Rogue - Impersonator

by Soupangel44

Search GM Binder Visit User Profile

Rogue - Impersonator

Impersonators are cunning and deceptive, using their adaptivity to appear as merchants, knights, or even nobles in order to get into exclusive locations, and steal priceless items.

Rogue Level Feature
3rd Spellcasting, Know Your Part
9th Chameleon Actor
13th Grand Reveal
17th Perfect Disguise

Spellcasting

When you reach 3rd level, your ways of trickery are augmented by the ability to cast spells.

Cantrips

You learn 3 cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

Spell Slots

The Impersonator Spellcasting table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level bard spells of your choice.

The Spells Known column of the Impersonator Spellcasting table shows when you learn more bard spells of 1st-level or higher. Each of these spells must be of a level for which you have spell slots.

For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your Spellcasting ability for your bard spells, since your magic pulls from your deceptive prowess. You use your Charisma whenever a spell refers to your Spellcasting ability. In addition, you use your Charisma Modifier when setting the Saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma Modifier

Spell attack modifier = your proficiency bonus +

your Charisma Modifier

Know Your Part

Also at 3rd level, when you spend at least 1 minute observing or interacting with another creature, you learn if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Intelligence Score, Wisdom Score, Charsima Score, Alignment (Lawful/Chaotic), Alignment (Good/Evil)

Chameleon Actor

Starting at 9th level, you are able to adjust your own capabilities to conform to your part. When you use a Disguise Kit, you can choose to lose Proficiency in one skill or tool, and gain Proficiency in another.

Grand Reveal

Starting at 14th level, as a bonus action, you can reveal your secret identity to a humanoid within 15 feet of you that can see or hear you. The target must succeed on an Intelligence Saving throw contested by your Charisma (Disguise Kit) check. On a fail, it is stunned until the start of your next turn.

Perfect Disguise

At 17th level, whenever you make a Disguise Kit check, you can treat any roll of 14 or lower as a 15.

Impersonator Spellcasting
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.