Base Class: Rogue
There are many wonderfully intelligent people in the world, but few are truly brilliant. While some combatants use speed, subterfuge or savagery to get the upper hand in battle, these brilliant rogues rely on their analytical skills to predict the attacks of their enemies or to detect their weak spots. They learn the value of paying close attention to detail and that knowledge is sometimes key. These brilliant minds are an asset to any party they find themselves in, able to give perfectly timed boosts to spirits and advice on all subjects.
Unarmored Defense
Your observant way of fighting allows you to anticipate and dodge attacks. Starting at 3rd level, when you are not wearing any armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Intelligence modifier.
Tactical Advantage
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 within 5 feet of you, if the target can see or hear you. If that attack hits, you may spend your reaction to add your sneak attack dice to the damage dealt to a single target by that attack.
Supreme Intelligence
You have advantage on all Intelligence based skills and may now add your Intelligence modifier to your initiative.
Devastating Observation
Starting at 13th level, your quick wit allows you to anticipate your enemies and help your allies. You may use your reaction to do one of the following (Warn, Redirect, Daze, or Boost):
Warn. When an ally within 60 feet of you is attacked or is forced to make a Dexterity saving throw, you can 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 at least one other creature is within 5 feet of you, you can have the attack target that creature instead of you.
Daze. After at least 1 round, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on an Intelligence saving throw equal to 8 + your Intelligence modifier + your proficiency bonus or have its speed reduced to 0, and the creature is incapacitated until the end of your next turn.
Boost. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can add your Intelligence modifier to the roll.
Tactical Genius
Starting at 17th level, your tactical prowess has enabled you and your allies to accomplish superhuman feats. As a bonus action, you can give an inspired order to one friendly creature within 60 ft. that can hear you. This ally must have already acted this turn. They regain their action, bonus action, and movement. You can use this ability once per long rest.
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