Base Class: Rogue
Many in this world make their way through violence and conquest, many others make their living through good honest work, you, on the other hand, you work with your words, a lawyer of the court of public opinion. You use your sharp tongue and quick wit to make your way in the world, selling worthless things for fortunes, gaining followers through your charismatic flair, or deceiving your way into valuable information.
Expertise
At 3rd level, choose two of your skill proficiencies Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies to gain this benefit.
Silver Tongue
At 2nd level, You develop your conversational skill to better deceive others. When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds: Any attack the targeted creature makes against you is made with disadvantage. Any attack or ability check you make against the targeted creature is made with advantage Both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
At 5th level, You have honed this ability and are able to use it outside of combat. If your check passes, you also have the ability to make any humanoid who is neither hostile nor friendly towards you now be considered friendly. Along with this, if your check fails, the target can't be deceived by you in this way for 1 minute, rather than 1 hour.
At 14th level, Your quick wit and sharp tongue have granted you the ability to get out of trouble in a pinch. If your check passes, you also have the ability to shift the target's opinion of you as follows: A hostile target ceases being Hostile, yet would not be considered Friendly. A target who is neither Hostile nor Friendly becomes Friendly with you. A target who is Friendly with you is now Charmed. These effects last until you use this ability on a different target. If your check fails, the target has advantage on its Wisdom (Insight) roll to contest this for 1 hour.
At 20th level, Your soothing words have incredible power, getting you out of even the most difficult situations. If your check passes, you have the ability to shift the target's opinion of you as follows: A Hostile target becomes friendly A target who is neither Friendly nor Hostile becomes Charmed A target who is Friendly is Charmed A target who has gone into a Rage ceases their Rage immediately and becomes Hostile to you. These effects last for as long as the target remains within 30 feet of you, and can be used on many targets at a time. If your check fails, the target has advantage on its Wisdom (Insight) roll to contest this for 1 minute, rather than 1 hour.
Psychologist
At 9th level, you tear people apart from inside the mind You gain the following benefits: Whenever you make a Wisdom (Medicine) check to diagnose a mental illness or madness, you are considered proficient in the Medicine skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You have advantage on Intelligence (Investigation) or Wisdom (Perception) checks to discern illusions. If you spend at least 10 minutes observing or interacting with a creature with which you share a language, you have advantage on Wisdom (Insight) and Charisma (Persuasion) checks made towards them
Observant
At 9th level you are quick to notice details of your environment, you gain the following benefits: If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Cold Read
At 9th level, you have mastered the art of reading people, and have honed it to an art. You can spend 10 minutes talking to someone. Doing so gives you information about their -Class Levels and subclass -Background -Alignment -Names of Close Family Members You can press further, and learn any one specific piece of information that the target knows and is not actively hiding. Make a Charisma (Deception/Persuasion) check contested by the target’s Wisdom (Insight) check. This check is made with disadvantage if the target is Hostile or Opposed to you, and is made with advantage if the target is Friendly with you. If your check succeeds, you get the piece of information, if it fails, the target knows you are cold reading them.
At 15th level, you have mastered the art of reading people, and have honed it to an art. You can spend 10 minutes talking to someone, giving you the general info as usual with Cold Read. You can press further, and learn any specific information the target knows. Make a Charisma (Deception/Persuasion) check contested by the target’s Wisdom (Insight) check. This check is made with advantage if the target is indifferent, friendly, or charmed, if the target is enraged, hostile, or opposed, the check is made regularly. If your check succeeds, you get the information, if it fails, the target knows you are cold reading them.
Empathy
At 13th level you possess keen insight into how other people think and feel. You gain the following benefits: Use your Wisdom (Insight) modifier plus your Proficiency Bonus instead of your dexterity modifier for initiative You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Recognition
At 17th level your knowledge of human tendencies is so complete that you can easily predict your enemies next moves, you gain the following benefits: You gain a +5 bonus to initiative You also gain the following abilities, which are each used as actions Predict Melee Attack: - You attempt to predict the next attack that will be launched against you. Your armor class is 3 points higher for the purposes of defending against melee attacks until your next turn, or until a melee attack is attempted, whichever happens first Predict Ranged Attack: - You attempt to predict the next attack that will be launched against you. Your armor class is 3 points higher for the purposes of defending against ranged attacks until your next turn, or until a ranged attack is attempted, whichever happens first Predict Next Move: - You attempt to deduce the next move of a creature. Roll a Wisdom (Insight) check with a DC of the creature’s Intelligence Score. On a success you learn what they currently plan on doing on their next turn, or, outside of combat, what they next plan to do in general.
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