Base Class: Rogue
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favours are some of your favourite treasures.
Master of Intrigue
You gain a Disguise Kit, a Forgery Kit and one Gaming Set of your choice, and you have proficiency with them. You also learn two languages of your choice.
Additionally, your powers of social observation are expertly honed, enabling you to interpret patterns of speech, body language and other non-verbal cues to quickly ingratiate yourself with otherwise unfamiliar social circles.
As an Action, you may use these skills to Appeal to a creature. When you do so, you may force any creature within 15 feet that can see and hear you and that shares a language with you to make a Charisma Saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, a creature's Attitude towards you improves for the next eight hours, either from Hostile to Indifferent, or from Indifferent to Friendly . This ability ends early if you or your allies make an attack roll against the creature, deal damage to it or force it to make a saving throw. The creature succeeds automatically if you are fighting it.
You can use this Action a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Master of Tactics
As a Bonus Action you can do one of the following:
- Study. Take the Study action to evaluate a creature that you can see within 30 feet. When you do so, can can choose to learn whether the creature has any damage vulnerabilities, damage resistances, damage immunities, and condition immunities (pick one).
- Help.Take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you if it can see or hear you.
Soul of Deceit
Starting at 9th 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 and 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, you gain resistance to psychic damage.
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 within 5 feet of another creature, you may use your Reaction to have the attack target that creature instead of you.
You can use this Reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
In addition, when you use your Master of Tactics feature to take a Study action to evaluate a creature, you now learn all of the creature's damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Eye of the Arch-deceiver
Once per turn, when you use the Master of Tactics feature to gain information regarding a creature's damage vulnerabilities, damage resistances, damage immunities, and condition immunities through the use of the Study, you may choose to apply one of the following additional effects:
Undermine Defences. You may negate one vulnerability, resistances or immunity that creature benefits from until the start of your next turn.
Expose Weaknesses. The next time you or an ally of yours hits creature with an attack, the creature has vulnerability to all of that attack’s damage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
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