Base Class: Rogue
In every party, there’s a character who needs to pull the strings. A puppet master, able to influence fights and people with a mere word. Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
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.
Additionally, you can unerringly mimic the speech patterns and accent of other creatures. When you listen to another creature speak for at least 1 minute, you can use your analysis to convincingly mimic that creatures voice and characteristics of their voice for up to 1 minute.
Master Tactician
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 5 feet of you, if the target can see or hear you. If you Help an ally with an attack roll and the attack hits, you can choose to roll 1d6 and add it to your ally's damage roll. This extra damage can only be dealt once per round.
This extra damage increases to 2d6 at 5th level in this class, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level. The first time you use sneak attack against a target after one of your allies deals this extra damage, roll half the number of d6's you normally would (rounded up).
Master Manipulator
Starting at 9th level, your words gain an almost unnatural power. As an action, you suggest a course of activity (limited to a few sentences) to influence a creature you can see within range that can hear and understand you. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.
The target must make a Wisdom saving throw, DC = 8 + your proficiency bonus + your Charisma or Intelligence modifier. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a guard givers her sword to the first passerby she meets. If the condition isn’t met before the effect ends, the activity isn’t performed.
If you or any of your companions damage the target, the effect ends.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Master of Misdirection
Beginning at 13th level, you can sometimes foil another creatures attacks meant for your allies. When an attacker that you can see hits a creature within 5 feet of you with an attack, you can use your reaction to halve the attack's damage against them. Alternatively, the target of this feature can be within 30 feet of you if you have used the Help action to aid them with an attack roll or ability check since the start of your previous turn.
Master of Deceit
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. If a creature is within 60 feet of you when they attempt to read your mind, you can present false thoughts to the mind reader, causing them to observe whatever thoughts you wish for them too, and you can make a Wisdom (Perception) or Intelligence (Investigation) check (your choice) contested by the mind readers Charisma (Deception) check. If your check succeeds you can identify the mind reader.
Additionally, 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.
Previous Versions
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4/13/2023 9:29:30 PM
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