Base Class: Rogue
You are a sly tactician, dedicating yourself to concocting the perfect strategy and to use your allies’ strengths in battle to your benefit, all while assisting them in dealing with your foes. Your allies know they can rely on you and your clever mind to spot openings in your opponent’s defence, that you like to plan out your steps long before you take them, and that you can recalculate a situation at a moment’s notice. Capable of conjuring an illusory duplicate of yourself in battle to cover more ground, your enemies are hard pressed to get the upper hand on you, and just when they think they have you against the ropes, one of your allies strikes with the full force of your tactics and strikes your foes down.
Strategist’s Duplicate
Starting when you choose this archetype at 3rd level, you gain the ability to be everywhere you are needed on the battlefield, using a little magic. As a bonus action on your turn, you may choose an unoccupied space you can see within 30 feet of you, conjuring an illusionary duplicate of yourself. The duplicate is clearly magical, it has an AC of 14 + your proficiency bonus, 1 hit point, and immunity to all conditions.
If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the illusion to move up to 30 feet in any direction (no action required), but if it is ever more than 30 feet from you at the end of your turn, it is destroyed.
While your duplicate is active, when a creature that you can see within 5 feet of your duplicate moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the duplicate's space.
Master of Tactics
Also at 3rd, you use your keen intellect in every situation you find yourself in. You gain proficiency with a gaming set of your choice and with Three-Dragon Ante Set. Whenever you make an ability check related to either of the tools you gained proficiency with, you may use your Intelligence modifier instead of other ability scores.
Additionally, you can take use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 20 feet of you, or within 20 feet of your duplicate if it is active; rather than 5 feet of you, if the target can see or hear you.
Finally, if you use the Help action to aid an ally in attacking a creature, as long as you haven’t dealt Sneak Attack damage this turn, you may have the first attack that hits made by the ally you aided add your Sneak Attack damage dice. This benefit lasts until the beginning of your next turn, and you can no longer use Sneak Attack on your turn, and normal restrictions on the type of attack are lifted, as long as the attack is rolled.
Double Duty
Beginning at 9th level, you can aid your allies in more than just their attacks. Whenever you take the Help action on your turn, if the creature has a pool or an ability that refills during a short rest, such as Ki points, Superiority dice or a 5th level bard’s Inspiration dice, you may use this feature to restore one third of that pool (rounded up).
You can use this feature once, and you gain the ability to use it again when you finish a short or long rest.
Strategic Reconnaissance
At 13th level, you can temporarily transfer your consciousness to your duplicate. As an action, you can see through your duplicate's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your duplicate is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Quick Witted
Also at 13th level, your reaction time is rarely matched. You have advantage on initiative rolls.
Duplication Mastery
When you reach 17th level, your prowess in assisting your allies in battle is unmatched. Whenever you grant a creature your Sneak Attack damage dice via your Master of Tactics feature, you may do so even if you have already dealt Sneak Attack damage on your turn, and it doesn’t deny your ability to do Sneak Attack damage on your turn.
Additionally, if your duplicate is destroyed, you may use your reaction to immediately conjure a new one.
Previous Versions
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