Skip to content

Mastermind

Every heist has a planner. Every coup has an architect. The Mastermind is the rogue who doesn't merely act but orchestrates—positioning allies, reading enemies, and pulling strings that no one else can see. They understand that the most powerful thing in any room is not the strongest sword but the most useful piece of information.

Masterminds are students of people. They collect secrets, habits, and weaknesses the way other adventurers collect gold. In conversation, they are polished and precise—able to pass as a noble, a merchant, or a foreign dignitary with equal ease. In combat, they become a force multiplier, guiding their companions into positions where every swing counts.

There is a cold quality to the Mastermind's genius. They do not act rashly; they act correctly, at the right moment, with the right lever. Those who underestimate them tend to discover—far too late—that they were never the ones in control of the situation.

Mastermind Table:

Level Subclass Features Gained
3rd Master of Intrigue, Master of Tactics
9th Insightful Manipulator
13th Misdirection
17th Soul of Deceit

Subclass Features

Master of Intrigue

3rd-level Mastermind feature

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 mimic the speech patterns and accent of any creature you have heard speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular place or social group. A creature that suspects a ruse can attempt a Wisdom (Insight) check contested by your Charisma (Deception) to detect the mimicry.

Master of Tactics

3rd-level Mastermind feature

You can use the Help action as a bonus action. When you use the Help action to aid an ally's attack roll, the target creature only needs to be within 30 feet of you rather than within 5 feet.

Insightful Manipulator

9th-level Mastermind feature

If you spend at least 1 minute observing or interacting with a creature outside of combat, you can compare its capabilities 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)

The DM may also volunteer one piece of additional information about the creature if it seems relevant.

Misdirection

13th-level Mastermind feature

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 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit

17th-level Mastermind feature

Your thoughts cannot be read by telepathy or other magical means, unless you choose to allow it. What's more, when a magical effect would read your surface thoughts, you can choose what thoughts it detects—you present false thoughts rather than your true ones.

Additionally, whenever a creature uses magic to try to detect a lie you are telling, you can make a Charisma (Deception) check contested by the creature's Wisdom (Insight). On a success, the magical effect detects your statement as true regardless of what you actually said.