mislead, Modify Memory, Seeming |
Optional Subclass Techniques
At the GM’s discretion, a Faceless character may learn one of these techniques as a special reward, secret lesson, or replacement for a campaign-specific boon. These techniques are not gained automatically.
Borrowed Tongue
After wearing a harvested visage continuously for 10 minutes, you can speak, read, and write one language known by the deceased. You retain the language only while wearing that visage.
Death-Scent Alchemy
During a Long Rest, you can expend 25 GP of alchemical ingredients to create one dose of death-scent poison. A creature exposed to it must succeed on a Constitution saving throw against your spell save DC or appear dead to mundane examination and divination magic for 1 hour. The creature is Paralyzed but remains aware during this period. The effect ends if the creature takes damage.
Mirrorless Passage
While wearing a harvested visage, you can use a bonus action to become Invisible until the beginning of your next turn. The effect ends immediately after you make an attack, deal damage, or cast a spell.
Once you use this technique, you cannot do so again until you finish a Short or Long Rest.
Poisoned Courtesy
When a creature willingly consumes food or drink you have poisoned, it has disadvantage on its initial saving throw against that poison. Once a creature suffers this penalty, you cannot use this technique again until you finish a Long Rest.
Voice of the Departed
While wearing a harvested visage, you can cast Message without components. The recipient hears the message in the deceased creature’s voice.
Playing This Subclass
The Faceless is a methodical striker and infiltration specialist. Its greatest strength is gaining access to guarded locations and exploiting social trust. A player should collect strategically useful visages, learn how important NPCs relate to one another, and approach dangerous encounters beneath an identity the enemy will accept.
In combat, the subclass performs best when it can control the opening exchange. Death in Familiar Form improves Sneak Attack reliability and lets the rogue overcome Necrotic Resistance, while the Inevitable Hand provides a devastating capstone execution against a priority target.
The subclass is less effective in direct, prolonged battles where disguise and surprise provide no advantage. It also relies on Intelligence in addition to the Dexterity and Constitution expected of most rogues, creating meaningful competition between ability scores.
Faceless spellcasting should emphasize stealth, deception, escape, and control. Spell slots are limited, so each spell should create an opening, preserve an identity, disable an obstacle, or ensure the success of an assassination.
Roleplaying This Subclass
A Faceless character must decide how much personal identity they retain. Some preserve their birth name and regard every visage as a tool. Others abandon their original appearance and become a succession of carefully constructed lives. A few can no longer remember which face was truly theirs.
Important roleplaying questions include:
- Does the character accept contracts, or do they choose their own victims?
- What moral standard makes a killing justified?
- Does the character honor the people whose faces they wear?
- Is any harvested visage worn reluctantly?
- What object, phrase, memory, or relationship anchors the character’s true identity?
- What would happen if someone loved the borrowed identity rather than the person beneath it?
- Does the character fear death, or only the loss of self?
Faceless characters frequently unsettle allies. Even companions who trust the rogue may wonder whether the person who returned from a solitary mission is truly the same individual who departed.
Faction and Organization Connections
A Faceless might have connections to:
- A House of the Veiled Mirror that trained them and still expects obedience.
- The Lanternwake Covenant or another anti-slavery organization that reluctantly accepts their intelligence.
- A merchant house that employs them for counterespionage and deniable assassinations.
- A morticians’ guild that unknowingly conceals a Faceless sanctuary.
- A revolutionary movement resisting the Dominion of Xathrin or Obsidian Hegemony.
- A royal intelligence service seeking agents capable of replacing enemy officials.
- A religious order investigating whether harvested visages imprison fragments of the dead.
- A witch-hunting or inquisitorial organization determined to eradicate the practice.
- A criminal syndicate that controls access to rare poisons and ritual reagents.
- A rival Faceless house whose doctrine permits unrestricted killing.
Adventure Hooks
- The Face That Returned: A visage destroyed years ago has reappeared on an assassin targeting members of the adventuring party.
- The Living Mask: A Faceless discovers that one of their harvested visages belongs to a person who has somehow returned to life.
- Death of the Free City: An official in a major trade city has been replaced, but no one knows whether the impostor is a Faceless, a shapeshifter, or an aberrant infiltrator.
- The House Without Mirrors: A House of the Veiled Mirror has fallen silent. Every attendant inside bears the same face, and none remembers which of them originally owned it.
- The Tyrant’s Last Servant: The party must help a Faceless assume the identity of a trusted servant and infiltrate a ruler’s fortress before a mass execution.
- A Contract Refused: A Faceless house issues a death contract against an apparently innocent healer. Refusing the contract turns the house against one of its own assassins.
