Rogue
Base Class: Rogue

Though there is many a fraud and conman, a Mountebank takes the trade to exceptional heights. They beguile their foe with hypnotic suggestions, develop an uncannily believable false identity and their ability to escape dangerous situations is second to none. They complement their exceptional talents with a smattering of magical prowess that fools the unwary into believing them as accomplished arcanists, though the source of their power is a mystery even to them.

Level 3: Trade of the Trick

You gain a Disguise Kit and one of the following: Alchemist's Supplies, Calligrapher's Supplies, Herbalism Kit or Poisoner's Kit. You are proficient with these tools.

You are also proficient in either Deception or Persuasion if you don't already. If you are proficient in both, you gain proficiency in any one skill of your choice.

Level 3: Spell Swindler

You've dabbled in a bit of the occult, gaining a modicum of spellcasting ability. See chapter 7 of the Player's Handbook (2024) for the rules on spellcasting. The information here details how you use those rules as a Mountebank.
Cantrips. You know two cantrips of your choice from the Mountebank list below. Friends and Minor Illusion are recommended.
Whenever you gain a Rogue level, you can replace one of your cantrips with another cantrip of your choice from the Mountebank list.

Spell Slots. You gain a single spell slot, which allows you to cast level 1 spells. You regain this expended spell slot when you finish a Short or Long Rest. When you reach level 7, you can use this spell slot to cast level 2 spells; when you reach level 13, you can use it to cast level 3 spells and at level 19 to cast level 4 spells.
For example, when you're a level 7 Rogue, you can cast the level 1 spell Charm Person with this slot as a level 2 spell.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Mountebank spells. Charm Person and Longstrider are recommended.
When you reach level 7, choose two additional spells of level 1 or 2. You can choose an additional spell of level 1, 2 or 3 at 13th level, and an additional spell of up to level 4 at 19th level.

Changing your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Mountebank spell of an eligible level.

Spellcasting Ability. Charisma is the spellcasting ability for your Mountebank spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Mountebank spells.

CANTRIPS (LEVEL 0 MOUNTEBANK SPELLS)
Spell School Special
Dancing Lights Illusion C
Friends Enchantment C
Guidance Divination C
Mage Hand Conjuration -
Mending Transmutation -
Mind Sliver Enchantment -
Minor Illusion Illusion -
Prestidigitation Transmutation -
Vicious Mockery Enchantment -

 

LEVEL 1 MOUNTEBANK SPELLS
Spell School Special
Bane Enchantment C
Charm Person Enchantment -
Color Spray Illusion -
Command Enchantment -
Dissonant Whispers Enchantment -
Faerie Fire Evocation C
Longstrider Transmutation -

 

LEVEL 2 MOUNTEBANK SPELLS
Spell School Special
Blur Illusion C
Darkness Evocation C
Enthrall Enchantment C
Invisibility Illusion C
Misty Step Conjuration -
Nystul's Magic Aura Illusion -
Suggestion Enchantment C

 

LEVEL 3 MOUNTEBANK SPELLS
Spell School Special
Blink Transmutation -
Feign Death Necromancy R
Hypnotic Pattern Illusion C
Major Image Illusion C
Nondetection Abjuration M
Stinking Cloud Conjuration C

 

LEVEL 4 MOUNTEBANK SPELLS
Spell School Special
Charm Monster Enchantment -
Compulsion Enchantment C
Confusion Enchantment C
Greater Invisibility Illusion C
Hallucinatory Terrain Illusion -
Phantasmal Killer Illusion C

Level 9: Alter Ego

You are a master of disguise. You reduce the amount of time required to apply makeup or wear a costume by half. You also gain the Mask of Many Faces invocation.

Furthermore, you develop a false identity. You choose how this identity looks, restricted to the limitations of the Disguise Self spell (including its clothing but not weapons, armor or belongings). When you use Mask of Many Faces to transform into this false identity, you can spend a Bonus Action to transform and the transformation is physical, rather than illusory.

While as your alter ego, any attempt (magical or otherwise) to detect you based on your original appearance automatically fail. However, any attempt to detect you based on your alter ego still has a chance to succeed.

Changing your false identity requires 1 month of downtime, as you establish (usually through deception) the necessary proof to validate their existence. Once you complete that month of downtime, your previous false identity can no longer be used.

Level 9: Beguiling Stare

As a Magic action, you can attempt to beguile a foe that you can see and that can see you with an enrapturing stare. The target must succeed on a Wisdom saving throw against a DC of 8 + your Charisma modifier + your Proficiency Bonus or become Charmed for 1 minute or until it takes any damage. While Charmed, the target makes any Wisdom checks and Wisdom saving throws at Disadvantage, and any attacks made against them are done with Advantage. A successful save renders the target immune to this effect for 24 hours.

You also gain the following Cunning Strike option.

Beguile (Cost: 1d6). The target must succeed on a Wisdom saving throw or make any Wisdom checks and Wisdom saving throws at Disadvantage, and any attacks made against them are done with Advantage until the end of your next turn.

Level 13: Master Trickster

Your rudimentary knowledge of magic improves, gaining the following benefits.
Deceive Item. You can attune to items restricted to Sorcerers, Warlocks and Wizards.
Deceive Spell Scroll. When using the Magic action to cast a spell from a scroll containing a Sorcerer, Warlock or Wizard spell, you're considered as if the spell was on your class list for purposes of casting the spell contained within.
Extra Spell Slot. You gain an additional spell slot (see Spell Swindler, above), which you can use for your Mountebank spells.
Improvise Scroll. When creating a Spell Scroll for a Sorcerer, Warlock or Wizard spell of up to the maximum spell level you can cast, you're considered to have that spell prepared. For each day you spend creating the item, you must make an Intelligence (Arcana) check against a DC of 15 + the level of the spell; a failure means you make no progress on that day.

Level 17: Master Escapist

You always have the Dimension Door and Mislead spells prepared. With this feature, you can cast each spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
When casting Dimension Door, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Placeholder

Placeholder

Comments

Posts Quoted:
Reply
Clear All Quotes