Deceiver, 3rd Variant (5e Class)

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Deceiver, 3rd Variant[edit]

Trickery, Misinformation Even[edit]

Creating a Deceiver[edit]


Quick Build

You can make a deceiver quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Deceiver you gain the following class features.

Hit Points

Hit Dice: 1d8 per Deceiver level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Deceiver level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple Weapons, four specific Martial Weapons
Tools: Disguise Kit, and either a musical instrument or a gaming set of your choice
Saving Throws: Charisma, Dexterity
Skills: Choose three from Deception, Stealth, Performance, Persuasion, Acrobatics, or Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A quarterstaff or (b) a decorated fan or (c) an arcane orb
  • (a) A musical instrument or (b) a gaming set
  • (a) An Explorer's Pack or (b) a Disguise Kit or (c) a Diplomat's Pack
  • (a) Leather armor and a dagger or (b) {{{item4b}}}
  • (a) Two Simple Weapons or (b) one Martial Weapon
  • If you are using starting wealth, you have 5d4*10gp in funds.

Table: The Deceiver

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2-> 2
3rd +2 <!-Class Feature3-> 3
4th +2 Ability Score Improvement 3
5th +3 4 2
6th +3 4 2
7th +3 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 4 3 3 3 2

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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