Deceiver, Variant (5e Class)
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- 1 Deceiver, Variant
- 1.1 Creating a Deceiver
- 1.2 Class Features
- 1.3 Deceiver Personas
While the understanding of magic, belief and greater beings are where most magical users tap their powers from, deceivers tap their magic from their feelings, from sadness to anger and pride to guilt. Although they have a renown at magical arts, deceivers often also gets the reputation of charismatic individuals capable of doing wonders in a social environment. Capable of turning the tides on political matters, they become the leader’s most valuable assets, the voice of the folk or even the diplomats on neutral grounds. All deceivers follow a different path, regardless of the mask, one can be the worse or the best asset you will stumble upon.
As their name suggests, Deceivers are masters of deceptions. They are individuals that can bend through the mundane senses and even time. Their charm can have even the most intelligent and wise adventurers second guess their intuitions. Deceivers are often mistrusted and for that reason, are closely watched. However, they pride themselves on having all eyes on them. Misdirection is exactly what they need to pull of their wicked activities and as long as someone's attention isn't divided, they can almost always pull off the perfect "magic trick".
Creating a Deceiver
When creating your deceiver, ask yourself how this power was given to you, or why this power was given to you. Did you acquire it from a deity? Was it passed down from generations of magicians in your family? Was there a magical artifact you happened to stumble upon that granted you the ability to create illusions? Or perhaps you were blessed as a prophet of trickery of some sort. Once you answer those questions, you’re well on your way to creating your character. All of these questions can help you gauge your deceivers reasoning and what they plan on doing with their newly discovered talents. Think about their intentions after their discovery, and what lengths they’ll go to show off their newly obtained skills.
- Quick Build
You can make a deceiver quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either Dexterity for combat optimization or Intelligence for skill optimization. Second, choose the Entertainer background.
As a Deceiver you gain the following class features.
- Hit Points
Weapons: All simple weapons, shortsword, scimitar
Tools: Disguise Kit, Choose one from a Musical instrument or a Gaming set of your choice
Saving Throws: Charisma, Wisdom
Skills: Choose three from Deception, Stealth, Performance, Persuasion or Insight
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) any gaming set
- (a) an explorer’s pack or (b) a disguise kit or (c) a diplomat’s pack
- Leather armor and a dagger
|4th||+2||Ability Score Improvement||4|
|8th||+3||Ability Score Improvement||4|
|12th||+4||Ability Score Improvement||5|
|13th||+5||Shared Eyes Improvement||5|
|16th||+5||Ability Score Improvement||5|
|19th||+6||Ability Score Improvement, Rebuke||5|
You know two cantrips from the wizard spell list. You learn additional deceiver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Deceiver’s table.
At 1st level, you gain the ability to weave the fabric of reality by tapping into your magic. As an action, you can create an identical duplicate of yourself in an unoccupied space that you can see within 15 feet of you. Each time you create an illusion in this way, you take two psychic damage that cannot be reduced in any way. These illusions have an AC of 10 and 1 Hit Point. They also gain a +1 bonus to all saving throws and act on their own, however they will obey all of your commands. In combat, on each of your turns, you can use a bonus action to mentally command any illusion you made with this spell if the illusion is within 60 feet of you (if you control multiple illusions, you can command any or all of them at the same time, issuing a command to each one). You decide what action the illusion will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the illusion only defends itself against hostile creatures. The numbers of active illusions you can have at once, increases to 2 at Level 3, 3 at Level 5, 4 at Level 7, 5 at Level 9, 6 at level 11, 7 at level 13 and 8 at level 17.
Creating another illusion when you are at capacity will destroy an illusion of your choice.
When you are within 5 feet of one of your illusions and you are attacked by a creature, they are confused and can't tell which one is the real you. The attacking creature gains disadvantage on their attack roll against you as a result of their confusion. You may also expend your reaction, and gain +3 to the damage of your next attack, so long as there is a minimum of one illusion within 30 feet of you. You can use this ability (the reaction expending one, disadvantage via confusion requires no reactions) 1 + your Charisma mod amount of times, and these charges can be regained after a short or long rest. A long rest regains all expended charges, and a short rest regains half (rounded down).
At 2nd level, you're able to shape your inner-self with one of the following Personas: Path of the Soul or Path of the Body. Your choice grants you features at 2nd level, and again at 5th, 10th, 14th, and 18th level.
