Rogue
The Rogue is the most mischievous class in D&D and, lucky for us, there's a very much alike figure in the norse myths. Loki was the obvious choice, as his deceptive and cunning demeanor play very well into the Rogue's identity and style.
The Deceiver is a wild card and a true con artist. It immediately knows how to hide his identity and how to trick others into his schemes. Its combat style also is twisted and deceitful, turning allies into enemies and pulling off sneak attacks even when directly facing its opponents. Though its shapeshifting is only an illusion at first, it becomes a tangible power later on.
We hope the subclass makes you feel as charming and elusive as the trickster god. With a Deceiver in your party, every social interaction could turn into a quite thrilling matter.
Roguish Archetype
Deceiver
Rogues of the Deceiver archetype can channel a fragment of the mischievous power of Loki, the god of guile and deceit. These rogues are both elusive fighters and charismatic liars; they hold the power to alter their own image and very nature, much like the ambiguous shapeshifter god. A Deceiver possesses the power to fool their foes into believing their misdirections, dissolving their reality into a finely crafted web of lies of which they are the epitome and sole controller, shapeless and intangible, one for whom the concept of "truth" does not apply.
Bonus Proficiencies
3rd-level Deceiver feature
You gain proficiency in the Deception skill. If you are already proficient in it, you gain proficiency in a skill of your choice.
Deceitful Fighting
3rd-level Deceiver feature
You are unreadable in battle, throwing off your opponents with your every step and taking advantage of their confusion. As a bonus action, you can make a Charisma (Deception) check against a creature you can see that isn't incapacitated, contested by the target's Wisdom (Insight) check. If you win the contest, you can use your Sneak Attack against that target even if you don't have advantage on the roll, but not if you have disadvantage on it. This effect lasts for 1 minute or until you successfully use this feature against a different target.
Shifting Visage
3rd-level Deceiver feature
You are able to mimic the shapeshifting powers of the trickster god. You can take an action to cast the disguise self spell. The DC for checks made to discern this disguise equals 8 + your Proficiency Bonus + your Charisma modifier.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
When you reach 9th level in this class, you can cast the alter self spell with a use of this feature.
Smoke and Mirrors
9th-level Deceiver feature
You magically twist the perceptions of your foes, presenting yourself as a victim of injustice and turning them on their own allies. When a creature hits you with an attack, you can use your reaction and target one or more creatures within 60 feet of you that can see and hear you, up to a number equal to your Charisma modifier (minimum of one target). The targeted creatures must make a Wisdom saving throw. A creature that failed the save becomes friendly toward you and hostile toward the attacker, if they weren't already. The effect lasts one minute, and it ends early on a creature if you attack them, or if the creature that attacked you dies.
Once a creature succeeds on the save, they can't be affected by this feature for 24 hours. A creature that can't be charmed is immune to this effect.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
The DC for saving throws forced by this feature equals 8 + your Proficiency Bonus + your Charisma modifier.
Two-Faced
13th-level Deceiver feature
You have learned to move unseen, leaving behind you a residual image which acts as a decoy for your enemies. As an action, you become invisible at the same time that an illusory double of you appears where you are standing. Anything you are wearing or carrying is invisible as long as it's on your person. The illusion matches the appearance you have when you use this feature. You can use your bonus action to move your illusory double up to 30 feet and make it gesture, speak, and behave in whatever way you choose.
The illusion has your AC, and if a creature hits it with an attack, it vanishes. It is otherwise immune to damage. Creatures that can see the illusion can take an action and make an Intelligence (Investigation) check contested by your Charisma (Deception) check. If they win, they see the illusion for what it is.
When the illusion vanishes as the result of an attack that hit it, you can use your Smoke and Mirrors feature as if you were hit. If you do, creatures affected by it pay no mind to the illusion's disappearance, believing you took the attack.
The invisibility and the illusion last for 10 minutes. The invisibility ends early if you attack, cast a spell, use the Smoke and Mirrors feature, or if you dismiss it (no action required).
Once you have used this feature, you can't use it again until you finish a short or long rest.
Multifarious
17th-level Deceiver feature
Your shapeshifting capacities have reached a level that can only be challenged by the gods themselves. You are considered a shapechanger for all rules purposes, and when you use your Shifting Visage feature to cast the alter self spell, the duration of the spell is changed to be a number of hours equal to your proficiency bonus.
Additionally, you can take an action to cast the polymorph spell without needing material components, with the following changes:
- You can only choose yourself as a target of the spell.
- The spell can affect you even if you are a shapechanger.
- The challenge rating of the beast you choose to transform into must be 1 or less.
- While transformed, you keep your mental ability scores.
- While transformed, you can use your Smoke and Mirrors and Two-Faced features.