TEXT: THE ROUGE
  THE ROUGE
  THE ROUGE
  THE ROUGE
  THE ROUGE
  
  The Rouge
  Level
  Proficiency Bonus
  Features
  Cantrips Known
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  +2
  Make-Up Savant, Spellcasting
  3
  2
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +2
  Rouge Specialisation
  3
  3
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +2
  Favoured Face, Mirror Mirror
  3
  4
  2
  —
  —
  —
  —
  —
  —
  —
  4th
  +2
  Ability Score Increase
  4
  4
  3
  ─
  ─
  ─
  ─
  —
  —
  —
  5th
  +3
  Inked Magic (1st)
  4
  4
  3
  2
  —
  —
  —
  —
  —
  —
  6th
  +3
  Rouge Specialisation Feature
  4
  4
  3
  3
  —
  —
  —
  —
  —
  —
  7th
  +3
  —
  4
  4
  3
  3
  1
  ─
  ─
  —
  —
  —
  8th
  +3
  Ability Score Increase
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9th
  +4
  Inked Magic (2nd)
  4
  4
  3
  3
  3
  1
  —
  —
  —
  —
  10th
  +4
  Someone Else's Face
  5
  4
  3
  3
  3
  2
  ─
  —
  —
  —
  11th
  +4
  —
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  12th
  +4
  Ability Score Increase
  5
  4
  3
  3
  3
  2
  1
  —
  —
  —
  13th
  +5
  Rouge Specialisation Feature
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  14th
  +5
  Comedy and Drama
  5
  4
  3
  3
  3
  2
  1
  1
  —
  —
  15th
  +5
  Inked Magic (3rd)
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  16th
  +5
  Ability Score Increase
  5
  4
  3
  3
  3
  2
  1
  1
  1
  —
  17th
  +6
  —
  5
  4
  3
  3
  3
  2
  1
  1
  1
  1
  18th
  +6
  Face of Habit
  5
  4
  3
  3
  3
  3
  1
  1
  1
  1
  19th
  +6
  Ability Score Increase
  5
  4
  3
  3
  3
  3
  2
  1
  1
  1
  20th
  +6
  Rouge Specialisation Feature
  5
  4
  3
  3
  3
  3
  2
  2
  1
  1
  Quick Build. Make Charisma and Dexterity your top stats, and take the Entertainer background.
  The Rouge
  M
  ysterious and alluring, the rouge's true
  nature is always in flux. Their faces
  change with the hours of the day. Their
  hands are as quick as rabbits, their
  paints in colours no one has ever seen
  before. The rouge's magic comes from
  their careful application of face paint to
  achieve magical effects that can be equally enchanting and
  terrifying. Rouges can be anyone or anything, and the weave
  that forms the world twists for their benefit.
  Class Features
  As a rouge, you gain the following class features.
  Hit Points
  Hit Dice: 1d6 per rouge level
  Hit Points at 1st Level: 6 + your Constitution modifier
  Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
  modifier per rouge level after 1st
  Proficiencies
  You are proficient with the following items, in addition to any
  proficiencies provided by your race or background.
  Armor: none
  Weapons: daggers, darts, slings, quarterstaffs, light
  crossbows
  Tools: disguise kit, painter's tools
  Saving Throws: Wisdom, Charisma
  Skills: Choose four from Acrobatics, Arcana, Deception,
  History, Insight, Intimidation, Perception, Performance,
  Persuasion, Religion, Sleight of Hand, and Stealth.
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) 2 daggers or (b) a quarterstaff
  (a) a light crossbow and 20 bolts or (b) any simple weapon
  (a) an entertainer's pack, (b) a diplomat's pack, or (c) an
  explorer's pack
  a disguise kit, a set of painter's tools, and a make-up kit
  2
  
  Make-Up Savant
  Starting at 1st level, your proficiency bonus is doubled for any
  ability check that involves the use of your disguise kit, your
  painter's tools, or your make-up kit.
