Xanathar's Guide to Everything PDF

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EYE FOR DETAIL
Starting a t 3rd level, you can use a bonus action to make
a Wisdom (Perception) check to spot a hidden c reature
or object or to make an Intelligence (I nvestigation)
c heck to u ncover or decipher clues.

INSIGHTFUL FIGHTING
At 3rd level, you gain th e ability to deciphe r a n oppo-
nent's tactics and develop a counter to them. As a bonus
action, you can make a Wisdom (Insight) c heck against
a creature you can see that isn't incapacitated, contested
by the target's Charisma (Deception) c heck. If you s uc-
ceed , you can use your Sneak Attack against that ta rget
even if you don't have advantage on the attack roll, but
not if you have disadvantage on it.
This be n efit lasts for 1 minute or until you s uccess-
fully use this feature against a diffe rent target.

STEADY EYE
Starting at 9th level, you have advantage on any Wisdom
(Perception) or Intelligence (I nvestigation) check if you
move no more tha n ha lf your speed on the same turn.

UNERRING EYE
Beginning at 1 3th level, your senses are a lmos t im-
poss ible to foil. As an action, you sense the presence
of illusions, shapechanger s not in their original form,
and other magic designe d to deceive the senses within
30 feet of you, provided you aren't blinded or deafened.
You sense that an effect i s attempting to tric k you,
but you gain no ins ight into what is h idden or into its
true nature.
You can use this feature a number of times equa l to
your Wisdom modifie r (minimum of once), and you re-
gain a ll expended uses of it when you finish a lo ng rest.

EYE FOR WEAKNESS
At 17th level, you learn to exp loit a creature's weak-
nesses by care fully s tudying its tactics and movement.
Wh ile your Ins ightful Fighting featu re applies to a crea-
ture, your Sneak Attack damage agains t t hat creature
increases by 3d6.

MASTERMIND
Your foc us is on people and on the influe nce and secrets
they have. Ma ny s pies, courtie rs, and schemers follow
this archetype, leading lives of intrigue. Words are your
weapons as often as knives or poison, and secrets and
favors a re som e of your favorite treasures.

MASTERMIND F EATURES
Rogue Level
3rd
9th
13th
17th

Feature
Master of Intrigue, Master of Tactics
Insightful Manipulator
Misdirection
Soul of Deceit

CHAPTER I I CHARACTER OPTIONS

MASTER OF INTRIGUE
Whe n you choose this archetype at 3rd level, you gain
profic ie ncy with the d isguise kit, the forgery kit, and one
gaming set of your c hoice. You a lso learn two languages
of your c hoice.
Additionally, you can unerringly mimic the speech
patterns and accent of a creature that you hear speak
for a t 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
Starting a t 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 w it hin 30 feet of you, rather than w ithin 5
feet of you, if the target can see or hear you.

INSIGHTFUL MANIPULATOR
Starting at 9th level, if you s pend at least 1 minute
observing or interacting w ith another creature outs ide
comba t, you can learn certain information about its ca-
pabilities compared to your own. The DM tells you if the
creature is your equal, super io r, or inferior in regard to
two of the following characteristics of your c hoice:


  • Inte lligence score

  • Wisdom score
    Cha ris m a score

  • Class levels (if any)
    At the DM's option, you might also realize you know a
    piece of the creature's history o r o ne of its personality
    tra its , if it has any.


MISDIRECTION
Beginning at 1 3th level, you can som e times cause an-
other c reature to s uffer an attack meant for you. When
you a re 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 targe t that crea-
ture ins tead of you.

SOUL O F DECEIT
Starting at 1 7th level, your thoughts can't be read by
telepathy or other means, unless you allow it. You can
present false thoughts by s ucceeding on a Charis ma
(Deception) check contested by the mind reader's Wis-
dom (Ins ight) check.
Additionally, no matte r what you say, magic that would
determine if you are telling the truth indicates you a re
be ing truthful i f you so choose, and you can't be com-
p elle d to tell the truth by magic.
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