Mastermind Rogue 5e
Mastermind Rogue 5e
In each celebration, there’s a character who needs to pull strings. A puppet master managed to influence fights and individuals with a mere word. In many cases, that’s a spellcaster’s job. The Mastermind is a spy, focusing more on affecting individuals than stabbing them. They operate in the face of their enemies, gradually working secrets from them without them even realizing they are saying anything incorrect. But how great could this be in a dungeon?
How does a Mastermind Lady’s Master of Strategies feature work when seeking to Help an allied spellcaster in combat?
The Mastermind Lady’s Master of Tactics attribute (SCAG, p. 135; XGtE, p. 46) says:
Beginning 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 assaulting a monster. The target of that attack may be within 30 feet of you. Rather than within 5 feet of you, even if the goal can see or listen to you.
How can a 5e Mastermind rogue’s Master of Tactics feature work when trying to help an allied spellcaster in combat?
I think I have the gist of it but need clarification on a few points:
Suppose a Mastermind rogue uses her or his Master of Tactics attribute to Help a spellcaster at the celebration. Would it give advantage on a spell strike?
I guess this would only work if the other party member casts a spell. It needs a spell attack against a monster, rather than a spell that needs the creature to create a saving throw, correct? Or within 30 ft of the beast, the caster is targeting?
Concerning initiative, would the Rogue’s turn need to be ahead of the spellcaster’s exclusively in precisely the same round? Or, in case the Rogue’s turn came after the spellcaster, would Master of Tactics continue the subsequent around, so that the spellcaster gains edge in the next round rather?
Plan Every Transfer: Mastermind Rogue 5E
The Mastermind is all about being an excellent espionage character that specializes in speaking. Instead, this rogue archetype becomes a bizarre support personality with some anti-divination consequences. Within an intrigue — or non-combat oriented — effort, some of your abilities will make more sense. But suppose you are not in that situation. In that case, you’re relying nearly only upon the Rogue’s class attributes, to a level that no other archetype can assert.
Assassin+Mastermind could be the infiltrators, along with the thief and arcane trickster could steal since the Swashbuckler is a distraction. In massive-scale battle, the Mastermind may use Master of Tactics to allow sneak attack into the characters. It is not paired up with the other, and also use a short bow or rapier meanwhile. If a group of rogues worked together, the Mastermind could be a huge advantage. Or mastermind charlatan + Assassin could creep into anywhere, even places that a burglar couldn’t visit.
Mastermind Rogue 5e is a fantastic idea.
You understand, at level 3, it is pretty difficult to say you are a”master” whatsoever. However, the Mastermind’s cocky!
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and a single gaming pair of your own choice.
Moreover, it is possible to unerringly mimic the language patterns and highlight of a monster that you hear talk for at least 1 minute. It will help you to pass yourself off as a native speaker of a particular land, assuming that you know the language.
That’s five proficiencies — 6 if you count mimicry — in 1 class feature. That’s a lot! Shame that most of them won’t matter.
Mastermind Rogue is so good for this very reason. When I saw that they can use Help from a distance I was shocked.
— Nick Singer™ (@TheNewDM) April 17, 2019
Thus, let us discuss when you’re able to use these in Mastermind Rogue 5e
Disguise kits are acceptable. Together with Intelligence, Wisdom, or Charisma, you can make some great disguises that might give you a tactical edge. You can use disguise kits in traditional dungeon crawlers. And you can take a sip, disguise as these, and go back to the camp to have the jump on your enemies that believe you just returned from your rounds. Or you can apply a disguise to enter a party without stealth. That is not bad for you.
Forgery kits? Just a little rarer. At a dungeon crawler, that’s near useless. However, if you will need paperwork to enter a town, then a Dexterity or Intelligence test will get you far. Or, at least past the gate.
The gambling set is virtually useless. You could theoretically make money off of your proficiency at dice. Still, money’s probably not going to get you any magical things anytime soon. You could make cool moments (Dragon about to kill you? How about a quick game of dice?), but most of those will require a Deception check. This one’s the farthest stretch.
Take two languages that are good for your region. But despite how hard it is to learn languages in 5e, it is still just as easy to cast a spell and know them.
