Rogue
Base Class: Rogue

While those in polite society like to pretend that they have risen above skullduggery and backstabbing, the truth is that they merely take a different tact. Nobles and socialites have raised speechcraft to an art form, diplomatically weaving together compliments, threats, insults, and lies into their everyday cadence. All the while, they sharpen their daggers for the moments their foes turn their backs.

Gracious Demeanor

When you choose this archetype at 3rd level, you can cause your enemies to be off guard when you go on the offensive.

Attacks made against you during the first round of combat are made with disadvantage. If you attack, cast a spell that affects a hostile creature, or deal damage to another creature, this effect ends early. You cannot use this feature if you are surprised.

Additionally, on the first round of combat, you don't need advantage on your attack roll to use your Sneak Attack against a creature if you are within 5 ft. of it, and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.

Casual Mockery

Also at 3rd level, you learn the Vicious Mockery cantrip. Charisma is your spellcasting ability for this spell. You can use the bonus action granted by your Cunning Action to cast this spell.

Veiled Conversation

Also at 3rd level, you can hide secret messages in your everyday speech. 

Using Thieves' Cant-like idioms and slang, you can communicate a secret message to a creature that can hear and understand you. Only that creature understands the meaning of your secret message, and can understand it even if it wouldn't normally understand Thieves' Cant.

Innermost Secrets

By 9th level, you can delve into the minds of those around you, plundering their beliefs and secrets.

You can cast the Detect Thoughts spell, without using a spell slot or spell components. When you attempt to probe deeper into a creature's mind, the target doesn't know that you were probing its mind and cannot attempt a contested Intelligence check to end the spell early.

Once you use this feature to probe deeper into a creature's mind, you cannot use this feature to probe into any creature's mind again until you finish a long rest.

Seeds of Doubt

At 13th level, you can use your action to instill seeds of doubt into a creature's capabilities, conviction, or cause. 

Choose a creature within 60 ft. of you that can hear and understand you - the target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is incapacitated, and cannot willingly move for 1 minute. This effect ends early if you or your companions do anything harmful to it. The incapacitated target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you target a creature with this feature, you cannot use this feature again until you finish a long rest.

Devoted Valet

At 17th level, you can magically sway a creature's allegiances.

You can use your action to touch an incapacitated Humanoid, which must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). A Humanoid with a Challenge Rating greater than half your Rogue level automatically succeeds on this saving throw.

On a failure, the creature is Charmed by you until the Remove Curse spell is cast on it, the Charmed condition is removed from it, or you use this feature again. The creature regards you as a noble employer, and obeys your commands as a loyal servant.

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