Rogue
Base Class: Rogue

As a Mastermind you are able to spin a web of lies and intrigues that baffle your enemies and gives the authorities a headache to figure out.

Master of Deception

When you choose this archetype at 3rd level, you develop a talent for lying and deceiving others around you. Whenever you make a Charisma (Deception) check to hide or bend the truth, treat a roll of 7 or lower on the d20 as an 8.

Master of Intrigue

When you choose this archetype at 3rd level, you gain expertise with the forgery kit, and one gaming set of your choice. You also learn one language of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

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.

Insightful Manipulator

At 9th level you can, as an Action give a creature a one or two sentence command. At the end of this command the creature has to make a Wisdom saving throw. The DC is 8 + your proficency bonus + your Charisma Modifier. If the creature succeeds nothing happens if the creature fails it is under the same condition as if you cast suggestion on it.

Alternativly you can let the creature make the same saving throw and try and find out some secrets about this creature. You can specify what you search for, like secrets, informations, desires, anxieties etc. Alternativly you can ask for Vulnerabilities, resistances, immunities or even mental stats such as Wisdom, Charisma or Intelligence.

Creaures that can't be charmed are immune to this ability. You can use this feature equal of times to your Charisma modifier. All expende charges are regained after a short or long rest. 

Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature is within 5 feet you, you can use your reaction to have the attack target that creature instead of you.

Keeper of Connections

At 13th level you have become so renowed that you naturally attract people that long to help you. 

Whenever you are not on an adventure you can order a NPC described by the DM to follow through with a task assigned by you. This task has to be on the list of downtime activities listed in the Players handbook or Xanathars guide to everything. At the end of your downtime you benefit from the accomplishments of the creatures assigned activity. If this requires money spend on the activity you have to spend the money for it as normal. The assigned creature can haggle using your Charisma modifiers (persuasion or intimidation your choice)

If the creature completes it task before the end of your downtime, you can assign it another task to complete. This task cannot exceed the downtime.

At the end of the downtime you have to pay 100 gold to the creature for each task it was able to complete .

Soul of Deceit

Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.

Previous Versions

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