Deceiver (5e Class)
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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
|Phantasmal Mage by mSppice|
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
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—|
|8th||+3||Ability Score Improvement||4||4||3||—||—||—|
|12th||+4||Ability Score Improvement||5||4||3||3||—||—|
|16th||+5||Ability Score Improvement||5||4||3||3||2||—|
|19th||+6||Ability Score Improvement||5||4||3||3||3||2|
A significant event in your life has bestowed arcane magic upon you and you are now infused with all of it's qualities. Whatever the origin may be, it is now the power you conjure to cast any spell of your choosing.
You know four cantrips from the Deceiver’s 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.
- Spell Slots
The deceiver table shows how many spell slots you have to cast in that particular spell level. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell sleep and have a 1st-level and a 2nd-level spell slot available, you can cast sleep using either slot.
- Spells known of the 1st level and higher
You know a number of spells of any level available for you to cast equal to your Deceiver level + your Charisma modifier. Whenever you gain a level in this class, you can choose one Deceiver spell you know and replace it with another Deceiver spell which must also be of a level available for you to cast.
- Spell casting Ability
charisma is your spellcasting ability for your Deceiver spells. Your magic comes from the heart and soul, you tap from your emotions and feelings in order to shape the reality around you. You use your charisma whenever a spell refers to your spellcasting ability, where all your Deceiver spells scale with your Charisma modifier. In addition, you use your charisma modifier when setting the saving throw DC for a Deceiver spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your charisma modifier
- Spell attack modifier = your proficiency bonus + your charisma modifier
- Ritual Casting
You can cast any Deceiver spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can use one of the following items as a spell focus; a fan, a torch, or a staff. One of these items are attuned to you and your emotion that enable you to cast spells.
At 1st level, you gain the ability to weave the fabric of reality by tapping into your magic. As an action or bonus action, you can create an identical illusion of yourself in an unoccupied space that you can see within 15 feet of you. These illusions have an AC of 10 and 1 Hit Point. They also gain a +1 bonus to all saving throws and do not act on their own, as they move at your will once summoned. 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. Illusions are automatically destroyed when they are further than 60 feet away from you.
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 +2 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: The Harlequin's Smile, The Face of Wrath, or The Mask of Sorrows. 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 30 feet 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.
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 3 illusion to gain resistance to all damage until the end of this turn you activate this ability. you can only use this ability 2 times per long rest
At 7th level, you catch the first glimpses of time manipulation. You now have advantage to slows effects. In addition to this, you can spend an action to destroy any active illusions (minimum of 1) to use your hit die to heal in combat or out of combat, the number of hit die you can use is the number of illusions destroyed. You must finish a long rest before using this feature again.
At the 9th level, the Deceiver learns to create stronger versions of their Illusion, you can summon them up to 30 feet and have a +2 to saving throws, and +1 plus bonus to damage rolls for each Illusion up and the deceiver may now be within 25 ft. to receive this bonus. As a bonus action, you can have your Illusions attack, as if they were you, but deal half damage. Once per turn when the Deceiver gets hit, the Deceiver can summon an illusion next to him/her.
Upon reaching the 11th level, and again at the 17th level, the deceiver gains proficiency in 1 skills of his choice and an additional tool proficiency of his choice. The 2nd time this feature is used, the deceiver chooses between gaining proficiency in 1 skills or gaining a tool proficiency.
Starting at the 15th level, the deceiver gains the ability to bend time to him and his allies’ advantage. As an action, he can manifest a Time Warp effect which creates 15 feet radius by 20 feet high cylinder in a point within 30 feet of him. Upon entering the zone, or on the start of its turn, a creature you consider enemy in the zone is affected by the effects of the spell Slow (he can attempt to resist it normally). All creature you consider allied targets that enters the zone or start their turn in the zone gains the benefits of the Haste spell. These effects last for as long as the affected targets are within the zone’s effect or until the effect ends. The effect lasts for 1 minute or until the deceiver loses concentration as if he were concentrating on a spell. The deceiver must finish a long rest before he can use this ability again.the deceiver can not summon out illusions while concentring on this ability and any illusions that were summoned beforehand are gone
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) and recover a number of levels of spell slots equal to twice his charisma modifier. He must finish a short rest before using this feature again.
The Harlequin's Smile
The Harlequin’s Smile Persona is often a path chosen by those whose minds are often clouded and changing. It is one aspect of chaos and entropy which focuses on the deceiver’s abilities to create and manipulate illusions. They are versed in the arts of misleading, causing massive confounding effects and fighting through their passive-aggressive illusions-based combat style. Their power brings destruction to the unsuspecting, and whilst they may look like lonely souls, they are never alone for long.