  Spellcasting
  Your ability to channel magic through the application of make-
  up is an uncommon source of power in the world, replicating
  effects from both the study of the arcane and the divine. When
  you cast spells, the somatic and material components of the
  spell are replaced with the act of applying make-up to you or
  your target. See chapter 10 for the general rules of
  spellcasting.
  Cantrips
  At 1st level, you know three cantrips of your choice from the
  rouge spell list. You learn additional rouge cantrips of your
  choice at higher levels, as shown in the Cantrips Known
  column of the rouge table.
  Preparing and Casting Spells
  The rouge table shows how many spell slots you have to cast
  your spells of 1st level and higher. To cast one of these spells,
  you must expend a slot of the spell's level or higher. You regain
  all expended spell slots when you finish a long rest.
  You prepare the list of rouge spells that are available for you
  to cast, choosing from the rouge spell list. When you do so,
  choose a number of rouge spells equal to your Charisma
  modifier + your rouge level (minimum of one spell). The spells
  must be of a level for which you have spell slots.
  For example, if you are a 3rd-level rouge, you have four 1st-
  level and two 2nd-level spell slots. With a Charisma of 16, your
  list of prepared spells can include six spells of 1st or 2nd level,
  in any combination. If you prepare the 1st-level spell cure
  wounds, you can cast it using a 1st-level or 2nd-level slot.
  Casting the spell doesn't remove it from your list of prepared
  spells.
  You can change your list of prepared spells when you finish
  a long rest. Preparing a new list of rouge spells requires time
  spent arranging your make-up kit in the correct configuration:
  at least 1 minute per spell level for each spell on your list.
  Spellcasting Ability
  Charisma is your spellcasting ability for your rouge spells. The
  power of your spells comes from your technical ability with
  your make-up supplies. You use your Charisma whenever a
  rouge spell refers to your spellcasting ability. In addition, you
  use your Charisma modifier when setting the saving throw
  DC for a rouge spell you cast and when making an attack roll
  with one.
  Spell Save DC = 8 + your proficiency bonus +
  your Charisma modifier
  Spell attack modifier = your proficiency bonus +
  your Charisma modifier
  Spellcasting Focus
  You use your make-up kit as a spellcasting focus for your
  rouge spells, which can also replace somatic components.
  Without your make-up kit, you cannot cast spells of 1st level
  or higher, but you can still cast cantrips.
  When you cast a spell that has material components with a
  gold cost, you can replace the components of that spell with
  your make-up, but you require specialised, expensive make-up
  to do so. The specialised make-up you need costs the same
  amount as the materials components would have cost.
  Rouge Specialisation
  At 2nd level, choose one rouge specialisation: Clown, Effects
  Master, Fashionista, Goth, or Pretty Face. Each specialisation
  is a different mode of application for your make-up skills.
  Specialisation Spells
  Each rouge specialisation has a list of spells -- its
  specialisation spells -- that you gain when you can cast spells
  of the level listed in the description. Once you gain a
  specialisation spell, you always have it prepared, and it doesn't
  count against the number of spells you can prepare each day.
  If you have a specialisation spell that doesn't appear on the
  rouge spell list, the spell is nonetheless a rouge spell for you.
  Favoured Face
  Starting at 3rd level, you can choose a favoured face from the
  following list. The effects apply only as long as your make-up
  remains on your face, and these are not considered to be
  magical effects (for example, they cannot be dispelled). Using
  a mirror, you can change your favoured face by taking ten
  uninterrupted minutes to apply new make-up.
  Your rouge specialisation gives you an additional favoured
  face option.
  Blushing Bride
  You have advantage on Charisma checks made to flirt with
  humanoid creatures.
  Eyes of Horus
  You have advantage on Wisdom (Perception) checks that rely
  on sight.
  Your passive Perception score is also increased by 5
  by this feature.
  Empty Doll
  Other creatures have disadvantage on Wisdom (Insight)
  checks made to gain insight on your thoughts or behaviour.
