Rogue
Base Class: Rogue

Added to PHB Mastermind Rogue:

  • Master of Intrigue: Now gives other creatures Disadvantage on Insight checks to read your intentions or detect your lies.
  • New 9th level feature that provides control abilities as a Bonus Action.
  • Misdirection: Rework and buff.
  • New 17th level feature that improves on Master of Tactics.

 

Master of Intrigue

When you choose this archetype at 3rd level, 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 pass yourself off as a native speaker of a particular land, provided that you know the language and have spend at least 1 day around native speakers.

Additionally, your ability to pull strings and manipulate others is enhanced by your poker face. Other creatures have disadvantage on all Insight checks against you.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Master Manipulator

Starting at 9th level, you have the ability to manipulate others, both on and off the battlefield. As a bonus action you can either terrify or beguile your opponents with your words by forcing the target to make a Wisdom saving throw (DC = 8 + proficiency + charisma modifier). Once you use this feature on a target, they are immune to this effect for 24 hours.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Terrify. When you terrify a creature, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Beguile. When you beguile a creature, you must interact with a non­hostile creature that can understand you for 1 minute, that creature must succeed a Wisdom saving throw or be charmed by you for 1 hour or until you or one of your allies attack it. When the effect ends or if the target succeeds on its saving throw, it is unaware that you tried to charm it.

Master of Misdirection

Beginning at 13th level, you've perfected the art of directing your allies in a pinch. When an attacker that you can see within 60 feet makes an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to add your Charisma modifier to that save. Additionally, that ally gains temporary hit points equal to your Charisma modifier.

Master Strategist

Starting at 17th level, the range of your Master of Tactics Feature increases to 120 feet.


Additionally, when you use the Help action to distract an enemy and grant advantage on the next attack against them, your allies gain some of your sneak attack prowess. If the target is hit, the attack deals additional damage equal to half of your sneak attack dice (rounded up). Once you do so twice, you can't use this feature again until you finish a short or long rest.

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