If you ever encountered a Masquerader, you likely never noticed. Masters of the art of disguise, Masqueraders change faces like most people change shirts. The motivations of these clandestine thespians are as varied as their identities; some seek to command attention through a false persona, while others wish to slip by as but another nameless nobody passing through the crowd.
At 3rd level, you gain prociency with Deception, Performance, and forgery kits, and you gain an expertise die on checks using each of them, as well as on checks using disguise kits. For you, expertise dice in Deception, Performance, forgery kits, and disguise kits can be upgraded from d8 to d10, exceeding the usual limit on expertise dice.
Also at 3rd level, you have a knack for seeming to be other than you are. You have advantage on Deception and Performance checks made when attempting to mimic another creature’s looks, mannerisms, or speech.
In addition, you have a natural talent for perfectly mimicking the sounds of other creatures you’ve heard make sound for at least 1 minute. A suspicious listener can see through your perfect mimicry by succeeding on a Wisdom (Insight) check opposed by your Charisma (Deception/Performance) check.
Likewise, you can perfectly copy the signatures and penmanship of a creature if you have studied a sample of it for at least 1 minute. A suspicious reader can identify such forgeries by succeeding on an Intelligence (Investigation) check opposed by your Dexterity (forgery kit) check.
At 9th level, your facility with disguises and alter egos has become truly prodigious. You immediately gain the Costumer, Master of Disguise, and Dress Rehearsal options from the Low Prole, Guarded Aspect, and Overpowering Personality features of the rogue class respectively. You still gain these features as normal when you reach the appropriate levels in the rogue class, but may not choose the options you already gained from this feature at those levels. In addition, you gain prociency in Charisma saving throws.
At 13th level, your disguises are thorough enough to deter even magical scrutiny. You may cast arcanist’s magic aura and nondetection as rituals.
At 17th level, when you don a disguise, you can do more than put on a costume: you can put on a second self. Whenever you complete a long rest, you may select a culture and background other than your own. At any point before the end of your next long rest, you may gain all of the features and languages of your chosen culture, as well as the skill proficiencies, tool proficiencies, language proficiencies, and background feature of your chosen background. These benefits last until the end of your next long rest unless you choose to end them early. Once you cease using this feature, you cannot use it again until you complete a long rest. This degree of investment in your character is mentally exhausting. At the start of each hour you spend using this feature after the rst, you must succeed on a Wisdom saving throw with a DC of 10 + the number of hours you have used this feature or gain a level of strife.