Base Class: Rogue
Master Manipulators
Masterminds are like spider's lying in the middle of a great web, pulling the strings behind the scenes. They may be hidden behind multiple different personas and have connections everywhere. For some reason, they cannot risk their own hands getting dirty, whether that is because of their multiple enemies, or because of some inability of their own. Masterminds know exactly how to manipulate and control others to do their bidding. Whether a mastermind confronts their enemies or not very much depends on the individual. Whilst some rely on a source of connections and minions to carry forth their tasks, others may decide to directly confront their foes, hidden behind a secret identity of course. Mastermind's can use their deceptive abilities to torture the minds of their targets and bring them pain or may use their sheer intelligence to stay several steps ahead of them.
Web of followers
Many cities may have a large population of scoundrels and criminals who lurk the streets, and if a Mastermind is present here, then they will surely know about them. Prying on their short-sighted ambitions, or greed for wealth, or some sort of secret they discovered, the mastermind will have some sure way of controlling them. Rather than the unorganised crime families, minions of a Mastermind will be structured and organised, often too fearful of their head to disobey. Due to this, their is little or no cases of traitorous followers which leaves no clue for the officials of that city. The mastermind will usually have some sort of head of operations but this could vary from a shady slum alley where nobody would want to visit, a manor house which would be in penetrable to common folk, or a regular home to blend into the norm. Wherever it is, you could be sure that the Mastermind spent hours or days pondering on their many decisions.
Creating a Mastermind
When you create your Mastermind character, consider the character's relation to the law? Is your character masterminding a country wide spice dealing business? Are they a unit of organised criminals to harass the law and government? Maybe they are a faction inspired by greed and power or a religious cult who want to resurrect an evil being? A mastermind, despite the common association with crime, does not have to be against the law, and could be trying to cleanse the streets in an effective and methodical way. Or the mastermind may be gathering information, or preparing to be elected into power, for their own personal reasons. What is it that has driven your character to such lengths today?
A Mastermind may not have a great source of connections, wealth and power? In which case, why must they keep up these many secret identities? Is it because they are on the run from a tyrannical cult whom they wronged? Are they escaping from a life in prison? Or maybe they are sadistic and take pleasure from misleading and wronging common people and adventures alike? Why could this be?
Quick Build
You can create a Mastermind quickly by following these suggestions. Make either Intelligence or Charisma your highest ability score. If you are looking to double cross your foes and trick them make Charisma your highest ability score. If you would like to be the head of a great network of associates, make Intelligence your highest score. Second, choose the criminal background if Intelligence is your highest score or charlatan if Charisma is.
Deceptive talker
When talking to others with the intent to deceive them, you can choose to make a Deception roll. When you make a deception roll you can add a 1d4 to the roll in addition to any deception proficiencies. This feature is regained after a short rest. Additionally, if the target has a passive perception score of less than 10, then they must succeed on a DC 10 + your CHA score or believe everything that you say unconditionally for an hour.
Cunning Imposition
When you make an ability score , you can choose to add your CHA score onto it, regardless of what task it is and any other modifiers. This feature recovers after a short rest. if you choose to make a CHA roll and you want to use Cunning Imposition, then your CHA modifier is doubled for that action.
Web of Lies
Starting at 9th level, If you are making an attack roll within 5 ft of any of your followers you gain advantage on that attack. Additionally, whenever you choose to make a Deception check, you can use both your CHA and your INT scores combined as the modifier.
Mind tapping
By 13th level, after a long rest, you can press your fingers to a targets temple and control their thoughts. They must succeed on a DC 15 + your Intelligence score or you are able to read any thoughts or memories in the last year and they become subject to your command. This lasts for 1d6 + INT score hours. The target can do anything which doesn't directly risk their life or contradict their personality traits.
Special Effect
When you reach 17th level, you may choose two features from the options below:
- If you make a deception score, your roll is doubled, after a short rest
- If you make an insight score, your roll is doubled, after a short rest
- As a reaction, you can reroll any verbal ability scores after a short rest
- As a reaction, you can impose disadvantage on a roll of an enemy after a short rest
- You can summon 1d6 thugs loyal to you, after a long rest.
- You can cause terrible hallucinations to any foe within 5ft capable thoughts. The save is DC 12 + either your Intelligence or your Charisma. On a failed save it deals 8d8 + 30 necrotic damage and on a successful save, half as much. This can be used once after a long rest
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