Base Class: Rogue
With a mix of practical and magical tricks Beguilers sew confusion and chaos to help their allies, and hinder their enemies. They are always in the thick of the fight, but never where you expect them to be. Truly masters of misdirection.
Beguiling Techniques
When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called beguiling die.
Techniques: You learn three techniques of your choice. You learn two additional techniques of your choice at 9th, 13th, and 17th level. Each time you learn new techniques, you can also replace one technique you know with a different one.
Beguiling Dice: You have a number of beguiling dice, which are d6s, equal to twice your total sneak attack die. A beguiling die is expended when you use it. You regain all of your expended beguiling dice when you finish a long rest.
Saving Throws: Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC equals 8 + your proficiency bonus + your Intelligence modifier.
Illusory Concealment
Additionally at 3rd level, you can wrap yourself in subtle illusions to help conceal yourself. When you make a Dexterity (stealth) check to hide, you can add your Intelligence modifier instead of your Dexterity modifier, this also applies to your passive stealth.
Hall of Mirrors
Beginning at 9th level you learn to manifest illusory images of yourself to distract, confuse, and befuddle. As an action on your turn you can expend a number of beguiling dice up to your proficiency modifier. For each die expended you create one duplicate within 10 feet of you in an unoccupied space. As long as you have one or more duplicates active, attack rolls have disadvantage against you.
A duplicate is a magical image that is indistinguishable from you, even to a creature with truesight, it counts as a creature for the purposes of spells and magical effects and lasts for 1 minute, or until it is reduced to 0 hit points. You can dismiss an individual duplicate free of action on your turn, when you do so it fades away harmlessly. A duplicate has the same AC as you and 1 hit point, a speed that matches yours, and it is immune to all conditions. When a duplicate makes a saving throw or ability check it uses your modifiers, additionally if a duplicate succeeds a saving throw for half damage, it takes no damage.
In combat a duplicate shares your initiative and acts on your turn, you can mentally command it free of action to move up to its speed, take the dash, disengage, or dodge action. A duplicate has no sense of its own, however you can speak through one of your duplicates at any time, but only if you can see that duplicate. Duplicates cannot interact with the environment around them but are not incorporeal. While one of your duplicates is within 5 feet of another creature, you have advantage on attack rolls against that creature. A creature can use an action at the end of its turn to make an opposed Intelligence (investigation) check against your technique saving throw, on a successful check it discovers the duplicate to be an illusion and the duplicate vanishes. A creature with truesight can do this at any point on their turn and has advantage on the roll.
Confounding Escape
At 13th level your foes are never sure which of you is the real one. Once per turn when you are hit with an attack that would reduce you to 0 hit points, you can use your reaction to swap places with one of your duplicates you can see.
When you do so the duplicate is reduced to 0 hit points instead, in the location you were previously occupying, and you appear in your duplicate's previous location with 1 hit point. You can use this feature a number of times per day equal to your proficiency bonus, regaining all expended uses at the end of a long rest.
House of Glass
Beginning at 17th level, you develop an unparalleled mastery over your duplicates. As an action you command all of your duplicates to move up to half their speed and make an attack against the nearest creature of your choice within reach, you must be able to see your duplicates target. When a duplicate attacks, it uses your attack modifiers and bonuses, but gains no bonuses from magical items you may be wearing or carrying. It has a reach of 5 feet, unless you are wielding a weapon with the reach property, then the duplicate's attack gains these benefits. If you are wielding a weapon with the ranged or thrown properties, the duplicate has a range of 15 feet and a long range of 30 feet.
On a hit the duplicate deals 1d6 + your Intelligence modifier. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, the type of which matches the weapon you are wielding. After you have used this feature, you cannot command your duplicates in this way again until you have finished a long rest.
Beguiling Techniques
Advanced Warning
When a creature other than you that you can see within 30 feet of you, is hit with an attack roll, you can use your reaction expending a beguiling die. That creature can use their reaction and half the incoming damage. If they have already used their reaction, nothing happens.
At 9th level, You can use this technique, targeting a creature you can see within 15 feet of one of your duplicates.
Discombobulate
As a bonus action you choose a creature you can see within 30 feet of you and expend a beguiling die. The creature must make a Constitution saving throw, taking a penalty to their roll equal to the number rolled on your beguiling die. On a failed save they have their speed reduced by half until the end of their next turn. IF the creature moves during this time, it must succeed a Dexterity saving throw or fall prone.
At 9th level, You can use this technique, targeting a creature you can see within 15 feet of one of your duplicates.
Boggle the Mind
As an action you choose a creature you can see within 30 feet of you and expend a beguiling die, forcing the creature to make an Intelligence saving throw; they take a penalty to their roll equal to the number rolled on the beguiling die. On a failed save, the creature can’t take a reaction until the end of its next turn. Additionally, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
At 9th level, You can use this technique, targeting a creature you can see within 15 feet of one of your duplicates.
