Rogue
Base Class: Rogue

A subclass about manipulating people from the battlefield to the halls of royalty. You know how to make the coldest hearts bleed and bend the strongest wills till they break. You use your intelligence to talk your way through any situation you might encounter, and when words don’t work you make sure steel does.

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the forgery kit, insight, and expertise in persuasion, deception, or intimidation. You also learn two languages 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. Your mastery over language gives you the option to you use your intelligence modifier instead of your charisma modifier for persuasion, deception, and intimidation.

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.This range increases as you level up, at 9th (60 ft.), 13th (90 ft.), and 17th (120 ft.)

Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you may attempt to charm the creature as if casting the “Charm Person” spell. The creature whether or not they save is unaware you attempted to charm them, however they are immune to this effect for 24 hours.

The save is DC 8 + INT modifier + proficiency bonus.

When attempted against creatures normally immune to being charmed, you can make a (Persuasion),(Intimidation), or (Deception) check against their (Insight). If they fail the check they make their saving throw at advantage. If you fail the check or they succeed the saving throw they are aware you attempted to charm them and are immune to any further attempts to use this feature. If they are successfully charmed, once it is over they are immune to this feature for seven days.

Misdirection

Beginning at 13th level, when you use the help action on an ally you can control the battle around them in two additional ways.

  • If the ally makes a successful attack roll with your help you may give them half your sneak attack dice rounded up as extra damage.
  • If the ally casts a spell you may cause a number of targets, equal to half your proficiency bonus rounded down, to make the saving throw with disadvantage.

You can only use this feature a number of times, equal to your intelligence modifier, and those uses reset after a long rest.

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.

Additionally, when you charm a creature, it lasts for a number of hours equal to your intelligence modifier.

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