The mimicry stuff is fun but realistically unimpressive. Suppose you’re disguising as a specific person and you learned their language patterns. In that case, your DM might provide you with an advantage if you get caught trying to find them. That probably the best you will escape this ability.
Make sure that your DM enjoys having fun before throwing all of this at them.
Master of Tactics ( Mastermind Rogue 5e)
Oh, so now you are the master of 2 entire entities at level 3?
Beginning at 3rd level, you can use the Help actions as a bonus action. Also, when you use the Help action to aid an ally in assaulting a monster.
The target of that attack can be within 30 feet of you, as opposed to 5 feet of you, even if the target can see or listen to you.
That is pretty terrific! If you didn’t understand, the Help action gives the advantage to an ability test or the very first attack roll an ally makes in around. They need to use it until the start of your next turn.
Cunning Action at this level is mainly for freedom; dashing up, disengaging, and even hiding to a degree. Do you have to move around the battlefield or position your self? Then you can instead devote a bonus action to provide somebody advantage. The other range with this ability also means you may be a fantastic bow construct and support your allies via bonus activities.
Now, the issues are twofold. To begin with, you are spending a bonus action to do this. That means no more Cunning Actions or Two-Weapon Struggling if you want to grant benefit. Not a massive issue for the ranged sneak attacker, however, melee Rogues shed that extra opportunity to receive their sneak attack off.
Second, you’re the Rogue here! If only you can give yourself that benefit. But you can not. That usually means you almost have to build a group comp around Master of Tactics. It is to get fair use from it Fighters and Monks do not benefit much from Help, because they want to make several, little strikes.
Attempt to coordinate with your party during character creation if you anticipate going Mastermind, because — spoiler alert — this is kind of it for your combat skills!
At level 9, you get the ability to size up the societal chops of your conversational partner. After spending 1 minute talking to someone, you receive 4 (possibly 5) bits of advice about them.
The DM says that these stats are far low compared to the equal to, or superior to yours.
- Intelligence score
- Wisdom score
- Charisma score
Then, the DM can add an optional piece of information;
You may also realize you understand a piece of the creature’s history or among its personality traits if it’s any.
Right away, this has thrown in the garbage in conventional dungeon crawlers. Sure, you might get to understand if your quest giver is a spell caster. But this ability is extraordinarily non-specific and does not help much. Unless you genuinely boost your mental stats, any spellcaster will only be”superior” in most 3. Sure, even if a Lich disguised as a Farmer, you are going to be getting some hints quickly about it, but it doesn’t make them simpler to fight. And who’ll think about you?
Intriguing Campaign ( 5e Mastermind Rogue dnd beyond)
In an intriguing campaign, this gets a little better. Is your goal to find a vampire in a ballroom? Then it is possible to use the Class degree part to your advantage; hopefully, not a lot of guests are 10th level adventurers! You still have an issue in that your psychological stats are not going to be high unless you capture all of the Stat things from the party ahead!
More interesting is the bonus details. While maybe it’ll be hard to tell who a Werewolf is from stats, if you know that the guy goes in the woods every complete Moon, then you might have a suspect. Or if you know the wealthy lady that you are talking to was a peasant two weeks before, then perhaps she had been the one who made a pact with a demon.
That is an enjoyable metagame ability, but it is going to be hard to use. Be ready for that!
Misdirection is the last combat ability that the Mastermind gets. It is on no account bad! But once more, it demands a great deal of party preparation to make proper use.
Starting at 13th level, you can at times cause another creature to endure an attack meant for you. When an assault targets you as a creature within 5 feet of you’re granting you cover from that attack, you can use your response to have the assault goal that monster instead of you.
At level 3, I recommended a ranged build. This capacity somewhat tosses that at the trash.
Try not to use your allies as cover to produce this ability work. You can indeed have precisely the Paladin take the hit rather than you. However, if the Paladin is giving you half pay, then +2 to AC is going to make your AC somewhat aggressive with them. And when somebody is trying to strike you using a Reach weapon, then they will probably only scoot around the Paladin to attempt to avoid cover.
