Mastermind FAQ
How do you build and play a Mastermind Rogue?
Build the Mastermind on top of a normal Dexterity-focused Rogue, then invest in the secondary abilities and skills that support the archetype. Think about allies' turns as part of your own. Master of Tactics can create advantage for a heavy-hitting ally without giving up your action. Outside combat, use languages, disguises, forgery and Expertise to become an organiser, infiltrator or intelligence specialist.
Ability scores
Dexterity remains the Rogue's combat ability. Charisma is a natural secondary score for social Masterminds, while Wisdom supports Insight. The subclass itself does not replace Dexterity with Charisma for weapon attacks.
Weapons and Sneak Attack
Mastermind still needs a finesse or ranged weapon for normal Sneak Attack. Its signature combat choice is often whether the bonus action is better spent on Master of Tactics to help an ally or on Cunning Action to improve the Rogue's own position.
Action economy
Think about allies' turns as part of your own. Master of Tactics can create advantage for a heavy-hitting ally without giving up your action. Outside combat, use languages, disguises, forgery and Expertise to become an organiser, infiltrator or intelligence specialist.
Skills and Expertise
Deception, Persuasion, Insight, and Stealth all fit the social-infiltration identity. Expertise should reflect whether your Mastermind is primarily an impersonator, negotiator, intelligence operative, or battlefield coordinator.
Common mistake
The common mistake is judging Mastermind only by personal damage. Its signature combat benefit often improves another character's most important attack, so its value rises with party coordination and target selection rather than with a new damage die on the Rogue's own turn.