  Venomous Ivy
  When you use your action to kiss a humanoid creature on the
  lips, they take 2d8 poison damage. This damage increases to
  3d8 at your 5th level of rouge, to 4d8 at 11th level of rouge,
  and 5d8 at 17th level of rouge. A creature that knows you are
  trying to kiss it can make a Dexterity saving throw against
  your spell save DC to avoid being kissed.
  3
  
  Shadowy Stalker
  You can take the Hide action as a bonus action while in dim
  light or darkness.
  Mirror Mirror
  Also at 3rd level, you gain the ability to fabricate mirrors from
  any substance. As an action, choose a 1 foot by 1 foot block of
  loose materials that you can see within range that are stone,
  sand, or another mineral substance. You create a circular
  mirror that has a diameter of no more than 1 foot. This mirror
  can include a handle. Creatures or magic items are unaffected
  by this ability.
  Ability Score Increase
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice by
  2, or you can increase two ability scores of your choice by 1. As
  normal, you can’t increase an ability score above 20 using this
  feature.
  Inked Magic
  Starting at 5th level, you can replenish your source of magic
  by taking 10 minutes to paint a rune into your skin using your
  make-up kit. You can smear away this rune as a bonus action
  to regain a 1st-level spell slot. Once you have replenished a
  spell slot using this feature, you can't repaint the rune on your
  body until you have completed a short or long rest.
  At 9th level, you gain the knowledge to paint a second rune
  into your skin. This second rune functions the same as the
  first, but can be used to replenish a 1st- or 2nd-level spell slot.
  At 15th level, you gain the knowledge to paint a third rune
  into your skin. This third rune functions the same as the first
  and second, but can be used to replish a 1st-, 2nd-, or 3rd-level
  spell slot.
  Someone Else's Face
  Starting at 10th level, your make-up ability becomes uncanny.
  After studying a humanoid face for at least 10 minutes, you
  can take another 10 minutes to perfectly replicate that face
  onto your own. In addition to changing your face, your magic
  also changes your voice to match, and can also make you
  shorter or taller by up to 1 foot. The effects last until the
  make-up is removed.
  A suspicious creature can make a Wisdom (Insight) ability
  check to examine you, rolling against your spell save DC to
  identify you as an imposter. The creature has advantage on
  this check if they know the person you are impersonating
  personally.
  Comedy and Drama
  Starting at 14th level, when you are under the effects of a spell
  or other magical effect, you can take an action to repaint your
  face, changing your expression in the process. If you do so,
  the next saving throw you make to end the spell or effect is
  made with advantage. This doesn't end any effects that rely on
  wearing make-up. It also changes your mood from optimistic
  to pessimistic, or vice versa.
  Face of Habit
  At 18th level, you have grown so adept at painting your face
  that much of your magical ability comes without conscious
  thought. You don't need to spend spell slots to cast 1st-level
  spells from your list of specialisation spells. To cast the spell
  at a higher level, you must spend the appropriate spell slot.
  For example, a clown can cast color spray at will, or it can
  spend a 2nd-level slot to cast color spray at a higher level.
  Clown
  The clown is an entertainer, but equally they are a figure of
  horror, drawing upon the ghostly pallour of the dead, the
  bright red lips of a poisonous beetle, the sunken eyes of a
  bloated corpse, the wild hair of a thorny brush, and the gangly
  movements of a puppet without a master.
  Clown Spells
  Spell Level
  Spells
  1st
  color spray, Tasha's hideous laughter
  2nd
  crown of madness, magic mouth
  3rd
  fear, feign death
  4th
  confusion, freedom of movement
  5th
  cloudkill, dream
  Clown Make-Up
  After taking this specialisation at 2nd level, while wearing
  your make-up, you know friends and vicious mockery. This
  doesn't count against the number of cantrips you know.
  Tumbling Fool
  Starting when you take this specialisation at 2nd level, you
  become proficient in Acrobatics if you aren't already.
  While you are wearing make-up, when you take damage
  from a fall, you can choose to ignore the damage if it is less
  than your rouge level x5. Additionally while you are wearing
  make-up, you can take the Disengage action as a bonus action.
  Favoured Face Option: The Whole Circus
  At 3rd level, this option becomes available to you.