Notable NPCs
Seressa Vale, Keeper of the Last Reflection
A reserved Caelari woman who oversees a House of the Veiled Mirror hidden beneath an Aurimundan hospice. Seressa accepts contracts only against slavers, soul traffickers, and those responsible for deliberate massacres. She has not worn her original face in more than thirty years.
Veyr No-Name
An Umbric Elf who claims to have surrendered every trace of his original identity. Veyr serves whichever patron offers the most difficult target rather than the greatest payment. Several governments believe he has replaced a living monarch, though none agrees which one.
Liora Senn
A young Draymari Faceless who fled the Obsidian Hegemony after being ordered to murder a family of dissidents. She now uses the faces of dead Hegemony officers to liberate prisoners and sabotage state intelligence networks.
Balance Notes
- Intended Role: Striker and infiltration-focused utility specialist.
- Damage Profile: Normal Rogue Sneak Attack progression with conditional rerolls at level 9 and one powerful single-target execution at level 17.
- Survivability: Comparable to other Rogues until level 17. Spellcasting provides concealment and escape, while No Name, No Chains grants strong late-game mental and transformational defenses.
- Utility: Exceptionally strong in social infiltration, corpse investigation, impersonation, espionage, and intelligence gathering.
- Resource Economy: Visages are limited by Proficiency Bonus and require suitable corpses, time, and money. Spellcasting uses a one-third-caster progression. Defensive reactions and the capstone execution recharge on a Long Rest.
- Comparable Subclasses: The Faceless uses a spellcasting progression comparable to the Arcane Trickster but trades broad magical trickery and object manipulation for identity assumption, poison use, and assassination.
- Primary Balance Risk: A perfect physical transformation can bypass entire social or investigative challenges. Important targets should use changing passwords, behavioral tests, magical seals, trusted memories, and layered security rather than receiving arbitrary immunity to the subclass’s defining feature.
- Secondary Balance Risk: The Inevitable Hand delivers substantial burst damage. Its once-per-Long-Rest limit, saving throw, qualifying Sneak Attack requirement, and dependence on a designated target keep it appropriate for level 17 play.
Summary
The Faceless transforms the Rogue into a supernatural infiltrator and ritual executioner. By harvesting the visages of slain humanoids, the rogue can physically assume their identities, recover fragments of their knowledge, deceive magical scrutiny, and approach otherwise unreachable targets.
Limited enchantment, illusion, and necromancy spellcasting supports this stolen-identity fantasy without replacing the Rogue’s reliance on stealth and Sneak Attack. As the Faceless advances, transformations become faster and more convincing, culminating in the ability to appoint a target for an almost perfect execution.
Within Aetheris, the Faceless may serve as liberators, spies, killers, revolutionaries, or instruments of tyranny. Every practitioner walks the narrowing boundary between using stolen identities and being consumed by them.
“When the last mask falls, pray there is still someone beneath it.”
Spellcasting
Whispered Arts
You gain limited spellcasting drawn from the wizard spell list.
Cantrips
You learn two Wizard cantrips of your choice. At least one must be from the Illusion or Necromancy school. You learn one additional Wizard cantrip when you reach Rogue level 10.
Whenever you gain a Rogue level, you can replace one cantrip gained through this feature with another eligible Wizard cantrip.
Spell Slots
The Faceless Spellcasting table shows how many spell slots you have to cast your level 1 or higher spells. You regain all expended spell slots when you finish a Long Rest.
| Rogue Level | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th |
|---:|---:|---:|---:|---:|---:|
| 3 | 2 | 3 | 2 | — | — | — |
| 4 | 2 | 4 | 3 | — | — | — |
| 5 | 2 | 4 | 3 | — | — | — |
| 6 | 2 | 4 | 3 | — | — | — |
| 7 | 2 | 5 | 4 | 2 | — | — |
| 8 | 2 | 6 | 4 | 2 | — | — |
| 9 | 2 | 6 | 4 | 2 | — | — |
| 10 | 3 | 7 | 4 | 3 | — | — |
| 11 | 3 | 8 | 4 | 3 | — | — |
| 12 | 3 | 8 | 4 | 3 | — | — |
| 13 | 3 | 9 | 4 | 3 | 2 | — |
| 14 | 3 | 10 | 4 | 3 | 2 | — |
| 15 | 3 | 10 | 4 | 3 | 2 | — |
| 16 | 3 | 11 | 4 | 3 | 3 | — |
| 17 | 3 | 11 | 4 | 3 | 3 | — |
| 18 | 3 | 11 | 4 | 3 | 3 | — |
| 19 | 3 | 12 | 4 | 3 | 3 | 1 |
| 20 | 3 | 13 | 4 | 3 | 3 | 1 |
Preparing Spells
You prepare Wizard spells through this feature. The number of spells you prepare is shown in the Prepared Spells column of the Faceless Spellcasting table.
