Townopolis
2016-06-24, 03:43 PM
When I finally bought a copy of SCAG, the Mastermind rogue scheme caught my eye. I read it over and was initially pleased. But, as I continued to think about it and try to build some masterminds, I came to realize that it's just not very good, and it's not very good for a variety of reasons. Prime among these being that it doesn't support being a mastermind all that well. It seems like the design tries to reconcile leading a life of intrigue with your typical touring campaign, but it does so in a way that neither fits nor works. Instead, you get a rogue that works well as a spy and charlatan, but not as a mastermind--which is more about coming up with schemes and organizing your crew than being able to pass yourself off as a native. Looking around at some of the rogue guides, I see that I'm not the only one who thinks Mastermind is a bad rogue scheme.
So I'm setting out to design a better Mastermind, and while I'm at it, I'm going to try to address another gripe I have--that Arcane Tricksters are the only rogue who gives two jots about Intelligence. So here we go.
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Level 3
The Plan
Beginning at level 3, your constant planning and scheming has given you a contingency for almost every occasion. As a bonus action, you can initiate The Plan. Once initiated, The Plan remains active for a number of rounds equal to your Intelligence Modifier. While The Plan is active, you and up to five other creatures of your choice may reroll one attack roll or ability check per round.
Once you use this ability, you must complete a long rest before you can use it again.
Master of Tactics
As-is.
Level 9
Insightful Manipulator
Starting at level 9, you are so well-versed in people and their motivations that you can ferret out information without anyone else realizing it. When you succeed on a Charisma check against a creature, you may attempt an Intelligence (Investigation) check against the same DC or opposed roll. If you succeed, you are able to discern some useful truth from the creature's words or actions. This takes the form of a single question, which you learn the answer to. If the creature in question does not know the answer, you learn that or what the creature thinks the answer is. In all cases, the creature doesn't know it has revealed any information
Once you use this ability on a particular creature, you cannot use it again on that creature for 24 hours.
Level 13
Precise Teamwork
When you and your allies work together, you move as if of a single mind. Starting at level 13, whenever an ally you can see makes an attack roll with advantage and hits, you may spend your reaction to add your sneak attack dice to the damage dealt to a single target by that attack. You may use this ability a number of times equal to your Intelligence modifier. When you complete a long or short rest, you recover any expended uses of this ability.
Level 17
Soul of Deceit
As-is.
Level 3
The Plan
You are constantly scheming and planning, and your allies know the benefit of listening to your designs. Starting at level 3, whenever you finish a short or long rest, roll a number of d4s equal to your Intelligence modifier, and record the results. You may then distribute these results among your allies. Each result can only belong to one creature. Any results you do not distribute remain yours.
Whenever a creature makes an ability check or attack roll, after seeing the roll but before knowing if it succeeded or failed, they may choose to add one of their results to the roll. Adding a result to a roll consumes that result. Alternately, if a creature uses an ability or spell that requires its target to make a saving throw, that creature may subtract one of its results from one target's save. Using a result in this way also consumes the result.
When you take a short or long rest, any unused results are lost.
Master of Tactics
As-is.
Level 9
Connected
Years of intrigue and conspiracy have given you an uncanny knack for establishing new contacts wherever you go. Starting at level 9, you can establish a small number of contacts in any settlement you visit. This takes 8 hours, during which you must be able to move freely throughout the settlement. When you are done, you have a number of new contacts equal to your Intelligence modifier. Each contact may be a merchant, soldier, servant, criminal, or sage. At the DM's discretion, you may also be able to establish contacts of additional types. Each contact gives you advantage on Intelligence (Investigation) checks to gather information related to their position. Merchants keep track of trading agreements, road safety, and local wealth. Soldiers know about military activities and troop dispositions. Servants have information on the nobles and their intrigue. Criminals understand the law, how best to avoid it locally, and who's who in the underworld. Sages are great repositories of arcane, religious, occult, and natural lore.
At the DM's discretion, your contacts may also give you advantage on Charisma checks made to influence NPCs who know and respect your contact.
You may also choose to spend one of your contacts to have them perform a favor for you. A soldier might be able to get your released from prison, a servant might leave a door unlocked, or a merchant might be able to acquire some rare item or material for you. Calling in this favor ends your relationship with this contact until you spend another 8 hours refreshing your contacts.
When returning to a settlement you had contacts in previously, you must still spend 8 hours establishing contacts. When you do, you may reconnect with your previous contacts or establish whole new ones.
Level 13
Precise Teamwork
When you and your allies work together, you move as if of a single mind. Starting at level 13, whenever an ally you can see makes an attack roll with advantage and hits, you may spend your reaction to add your sneak attack dice to the damage dealt to a single target by that attack.