Distracting Flourish
As a bonus action you expend a beguiling die and force a creature you can see within 30 feet of you, to make a Wisdom saving throw; they take a penalty to their roll equal to the number rolled on your beguiling die. On a failed save the first creature to attack the target other than you makes the attack roll with advantage. On a hit the creature's attack gains a bonus to damage equal to half your sneak attack.
At 9th level, You can use this technique, targeting a creature you can see within 15 feet of one of your duplicates.
Spell Killer
As a bonus action you expend a beguiling die and target a creature you can see within 30 feet of you, who is concentrating on a spell or magical effect. That creature must make a Charisma saving throw; they take a penalty to their roll equal to the number rolled on your beguiling die. On a failed save the next time the creature takes damage that forces it to make a concentration saving throw to maintain a spell or magical effect, it rolls the save with disadvantage.
At 9th level, You can use this technique, targeting a creature you can see within 15 feet of one of your duplicates.
Wrong Target
When you are hit by an attack roll, you can use your reaction to expend a beguiling die and choose a different creature within 30 feet of you that you can see, other than the attacker. The chosen creature becomes the target of the attack, using the same roll but with a bonus to hit equal to the number rolled on your beguiler die + your Intelligence modifier. This magic can transfer the attack's effects regardless of the attack's range. Once you have used this technique you cannot do so again until you have finished a short or long rest.
At 9th level, when one of your duplicates is hit by an attack roll you can use this technique, targeting a creature you can see within 15 feet of the duplicate.
Fading Mirage
If a creature makes a Wisdom (perception) check and spots you while you are hiding, you can use your reaction to expend a beguiling die, forcing them to roll again. They must use the new roll and they take a penalty to their roll equal to the number rolled on your beguiling die.
At 9th level, if a creature makes an Intelligence (Investigation) check to discover one of your duplicates is an illusion, you can choose the duplicate as the point of origin for this technique. The creature must roll again and use the new roll taking a penalty to their roll equal to the number rolled on your beguiling die. On a failed save the duplicate is not discovered as an illusion and does not vanish.
Switch Step
As a bonus action on your turn, you choose a large or smaller target you can see within 30 feet of you and expend a beguiling die. The target must make a Constitution saving throw (the target can choose to fail); they take a penalty to their roll equal to the number rolled on your beguiling die. On a failed save you and the target swap places. In order to use this technique, you must be on a surface or in a liquid that can support the target without the target having to squeeze.
At 9th level, you can choose one of your duplicates as the point of origin for this technique. When you do so the duplicate and the target swap places on a failed save.
Uncertain Strike
When a creature you can see within 30 feet of you is hit with an attack, you can use your reaction and expend a number of beguiling dice up to your total. The creature regains a number of hit points equal to the total number rolled on the beguiling dice.
At 9th level, when one of your duplicates would be reduced to 0 hit points, you can use this technique, the duplicate does not vanish and stays at 1 hit point instead.
Vanishing Act
As a bonus action you choose a creature you can see within 30 feet of you and expend a beguiling dice, making the creature invisible. This invisibility lasts a number of rounds equal to the number rolled on your beguiling die and uses your concentration as if you had cast a spell. If the creature takes any action other than using their movement during the duration, the invisibility ends.
At 9th level, once per turn when you create a duplicate, as a reaction you use this technique targeting only yourself.
Cunning Misdirection
Prerequisite: 9th level
When you dash, dodge or disengage as a bonus action, you can expend one beguiling die to create a duplicate as a free action.
Dazing Duplicate
Prerequisite: 9th level
When a creature makes a successful Intelligence (investigation) check to discover your duplicate is an illusion, the duplicate vanishes with a blast of light and sound. The creature must make a Constitution saving throw, on a failed save the creature becomes stunned until the end of its next turn.
Mirrored Strike
Prerequisite: 9th level
As a bonus action you command one of your duplicates to make an attack against the nearest creature of your choice within reach, you must be able to see your duplicates target. When a duplicate attacks, it uses your attack modifiers and bonuses, but gains no bonuses from magical items you may be wearing or carrying. It has a reach of 5 feet, unless you are wielding a weapon with the reach property, then the duplicate's attack gains these benefits. If you are wielding a weapon with the ranged or thrown properties, the duplicate has a range of 15 feet and a long range of 30 feet.
On a hit the duplicate deals damage equal to half your total sneak attack damage + your Intelligence modifier. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, the type of which matches the weapon you are wielding. You can command your duplicates in this way a number of times per day equal to your proficiency modifier and regain all expended used at the end of a long rest.
Shattering Duplicate
Prerequisite: 9th level
When one of your duplicates is reduced to 0 hit points, it explodes into magical shrapnel. Each creature within a 15 foot radius of the duplicate must succeed a Dexterity saving throw or take 1d6 slashing damage; this damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Measured Strike (Optional)
When you take this technique you learn to approach combat in a more reserved manner. You can now apply your Sneak Attack twice on your turn. When using this technique, each time you apply your Sneak Attack until the start of your next turn, you deal half the total Sneak Attack d6s in damage.
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