You have put your considerable skill to work in mastering the art of manipulation. With a whisper and suggestion, you have a way of getting others to do what you want, even if it may not be in their best interest. Whether directing political gambits or allies in combat, you move others like pieces in a game.

Mastermind Exploits

3rd-level Mastermind Archetype feature

You learn certain Devious Exploits at the Rogue levels noted in the table below. These don’t count against your total number of Exploits Known and can’t be switched upon gaining a level.

Master of Machinations

3rd-level Mastermind Archetype feature

You have gathered a set of skills to aid in your machinations. You learn to speak, read, and write two additional languages, and you gain proficiency with disguise and forgery kits.

Moreover, if you speak with a creature in its native tongue for at least 1 minute, you can use the roguish charm Exploit without expending an Exploit Die. When you do so, you can expend one Exploit Die to cause the effect to last until the end of the target’s next long rest. However, you can’t regain this Exploit Die while the effect of this Exploit lasts.

Tactical Acumen

3rd-level Mastermind Archetype feature

You use your insight into others to aid allies in battle. You can use your Cunning Action to take the Help action as a bonus action on each of your turns.

In addition, whenever 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, so long as the attacker can see or hear you.

Manipulative Intuition

7th-level Mastermind Archetype feature

You are adept at reading the motivations of others. When you spend at least 1 minute talking with or observing a creature outside of combat, you learn one of the following facts:

  • One of its ideals, bonds, flaws, motivations, or alignment.
  • Its true attitude toward you, or another creature that you observe it interacting with for the same duration.

Once you use this feature on a creature, you cannot use it on that creature again until you finish a long rest. Creatures with Legendary Resistance are immune to this ability.

Potent Insight

7th-level Mastermind Archetype feature

When you use the Help action to aid an ally in attacking a creature and their attack hits, you can use your reaction to add your Sneak Attack bonus to its damage roll. However, if you do so, you cannot use Sneak Attack on your next turn.

Devious Tactics

13th-level Mastermind Archetype feature

You have no qualms about leaving others in danger. When a creature you can see targets you with an attack, you can use your reaction to force a creature within 5 feet of you to make a Dexterity saving throw against your Exploit Save DC that it can choose to fail. On a failed save, you switch places with it, and it becomes the target of the attack in your place.

Inscrutable Mind

17th-level Mastermind Archetype feature

Your conspiratorial mind is nearly impossible to manipulate. Whenever you make an Intelligence, Wisdom, or Charisma saving throw, you add your Intelligence modifier to your roll.

Lastly, your thoughts and dreams cannot be read by magic unless you allow it. If a creature attempts to read your mind, you can deceive it with false thoughts by making a Deception check.