Your prepared spells must be from the Enchantment, Illusion, or Necromancy schools, except for one spell prepared at Rogue level 3 and one additional unrestricted spell prepared at Rogue levels 8, 14, and 20. These unrestricted spells can belong to any school of magic.
Whenever you gain a Rogue level, you can replace one prepared spell with another spell for which you have spell slots. The new spell must obey the school restrictions above.
Spellcasting Ability
Intelligence is your spellcasting ability for spells cast through this feature.
Spell save DC = 8 + your Intelligence modifier + your Proficiency Bonus
Spell attack modifier = your Intelligence modifier + your Proficiency Bonus
You can use a harvested visage, Disguise Kit, or Poisoner’s Kit as a Spellcasting Focus for these spells.
Action Type: Varies by spell
Uses: Spell slots
Duration: Varies by spell
Scaling: Cantrips, prepared spells, and spell slots increase with Rogue level
Ritual of the Borrowed Face
You learn to transform the faces of slain humanoids into supernatural masks called harvested visages.
Harvesting a Visage
You can perform a 1-hour ritual over the corpse of a Small or Medium Humanoid. The corpse must meet the following requirements:
- The creature died no more than 24 hours before the ritual begins.
- You personally reduced the creature to 0 Hit Points or dealt damage to it during the final minute of its life.
- The creature’s head and face remain sufficiently intact.
- The creature’s Challenge Rating was no greater than your Rogue level.
You must use a Disguise Kit during the ritual and expend rare oils, salts, and alchemical reagents worth 25 GP. At the ritual’s conclusion, you create a harvested visage bearing the creature’s identity.
A corpse can produce only one harvested visage. The Gentle Repose spell suspends the time limit for harvesting the corpse.
You can preserve a number of harvested visages equal to your Proficiency Bonus. If you create a visage while already at this limit, you must choose one of your existing visages to crumble into gray dust.
Wearing a Visage
As an action, you can place a harvested visage against your face and transform into the Humanoid whose identity it contains. The transformation alters your apparent:
- Age
- Facial features
- Hair
- Height and weight
- Sex
- Skin pigmentation
- Scent
- Voice
- Other ordinary physical identifiers
You can assume the appearance of a Small or Medium creature, but your actual size and occupied space do not change. Your equipment does not transform.
Your game statistics, creature type, Hit Points, traits, proficiencies, movement speeds, and abilities remain unchanged. You gain none of the deceased creature’s memories, class features, species traits, spellcasting, or supernatural powers.
The transformation is both physical and magical. Ordinary inspection cannot reveal your natural appearance. A creature that has a reason to suspect you can take the Search action and make an Intelligence (Investigation) check against your spell save DC. On a success, it notices an inconsistency but does not automatically learn your true identity.
Truesight reveals your natural form. Detect Magic reveals transmutation and necromancy magic surrounding you but does not identify your true appearance or dispel the transformation.
The transformation ends when you dismiss it as a bonus action, assume another visage, have the Unconscious condition, or die.
Action Type: Action to assume a visage; bonus action to dismiss it
Uses: At will, provided you possess a harvested visage
Duration: Until dismissed, replaced, rendered Unconscious, or killed
Scaling: Maximum preserved visages equals your Proficiency Bonus
Instruments of Quiet Death
You gain proficiency with the Disguise Kit and Poisoner’s Kit. If you already possess either proficiency, you instead gain proficiency with one skill of your choice for each redundant proficiency.
When making a Wisdom (Medicine) check to examine a corpse, determine a cause of death, or extract substances suitable for poison, you can use Intelligence in place of Wisdom.
You can apply poison to a weapon or piece of ammunition as a bonus action. Furthermore, you cannot accidentally expose yourself to a poison while applying it.
Action Type: Passive; bonus action to apply poison
Uses: At will
Duration: A poison retains its normal duration
Echoes Behind the Mask
The remnant impressions held within your harvested visages become clearer. While wearing a visage, you gain the following benefits:
- You have advantage on Charisma (Deception) and Charisma (Performance) checks made to convince another creature that you are the deceased.
- You perfectly imitate the deceased’s voice, accent, handwriting, gestures, posture, and habitual expressions.
- You learn the deceased’s commonly used name, languages, occupation, and the names and appearances of creatures it considered close companions.
- When you encounter a creature, object, or place that held great significance to the deceased, the GM can provide a brief emotional impression or fragmentary image associated with it.
These impressions do not automatically reveal passwords, secrets, hidden knowledge, complete memories, spellcasting, proficiencies, or class features.
