Rogue
Base Class: Rogue

The Deft Pretender is a master of disguise and deception, using their unparalleled skill in mimicry and illusion to infiltrate, mislead, and manipulate. These rogues are not just skilled actors but also adept at blending into any role, from high society figures to lowly street urchins. Their expertise in deception allows them to turn the tide of battle through clever misdirection and cunning tricks.

Tactical Duplicate

When you choose this archetype at 3rd level, you learn how to read intentions, from humanoids to rats everything has its own way of fighting, and any creature you strike cannot take an opportunity to attack you, and you can use a bonus action to read (insight). On a DC15 pass you gain an advantage on your next attack, and the creature has a disadvantage on the next attack if it is against you. 

Expert Disguise

Expert Disguise (3rd Level):** Your ability to blend in is unmatched. You gain proficiency with the Disguise Kit if you don’t already have it. When you use your Disguise Kit to create a disguise, you can add double your proficiency bonus to the Dexterity (Sleight of Hand) check to create it. Additionally, you can spend 1 hour and 25 gp to create a disguise that lasts up to 24 hours or until you choose to change it. On a success, you can add your dex to your performance/deception checks while in disguise.

Masked Tactics

At 9th level, your expertise in deception and strategy allows you to manipulate the battlefield with unparalleled skill. When you gain this feature, you gain the following benefits:

1. Deceptive Strike: When you make a successful attack against a creature while hidden or disguised, you can use your bonus action to create a diversion. Choose one of the following effects:

  • Blinding Flash: The target must make a Wisdom saving throw against your Deception DC. On a failed save, the target is momentarily disoriented, and it has disadvantage on attack rolls until the start of your next turn.
  • False Target: The target must make a Wisdom saving throw against your Deception DC. On a failed save, the target believes you are in a different location or form, and it must use its reaction to make an attack against the illusionary target. This effect lasts until the end of your next turn.
  • Confusing Presence: The target must make a Wisdom saving throw against your Deception DC. On a failed save, it is confused and must use its action on its next turn to either move in a random direction or make a random attack if it is able.

2. Camouflage Mastery: You’ve perfected the art of blending in. When you use the Hide action, you can also create a subtle distraction or change your appearance slightly to throw off your pursuers. Choose one of the following effects:

  • Quick Shift: You can move up to 10 feet as part of your Hide action without provoking opportunity attacks, provided you remain in cover or out of sight.
  • Subtle Shift: You can alter your disguise or posture to better blend into your surroundings. You gain advantage on Dexterity (Stealth) checks to remain hidden or maintain your disguise for the duration of your hiding.

3. Strategic Misdirection: When you take the Hide action or make a Charisma (Deception) check to maintain a disguise, you can use your reaction to cause one creature within 30 feet of you that can see or hear you to become momentarily confused. The creature must make a Wisdom saving throw against your Deception DC. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and attack rolls against you until the end of your next turn.

False Appearances

False Appearances

Inconspicuous: You become a ghost in the eyes of those who seek to find you. You can use the Hide action as a bonus action, and you have advantage on Dexterity (Stealth) checks made to remain hidden. Moreover, if you take the Hide action and successfully remain hidden, you can choose to make your presence undetectable to a single creature that you have observed. The creature must succeed on a Wisdom saving throw against your Deception DC or remain unaware of your presence until you make an attack or interact with them directly.

Unseen Escape: When you are in a position where you are hidden or disguised and you are attacked, you can use your reaction to evade the attack. As a reaction, you can make a Dexterity saving throw against the attack roll or effect. On a successful save, you can move up to half your movement speed to a space you can see that is not directly adjacent to your attacker. This movement does not provoke opportunity attacks.

Master of Mimicry

1. Perfect Emulation: You can now perfectly mimic the actions and appearance of any creature you have observed closely. As an action, you can assume the exact physical appearance, voice, and mannerisms of a creature you’ve seen for at least 1 minute. This disguise includes replicating the creature's clothing and gear as closely as possible. Creatures must succeed on a Wisdom (Insight) check against your Deception DC to see through this disguise. Additionally, while you are emulating another creature, you gain advantage on Charisma (Deception) checks made to pass as that creature.

 

2. Evasive Reflexes: When you are hit by an attack, you can use your reaction to create a swift, deceptive maneuver. You can move up to half your movement speed to a space you can see that is not directly adjacent to your attacker, effectively repositioning yourself to avoid the brunt of the attack. This movement does not provoke opportunity attacks, and you gain a +2 bonus to AC against the attack if the attack is not a critical hit.

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