  When a creature hits you with a melee attack, your blank
  eyes and false smile is deeply unsettling to them. As a
  reaction, you force the creature to make a Wisdom saving
  throw against your spell save DC, becoming frightened of you
  until the end of your next turn on a failed save. A creature that
  succeeds on this save is immune to this effect for 24 hours.
  Fearful Magic
  Starting at 6th level, when a creature fails a saving throw
  against one of your spells of 1st level or higher, the creature is
  also frightened of you for the duration of the spell if you
  choose.
  4
  
  Just Clowning Around
  Starting at 13th level, your ability to use vicious mockery in
  combat improves dramatically. You can add your Charisma
  modifier to the damage of the spell, and a creature that
  succeeds on its save takes half damage instead of none.
  Pop-Up Carnival
  Starting at 20th level, you have the power to trap a creature in
  a hallucinatory carnival nightmare. When a creature fails a
  saving throw against your vicious mockery, you can use this
  feature to instantly plunge the creature into your twisted
  carnival. This feature has no effect on creatures that can see
  through illusions, such as those with truesight.
  An affected creature is stunned, and it is also blinded and
  deafened to its surroundings. The effects last until the end of
  your next turn, at which point the hallucinations cease and the
  creature takes 10d10 psychic damage as it reels from its
  horrific experience.
  Once you have used this feature, you can't use it again until
  you finish a short or long rest.
  Effects Master
  The effects master excels at creating special effects and
  illusions. Their make-up extends to the world before them,
  leaping off of their skin and forming into strange and
  entrancing creations.
  Effects Master Spells
  Spell Level
  Spells
  1st
  color spray, silent image
  2nd
  mirror image, phantasmal force
  3rd
  hypnotic pattern, major image
  4th
  hallucinatory terrain, phantasmal killer
  5th
  modify memory, seeming
  Effects Make-Up
  After taking this specialisation at 2nd level, while you are
  wearing your make-up, you know minor illusion and
  thaumaturgy. This doesn't count against the number of
  cantrips you know.
  Illusory Visage
  Starting when you take this specialisation at 2nd level, while
  you are wearing make-up, creatures do not form memories of
  your face unless they are immune to being charmed. A
  creature can remember you in other ways, such as through
  your clothes, your build, your actions, your equipment, or your
  voice, but your face appears as a blurry smear in their
  memory. You can choose specific creatures to ignore this
  effect.
  Favoured Face Option: Special Effect
  At 3rd level, this option becomes available to you.
  The make-up on your face is a shifting miasma of shapes
  and colours. As an action, you can reshape your make-up to
  form a scene from your memory or imagination, creating a
  rough visual approximation within the limitations of your
  make-up.
  Fearful Magic
  Starting at 6th level, when a creature fails a saving throw
  against one of your spells of 1st level or higher, the creature is
  also frightened of you for the duration of the spell if you
  choose.
  Mysterious Illusions
  Starting at 13th level, the illusions you create through
  phantasmal force and phantasmal killer have no limitation on
  size.
  You Won't Believe Your Eyes
  Starting at 20th level, when a creature that fails a save against
  one of your spells of 1st-level or higher, you can force the
  creature to become maddened by its experience in addition to
  the effects of the spell. The madness lasts for 1d10 minutes.
  Once a creature has been maddened by this effect, it can't be
  maddened in the same way for 24 hours. Roll on the Short-
  Term Madness table in the Dungeon Master's Guide to
  determine the target's madness.
  Fashionista
  Always the center of attention, the fashionista languishes in
  the spotlight, using their magic to light up the room and bask
  in their own glory.
  Fashionista Spells
  Spell Level
  Spells
  1st
  faerie fire, guiding bolt
  2nd
  enthrall, pyrotechnics
  3rd
  daylight, hypnotic pattern
  4th
  dominate beast, hallucinatory terrain
  5th
  dawn, wall of light
  Fashionista Make-Up
  After taking this specialisation at 2nd level, while wearing
  your make-up, you know dancing lights and thaumaturgy. This
  doesn't count against the number of cantrips you know.