Starting at 2nd level, the deceiver can use an action to cause all illusions created by his Illusions feature to move up to half his full speed and destroy themselves, then the deceiver can rolls a d4 and all illusions deal an effect on a chosen creature within 5 feet of the destroyed illusions based on the Entropic Ravages Table. All illusions are destroyed regardless of them having a target or not.
|1||The illusions shatters violently, causing shards of coalesced ether to assault their targets. All targets make a Dexterity Saving throw. On a failed save, the target takes 1d6 psychic damage. This damage increases by 1d6 at 5th level (2d6), 10th level (3d6), and 15th level (4d6)|
|2||Upon destruction, the illusions releases a figment of the targets’ psych, causing them to have a vision of their worse nightmare for a moment. All targets make a Wisdom Saving throw. On a failed save, the target is frightened for 1 minute. It can attempt a new saving throw at the end of each of it’s turn using the same DC.|
|3||The illusions are destroyed, releasing a kinetic wave of energy rushing on the targets. All targets make a Dexterity Saving throw. On a failed save, the target is knocked prone.|
|4||The illusions are shattered in a sudden bright flash of ethereal energy. All targets make a Constitution Saving throw. On a failed save, the target is blinded until the start of the deceiver’s next turn.|
- Chaos Field
When he reaches the 5th level, the Deceiver gains the ability to create an area of entropy centered on one of his clones. He chooses one of his active illusions within 60 feet and creates a 15 feet radius 20 feet cylinder centered on that illusion that lasts for 1 minute. The Chaos field counts as difficult terrain for enemies, and allies in the zone gain the deceiver’s level in temporary hit points which last for 1 minute when they end their turn in the zone. The deceiver can also use an action to attempt to push any desired creatures 10 feet in any direction, if that movement would take the target out of the zone. An unwilling pushed creature must succeed a Wisdom saving throw against the deceiver’s Spell save DC to avoid being pushed. The deceiver must finish a short or long rest before he can use this ability again.
- Mirror Images
Starting at the 10th level, the deceiver can use a bonus action to instantly create 4 Illusions within 30 feet of himself as per the Illusions Class feature. He must finish a short or long rest to use this ability again.
- Wave of Entropy
Upon reaching the 13th level, the Entropic Ravages feature now causes the effect on every chosen target within 5 feet of the illusion instead of all targets. Additionally, when a target is affected by multiple Entropic Ravage at the same time as a result of having multiple Illusions being destroyed nearby, this increases the DC of the spell by +1 (to a maximum of +3) for each effect beyond the first.
- Powerful Illusions
When the deceiver reaches the 15th level, the bonus to damage rolls granted by active illusions is increased to +2 per illusions instead of +1. Also, whenever he uses the Entropic Ravage feature, he no longer rolls to determine the effect, he now instead gets to choose whichever he wants to use, he also decides how many illusions and which ones to destroy. Finally, all illusions now have 2 hit points instead of 1 and take only 1 damage when they should take damage.
Faces of Wrath
The Faces of Wrath Persona is a path followed by those who are driven by emotions such as courage, anger and the thrill of battle. They focus more on enhancing their martial prowesses by the use of their inner magic, mixing the might of the blade with their magical art causing them to be rather unusual yet powerful fighters. Be it because they do not accept their deceptive nature, because they want to protect an ideal or person, or simply because they believe balance in might and magic is the key to victory, bearers of this Persona are in no fashion the ones to take lightly. +2 Dexterity +1 Charisma. You add your Dexterity Modifier and 1/2 of your Charisma Modifier (rounded up) to your AC while only wearing light armor.
- Battle Training
Starting at 2nd level, the deceiver gains proficiency with medium armors as well as the Greatsword, Rapier, Longsword and Shortsword. Also, while only using a one handed sword you may go into a defensive duelist's stance as a free action giving disadvantage, to an attacker, and if their attack misses (magical and non-mgical except psychic damage), you can passively parry, and reflect the attack for (current weapon based damage ie. piercing, slashing) for (1d8) at 2nd lvl, 4th lvl (2d8), 8th lvl (3d8), and 10th lvl (4d8).
- Illusive Combattant
Starting at 2nd level, the deceiver gains the ability to enhance his battle prowesses. Whenever he hits a creature with a weapon attack roll during one of his turns, the deceiver can create an illusion as per the illusion trait before rolling the damage roll, however the illusion has to be within 5 feet of the targeted creature.
- Deceptive Duelist
At 3rd lvl the Deceiver gains advantage on Charisma (ie. persuasion, performance etc.) rolls. and no longer has disadvantage on ranged spell attacks when attacking from melee distance, and may also dual-wield one-handed swords only and may cast as normal, and may keep this persona's benefits as well.
- Extra Attack
Upon reaching the 5th level, the deceiver can make two weapon attacks instead of one whenever they take an Attack Action.
- Veiled Strike
Starting from the 5th level, all weapon attacks caused by the deceiver count as psychic for the purpose of overcoming damage resistance, and also gain a +1 to weapon damage and +2 to melee attack rolls.
