Dungeons & Dragonsis all about living out the iconic fantasies of the archetypical classes that make it up. The arcane supremacy of sorcerers, the nefarious dealings of warlocks and the Conan muscle fantasy of the Barbarian. Some rogue class fantasies are hard to conceptualise into game mechanics since they’re explicitly not meant to be fighting in a game about combat.

The mastermind rogue takes the base kit of the rogue in a direction that flourishes out of combat but needs a skilled player and DM to work together for a fun experience. Here’s how to build and play this spymasterly archetype.

Dungeons & Dragons a party camping in a forest.

Team Synergies For A Mastermind Rogue

The Mastermind’s standout ability in combat is Master of Tactics, available from the moment you take the subclass.Giving an ally advantage on an attack within 30 feetlets the mastermind support their team very efficiently. An assassin rogue or paladin can land critical hits more often with the aid of a mastermind, and spellcasters can confidently use spells requiring attack rolls.

At level 13, the Misdirection ability lets you redirect attacks from you to your allies but relies on them having defensive abilities or resistances to negate the damage themselves.

A spelljammer crew pose together at the helm of their ship.

The mastermind isn’t able to help with spells that target saving throws, and theirhelp becomes less useful with classes that can generate advantage on their own. If the party does not have a melee character to enable sneak attacks, the mastermind may have to use their bonus actions to hide and attack by stealth.

Depending on what home rules are in use at your game, a mastermind rogue can also lean into the tactician playstyle by providing flanking and other situational bonuses to their group.

Dungeons & Dragons tabaxi hanging from a wall.

Best Build Choices For A Mastermind Rogue

Dungeons & Dragons is far from a solved game, but certain options give you relative advantages to your build. The Mastermind especially has a bunch of ways it can be played that feel authentic to what the mastermind is ‘meant’ to be: A criminal mastermind can becunning, smart, or charismatic.

The only hard requirement in your ability scores is thedexterity to avoid attacks and deal damage.Feel free to mix and match the options recommended here with what fits best for your character and group:

A trio of grung, a race of sentient poisonous frogs, from dungeons & dragons.

Feats

With no multiclassing, a rogue has six feats. One extra than most classes, letting them pick a broader portfolio than a class that needs to focus on maximising one or more ability scores. You’re liable to need at least one half-feat depending on your starting dexterity score.

Combat is the main focus of the game, andyou’ll typically want one or two combat featsto not feel behind other party members.

Dungeons & Dragons art of characters repelling down from a skylight to steal stuff in a museum.

Other feats can double down on the non-combat utility the mastermind brings to the table:

Weapons And Gear

Master of Tactics thrives if you’re positioned between the melee fighters and ranged combatants, able to help either as needed. Ranged or reach weapons enable this, with both whips and crossbows fitting well into the class identity.

Dual-wielding isn’t going to be too helpfulas you need your bonus actions for tactics. You might still carry an offhand weapon in the event your main attack misses and you want a second chance at landing your sneak attack.

The cover art of Waterdeep Dragon Heist showing a Drow and two invidiuals holding mask.

Depending on how your group divides up loot,a Mastermind will be able to get every magic item they want,mostly because other characters aren’t interested in calling dibs. Simple utility tools like crowbars, collapsible poles and rope ladders aren’t going to set you back far and their magic versions will generally be cheaper than weapons and armour with numeric modifiers.

The more expensive consumable items work well in the hands of a Mastermind. A single pot of Marvelous Pigments can paint a lot of doors. Sovereign Glue is similarly unlikely to top the shopping list of any other character but can cause a lot of mayhem with a creative mind and a high dexterity score.

How To Play A Mastermind Rogue

The base rogue kit is strong independently of its subclasses. Sneak attack deals a lot of damage, and you don’t rely on limited resources the way a spellcaster would. Expertise and an extra feat mean you won’t feel useless in pretty much any party composition.

The mastermind rogue excels at non-combat activities, which can often work against the gameplay needs of the campaign or the approaches of other players.

Solutions

Scouting

Scouting ahead of the party can mean slowing down gameplayquite a lot and leaving your party members with little to do a lot of the time.

If combat breaks out they might not be in a position to help you against an encounter designed for the whole party.

Some DMs and groups know how to handle a split party without people losing interest. A group mightroleplay a short rest while the Mastermind performs recon, or cast some ritual spells in preparation for combat.

A less stealthy party can follow a short distance behind to still be close when combat starts.

Misdirection

Misdirecting an attack from yourself to an ally is often a good tactical move but not allplayers will be happy taking hits that were meant for you.

Get the consent of your group on whether they’d be comfortable being used as human shields.

Some classes actively benefit from being targetedand would appreciate having attacks shifted towards them.

Heisting

Pulling off grand schemes like you’re in a heist movie is entirely dependent on having a party who can support you.

Playing a campaign or module that encourages this

How To DM For A Mastermind Rogue

DMing for a Mastermind is challenging for the same reason it can be hard to play one. Creating scenarios and encounters that let a Mastermind shine can often meangiving them extra attentionthat is being taken away from other players.

One approach that works well for fulfilling the player’s expectation of the rogue mastermind while not taxing your prep time is to borrow a trick from Blades In The Dark.

Enable the Mastermind to plan retroactively by allowing them (or other players)to spend inspiration to create a short flashback.This flashback can depict prior reconnaissance or preparation that proves beneficial in the current situation.

Here are some examples of things a mastermind rogue can ‘plan ahead’ with a consenting DM.