At 3rd level, you are able to misdirect your opponents to with a small flash of energy. As a reaction, you may choose one active illusion within 1 mile of you to swap places with. Once you are teleported to that position, your illusion is destroyed. You are able to use this ability a number of times equal to 1 + your charisma modifier. You must finish a short or long rest to replenish your used charges. At 8th level, twice per long rest, you can swap places to an illusion, destroying it, no matter the distance, as long as is on the same plane.
Ability Score Increase
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 and learn 1 feat. As normal, you can't increase an ability score above 20 using this feature.
Starting at 6th level, you gain the ability to tap into the fabric of the reality to manipulate the strength of your opponent. When you are damaged and can see the enemy, you can use a reaction and destroy an illusion to gain resistance to all damage until the start of your next turn. You can only use this ability 1 + Cha Mod times per long rest
At 7th level, you gain the ability to more effectively use your illusions as tools. As an action, you can see through an illusion’s eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. You can also gain control over one, but while controlling an illusion you gain the paralyzed condition, vulnerability to all damage, and when you take damage or choose to come back to your body, you gain the stunned condition for 1d4-1 rounds (minimum of 1). Starting at 13th level, when controlling an illusion you are no longer vulnerable to all damage, and no longer gain the stunned condition when returning to your body.
At the 9th level, the Deceiver learns to create stronger versions of their Illusion. You can now summon them up to 30 feet away, and they have a +2 to saving throws. Additionally they get a +1 bonus to damage rolls for each Illusion within 30ft of them, and the deceiver may also receive this bonus. Once per turn when the Deceiver gets hit, the Deceiver can summon an illusion next to him/her.
Beginning at 11th level, you may attempt to manipulate creatures' souls. You may cast each of the following spells once: compulsion, confusion, enemies abound or phantasmal killer. You regain use of this feature after you finish a short or long rest. Starting at 17th level, you can cast these each twice per long rest.
Starting at 15th level, you become aware of any divination magic that targets you or any other creature within 30 feet of you. As a reaction, you can end that spell by interrupting the caster's concentration with your own manipulation of magic. The caster does not receive any information if you do so. If you wish, you may let the spell continue, but you may use your reaction to give the caster false informations if it is an information gleaning spell like detect thoughts or locate creature. If it is a targeting spell like guidance, you may have the die be rolled again to get a new result, or, in the case of a spell like true strike, you can change the caster's target. Additionally, you have advantage on saving throws against spells and other magical effects.
Beginning at 19th level, whenever you take damage by a creature within 40 feet of you, you may cast a cantrip at the creature as a reaction.
At 20th level, the deceiver gains the ability to tap further into his emotions and persona, granting him further powers he would otherwise not be able to pull off. When rolling for initiative, the deceiver can activate this ability to count as finishing a short rest (allowing him to recover abilities and spend hit dices accordingly).
Path of The Soul
The Path of the Soul is for Deceivers who focus on controlling the inner power within them, and use it to create powerful magical effects.
- Dominate The Minds
When you reach the 2nd level, you become proficient at manipulating the minds of others. You gain the spells suggestion, phantasmal force, and charm person. Every long rest, you can choose one of these spells to be able to cast at will, the other two spells you can cast twice per long rest. Additionally, your illusions can cast these for you if you give them the command or are controlling them. Also, phantasmal force no longer requires your concentration.
- Now you see me...
At 5th level, the deceiver becomes proficient in new magic that either makes something disappear or creates something new. You gain the ability to cast the spells misty step, shadow blade, and invisibility. Every long rest, you can choose one of these spells to be able to cast at will, the other two spells you can cast twice per long rest. When you cast invisibility or misty step, any illusions within 100 ft of you also gain the benefits of the spell.
- Mastered Magic
Starting at the 10th level, you master higher level magic, and gain the ability to cast the spells hypnotic pattern, charm monster, and sending. Every long rest, you can choose one of these spells to be able to cast at will, the other two spells you can cast twice per long rest.
- False Knowledge
Upon reaching the 14th level, you gain the ability to use magic that affects one's thoughts and visions. You gain the ability to cast the spells modify memory and programmed illusion. However, if a creature succeeds their modify memory save, they are immune to the spell for the next 24 hours. Every long rest, you can choose one of these spells to be able to cast at will, the other spell you can cast twice per long rest. Starting at 20th level, you can cast modify memory as though it was a 9th level spell once per day.
- Mental Master
Starting at 18th level, you can cast the spells glibness and project image. Every long rest, you can choose one of these spells to be able to cast at will, the other spell you can cast twice per long rest.
Prerequisites. To qualify for multiclassing into the deceiver class, you must meet these prerequisites: Charisma Score of 13 or more
Proficiencies. When you multiclass into the deceiver class, you gain the following proficiencies: light armor, all simple weapons