Rogue
Base Class: Rogue

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 a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

Starting at 3rd level, you can use your knowledge of warfare to direct your allies on the field of battle. As a bonus action on your turn, you can issue one of the Tactics detailed below to a willing creature that can see or hear you within {{scalevalue}} feet. The range starting at 30 feet scales to 60 feet at level 6, 90 feet at level 13, and finally 120 feet at level 13. A creature can only benefit from one Tactic at a time, and you can't issue a Tactic to yourself.

Attack
The next time the target of this tactic takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of it's attack action. It does not add a damage modifier to the damage of this additional attack.

Defend
Until the start of your next turn, the target of this tactic gains an armor class bonus equal to that of your charisma or intelligence modifier.

Maneuver
The target of this tactic may use it's reaction to move up to it's full movement speed without provoking opportunity attacks.

Assist
You provide the target of this tactic the help action for their next action.

Master of Manipulation

Starting at 9th level, gaslighting comes naturally to you. You have gained 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. The DC for this ability is equal to 8 + your proficiency bonus + your Charisma Modifier.

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.

When you beguile a creature, you must interact with a non-hostile 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.

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.

Master of Misdirection

Starting at 13th level, your quick wit allows you to anticipate attacks, allowing you to redirect others into or out of harm's way.

Warn. When an ally within 60 feet of you is attacked or is forced to make a Dexterity saving throw, you can use your reaction to grant it the benefits of the dodge action for that instance. A creature must be able to see or hear you to gain this benefit.

Redirect. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Master of Deception

Starting at 17th level, your words gain an almost unnatural power to mislead and confuse others.

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.

Additionally, as a bonus action, you can make a Charisma (Deception) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against you and can't make opportunity attacks against you for 1 minute or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, the creature has disadvantage on Wisdom (Perception) checks and Wisdom (Insight) checks for 1 minute. This effect ends immediately if you or your companions do anything harmful to it.

If your check fails, the target can't be deceived by you in this way for 24 hours.

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