Base Class: Rogue
Rusemasters are rogues who have dedicated their lives to the art of deception and trickery. They are skilled in the use of subtle gestures, persuasive words, and clever lies to manipulate the people and world around them. The Rusemaster is a master of disguise, able to blend in with their surroundings and become anyone they choose.
The Rusemaster is not bound by any moral code or allegiance. They are free to use their skills to achieve whatever goals they set for themselves. Their actions may be seen as morally questionable, but to the Rusemaster, the ends justify the means.
The Rusemaster is a valuable asset in any group that requires subterfuge and covert operations. They are excellent at gathering information and manipulating their enemies into revealing their weaknesses. The Rusemaster can use their abilities to control the battlefield, making their enemies fight amongst themselves, while the Rusemaster stays in the shadows and strikes from afar.
However, the life of a Rusemaster is a dangerous one. They must constantly be on guard, watching for any signs of deception or treachery from those around them. They must be able to adapt quickly to any situation, always staying one step ahead of their enemies.
In the end, the Rusemaster is a rogue who thrives in the shadows, using their wit, charm, and guile to achieve their goals. They may not be the most honorable of adventurers, but they are certainly one of the most effective.
Illusory Guise
Starting at 3rd level, a Rusemaster gains the ability to perform sleight of hand tricks more quickly and effectively. Gain proficiency with the Disguise Kit. Enables you the Rusemaster to use their Charisma (Persuasion/Deception) modifier in place of their Dexterity (Stealth) modifier. Whenever they use their sleight of hand skill, they can do so as a bonus action. Additionally, they gain advantage on any sleight of hand check made to pick a lock or disarm a trap. At level 6, gain the ability to use items as a free action, based on your Sleight of Hand modifier.
Distracting Display
Starting at 9th level, a Rusemaster can use their Charisma to distract and confuse their enemies in combat. As a bonus action, they can make a Deception check against all enemies within 30 feet of them. Any enemies who fail the check are considered distracted and have disadvantage on their next attack roll. This feature can be used an amount of times equal to your Deception modifier, with a minimum of 1 use.
Misdirection
At 13th level, a Rusemaster gains the ability to misdirect their enemies' attacks. When they are targeted by an attack, they can use their reaction to make a Deception check. If the check is successful, the attack misses and the Rusemaster gains advantage on their next attack against the attacker. This feature cannot be used more than 1/3 of the Rusemasters Rogue level per combat.
Master of Deception
At 17th level, a Rusemaster becomes a true master of deception. They gain proficiency in the Deception skill, and when they make a Deception check, they can choose to impose disadvantage on any opposed check made against them. Additionally, once per day, they can use a special ability called "The Big Con". This ability allows them to attempt a Deception check against a target's passive Insight score. If the check is successful, the target believes anything the Rusemaster tells them for the next hour, even if it is obviously untrue.
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Posted Mar 17, 2023This is my first subclass that I've seriously tried hard for. Please give constructive criticism.