When a creature attempts to expose your disguise, read your thoughts, detect whether you are lying, or magically compel you to reveal your identity, you can use your reaction to impose disadvantage on one relevant ability check or grant yourself advantage on one relevant saving throw.
You can use this reaction a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
Action Type: Passive and reaction
Uses: Proficiency Bonus per Long Rest for the reaction
Duration: While wearing a harvested visage
Scaling: Reaction uses increase with your Proficiency Bonus
Death in Familiar Form
Your most lethal attacks exploit the instant in which recognition becomes horror.
Once per turn, when you deal Sneak Attack damage to a creature that is unaware of your true identity, you can change the Sneak Attack’s damage type to Necrotic. You can then reroll a number of your Sneak Attack dice up to your Intelligence modifier, to a maximum equal to your Proficiency Bonus. You must use the new rolls.
A creature is unaware of your true identity if at least one of the following is true:
- You have the Invisible condition relative to it.
- You are hidden from it.
- It believes you are the creature represented by your current harvested visage.
Necrotic damage dealt by this feature ignores Resistance to Necrotic damage. Immunity is unaffected.
Action Type: Passive
Uses: Once per turn
Duration: Immediate
Scaling: Rerolled dice increase with your Intelligence modifier and Proficiency Bonus
A Thousand Borrowed Lives
Your control over stolen identities becomes swift and nearly flawless. You gain the following benefits:
- You can assume a harvested visage as a bonus action.
- Your harvested-visage transformation cannot be ended by Dispel Magic.
- You can create a visage from a Large Humanoid, though your actual size remains unchanged while wearing it.
- Creatures have disadvantage on checks made to expose you as an impostor.
- You can cast Alter Self at will without expending a spell slot or requiring Material components, but only to use its Change Appearance option.
- You can cast Speak with Dead without expending a spell slot or requiring Material components.
Once you cast Speak with Dead through this feature, you cannot do so again until you finish a Short or Long Rest. When you cast it upon the corpse represented by your current visage, the corpse initially perceives you as an extension of itself rather than as a hostile creature.
Empty the Mind
While wearing a harvested visage, your surface thoughts reflect the assumed identity. A creature reading your mind initially perceives only rehearsed thoughts and emotional impressions appropriate to that identity.
If the creature attempts to probe more deeply, it must make an ability check using its spellcasting ability against your spell save DC. On a failed check, it learns nothing from the attempt, and you become aware that your mind was probed.
Action Type: Bonus action and passive
Uses: Transformation and Alter Self at will; Speak with Dead once per Short or Long Rest
Duration: While wearing a harvested visage
The Inevitable Hand
You can appoint a creature to receive a perfect and inescapable execution.
As a bonus action, choose one creature you can see within 60 feet. That creature becomes your appointed death for 1 minute. The designation ends early if you designate another creature, have the Incapacitated condition, or die.
Once during the duration, when you hit your appointed death with an attack that qualifies for Sneak Attack, you can invoke the Inevitable Hand. The attack gains the following benefits:
- The attack becomes a Critical Hit.
- All damage dealt by the attack ignores Resistance.
- The target must make a Constitution saving throw against your spell save DC.
- On a failed save, the target takes an additional 10d6 Necrotic damage and cannot regain Hit Points until the beginning of your next turn.
- On a successful save, the target takes half as much additional damage and suffers no restriction on regaining Hit Points.
If the attack reduces the target to 0 Hit Points, you can capture its visage as part of the killing blow. You create a harvested visage without performing a ritual or expending material components, provided the target otherwise qualifies for your Ritual of the Borrowed Face. If you have already reached your maximum number of visages, you can immediately destroy one existing visage to make room.
Once you invoke the Inevitable Hand, you cannot do so again until you finish a Long Rest. You can regain its use early by expending a level 4 spell slot as a bonus action.
Action Type: Bonus action to designate; no action to invoke
Uses: Once per Long Rest; one use can be restored by expending a level 4 spell slot
Duration: 1 minute
Scaling: Additional damage remains 10d6
No Name, No Chains
Your mastery of identity prevents others from rewriting or imprisoning your essential self.
You gain proficiency in Wisdom saving throws. If you already possess that proficiency, you instead gain expertise in Wisdom saving throws.
You are immune to magical effects that would alter your form against your will. You also have advantage on saving throws against the Charmed, Frightened, and Possessed conditions and against effects that would read, remove, suppress, or alter your memories.
When you fail one of these saving throws, you can choose to succeed instead. Once you do so, you cannot use this benefit again until you finish a Long Rest.
Action Type: Passive
Uses: Automatic success once per Long Rest
Duration: Permanent
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