Base Class: Rogue
Eloquent and effortlessly charming, swindlers are roguish types with a knack for manipulation and deceit. Whether gamblers, court advisors, mercenaries or con artists, these masters of social interaction wield words, tact and their affable personality as a weapon, duping and convincing even the most strong-willed of beings into doing their bidding.
Deceptive Ally
Beginning when you choose this archetype at 3rd level, you’re an expert at masking your true intentions. You gain a new way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if the creature regards you as a friendly acquaintance, or is currently charmed by you. All the other rules for Sneak Attack still apply to you. In addition, you have advantage on Dexterity (Sleight of Hand) checks made against creatures that are charmed by you.
Effortless Endearment
At 3rd level, your wily charms confuse and befuddle your enemies in battle. As a bonus action, you can force a creature that can hear you and see you within 30 feet of you to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is charmed by you for 1 minute, or until you damage it. A creature that has been charmed by this feature is immune to its effects until the next dawn.
Quick Wit
Also at 3rd level, no matter how intense a situation gets, you always have a response or rebuttal ready. You add your Charisma modifier to your initiative rolls.
Affable Nature
At 9th level, even enemies may fall to your insurmountable charm and endearing personality. After spending 1 hour talking to a creature, you can force it to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature’s disposition towards you changes. If the creature was hostile towards you, it becomes neutral; if it was neutral towards you, it becomes friendly. After 24 hours have passed, a creature whose disposition has been changed by you can reroll its saving throw. On a success, it regains its original disposition towards you. On a failed save, its new disposition becomes permanent.
You cannot target the same creature with this feature more than once, unless its new disposition towards you has been made permanent. A creature who has been made friendly towards you in this way has disadvantage on all saving throws it makes to resist being charmed by you. A creature that is immune to being charmed is immune to this feature.
Infectious Charm
At 13th level, your very presence has a captivating and beguiling effect. Whenever a creature begins its turn within 10 feet of you, it becomes charmed by you until you damage it, or until it is no longer within 10 feet of you. A creature that has been charmed by this feature is immune to its effects until the next dawn.
Social Read
Also at 13th level, you’re an expert at reading changes in mood and disposition. You automatically know when a creature's disposition towards you has changed. If this change would initiate combat, you can immediately move up to your movement speed without provoking attacks of opportunity. If this change does not initiate combat, you gain a number of seconds to act unnoticed equal to your passive Wisdom (Insight).
Silvertongue
At 17th level, you're an expert at using your silvertongue to get yourself out of trouble. As a reaction to being targeted by an attack or spell from a creature within 60 feet of you that can hear you and see you, you can force it to roll a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is charmed by you until the end of your next turn and the attack or spell is wasted. If it succeeds, the creature may still target you, but has disadvantage on all attack rolls made against you until the beginning of its next turn.
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7/18/2022 10:43:07 AM
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