If you genuinely wish to do ranged, then you can sit behind a backline (like a Ranger) and have them take the hits for you. But, once more, your AC is most likely comparable to theirs. This capacity doesn’t stink damage; it merely shuffles it to somebody else down the line. If you’re low on health, then that usage of Misdirection will save your own life, but it’s incredibly inconsistent.
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Fighting the enemy ( Mastermind Rogue 5e)
So, this capacity must be there for use to cause an enemy to hit another enemy. That’s tricky, but it could do the job. Say a cultist is fighting with you and you put them between you and an enemy caster. Next, if the enemy targets you with Chaos Orb while the cultist is providing you with pay, you’ll have them get crushed instead of you. That’s value — it negates an attack and potentially damages your opponent! It incentivizes a melee playstyle since you can sometimes manoeuvre melee enemies to be involving you and a ranged opponent.
Now, you should use your Master of Approaches to allow your Casters to conquer essential targets. However, you sneak attack enemies which are in between you and the caster. That’ll keep you secure once around, at the least! Look at picking up proficiency using a Reach weapon (like a Whip) should you want to duck behind the Paladin during boss battles.
Soul of Deceit
And lastly, you’ve reached level 17. You might wish to consider multiclassing, like… 4 or 5 levels.
At 17th degree, your thoughts can’t be read by telepathy or other ways, unless you allow it. You can present false ideas by creating a Charisma (Deception) check contested by the mind reader’s mind (Insight) check.
Besides, regardless of what you say, magic that would determine if you’re telling the truth indicates you are valid if you choose. No one can compel to tell the facts by magic.
Sure. Can you be better off with some degrees in Paladin or Fighter? Probably.
So, this ability makes you immune to 2 things; Mind Reading and Zone of Truth. Currently, the only spell that reads minds is to Detect Thoughts, and that’s the most common usage of the result. Detect Thoughts is strong. When PCs use it. Enemies get significantly less value from it, though this can let you conceal essential secrets. Additionally, several other creatures could gain benefits from reading minds. Make sure that you switch Soul of Deceit back on fast!
The second capacity has an issue. There is a minimal number of alternatives for reality spells, the most significant being Zone of Truth. There is a problem, however:
Zone of Truth doesn’t make you tell the facts. It just forces you to lie.
Talk to your DM about this, since this is a brutal clause; this ability is useless if it can’t defend you against the single magic effect that has connections to reality. It virtually should.
Both these skills are problematic since they only count a small number of spells and special abilities. And one of these may not do anything, minus DM intervention or item creation!
Best Race for Mastermind Rogue 5e
The Mastermind Rogue 5e is among the very few that essentially says”No particular mental ability… but all of them would be fine.” Get your Dexterity to 20 ASAP; that’s your attack and damage, and you will still need to be using that Sneak Attack whenever it’s possible. Charisma seems like it is the most reasonable psychological skill for you because it would better allow you to talk to people for a full minute. However, the Constitution is possibly better, letting you survive melee combat easier.
Who better to pull on the strings compared to the Lucky fellow? Lightfoot Halflings are one of the better short personalities in the Player’s Handbook. +2 Dexterity, +1 Charisma is what you were searching. Lucky merely is fantastic, Nimble is excellent for getting the creature-based cover, and Brave is Brave. Lightfoots can also gain stealth supporting the creatures they’re scurrying underfoot! That’s a two-for-one deal! In any case, it’d be funny to get this Halfling knowing everybody’s move and becoming the party boss.
A different type of half, the Half-Elf is a fairly stellar selection for your Mastermind experience. +2 Charisma might not be ideal, but becoming +1s in Dexterity and Constitution certainly is! Darkvision and Fey Ancestry are useful utility tools for almost any Rogue; seeing in the dark without a torch being almost essential! Ability Versatility is the real one. At level 3, you get a bunch of proficiencies. Yet, this archetype wishes to be able to talk, lie, explore, sense motivations, view hidden items, and maybe even intimidating! With Half-Elf, it’s simple to find all that at once.
