Socialite

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SOCIALITE

Rogue Subclass
While those in polite society would like to pretend that they have
risen above skullduggery and backstabbing, the truth is that they
merely take a different tact. Nobles and socialites have raised
speechcraft to an art form, diplomatically weaving together
compliments, threats, insults, and lies into their everyday
cadence. All the while, they sharpen their daggers for the
moment their foes turn their backs.
GRACIOUS DEMEANOR
Starting when you choose this archetype at 3rd level, attacks on
the first round of combat against you have disadvantage. If you
attack, cast a spell that affects an hostile creature, or deal damage
to another creature, this effect ends early. You can’t use this
feature when you are surprised.
Additionally, on the first round of combat, you don’t need
advantage on your attack roll to use Sneak Attack against
a creature if you are within 5 feet of it and you don’t have
disadvantage on the attack roll. All the other rules for Sneak
Attack still apply to you.
CASUAL MOCKERY
At 3rd level, you learn the vicious mockery cantrip. Charisma
is your spellcasting ability for this spell. You can use the bonus
action granted by Cunning Action to cast this spell.
VEILED CONVERSATION
Also at 3rd level, you can hide secret messages in your everyday
speech. Using thieves’ cant-like idioms and slang, you can
communicate a secret message to a creature that can hear and
understand you. Only that creature understands the meaning of
your secret message, and can understand it even if it wouldn’t
normally understand thieves’ cant.

Art by Stephen Nickel

1 Socialite Mage Hand Press


Mage Hand Press
INNERMOST SECRETS
By 9th level, you can delve into the minds of those around
you, plundering their beliefs and secrets. You can cast
the spell detect thoughts without using a spell slot or spell
components. When you attempt to probe deeper into a
creature’s mind, the target doesn’t know that you were
is creating...
probing its mind and can’t attempt a contested Intelligence
check to end the spell early.
Once you use this feature to probe deeper into a Subclasses
creature’s mind, you can’t use this feature to probe into that
creature’s mind again until you finish a long rest. Magic Items
SEEDS OF DOUBT Adventures
At 13th level, you can use your action to instill seeds of
doubt in a creature’s capabilities, conviction, or cause. Base Classes
Choose a creature you can see within 60 feet of you, which
must make a Wisdom saving throw (DC equals 8 + your Monsters
proficiency bonus + your Charisma modifier). The creature
must be able to hear you and understand you. Familiars
On a failed save, the creature is incapacitated and
can’t willingly move for 1 minute. This effect ends early if
Rules
you or your companions do anything harmful to it. The
incapacitated target can repeat the saving throw at the end of
Spells
each of its turns, ending the effect on itself on a success. Races
Once you target a creature with this feature, you can’t
target that creature again using it until you finish a long rest. Villains
DEVOTED VALET
Starting at 17th level, you can magically sway a creature’s
Artifacts
allegiances. You can use your action to touch an One-Page RPGs
incapacitated Humanoid, which must make a Wisdom
saving throw (DC equals 8 + your proficiency bonus + your Campaign Settings
Charisma modifier). A Humanoid with a challenge rating
greater than half your rogue level automatically succeeds on
this saving throw.
On a failed save, the creature is charmed by you until
a remove curse spell is cast on it, the charmed condition is
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removed from it, or you use this feature again. The creature
regards you as a noble employer, and obeys your commands
as a loyal servant.

2 Socialite Mage Hand Press

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