The alter-ego is an unrepentant murderer who slowly develops another personality that they use to protect themselves both physically and emotionally. When fully controlled, an alter-ego can be useful for rogues who are infiltrating enemy camps. Without direction, alter-egos are killing machines, ambushing those who dare provoke them and leaving the original personality unburdened with a clear conscience.


Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Establish Alter Ego

Starting at 9th level, you create a false identity for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for the identity. The identity can be anyone, including an existing person. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Embody Alter Ego

At 13th level, you unerringly mimic your alter’s speech, writing, and behavior. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Manifest Alter Ego

Starting at 17th level, your investment in your other personality is complete. Your primary thoughts can’t be read by telepathy or other means, unless you allow it. You can present the thoughts of your alter-ego by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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