Charlatan

A Rogue Archetype that holds false identities, learns what a creature wants or fears, retries failed lies and physically changes appearance.

Identity

The Charlatan is the Rogue Archetype of the confidence artist. The trade rests on the observation that most doors in civilization open for someone who is plainly supposed to be there, and that the hard part is holding the story to the end. Charlatans run long confidence work in Aurelion courts and short paper work on frontier claim offices, along with a good deal of small work in between that never gets called a crime. The good ones are liked by their marks, sometimes for years afterward.

Features

  • L3 Cover Story

    You gain proficiency in Deception and Persuasion if you do not have them, and your proficiency bonus is doubled for checks made to maintain a false identity. You can establish a false identity over 8 hours of preparation, complete with documents and a plausible history, and you can hold a number of them equal to your proficiency bonus.

  • L7 Read the Mark

    After one minute of conversation with a creature, you learn one of the following about it: what it wants most, what it is afraid of, or one thing it is lying about. You have advantage on Charisma checks made against that creature for the next hour.

  • L11 Smooth Over

    When you fail a Charisma check to deceive or persuade, you can use your reaction to make the creature treat your statement as odd instead of false. You can try again with a different approach after a minute. You can do this a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

  • L15 Face Change

    You can alter your appearance over 10 minutes to resemble any humanoid of roughly your size, including a specific person you have observed for an hour. The change is physical, so magic that reveals illusions cannot detect it. It lasts until you change it back.

  • L18 The Long Con Capstone

    Once per long rest, when a creature that you have deceived into trusting you would act against you, you can call in that trust. The creature must succeed on a Wisdom saving throw against your save DC or be unable to take hostile action against you for 1 minute. At the end of that minute, it does not clearly remember why it hesitated.