Rogue
Base Class: Rogue

You are a cunning tactician, a master of deception, and a keen observer of the battlefield. Whether manipulating social situations or directing allies in the heat of combat, you excel at turning small openings into decisive advantages. Your words, gestures, and timing allow you to coordinate those around you with near-perfect precision, striking fear into your enemies while empowering your allies to act at exactly the right moment.

Level 3: 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.

If you already have proficiency with the disguise kit or forgery kit, you may instead gain proficiency with another tool of your choice.

Additionally, after hearing a creature speak for at least 1 minute, you can unerringly mimic its speech patterns and accent, allowing you to pass yourself off as a native speaker of that language, provided you know it.

Level 3: Master of Tactics

You gain the Tactical Aid feature. You can use your bonus action to carefully watch over an ally, studying their foe and waiting for the perfect opening. You signal to an ally within 30 feet of you who can see or hear you.

That ally gains advantage on their next attack roll made before the end of your next turn, and one of the following additional benefits of your choice:

Step Aside. Your ally senses your warning and moves with precise timing. They can immediately move up to 5 feet as part of your Tactical Aid. This movement does not provoke opportunity attacks.

On the Back Foot. Your ally strikes at just the right moment, exploiting a foe’s misstep. The next time the aided creature hits a target with an attack roll before the end of your next turn, they can push the target up to 5 feet directly away from them.

Brace. You guide your ally’s instincts, allowing them to brace against incoming blows. The next time they take damage before the end of your next turn, that damage is reduced by 5.

Exploit Opening. With your keen direction, your ally exploits the enemy’s vulnerable position. The next time they hit a creature with a melee weapon attack or an unarmed strike before the end of your next turn, the attack deals an extra 5 damage of the same type as the weapon or unarmed strike. This benefit can only be used on one ally at a time.

 Additionally, when an ally aided by Tactical Aid hits a creature, you can apply your Sneak Attack to your next attack against that creature before the end of your next turn, even if you don’t meet the usual conditions, provided you don’t have disadvantage.

Level 9: Masterstrokes

Your precision and tactical insight allow you to strike with deadly efficiency. You gain the following Cunning Strike options: 

Study Strike (Cost: 1d6)

You analyze and exploit the enemy’s patterns, readying for their next strike. Until the end of your next turn, When the target forces you or one of your allies to make a saving throw, you or an ally may make the save with advantage. 

Focus Break (Cost: 2d6)

Your precision strike disrupts the target’s focus. The target can’t make opportunity attacks until the start of your next turn.

Tactical Command  (Cost: 3d6)

You bark a precise order to an ally within 30 feet who can see or hear you. That ally can use their reaction to immediately make one weapon attack or cast a cantrip that requires an attack roll.

Level 13: Masterful Coordination

Your command of the battlefield sharpens, allowing you to track multiple engagements at once and coordinate allies across the fight with practiced precision. You gain the following benefits:

  • The range of Tactical Aid increases to 60 feet.

  • The effects of Step Aside, On the Back Foot, Brace, and Exploit Opening are doubled from 5 to 10.

  • When you use the Tactical Aid action, you can target two creatures instead of one and can apply a different Tactical Aid effect to each.

  • You can now target yourself with Tactical Aid; however, you do not gain the advantage granted and do not count as an ally for the purposes of Sneak Attack.

Level 17: Mastermind’s Master Plan

Your tactical genius allows you to anticipate critical moments and orchestrate events with near-perfect precision. When you or an ally make a d20 test while under the effects of Tactical Aid, or when you or an ally fail a skill check, you can choose to treat the roll as a natural 20. You can decide to use this feature after seeing the roll but before the DM announces the result.

You can use this feature once. It recharges on a short or long rest, or when you roll initiative.

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