Base Class: Warlock
Those who choose Mask all have their reasons: the thief and the spy pray to remain undiscovered, the courtier and the diplomat request their silver tongues not fumble, and the simple thug desires to keep his head. These people all have their skills, and they all want something from the god of thieves, for which they pay tribute. But what of those that mask desires? those with the mindset, and willingness to be of use to him? Just the same is this not a an exchange of services? But Mask has nothing to offer that can't be found elsewhere. Nothing except power, and knowledge, that is. And so it has become, that when mask needs a new piece on the board, he simply finds a hapless mortal with a mischievous spirit and offers them the ability to achieve their desires. What he desires out of this arrangement is never truly stated, but he will get it, through schemes and manipulation, he will lead his warlock where he needs them to be.
Expanded Spell List
1st Disguise self, fog cloud
2nd Knock, pass without trace
3rd Haste, nondetection
4th Freedom of movement, greater invisibility
5th Mislead, passwall
Borrowed Skill
At 1st level, you learn the thaumaturgy cantrip. It counts as a warlock spell for you, and does not count against the number of spells you know. Additionally, you gain proficiency with thieves' tools, and you can take the hide action as a bonus action on your turn.
Duplicity
Upon reaching 6th level, as an action, you create a perfect illusion of yourself that lasts for I minute, or until you are reduced to zero hit points or incapacitated.
The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
You cannot use this ability again until you complete a short or long rest.
Improved Duplicity
At 10th level, once per round, if your illusory duplicate is active,and within 30 feet of you, when you would be targeted by an attack or a spell, you may choose to swap places with your duplicate. You may only do this before the attack is rolled or the spell is cast.
Master Schemer
At 14th level you gain the ability to see the connections between everything around you, and limited foresight to your immediate future.
As a bonus action, you may tap in to this ability, granting yourself the following benefits for 1 minute.
- You cannot be surprised.
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You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours. -
Other creatures have disadvantage to attack you. If you take damage, this feature stops functioning until the start of your next turn.
These benefits end if you are reduced to zero hit points. You cannot use this ability again until you have completed a long rest.
Previous Versions
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