Beguiler (5e Subclass)

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Brynn Velzoun, a devilishly charming Beguiler Sorcerer

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. Some sorcerers—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.

Special Note: This subclass has been updated to the 2024 One rules.

Beguiler Spells[edit]

When you reach a sorcerer level specified in the following list, you thereafter always have the listed spells prepared.

Silver Tongue[edit]

You gain proficiency with the Deception and Persuasion skills, and your choice of either Forgery Kits, two Musical Instruments of choice, or the Performance skill.

Cloak of Mystery[edit]

While you are not wearing armor or wielding a shield, your base Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier.

Cunning Linguist[edit]

Beginning at 6th level, you gain advantage on any Charisma ability checks you make, and you may add your Charisma modifier to your Wisdom (Insight) checks.

Who Did That?[edit]

At 6th level, when you begin your turn with the invisible condition and perform either an Attack or Magic action, you can attempt to use the Hide action at the end of your turn without actually requiring an action. If the base action you performed missed or otherwise failed to affect a creature, it doesn't reveal your location or remove the invisible condition.

Master of Manipulation[edit]

At 10th level, targets have disadvantage on their saving throws against your Enchantment and Illusion spells. If the target has immunity to either of these spells or their effects, they temporarily lose that immunity but gain a saving throw with advantage. In addition, creatures that have the charmed condition due to one of your spells must succeed on a Wisdom saving throw when the spell ends in order to determine if they were charmed. If it was created with an Enchantment or Illusion spell, they have disadvantage on this saving throw.

You also no longer need to provide somatic or verbal components when casting spells from the schools of Enchantment or Illusion.

Advanced Learning[edit]

Beginning with your 10th level, you've learned secrets from various magical traditions. Whenever you reach a sorcerer level and the Prepared Spells number in the Sorcerer Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and/or Wizard spell lists, and the chosen spells count as Sorcerer spells for you. In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

However, only spells from the schools of Enchantment or Illusion may be selected from these expanded spell lists.

Greater Beguilement[edit]

At 18th level, whenever you cast an Enchantment or Illusion spell that has greater effect at a higher spell level, such spells are automatically heightened to 9th level without requiring a 9th level spell slot. For example, you could cast charm person as a 1st level spell, but it would be treated as if you had used a 9th level slot to cast it, affecting nine creatures at once.



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