- Tides of the Ether
When the deciever reaches the 10th level, the deceiver gains the ability to manipulate the flow of combat. He chooses one of the following abilities: - When he uses the Attack action with a melee weapon, he can use his bonus action to perform a Tide of Ether. The effect is a 15 foot shaped cone that affects any desired targets caught in the effect. Said targets gets to roll a Strength saving throw against the Spell save DC, on a failed save a target is either pushed 10 feet away or pulled 10 feet closer to the deceiver and are bound for 1 round this also deals 2d10 Force damage. He may use this ability 2+ his Charisma modifier times before taking a short or long rest.
- Confounding Assistance
At 14th level, the deceiver can extend his illusions grip on reality and disrupt attacks. When a creature within 30 feet of the deceiver is next to one of your illusions and makes an attack roll, he can use his reaction and destroy all of his active illusions to impose Disadvantage to that creature’s attack roll. If the highest die of that attack roll would have hit the target, the creature takes damage equal to 2+ Charisma modifier for each destroyed illusions.
- Blurred Frenzy
Upon reaching the 18th level, the deceiver can fuel his assaults with the very power of his illusory self. As an action he destroys all active illusions then he makes a weapon attack for each destroyed illusions. All attacks gain a +3, and damage increased for 1d8 this attack. For instance, if he destroys 4 clones he would gain a +12 on each attack roll, and additional 4d8 for the 4 illusions destroyed. He may use this ability only 1+ Charisma modifier times , before needing a long rest.
Mask of Sorrows
Mask of Sorrows is a persona that focuses on individual psychology and torments rather than physical manipulation of reality.
- Haunting Guile
When the deceiver chooses the Persona at the 2nd level, he gains the Vicious Mockery cantrip which does not count towards his cantrips limit. If he already had it, he can select any other cantrip from the deceiver cantrip list. Additionally, whenever the deceiver cast the Vicious Mockery cantrip the creatures in range instead of one, and when he deals damage with the Vicious Mockery cantrip he can add one of the following effects to the spell’s effect. - The target cannot take reaction until the beginning of the deceiver’s next turn - The next ally has advantage to the next attack roll against the creature until the beginning of the deceiver’s next turn
- Shatter the Mind
When he reaches the 2nd level, all psychic damage dealt by the deceiver is increased by his Charisma modifier.
- Pierce the Veil
Upon reaching the 5th level, the deceivers gains a stronger grip on nightmares and psych.you have advantage on Investigation checks when looking for illusions.
- Eternal Torments
When reaching the 10th level, the deceiver learns how to tap into his own psych. you can cast 2 lv 1 spells or 1 lv 2 spells that is part of the illusion school of magic in your prepared spell list without using a spell slot once per long rest. you can one choose lv 1 or lv 2 you cant do both
- Maim the Disillusioned
Starting at 14th level, whenever a creature destroys an illusion created by the deceiver’s Illusions class feature, he can use his reaction to cause the target to make a dexterity saving throw against his Spell save DC. On a failed save, the creature takes psychic damage equal to the bonus psychic damage granted by his Shatter the Mind feature each times it willingly moves 5 feet (you do not add Shatter the Mind’s bonus damage to this damage). The target is allowed a new saving throw at the start of each turns. The effect lasts for 1 minute or until it is resisted. if they target passes the creature is immune for 24 hours
- Phantasmal Bastion
When he reaches the 18th level, the deceiver becomes one with his inner torments and nightmares, granting him further control on his mind affecting manners. He gains a +2 bonus to Charisma Saving throws as well as a +1 bonus to his Spell save DC.
Deceiver Spell List
You know a number of spells and cantrips as described in your Spellcasting feature from the basic deceiver spell list.
Blade Ward, Chaotic Rocket, Dancing Light, ,Devilish Charm, Friends, Mage Hand,, Accelerate/Decelerate, Death Bolt, Minor Illusion, Glyph Trap, Thaumaturgy, True Strike
- 1st Level
Bane, Shield, Magic Missle, Net of Shadows, Charm Person, Command, Detect Magic, Disguise Self, Dissonant Whispers, Identify, Illusory Script, Sleep, Unseen Servant, Chaos Orb
- 2nd Level
Blur, Calm Emotions, Crown of Madness, Light Binding, Detect Thoughts, Enthrall, Invisibility, Magic Mouth, Mirror Image, Misty Step, Phantasmal Force, See Invisibility, Silence, Suggestion, Zone of Truth Thirsting Blade, Enlarge/Reduce
- 3rd Level
Bestow Curse, Blink, Counterspell, Dispel magic, Fear, Haste, Hypnotic Pattern, Magic Circle, Major Image, Remove Curse, Sending, Slow, Tongues
- 4th Level
Arcane Eye, Compulsion, Confusion, Dimension Door, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Polymorph
- 5th Level
Awaken, Dominate Person, Dominate Monster, Dream, Mislead, Modify Memory, Seeming, Teleportation Circle
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