Base Class: Rogue
Mastermind Strikers possess an uncanny ability to see the battlefield like a living chessboard. Drawing on heightened perception and razor-sharp instincts, they predict enemy moves and manipulate allies’ actions to create openings. Like Isagi in the Zone, they turn chaos into opportunity, controlling foes not by brute force but through mental dominance and precise timing. Victory belongs to those who can outthink and outmaneuver every opponent.
Metavision
Starting at 3rd level, you enter a heightened state of spatial awareness and predictive insight, akin to Isagi’s “zone” focus. As a bonus action, activate Zone Sense for 1 minute. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
While Zone Sense is active:
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You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
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You cannot be surprised, and invisible creatures don’t gain advantage on attack rolls against you.
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When a creature you can see within 30 feet makes an attack, you can use your reaction to impose disadvantage on the attack roll or grant advantage to an ally’s attack roll against that creature.
Predictive Positioning
Also at 3rd level, when an ally within 30 feet hits a creature with a weapon attack, you can use your reaction to:
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Chain Move: Move up to half your speed without provoking opportunity attacks. If you end your movement within 5 feet of the target, your next attack against it deals extra damage equal to your Rogue level (once per turn).
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Chain Strike: If already within range, make one weapon attack against the target as part of this reaction. This attack can trigger Sneak Attack once per turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses on a long rest.
Tactical Pressure
Starting at 9th level, you can disrupt enemies’ focus and movement with your tactical insight. As a bonus action on your turn, choose one creature within 30 feet that has attacked, moved, or used an ability since your last turn. That creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be affected by one of the following effects until the start of your next turn:
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Disadvantage on the triggering action’s roll (attack, ability check, or saving throw).
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Its speed is halved.
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It must move up to 10 feet in a direction you choose (if possible).
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all expended uses when you finish a long rest.
Cognitive Collapse
At 13th level, while Metavision is active, once per turn when you hit a creature with a weapon attack, you can force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature becomes distracted until the start of your next turn. While distracted, the creature has disadvantage on attack rolls against targets other than you, and its movement speed is reduced by 10 feet.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all expended uses when you finish a long rest.
Metavision Override
Starting at 17th level, your mastery of Metavision allows you to dominate the battlefield. While Metavision is active, when you deal Sneak Attack damage, choose the target and one additional creature within 30 feet. Both must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is blinded or deafened (your choice) until the start of your next turn.
Additionally, enemies within 30 feet cannot use reactions triggered by movement, such as opportunity attacks.
Finally, if a creature misses an attack against you, you can immediately move up to 15 feet without provoking opportunity attacks.
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