If you've never seen Evil Genius 2 then you should take a look. It's a fun game.
I'd like to figure out how to make one in 5e, specifically this one:
I was thinking of using the Artificer/Battlesmith as a base and calling the chair the Steel Defender but that's as far as I got. The idea is a character that acts like they're all gung-ho for whatever the party is doing but has their own agenda and they want to trick the party into helping.
It would help if you provided more information to work with.
(1) Making a character that is actively working against the party is generally a bad idea.
(2) Characters from popular media are almost never balanced in a way that D&D can emulate. A stereotypical "Mastermind" not only needs to be the smartest person in the room, but they also have to be charismatic enough to convince people to do what they say and also need to either be lucky enough or powerful enough to overcome unpredictable obstacles. Characters like Sherlock Holmes and Lex Luthor are only successful, when they're successful, because they are written that way. As such, essentially all of the "Mastermind" content will need to be approved and facilitated by the DM, not by character mechanics.
(3) The Rogue Mastermind sub-class is basically already written for this purpose. You can certainly multi-class it with Artificer, but if you spread yourself too thin, you'll probably fall behind the rest of your party in terms of regular performance.
The idea (and I'd only do this with the DM's approval) is that the Mastermind has some sort of plan...some thing that they want to accomplish. I actually tried making it up as a subclass but I never finished it. They may want to end the campaign as the ruler of a town, city, or kingdom...amass a pile of gold...whatever. They would stick with the party to further their needs as well but always in the back of their mind is The Plan. So if I happen onto some song or story about some ruin or quest that helps me, I try to convince the party it's in their best interest too. It's all mostly RP stuff although obviously I can't dump my Cha if I want to convince anyone of anything.
I'm not worried about optimizing the character as long as I'm not completely ******. Part of being a Mastermind is that you have to give others their moment to shine as well. Takes the attention off of you and your plans...
I hadn't thought of the Rogue/Mastermind for some reason. Kind of obvious, really.
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If you've never seen Evil Genius 2 then you should take a look. It's a fun game.
I'd like to figure out how to make one in 5e, specifically this one:
I was thinking of using the Artificer/Battlesmith as a base and calling the chair the Steel Defender but that's as far as I got. The idea is a character that acts like they're all gung-ho for whatever the party is doing but has their own agenda and they want to trick the party into helping.
Thoughts?
It would help if you provided more information to work with.
(1) Making a character that is actively working against the party is generally a bad idea.
(2) Characters from popular media are almost never balanced in a way that D&D can emulate. A stereotypical "Mastermind" not only needs to be the smartest person in the room, but they also have to be charismatic enough to convince people to do what they say and also need to either be lucky enough or powerful enough to overcome unpredictable obstacles. Characters like Sherlock Holmes and Lex Luthor are only successful, when they're successful, because they are written that way. As such, essentially all of the "Mastermind" content will need to be approved and facilitated by the DM, not by character mechanics.
(3) The Rogue Mastermind sub-class is basically already written for this purpose. You can certainly multi-class it with Artificer, but if you spread yourself too thin, you'll probably fall behind the rest of your party in terms of regular performance.
The idea (and I'd only do this with the DM's approval) is that the Mastermind has some sort of plan...some thing that they want to accomplish. I actually tried making it up as a subclass but I never finished it. They may want to end the campaign as the ruler of a town, city, or kingdom...amass a pile of gold...whatever. They would stick with the party to further their needs as well but always in the back of their mind is The Plan. So if I happen onto some song or story about some ruin or quest that helps me, I try to convince the party it's in their best interest too. It's all mostly RP stuff although obviously I can't dump my Cha if I want to convince anyone of anything.
I'm not worried about optimizing the character as long as I'm not completely ******. Part of being a Mastermind is that you have to give others their moment to shine as well. Takes the attention off of you and your plans...
I hadn't thought of the Rogue/Mastermind for some reason. Kind of obvious, really.