  Fashion Statement
  Starting when you take this specialisation at 2nd level, while
  you are wearing make-up, you can give off radiant light,
  expelling bright light up to 10 feet and dim light another 10
  feet past that. A creature in the bright light has disadvantage
  on melee attack rolls against you unless it can see you
  through any other senses it has. You can deactivate or
  reactivate this effect as an action by smearing or re-applying
  parts of your make-up.
  Favoured Face Option: Gliding Model
  At 3rd level, this option becomes available to you.
  You have advantage on ability checks and saving throws
  made to avoid being knocked prone, and you can ignore the
  effects of difficult terrain.
  5
  
  Charming Magic
  Starting at 6th level, when a creature fails a saving throw
  against one of your spells of 1st level or higher, the creature is
  also charmed by you for the duration of the spell if you
  choose.
  Belle of the Ball
  Starting at 13th level, as an action, you can choose a creature
  you can see within 60 feet of your position. The target must
  succeed on a Wisdom saving throw against your spell save DC
  or become charmed by you. While charmed, the creature can't
  perceive creatures other than you through sight.
  You can have only one creature affected by this feature at
  the same time. The effects end after one minute. At the end of
  each of its turns, the target can remake the saving throw,
  ending the effects early on a success. Once the effects have
  ended or the target succeeds on any saving throw against this
  feature, the target is immune to this feature for 24 hours.
  At 20th level, when you first choose the target, you can also
  choose two other creatures you can see within 30 feet of the
  original target to be affected. While a creature is charmed by
  you with this feature, you can use your action on subsequent
  turns to target additional creatures, with no limitation on the
  total number of creatures charmed.
  Goth
  Goths take control of their nightmares and use them to
  combat the real terrors of the world. The worst isn't inside of
  us. Inside of us is the power to ensure that no innocent person
  will lay awake in fear ever again.
  Goth Spells
  Spell Level
  Spells
  1st
  protection from evil and good, sleep
  2nd
  darkness, gentle repose
  3rd
  bestow curse, speak with dead
  4th
  banishment, death ward
  5th
  dispel evil and good, dream
  Goth Make-Up
  After taking this specialisation at 2nd level, while wearing
  your make-up, you know chill touch and spare the dying. This
  doesn't count against the number of cantrips you know.
  Blanket of Darkness
  Starting at 2nd level, while you are wearing make-up, you can
  use your action to meld into an area of dim light or darkness,
  becoming invisible until the end of your next turn or until you
  make an attack roll or force a creature to make a saving throw.
  While you are invisible, your speed is 0, but you can use your
  bonus action to teleport up to 30 feet away into an empty
  space of dim light or darkness that you can see.
  Favoured Face Option: The Veil of Death
  At 3rd level, this option becomes available to you.
  While motionless, you are indistinguishable from a corpse.
  A creature can make a Wisdom (Medicine) check against your
  spell save DC to determine that you are alive.
  Fearful Magic
  Starting at 6th level, when a creature fails a saving throw
  against one of your spells of 1st level or higher, the creature is
  also frightened of you for the duration of the spell if you
  choose.
  Nightmare Weaver
  Starting at 13th level, you can regain a 5th-level spell slot or
  lower after casting dream. Once you have done this, you can't
  do so again until you finish a long rest.
  In addition, a creature that you've cast dream on is
  particularly susceptible to your influence. For the next 24
  hours after failing a saving throw against your dream, a
  creature has disadvantage on Wisdom saving throws against
  spells and other magical effects originating from you.
  Deepest, Darkest Fears
  At 20th level, you can summon forth creatures of the darkness
  to overwhelm your enemies in a waking nightmare. As an
  action, you choose a creature within 30 feet of you that you
  can see. The target must succeed on a Wisdom saving throw
  against your spell save DC or become swarmed by spectral
  monsters related to its deepest fears. The target is petrified
  for 1 minute.
  The spectral monsters can take any shape. Some
  suggestions are included as follows.
  Snakes wind their way around the target's legs.
  Spiders wrap the target up in webs.
