Mastermind FAQ
What are the main Mastermind features?
Mastermind is a tactical and social Rogue focused on coordination, disguise, languages, and manipulating other people. Master of Tactics turns Help into a powerful bonus-action support tool, while later features improve social reading, misdirection, and resistance to magical attempts to read or verify the Rogue's thoughts.
3rd level — Master of Intrigue
Gain additional language, disguise, forgery and gaming-set expertise and the ability to imitate speech patterns after observing them.
3rd level — Master of Tactics
Use Help as a bonus action. When helping an ally attack, the creature being attacked can be farther away than normal as long as the feature's sight and hearing requirements are met.
9th level — Insightful Manipulator
After observing and interacting with a creature outside combat, learn useful information about how some of its abilities compare with yours and potentially additional personality or history information at the DM's discretion.
13th level — Misdirection
When an attack targets you while another creature is providing cover from that attack, you can use your reaction to redirect the attack to that creature.
17th level — Soul of Deceit
Your thoughts become exceptionally difficult to read, and you can present false thoughts or appear truthful to magic that tries to determine whether you are lying.
How the features work together
Mastermind contributes by making the party more efficient rather than by adding a large personal damage rider. A bonus-action Help can create advantage for an ally while the Rogue still uses the action for Sneak Attack, and the infiltration features make the character useful in negotiations, impersonation, intelligence work, and social schemes.