Master of Manipulation (5e Subclass)

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Master Of Manipulation

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

While you know of or have something another wants, you add double proficiency to all Deception and Persuasion attempts on that target.

Hostage taker

At 9th level, you gain advantage on grapple checks Against creatures with their back to you. While you have a creature grappled, you have advantage on all Deception and Persuasion attempts on the allies of that target. Additionally you count as having 3/4ths cover. Misses on you count as hits on your hostage.

Your worst Nightmare

At 3rd level on each of your turns you may choose to frighten a creature within 5 feet from you as a bonus action. It becomes 15 feet at 9th level 30 feet at 13th and 60 feet at 17th. You must remain within the creature sight in order to mantain such condition. It last until your next turn. You can not scare more than a creature per turn. The DC Save is 8 + cha + proficiency bonus. The creature has disadvantage on the Saving Throw if you did hit it in the last 10 rounds.

Goodnight my dear...

At 9th level you have learned how to enter a creature's mind. Choose a creature known to you as the target. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be affected by this. If the creature is sleeping you can enter into his dream and spawn a nightmare that lasts the duration of the target's sleep preventing the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 4d8 psychic damage. You may use this action once per long rest.

You become immune to being frightened.

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