The 5e Mastermind’s a rough one; it has relatively low battle power, and it’s out-of-combat skills are not always spectacular. Think about looking at the Inquisitive Rogue before cementing yourself with this course for any modern or snowball effort. If you want a Rogue that may identify dangers and occasionally cause a random melee combatant to eat Ray of Enfeeblement. Then here you go! Otherwise, you’re not looking at the most leading archetype around.
Dungeons & Dragons: All 7 Official Rogue Sub-classes
Players may select between seven main rogue archetypes with varying skills and traits. But, not all of the sub classes are created equal.
Rogues are perfect for Dungeons & Dragons players that want to play with a defensive character using a little more subtlety than your typical lumbering fighter. However, not all of the rogues are created equal. Players may select between five chief archetypes with varying abilities and traits. We’ve made it a bit simpler for you to choose which rogue subclass is better for you by ranking them.
Mastermind Rogue 5e
The Mastermind archetype starts by giving you a lot of abilities easily obtained, employing a blend of backgrounds and feats. You also get the capability to use the aid action as a bonus action. Which isn’t bad but is pretty low on the list of valuable items rogues can perform with a bonus action.
The majority of the higher-level skills are useful almost entirely in intrigue campaigns. If that’s the sort of effort you are in, then you still might want to believe twice before deciding upon the Mastermind. Lots of rogues are good at things like infiltration and disguise while also being used in anything else.
The Inquisitive archetype enables you to see things exceptionally well. It provides you with lots of bonuses to Insight, Perception, and Investigation abilities. And lets you feel magic to fool your senses.
The problem is, there’s not much to do when you see things. The only other ability you’ve got is the capability to acquire free sneak strikes against a monster for a minute if your Insight roll beats their Deception roll. That is pretty great, but it doesn’t make a complete subclass on its own. Also, because Perception, Insight, and a few of the subclass’s skills are Wisdom-based, this course doesn’t mesh well with the standard Rogue stats of Dexterity, Charisma, and Intelligence. It is likely a better option for an intriguing campaign than the Mastermind archetype though.
Swashbuckler really should be a better subclass. It is a very fun subclass – the sort of Errol Flynn-Esque archetype who thinks the only acceptable kind of Rogue is a dashing rogue. However, while it has a definite theme, it does not have abilities.
You can taunt people, take your turn quicker, and duel enemies one-on-one. Possessing another method to sneak assault is always good to get a rogue, but utilizing it may depend on the kind of encounters your DM likes to make. Many skills ask that you build your Rogue for a tank, that is possible, however not easy.
That is one of the better choices to get a no-frills ranged damage rogue, which ends up the melee-focused Swashbuckler since you hit much less. The bonus you get on the initiative is useful because you give a full round of advantage against the first monster you reach to your whole party. You can also use your response to stay away from enemies that rush you,
The excess proficiencies in Nature and Survival are most useful in a wilderness-heavy effort. Still, extra proficiencies are suitable for any rogue. This subclass makes for a fantastic selection for any experience, and an excellent choice in an adventure full of outlanders and rangers.
This archetype turns out rogues into a”half-caster” course. Essentially, it lets you utilize a few spells along with your normal rogue abilities. You might also get some other skills, including an invisible Mage Hand, which enables you to pickpocket from across a room and the ability to ambush enemies with charms. However, the principal advantage is the spells.
Illusion spells and Find Familiar (which permit you to sneak attack each turn) can significantly raise your game.
And the ability to steal the wisdom of other people’s spells merely is the icing on the cake. If you enjoy playing half-casters and rogues, this is the perfect subclass for you.
The Assassin is what it sounds. It allows you to do two things well: deal a good deal of damage to folks who don’t anticipate it and infiltrate places through impersonation.
While you may not be as great in open combat, your capacity to infiltrate non-violently is going to be a terrific advantage. Your power to take down enemies by surprise and even kill them in one hit will make sure you’re not useless in conflicts either.
That is the subclass for players who want to play a real rogue. It may not be the best in battle, but it embodies all the reasons why many people chose to play a rogue.
Numerous skills make you better in climbing, sneaking, and disarming traps in a split second. At higher levels, you can even use magic items no matter who you slip them from, and you may even take two turns on your first round of battle. Overall, you are still just a rogue, but much better.
What do you think about Mastermind Rogue 5e? Please comment below.