Beguiler (5e Subclass)
Some hold truth to be the greatest virtue, but it can do more damage than fiction. Everyone lives in a constant state of deception. White lies, false smiles, and secret thoughts keep society running smoothly. Honesty is a virtue only up to a certain point. The warlocks of more mischievous and devious patrons—known as Beguilers—understand these ideas better than anyone, and they use deception, misunderstanding, and secrets as skillfully as soldiers employ weapons of war.
Beguilers see lying and manipulation as a tool. Just as an axe can be used to fell a tree or cleave a head from its body, deceit and guile can be used for good or ill. A lie whispered in the right ear can ruin lives, but a dishonest smile and honeyed words can open doors, turn foes into friends, and even end wars. Beguilers have reputations as rakes, thieves, spies, and puppet masters, but they can also be diplomats, peacemakers, or heroic leaders who give hope in desperate situations.
Level 3 · Silver Tongue[edit]
You gain proficiency with the Deception and Persuasion skills. If you are already proficient with either of these skills, you may choose a replacement from the list available to warlocks. You also gain proficiency with your choice of one of the following tools: Disguise Kit, Forgery Kit, Gamer's Set, or Musical Instrument.
Level 3 · Beguiler Spells[edit]
When you reach a warlock level specified in the following list, you thereafter always have the listed spells prepared.
- 3rd: charm person, command, mirror image, suggestion
- 5th: hypnotic pattern, major image
- 7th: charm monster, compulsion
- 9th: mislead, modify memory
Level 6 · Cunning Linguist[edit]
You gain advantage on any Deception, Insight, and Persuasion checks you make.
You have also learned how to mimic the sounds of other creatures, including speech. You must succeed on a Charisma (Deception) check vs. the passive Insight of a creature in order to avoid them determining that it is fake.
In order to help facilitate these new talents, you always have the comprehend languages and tongues spells prepared, and you may cast them without expending a spell slot. You do not require somatic or verbal components when casting these spells, and those hearing you speak believe you to be a native speaker. Once you have cast one of these spells this way, you may not cast either of them again until you finish a short or long rest.
Level 6 · Who Did That?[edit]
You gain the One With Shadows eldritch invocation and it does not count against the number of invocations you can know. If you already possess this eldritch invocation, you may choose any other eldritch invocation you qualify for instead. You can use One With Shadows as a bonus action instead of its normal casting time. Once you reach 14th level, you also lose the requirement to be in dim light or darkness in order to use One With Shadows.
Furthermore, if you begin your turn with the invisible condition and do something that would normally reveal your position or cause you to lose the invisible condition, you do not reveal your location or lose the invisible condition if the triggering event failed to damage or otherwise affect a creature.
Level 10 · Master of Manipulation[edit]
Targets of your Enchantment and Illusion spells have disadvantage on their saving throws against them. If the target has immunity to either of these spells or their effects, they temporarily lose that immunity but gain a saving throw against it even if the spell doesn't normally allow one.
In addition, creatures that have the charmed condition due to one of your warlock spells or arcanum must succeed on a Wisdom saving throw when the spell ends in order to determine if they were charmed. If the charmed condition was due to an Enchantment or Illusion spell you cast, they have disadvantage on this saving throw.
Level 10 · Advanced Learning[edit]
Starting at 10th level, your patron has begun teaching you secrets from various magical traditions, all the better to keep your opponents on their toes. Whenever the Prepared Spells number in the Warlock Features table increases, you can choose any of your new prepared spells from the Bard, Sorcerer, and/or Wizard spell lists, and the chosen spells count as Warlock spells for you. Whenever you replace a spell prepared for this class, you can also replace it with a spell from those lists.
In addition, each time you take a long rest, you can exchange one of your mystic arcanuums for a spell of the same level. The new arcanum can come from any of the above spell lists or your own.
Level 14 · Greater Beguilement[edit]
Your Enchantment and Illusion warlock spells are automatically upcast to the highest mystic arcanum spell level you have access to rather than being limited to 5th level, and you no longer need to provide somatic or verbal components when casting spells from these schools. The same applies to your mystic arcanums as well. You may also choose one other school of magic for which this also applies. Once chosen, the choice of a third school is permanent.
In addition, each time you cast a spell from one of these schools using a warlock spell slot or mystic arcanum, roll a d6. On an even result, the spell does not consume that spell slot or use of your mystic arcanum.
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