You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
You can take the Crafting activity for 8 hours to create a new identity, which includes affiliations, history, and a profession. If you have a disguise kit, you can expend it to also create a new appearance as part of the same activity. The new appearance takes 1 minute to equip. If you spend one hour within 300 feet of one humanoid creature within line of sight or earshot, you can take the Discern action against the creature. On a successful contest, you can create an identity identical to the creature's identity, which also includes its behavior and speech, and if you have a forgery kit, you can expend it to also copy its writing. An identity you create through this feature can be identified as fake by a creature that takes the Inspect action, using your choice of your Intelligence or Charisma DC for the check, and you have advantage on the check.
When you take the Help action with a friendly's creature Attack action, the target of the attack roll can be within 30 feet of you, instead of your reach, provided the friendly creature and the target has line of sight or earshot of you.
When a hostile creature takes the Attack action against you, you can cause the attack to be made against another creature within reach. Moreover, when you take the Attack action while using the identity you created with your Impostor feature, you can use your Sneak Attack feature against the target.
Your thoughts can't be read by any means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
In addition, 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.