Commanding rings of illicit activities and acting as architects of great criminal plans, some criminals of your caliber become mentors, and the masterminds behind criminal organizations, gangs and bands. These are the mobsters, pirate captains and crime lords, spreading their webs trough the criminal underworld.
You gain proficiency in the Intimidation, Deception and Persuasion skills. If you are already proficienct, double it. If it is already doubled, triple it.
As a bonus action, you can take the Help action to help a creature within 30 feet of you. In addition, whenever you take the Help action, you can spend one cunning die to allow the creature you are helping to use the result of your cunning die as a bonus.
You can take another bonus action on your turn, or another reaction. You can use this feature a number of times equal to your Charisma modifier, and regain your uses of it after finishing a long rest.
Any creature within 10 feet add your Intelligence modifier as a bonus to their Dexterity (Stealth), (Sleight of Hand), and to checks with the thieve's tools.
The range of this feature increases to 30 feet at 8th tier.
When you reach Tier 8, when an allied creature approaches an area within 30 feet or end its turn there, you can use your reaction to allow that creature to take the Dash, Disengage or to make one Attack as a reaction.