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Rogue

Mastermind

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.

Insight Result Feature
1-7You learn an embarrassing or hurtful secret. You have advantage on Intimidation and Persuasion checks with them for 24 hours.
8-14You learn a scandalous or dark secret. You can cause them to pay up to 10 times their CR in Gold Pieces in hush money (If they are able) or do a similarly costful action such as give up sensitive info for another or perform a mildly risky task such as snooping in a place they have access to.
15-21You learn a deep and hidden secret. You can compel them to commit acts just shy of murder or self harm. They will part with all but the barest of funds and objects of great self importance.
22+You learn their darkest secret. They would rather commit murder and betray anyone but their most cherished loved one. If it is revealed they take 6D8 Psychic damage and are stunned for 1D4 turns.

Subclass Features

Lv 3

Master of Intrigue

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. You acquire the tools and gaming set you are proficient with.

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

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 ft of you, rather than 5 ft of you, if the target can see or hear you.

Lv 9

Misdirection

You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 ft of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Lv 13

Soul of Deceit

Your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Deception check contested by the mind reader's 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.

Lv 17

Blackmailer

If a creature attempts to read your mind or attempt an Insight check on you, you gain insight into them instead as a reaction. You learn a secret of varying severity depending on the insight you gain that can be used to blackmail or intimidate them. You can also spend 24 hours investigating them to attempt the Insight check. You can use a free action to make them aware of your knowledge but not the specific secret.

You can Blackmail creatures up to your INT modifier (Minimum 1) at a time. When you start a new Blackmail attempt the oldest one becomes null as the creature assumes you have told their secret.

When you use this feature make an Insight check and gain the corresponding feature as long as you do not divulge the secret in a way that they would be aware of. If they become aware that their secret is out, the feature no longer works on them. You can also choose a feature of an Insight Result less than your outcome.

Blackmail Table