Rogue
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 favors are some of your favorite treasures.

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.

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 5 feet of you, if the target can see or hear you.

Level 3: Master of Deceit

At 3rd level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making 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.

Level 9: Master Manipulator

Starting at 9th level, you have gained the ability to manipulate others both on and off the battlefield. As a bonus action you can either terrify or beguile your opponents with your words. The DC for this ability is equal to 8+ your proficiency bonus + your Charisma modifier.
When you terrify a creature, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
When you beguile a creature, you must interact with a non- hostile creature that can understand you for 1 minute, that creature must succeed a Wisdom saving throw or be charmed by you for 1 hour or until you or one of your allies attack it. When the effect ends or if the target succeeds on its saving throw, it is unaware that you tried to charm it.
Once you use this feature on a target, they are immune to this effect for 24 hours.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 13: Master of Misdirection

Beginning at 13th level, you've perfected the art of directing your allies in a pinch. When an attacker that you can see within 60 feet hits an ally with an attack, you can use your reaction to halve the attack's damage against them.
Additionally, If any allies within 5 feet of you are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

Level 17: Master Strategist

At 17th level, the range of your Master of Tactics Feature increases to 120 feet.
Additionally, when you use the feature the target of the aided attack deals an additional damage equal to your sneak attack die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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