Rogue
Base Class: Rogue

As a strategic mastermind he should get more impact in battles and his only strength should not lie in very specific situations.

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.

You may cast Disguise Self at will without the need for the verbal and somatic component. You may use Wisdom, Charisma or Intelligence to determine the spell save DC.

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

You may apply the Help to several allies and you can give one ally advantage on multiple attacks on the same target. The maximum of those given advantages equals your proficiency bonus.

Furthermore you may use your steady aim feature as a free action, when you used the help action in this turn.

Insightful Mind

At 9th level, you are able to teach any ally (PC) any skill you are proficient with, giving him proficiency as well (the PC may decide what he/she wants). You may teach any ally(PC) only one proficiency you haven't gained through this feature and you may only teach allies up to your intelligence ability modifier. Additionally you watched you allies during your adventures. You may copy up to half of your intelligence ability modifier(rounded down) feats of you allies (excluding the ability score increase of each feat / you may ignore prerequisites of the chosen feat) and you may use the other half to learn proficiencies they have.

A negative score does not mean you need to remove any of your own feats, but a reduction of your intelligence leads to a loss of your gained proficiencies and feats by this feature. This loss occurs after a long rest. (This feature is not realizable with dnd beyond, so i will give you five proficiencies and 2 feats and may only select those you legally may have. Also i do not think you can select amor types and shields as proficiency that way, so you would need to do this manually.)

Intelligence Score Feats Proficiencies
12 (+1) 0 1
14 (+2) 1 1
16 (+3) 1 2
18 (+4) 2 2
20 (+5) 2 3

Misdirection

Beginning at 13th level, you are used to fights and are always fully aware of your surroundings while being in the middle of chaos.

At every round of combat you may make a dex saving throw against the first attack roll against you, that you can see. Succeeding against the attack rolls enables you to dodge the attack and take no damage. Furthermore if you succeeded and a hostile creature is within 5 feet of you may use your reaction to redirect it to this creature. If you do so, you may decide to use the original attack roll or to reroll the attack using your own attack modifier (dex + proficiency). If you hit in any way you may apply your sneak attack and it damage type equals the attacks damage type as usual. This feature applies before the attack actually hits and it count's as a miss if the dodge succeeded.

You may not be incapacitated for this feature to work.

Undefeatable Mind

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.

Magic cannot alter your will, you become immune to the frightened and charmed condition and your will cannot be altered by magic.

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