  Imps hover around the target, poking and prodding with
  their barbed spears, pulling at its hair, reading out from an
  arcane contract all of the bad things the target has done.
  Ghostly apparitions of the target's deceased family
  members circle around them, criticising them for not living
  up to expectations.
  A grim specter of death wraps the target possessively in its
  cloak. The time is nigh for oblivion.
  Pretty Face
  Most people would want to be more than a pretty face, but
  these specialists know that they don't have to be. Their skills
  with make-up ensure they are more alluring and dangerous
  than anyone else, drawing in victims through sheer attraction
  before using them and discarding them.
  Pretty Face Spells
  Spell Level
  Spells
  1st
  charm person, command
  2nd
  enthrall, suggestion
  3rd
  counterspell, hypnotic pattern
  4th
  charm monster, compulsion
  5th
  geas, modify memory
  Pretty Make-Up
  After taking this specialisation at 2nd level, while wearing
  your make-up, you know friends and guidance. This doesn't
  count against the number of cantrips you know.
  6
  
  Just Can't Resist
  Starting when you take this specialisation at 2nd level, you
  become proficient in Persuasion if you aren't already.
  While you are wearing make-up, your proficiency bonus is
  doubled for any ability checks you make using Persuasion.
  Favoured Face Option: White as Snow
  At 3rd level, this option becomes available to you.
  You can communicate simple ideas with tiny beasts such as
  birds, squirrels, and fish through sounds and gestures.
  Charming Magic
  Starting at 6th level, when a creature fails a saving throw
  against one of your spells of 1st level or higher, the creature is
  also charmed by you for the duration of the spell if you
  choose.
  Boundless Charm
  Starting at 13th level, when you make an ability check using
  Persuasion, you can replace any result on the die with a 10.
  External Beauty
  Also at 13th level, you can spend 1 hour to apply make-up to
  an allied creature you can see. Once the make-up has been
  applied, while the target wears this make-up, it shares your
  Boundless Charm feature.
  Irresistible
  Starting at 20th level, enemies have disadvantage on saving
  throws against your enchantment spells of 1st level or higher.
  Rouge Spells
  Cantrips
  blade ward
  booming blade
  friends
  guidance
  mending
  prestidigitation
  resistance
  thaumaturgy
  vicious mockery
  1st Level
  absorb elements
  armor of agathys
  charm person
  comprehend languages
  cure wounds
  detect poison and disease
  detect magic
  disguise self
  expeditious retreat
  false life
  feather fall
  jump
  longstrider
  mage armor
  protection from evil and good
  sanctuary
  2nd Level
  alter self
  barkskin
  blur
  darkvision
  detect thoughts
  dragon's breath
  enhance ability
  enlarge/reduce
  enthrall
  gentle repose
  invisibility
  mirror image
  pass without trace
  see invisibility
  3rd Level
  fear
  feign death
  haste
  meld into stone
  nondetection
  protection from energy
  remove curse
  revivify
  tongues
  vampiric touch
  water breathing
  4th Level
  compulsion
  confusion
  death ward
  divination
  freedom of movement
  greater invisibility
  polymorph
  5th Level
  awaken
  creation
  dream
  modify memory
  passwall
  6th Level
  contingency
  harm
  heal
  sunbeam
  true seeing
  7th Level
  etherealness
  plane shift
  regenerate
  symbol
  7
  
  8th Level
  clone
  glibness
  mind blank
  telepathy
  9th Level
  astral projection
  foresight
  invulnerability
  shapechange
  time stop
  Multiclassing
  To multiclass into rouge, a character requires a Charisma
  score of 13 or higher. The rouge counts towards a full
  spellcasting progression on the multiclass spellcasting table.
  When you take your first level of rouge as a multiclass, you
  receive the following proficiencies.
  Tools. Disguise kit and painter's supplies.
  Skills. One of your choice from the list available to rouges.
  Make-Up and Magic
  Casting spells using your make-up kit as a spell focus may
  look different to how spells are usually cast in the game. The
  following are clarifications and examples of this.