Level 17
Soul of Deceit
As-is.
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What do you think? Overpowered? Badly-worded? Doesn't fix the real problem? Or is Mastermind just fine the way it's written, and what I've got here is a solution in search of a problem? What would you change, if anything, about the scheme?
So I'm setting out to design a better Mastermind, and while I'm at it, I'm going to try to address another gripe I have--that Arcane Tricksters are the only rogue who gives two jots about Intelligence. So here we go.
-----
Level 3
The Plan
Beginning at level 3, your constant planning and scheming has given you a contingency for almost every occasion. As a bonus action, you can initiate The Plan. Once initiated, The Plan remains active for a number of rounds equal to your Intelligence Modifier. While The Plan is active, you and up to five other creatures of your choice may reroll one attack roll or ability check per round.
Once you use this ability, you must complete a long rest before you can use it again.
Master of Tactics
As-is.
Level 9
Insightful Manipulator
Starting at level 9, you are so well-versed in people and their motivations that you can ferret out information without anyone else realizing it. When you succeed on a Charisma check against a creature, you may attempt an Intelligence (Investigation) check against the same DC or opposed roll. If you succeed, you are able to discern some useful truth from the creature's words or actions. This takes the form of a single question, which you learn the answer to. If the creature in question does not know the answer, you learn that or what the creature thinks the answer is. In all cases, the creature doesn't know it has revealed any information
Once you use this ability on a particular creature, you cannot use it again on that creature for 24 hours.
Level 13
Precise Teamwork
When you and your allies work together, you move as if of a single mind. Starting at level 13, whenever an ally you can see makes an attack roll with advantage and hits, you may spend your reaction to add your sneak attack dice to the damage dealt to a single target by that attack. You may use this ability a number of times equal to your Intelligence modifier. When you complete a long or short rest, you recover any expended uses of this ability.
Level 17
Soul of Deceit
As-is.
Level 3
The Plan
You are constantly scheming and planning, and your allies know the benefit of listening to your designs. Starting at level 3, whenever you finish a short or long rest, roll a number of d4s equal to your Intelligence modifier, and record the results. You may then distribute these results among your allies. Each result can only belong to one creature. Any results you do not distribute remain yours.
Whenever a creature makes an ability check or attack roll, after seeing the roll but before knowing if it succeeded or failed, they may choose to add one of their results to the roll. Adding a result to a roll consumes that result. Alternately, if a creature uses an ability or spell that requires its target to make a saving throw, that creature may subtract one of its results from one target's save. Using a result in this way also consumes the result.
When you take a short or long rest, any unused results are lost.
Master of Tactics
As-is.
Level 9
Connected
Years of intrigue and conspiracy have given you an uncanny knack for establishing new contacts wherever you go. Starting at level 9, you can establish a small number of contacts in any settlement you visit. This takes 8 hours, during which you must be able to move freely throughout the settlement. When you are done, you have a number of new contacts equal to your Intelligence modifier. Each contact may be a merchant, soldier, servant, criminal, or sage. At the DM's discretion, you may also be able to establish contacts of additional types. Each contact gives you advantage on Intelligence (Investigation) checks to gather information related to their position. Merchants keep track of trading agreements, road safety, and local wealth. Soldiers know about military activities and troop dispositions. Servants have information on the nobles and their intrigue. Criminals understand the law, how best to avoid it locally, and who's who in the underworld. Sages are great repositories of arcane, religious, occult, and natural lore.
At the DM's discretion, your contacts may also give you advantage on Charisma checks made to influence NPCs who know and respect your contact.
You may also choose to spend one of your contacts to have them perform a favor for you. A soldier might be able to get your released from prison, a servant might leave a door unlocked, or a merchant might be able to acquire some rare item or material for you. Calling in this favor ends your relationship with this contact until you spend another 8 hours refreshing your contacts.
When returning to a settlement you had contacts in previously, you must still spend 8 hours establishing contacts. When you do, you may reconnect with your previous contacts or establish whole new ones.
Level 13
Precise Teamwork
When you and your allies work together, you move as if of a single mind. Starting at level 13, whenever an ally you can see makes an attack roll with advantage and hits, you may spend your reaction to add your sneak attack dice to the damage dealt to a single target by that attack.
Level 17
Soul of Deceit
As-is.
-----
What do you think? Overpowered? Badly-worded? Doesn't fix the real problem? Or is Mastermind just fine the way it's written, and what I've got here is a solution in search of a problem? What would you change, if anything, about the scheme?