Base Class: Rogue
An expert of control and speculation, both in social climates and in skirmishes.
Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. 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.
Master of Tactics
Starting at 3rd level, you can use the Ready action as a bonus action. Whenever you use the Ready action to make an attack you can use your Sneak Attack feature regardless of having advantage on the attack, if it hits. Starting at 9th level in this subclass, you gain a free Ready action to use at the start of your turn.
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. You can move through the spaces of other creatures so long as they don't completely fill the space(s) they occupy. When you end your turn in the space(s) of another creature, you're pushed out to the nearest adjacent space around the creature. When you're targeted by an attack while a creature is within 5 feet of you, you can use your reaction to move up to half your movement speed(rounded down) to any adjacent space around the creature in such a way that the creature provides cover, causing the attack to target that creature instead of you. To use this feature your movement speed can't be 0.
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.
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