  The spell is cast on yourself. You apply the makeup to your
  own face. For example, for disguise self, you paint a
  semblance of a disguise on your face, at which point the
  magic effects take over and complete the disguise.
  The spell is cast on an ally and has a range of touch. You
  apply the makeup to your ally. For example, cure wounds
  may involve painting fresh healed skin over the wound.
  The spell is cast on an ally and has a range further than
  touch. You apply the makeup to yourself and the magic
  spreads to nearby allies. For example, you paint winged
  eyeshadow as part of feather fall, and when the magic kicks
  in, it affects allies of your choice as it would under any other
  circumstance. You apply the makeup to yourself even if you
  aren't one of the targets of the spell.
  The spell is cast on an enemy and has a range of touch.
  You slop a loose coat of make-up over your enemy when you
  touch them. For example, bestow curse may require you to
  paint a cursed sigil on the palm of your hand and slap the
  wet paint onto a flat surface on their armor.
  The spell is cast on an enemy and has a range further
  than touch. You apply makeup to your own face and the
  enemy looks on in horror. For example, you paint a
  terrifying monstrous visage to cast fear. Some spells don't
  require the enemy to see you, in which case the makeup
  merely imbues you with the power to cast the spell.
  The spell requires a ranged attack roll. You apply the
  makeup to your own face and then make the attack roll as
  the magic kicks in. For example, you paint your face an
  angelic shade of white for guiding bolt, filling you with
  heroic energy that is released when you point at your target.
  The spell has no specific target. You apply the makeup to
  your own face, and the magic emanates out into the world
  from there. For example, the makeup applied as part of
  silent image might slide off of your face and reform into the
  illusion the spell creates, or, while casting prestidigitation,
  the gestures required for your makeup like flicking your
  wrist or pinching your nose can be replicated in the world
  as a candle sputtering to life or an odor disappearing.
  When in doubt. You apply the makeup to your own face and
  cast the spell as normal.
  8
  
  The
  The
  The
  The
  The
  ROUGE
  ROUGE
  ROUGE
  ROUGE
  ROUGE
  Written and developed by William Rotor.
  Reddit: /u/gaylordqueen69 
  Cover Art: Art By Kino 
  Document: GMBinder
  Final Words
  There are several key considerations to take into
  account if you wish to incorporate the rouge class
  into your game while keeping true to its original
  intentions.
  You can choose to flavour how your makeup is
  incorporated into your spells as you wish; any
  examples given are descriptive, not
  prescriptive. The more creative your
  application, the better.
  If necessary, you can use the same hand to
  apply make-up and to perform somatic
  components unless your DM decides
  otherwise.
  While you are perfectly capable of applying
  makeup to others (and many of your spells
  involve you doing so), your favoured face effects
  apply only to you. Only you can benefit from
  your face.
  Applying new makeup as part of a spell or class
  feature does not remove your favoured face.
  Only painting a new favoured face or explicitly
  removing your makeup cancels these abilities.
  This is not the class to be overly concerned
  with your damage output. Spells like vampiric
  touch and your poison ivy favoured face option
  provide you with a reliable (if low) source of
  damage, but expecting to match a sorcerer
  twinning disintegrate or a paladin stacking
  smites is misconstruing the intention of the
  rouge class, which is meant to be a social/utility
  controller. It's okay to rely on your teammates
  for damage when you excel in other areas.
  Many of your class features (and even two of
  your cantrips, based on your specialisation)
  only function while you are wearing makeup.
  Your DM may rule that certain situations, like
  taking a long rest, taking a bath, or being
  whelmed by a water weird, remove your
  makeup. Don't argue with your DM; simply take
  the next opportunity to spend ten minutes
  reapplying it. If you feel your DM is being too
  punishing, talk to them out of the context of the
  game. Just like the rogue's sneak attack, you are
  assumed to have these options always available
  to you to balance out with other classes, and
  removing your makeup is like taking away a
  fighter's weapons and armor. It's not that it
  can't be done, it's that overdoing it is potentially
  against the spirit of the game.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Rouge.pdf