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# Mastermind Rogue Revised 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. ### 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. ### Precise Attack At 3rd level you learn how to extract useful informations for you and your party. When you deal sneak attack damage to a creature you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances and Damage Immunities. ### Inspiring blow Starting at 3rd level, when you reduce a hostile creature to 0 hit points with your sneak attack damage, you and a number of creatures you can see and who can see you within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one) gain temporary hit points equal to your rogue level. ### 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) * Alignment 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. ### Soul of Deceit Starting at 13th 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 when you finish a long rest, you can cast the spell Detect Thoughts spell a number of times equal to uour Charisma modifier (minimum of one). This use of Detect Thoughts is special. You cast it without any somatic verbal or material components. The target has no way to know that you are probing into its mind. (DC equal to 8 + your proficiency bonus + your Charisma modifier) ### Master of Tactics Starting at 17th level, you can use your uncanny dodge and evasion feature on an ally within 60ft of you that you can see and they can hear you.