Hope I'm doing this right - haven't played Shadowdark yet!
Mountebank
Charlatans with elixirs rattling beneath their cloaks, tricksy scoundrels with hidden wands, or barely remembered guests solving the rat problem but leaving the inn's coffers dry and the staff hungover.
Weapons: Club, crossbow, dagger, shortbow, shortsword
Armor: Leather armor, mithral chainmail
Hit Points: 1d4 per level
Elixir Craft. Mixing together commonly available ingredients, you can create a puff of smoke obscuring a small area for two rounds, a spark of cinders from a nearby torch or campfire blinding a nearby creature for 1 round, a nearby flame to change color, or a simple image to form in smoke. Alternately, you may present a false remedy appearing to be antivenom or a potion of healing, requiring a Charisma check (DC 10+the creature's Hit Dice or level).
Forgotten Face. After interacting with creatures who you tricked, but neither you nor your companions caused damage to, you may choose to magically make it hard for them to recall details about your identity. The creatures must roll a Wisdom check (DC 10+your level) to recall details like your name, your attire, facial features, what you said, etc.
Charm and Illusion Magic. You know 1 Tier One spell, chosen from: Charm Person, Detect Magic, Hold Portal, Light, or Sleep. At every odd level (3rd, 5th, 7th, 9th) you learn one more Tier One spell. At 6th level, you learn 1 Tier Two spell, chosen from: Alter Self, Detect Thoughts, Invisibility, Knock, or Mirror Image. At 8th and 10th level you learn one more Tier Two spell. These spells are cast as Wizard Spells (1d20+INT, DC 10+the spell's tier), but on a critical failure use the Mountebank Mishap table instead.
Mountebank Talents (2d6)
2 Gain advantage on initiative rolls (reroll if duplicate)
3-5 Learn one additional spell
6-9 Learn a bonus Common Language and gain Advantage on checks to convince native speakers to be friendly or to disguise yourself as a native speaker of that language
10-11 +2 to Intelligence, Dexterity, or Charisma stat
12 Choose a talent or +2 points to distribute to stats
Mountebank Mishap Table (d6)
1 Charlatan! A witnessing NPC recognizes you as a charlatan and ne'er-do-well from a previous encounter (even if you've never met them in-game) and calls you out.
2 Who am I? You forget your identity for 10 rounds; if you were attempting to disguise yourself as someone else, you fully believe you are that person instead.
3 Shazam! You cause light within a near distance from you, including fires and magical light and sunlight, to sparkle blindingly and belch forth smoke, for 10 rounds.
4 Whoopsie Daisy! You cast a different spell you know instead, determined randomly.
5 Wardrobe Malfunction! Your current clothes magically transform into a completely different set of clothes of the opposite sort with a wildly different color scheme. Any magical or personal clothing items are hidden in nearby containers, vessels, drawers, or root burrows.
6 Latent Notoriety! Though no one realizes it at the moment, 1d100 rounds later every witness of your attempted magic remembers you distinctly (thwarting Forgotten Face) and negatively, including your companions. You suffer Disadvantage on all checks to convince such witnesses to be friendly, and your companions don't want to lend you things or cast magic on you, until you make nice.