Rogue
Base Class: Rogue

The masquerader may choose a number if class or subclass abilities from other classes to mimic, utilizing them to functionally take on the effectiveness of other classes for a short time. After each short or long rest the masquerader can swap out a number of abilities based on their character level to utilize in different ways, and in different combinations with other class and subclass skills, they also gain a number of skills to aid them in versatility. These things make them masters in espionage, infiltration and assassination, as well as generally all purpose mercenaries and a good class to fill out your party with since theh bring alot of versatility to the table 

Masquerade

When selecting this subclass specialization, you gain the ability to select after a short or long rest 3 class or subclass features from the fighter/warrior, barbarian, ranger, sorcerer, wizard, or other rogue subclasses, dm's may allow masqueraders to select warlock features if they have a warlock pact of some kind as well. 

This feature also allows you to use your charisma modifier for attack, damage, and spellcasting checks.

Beginning when you select this subclass, you may select 3 class features or subclass features from the classes listed above, you may only select features available to a character of that class equal to one character level lower than your masquerader/rogue level to a minimum of level 1. 

 Starting at 5th level At every fourth level, the amount of features you may select after a short or long rest increases by 1, at 5th, 9th, 13th, 17th.

When selecting a spell casting feature, you may select a spell casting class and choose one cantrip, and 4 spells from that classes spell list, of a level that a spellcaster of that class of one level lower than your masquerader class could cast, these spells are cast as spell like abilities with a single use per short rest and are cast using your charisma modifier in place of the prime stat of the original class. The spells are cast at base value as if cast as the appropriate level spell slot, the spell save DC is equal to 8+your proficiency bonus+cha modifier

At 5th level and every 4th level there after you may select one additional spell from the classes spell list, of a level a caster of one level less than your masquerader level may cast.

*after a short rest expended spells are regained unless you switch spells or spellcasting class skills, for example of you retain wizard spellcasting feature you may keep the sake spells or swap them out for different spells of the wizard spells selection, or you may exchange this class feature for a different class feature all together, or the spellcasting feature of a different class, like for instance sorcerer

Your spell casting focus is a deck of cards, printed in 4 suits, one suit representing each of the 4 classes you may select spells from, wizard, sorcerer, warlock and ranger. The somatic and verbal components for said spells are replaced with the act of drawing the intended card and a command word, this requires the use of both hands unless the character has some class feature or feat that would allow for use if one hand for somatic components.

Devilish trickster

You gain advantage on deception checks against non hostile targets 

Confounding mind

This feature allows you to confuse certain spells, when people attempt to scry your location with divination magic, on a successful saving throw you may choose a false location the spell recieves. 

Additionally when you successfully make a saving throw vs enchantment and charm spells and mind altering magic and spell like abilities, the caster of those spells is made unaware their spell failed, and may believe you are in fact enthralled by their spell.

Devilish Luck

When engaged in combat or in social situations you can influence a person's mood with your charm, based on your dialogue with an individual, you can make a deception, intimidation or persuasion check at the DM's discretion to put your foes at a disadvantage, as a bonus action you can say a few lines of dialogue and a single target who can hear and understand you suffers disadvantage on their next attack roll, skill check, or saving throw made against your character or your characters abilities 

Previous Versions

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