False Identeties:
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Illusions:
Starting at 1st level, you can make an illusionary copy of yourself as an bonus action. You must maintain concentration as if it were a spell.
Illusions can spawn to a distance of 5 feet times half of your Showman level, but they cannot travel farther than 90 feet from you without making a concentration saving throw for every additional time you have them move from that point on. This lasts for 3 rounds, or when they drop to zero hit points. Their existence can be extended if you spend a bonus action in doing so.
Your illusion's Armor Class is equal to your AC during the time you summoned them; they will always have 1 hit point.
Illusions have their own set of actions. They use the same attack roll, but roll damage individually. However, any bonuses given to you does not apply to them, and magical items turn into its mundane counterpart instead (e.g. legendary sword becomes a normal sword, a healing potion becomes an empty flask, a grimoire becomes an unwritten book). If they use weapons with ammunition, the ammo disappears after use.
They are able to pass through each other, but not through walls and other solid objects.
They are considered as magical, but they cannot cast spells. They can be dispelled by a dispel magic spell so long as the caster targets you instead of your illusions. The DC is your Spell Save DC.
When outside of combat, your illusions can attempt to support a creature from doing skill checks under Strength, Dexterity, or Charisma. The target creature gets an advantage to their roll regardless of how many illusions are participating. Illusions does not grant advantages with skill checks under Constitution, Wisdom, and Intelligence.
While an illusion is within 5 feet of you or another ally, if the opponent makes an attack against them, you can expend a reaction to invoke disadvantage on the attack, if the attack misses the ally then your illusion suffers the attack instead.
Allies cannot heal the illusions nor give buffs to increase their maximum Hit Points by any means, but they can grant them Temporary Hit Points and other bonuses instead. However, they can only benefit half (rounded down, minimum of 1) from its effects.
The number of illusions that can be created at a time starts at 1, is then increased to 3 at 8th level, and 5 at 15th level. More than 1 illusion can be summoned with the same action.
A creature can not tell the difference between you and your illusions unless it passes an Intelligence saving throw against your Spell save DC.
Alternative: The creature must roll a Wisdom saving throw against your Spell save DC. On a fail, assign a number on yourself and your illusions, then roll a dice of that many numbers. As long as the dice doesn't land on your assigned number, other creatures will continue to target the illusions
Soul Mask; Harlequin's Smile:
At 1st level, you can select a Charisma based skill and add proficiency in that skill, or expertise if you are already proficient in it.
Warp Strike:
When you cast a teleportation spell to teleport next to someone you may make a melee attack as part of that same action, and if you hit you may deal additional 'Warp Strike Die' damage. (1d6)
Gambling, I'm In!:
Starting when you select this Act at 3rd level, when gambling you may use this feature to turn the odds in your favor. Ex. If playing a card game you can make a sleight of hand skill check with a DC 15 to provide yourself a winning hand. If playing in a coin toss you can cause the coin to fall to your side. (DM Discretion)
Throwing Cards:
Also at 3rd Level you also gain the ability to throw cards as ranged weapons, which you are proficient with. Throwing Cards have a range of 30/60 and deal 1d6 Piercing Damage and use your Dex mod for an attack modifier. These card's now count as a weapon you're proficient in
Features & Traits