Base Class: Rogue
You don’t kill for pleasure. You don’t love. You study.
Every twitch. Every heartbeat. Every lie told through a forced smile—memorized, catalogued, copied.
You find someone. You make them your Prey. You learn everything: how they talk, how they fight, who they care about. And when you’ve worn the skin of their life long enough, when there’s nothing left for them to show you—
You erase them.
You're not a lover. You're not a killer. You're not even yourself.
You are the shadow behind the curtain. The echo in their voice.
And no one remembers your name.
Because it was never yours to begin with.
Level 3: Fixation
You mark a creature as your Prey, and your infatuation with them becomes a weapon.
As a bonus action, choose one creature you can see within 60 feet. This creature becomes your Prey for 24 hours or until you mark a new one.
While you have a Prey:
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You have advantage on Insight, Perception, Deception, and Stealth checks made to interact with or stalk them.
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You learn their AC, hit point maximum, and proficiencies.
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You can use Sneak Attack against your Prey even if you don’t have advantage, as long as no other creature is within 5 feet of them.
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You deal 1d6 bonus psychic damage to them once per turn.
Level 9: Soulless Skin
You don't just stalk—you dissect. Mimicry is your weapon.
You can spend 1 minute observing your Prey to learn their voice, mannerisms, and body language. Once observed, you gain the following until your Prey dies or you choose another:
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You can mimic their speech and handwriting perfectly.
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You can disguise yourself as them without needing a disguise kit—no check required unless someone closely familiar with them inspects you.
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Once per long rest, if your Prey is incapacitated or dead, you can consume their presence. For the next 24 hours:
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Creatures who know your Prey treat you as them unless given obvious reason not to.
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You gain one of their proficiencies, languages, or feats (DM’s discretion).
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You may use their name in place of your own for the purpose of magical effects (such as scrying or sending).
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Level 13: Shatterveil
You reflect your target’s weaknesses back at them.
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As a reaction when your Prey targets you with an attack or spell, you can force them to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failure:
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They are Frightened of you until the end of your next turn.
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They see themselves in your face, your movements, your words. They know, without knowing how, that you’ve been wearing them.
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You can use this reaction a number of times equal to your Dexterity modifier per long rest.
Level 17: Mirror
You’ve grown bored. The mask cracks. The prey dies.
Once per long rest, when your Prey is below half their hit point maximum, you can make a Predation Strike:
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As an action, make a melee attack against your Prey. On a hit, the attack is a critical, and they must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier).
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On a failure, their soul is consumed—they drop to 0 HP, and cannot be revived except by wish or true resurrection.
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On a success, they still take your weapon damage + max Sneak Attack + 10d10 psychic damage.
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Afterward, you may assume their full identity for 7 days:
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You gain their memories in fragments.
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Divination spells targeting them target you instead.
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You can replace one of your ability scores with one of theirs (if higher) for the duration.
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