Gilded Veil
The Gilded Veil are rogues who navigate the world through charm, insight, and cultural fluency. Masters of negotiation, manipulation, and spiritual etiquette, they serve as diplomats, infiltrators, and interpreters of the old ways. They often act as mediators between mortals and ancient forces, spirits, constructs, and sentient defenses, seeking peaceful resolutions when possible, but always with an edge hidden beneath their honeyed words.
Some train in Sonu’s Circle Griot academies or in the underground halls of the Sadarwa; others rise through lived experience, mastering cultural codes and weaving lies so gracefully they sound like inherited truths.
(3rd Level)
Silver Tongue, Sacred Mask
You gain proficiency in your choice of two of the following: Insight, Persuasion, Deception, History, or Religion. If you already have one, you may double your proficiency bonus for that skill.
In addition, you gain the Gilded Mask feature:
As a bonus action, you can adopt a cultural or spiritual persona, shifting your voice, posture, and aura to embody an honored figure (like a Circle Griot, a Yorukan emissary, or a spirit-whisperer). For 1 minute, you gain the following benefits:
- You have advantage on Persuasion and Deception checks against intelligent creatures that can understand a language you speak.
- Sentient constructs, ancestral spirits, or divine servitors regard you as a neutral or honored intermediary, unless you show hostility.
- Once per persona, when you fail a Charisma (Persuasion or Deception) check, you may reroll it.
You may use this feature a number of times equal to your Charisma modifier per long rest.
Cultural Decipher
You can read and intuit the meaning of murals, tapestries, spirit-markings, and symbolic architecture, even if you don’t speak the language. You have advantage on Intelligence (History or Religion) checks to interpret cultural clues, spirit codes, or ancient rituals.
When you take the Help action to assist with deciphering, you grant advantage and +1d6 bonus to the result.
(6th Level)
Veiled Directive
You gain the ability to command with layered intent. When you speak to a creature in combat using your action and succeed on a Charisma (Persuasion or Deception) check contested by the creature’s Insight or Wisdom saving throw (your choice), you can choose one of the following effects:
- Delay: The target skips its reaction until the end of its next turn.
- Disarm: The target has disadvantage on its next attack or spell against any creature other than you.
- Redirect: If the target would target you, it must instead target another visible creature of your choice within 30 feet (if valid).
You can use this feature a number of times equal to your Charisma modifier (minimum once) per long rest.
(10th Level)
Master of the Ancient Tongue
You learn to mimic lost dialects and spiritual cues with supernatural accuracy. You may cast tongues and zone of truth once per long rest each, without material components. When you cast tongues this way, you may also communicate basic emotional intent to constructs, spirits, or ancient glyphs.
Also, when you attempt to parley with a creature under magical influence (such as a geas, bound spirit, or golem protocol), you have advantage on checks to alter or delay its directive, provided you know the command’s origin.
(14th Level)
Spirit-Binder’s Gambit
You gain the ability to gamble with fate and spirit-code. As an action, choose a creature that can hear you within 60 feet. You speak a phrase encoded with divine contradiction or cultural binding.
The target must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be affected by one of the following:
- Sever Spirit Protocol: For 1 minute, the creature loses resistance to psychic and radiant damage, and cannot be the target of divination or guidance spells.
- Gilded Confession: The creature cannot lie (as zone of truth) and has disadvantage on saving throws against Insight-based effects for 1 minute.
- Compelled Audience: The creature is charmed by you until the end of your next turn. While charmed this way, it cannot take reactions.
You may use this feature once per short rest. Creatures with legendary resistance may choose to succeed automatically, but doing so causes them to become vulnerable to your next Sneak Attack.
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