As a Mastermind rogue, you excel in scheming and executing your plans which might take years to fulfil. You are the one behind the curtain pulling the strings. Your greatest weapon is your knowledge of the inner workings of people's minds and knowing how to bend them to your will.
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.
At 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 within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Also, whenever an ally within 30 feet of you hits a creature with a weapon attack, you can use your reaction to apply your Sneak Attack to the damage roll, provided the ally can see or hear you.
Starting at 9th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making an Intelligence or Charisma (Deception) check contested by the mind reader's Wisdom (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.
At 13th level, you can peer into a creature's thought process and start predicting its behaviour. As a bonus action, you can make an Intelligence (Investigation) check against a creature you can see within 60 feet of you, contested by the target's Charisma (Deception) check. If you succeed, the target has disadvantage on all attacks against you, and you have advantage on all saving throws against the target's spells or abilities, and the target can't make attacks of opportunity against you for the duration.
This effect lasts for 1 minute, or until you successfully use the feature against another creature.
At 17th level, your plans are intricate and they overlap, perfectly orchestrated in your head. You may ready an action in addition to your regular action. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
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