Deceptive (5e Subclass)

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Deceptive[edit]

Rogue Subclass

Deceptives use of their charisma abilities to achieve their goals, they aren't a battle type and they know it, so they always try to solve problems with dialoges, deceiving anyone who was needed. When avoiding the battle isn't a choice, they choose the deadly way, like a animal in dangerous, rarely putting himselfs in front of two or more enemies.

Manipulator

Beginning at 3rd level, you gain proficiency in Deception and Persuasion skills if you don't already have it. If you already have any of them, you gain expertise on that skill.

Battle Avoid

Starting at 3rd level, the knowledge about your battle skills makes you act faster in danger. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier, if you're not surprised.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Sweet Talker

Starting at 9th level, you can ease your way out of though situations. As a bonus action, you can force a creature that can hear you within 30 feet to make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target can't make an attack against you until the end of your next turn.

In addition, you can use your sweet talk in the following manners below, using an Action. You can use these effects a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest:

  • When a creature is affected by your sweet talk, you can choose to impose the charmed or frightened condition on it, lasting for 1 minute.
  • You can use your sweet talk to end the charmed or frightened condition in any creature within 60 feet (including you).
Unsettling Lie

At 13th level, you gain the ability to intimidate a target using psychological tactics, taping onto its deepest fears.

As an action, you can make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you.

If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it.

While you gain no knowledge of the target's secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands fearing you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature can see trough your bluff and can't be affected anymore per one day.

Once you use this feature, you can’t use it again until you finish a long rest.

Deescalate Conflict

Starting at 17th level, you can use your politeness and social awareness to defuse a conflict. As an action, choose one creature you can see and that can hear you within 30 feet. The creature must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier.

The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t take the Attack, take the Cast a Spell action and deal damage in any form for 1 minute. This effect ends earlier if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies.

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