Master of Manipulation (5e Subclass)
Master of Manipulation[edit]
Rogue Subclass
Masters of Manipulation are Rogues who mastered the art of intimidation. They know how to scare every creature, what lies inside their hearts and use this to their advantage. Some of them use their natural appearance, others alter it with magic. They also know how to use words to get what they want.
- Blackmail
Starting at 3rd level, whenever a creature believes you know a secret it wants to kept guarded, you have advantage on your Charisma (Persuasion) and (Intimidation) made against it.
In addition, you also have advantage on all Intelligence and Charisma (Persuasion) checks made to discover a dirty secret on someone's past, such as illegal or immoral actions, unreputable associations or just something that individual is ashamed off.
- Bluff
At 3rd level, you gain a new use of your cunning action, becoming able to bluff in combat. As a bonus action, you can make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If you win, you tell a lie that causes your opponent to lower its guard temporarily, giving you advantage on your next attack roll made until the end of this turn. If you miss this attack, you can reroll the attack once, and must choose the new result.
Once you bluff, the target is immune to your bluff for the next hour.
- Sweet Talker
Starting at 9th level, you can ease your way out of though situations. As a bonus action, you can force a creature that can hear you within 30 feet to make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target can't make an attack against you until the end of your next turn.
In addition, you can use your sweet talk in the following manners below, using an Action. You can use these effects a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest:
- When a creature is affected by your sweet talk, you can choose to impose the charmed or frightened condition on it, lasting for 1 minute.
- You can use your sweet talk to end the charmed or frightened condition in any creature within 60 feet (including you).
- Unsettling Lie
At 13th level, you gain the ability to intimidate a target using psychological tactics, taping onto its deepest fears.
As an action, you can make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you.
If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it.
While you gain no knowledge of the target's secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature's can see trough your bluff and can't be affected anymore.
Once you use this feature, you can’t use it again until you finish a long rest.
- Deescalate Conflict
Starting at 17th level, you can use your politeness and social awareness to defuse a conflict. As an action, choose one creature you can see and that can hear you within 30 feet. The creature must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier.
The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t take the Attack, take the Cast a Spell action or deal damage in any form for 1 minute. This effect ends earlier if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.
Back to Main Page → 5e Homebrew → Character Options → Subclasses