Base Class: Rogue
Some rogues transcend the mundane, elevating their art of deception and influence to unparalleled heights. These individuals, known as Golden Gods, blend their innate cunning with a mastery of manipulation, employing psychological tactics and charm to dominate both social and combat situations. They are not just thieves or spies but manipulators who see themselves as above others, using their exceptional charisma and a proprietary system of emotional manipulation—the D.E.N.N.I.S. System—to navigate and control the world around them. The Golden God rogues stand out among adventurers, enchanters, and schemers, wielding their personalities as weapons to achieve their often self-serving goals.
Master of Manipulation
When you choose this archetype at 3rd level, you gain proficiency with Persuasion and Deception.
Additionally, after you've spoken with a non-hostile creature for one minute, you gain advantage on charisma checks against them.
Master of the D.E.N.N.I.S. System
At 3rd level, you master the manipulative tactics of the D.E.N.N.I.S. System, gaining a suite of abilities that enhance your ability to control and influence others. Each aspect of the system provides a unique ability, detailed below:
- Demonstrate Value: Once per short or long rest, as a reaction, you can give one creature advantage on a single ability check, attack roll, or saving throw.
- Engage Physically: As part of your cunning action, you gain the ability to grapple a creature.
- Nurture Dependence: You learn the message cantrip, And may cast it as a bonus action.
- Neglect Emotionally: Once per short or long rest, as an action, you can choose to ignore a creature. While ignored, the creature magically gains a +1 bonus to attack rolls and saving throws as they strive to prove themselves to you.
- Inspire Hope: Once per long rest, you can spend one minute giving a speech or performing an action that inspires hope in your allies. Make a Charisma (Performance) check, each ally who witnessed your performance gains temporary hitpoints equal to the result. These hitpoints last until they are expended or one hour has passed.
- Separate Entirely: You can attempt to Hide even when you are only lightly obscured.
Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.
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 within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Pinnacle of Narcissism
Once per long rest, you can enter a state of heightened narcissism for 1 minute. During this time, you gain resistance to all damage, your Charisma checks are made with advantage, and any creature that starts its turn within 30 feet of you must make a Wisdom saving throw or be charmed by you until the end of their next turn.
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