Base Class: Warlock
Many warlock patrons aren’t concerned with subtlety when it comes to displaying their powers. The Deceiver, though powerful, prefers to keep their machinations subtle, often even putting the blame on innocent bystanders. Warlocks who make a pact with the Deceiver do so with the understanding that it is in the nature of their Patron to lie and deceive but accept this tenuous relationship with the promise of great powers of illusion and manipulation.
The Deceiver can be a wide array of entities, ranging from treacherous fey nobles to lesser demons who must work quietly to not raise suspicion from higher ranking lords. Any powerful and ambitious entity who needs or desires to play the slow game with many pawns and puppets can become the Deceiver.
Expanded Spell List
The Deceiver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st
disguise self, sleep
2nd
calm emotions, detect thoughts
3rd nondetection, sending
4th
arcane eye, greater invisibility
5th
dominate person, modify memory
Dark Influenced
Starting at 1st level, you have a pool of d4s that you can spend to influence the actions of your enemies. The number of dice in the pool is equal to half your warlock level rounded up.
When a creature within 10 feet of you makes an attack, casts a spell, makes a saving throw, or makes a skill check, you can use your reaction to spend one die from your pool and roll it. Reduce their roll by that amount as they hesitate, flinch, or reconsider their actions.
Your pool regains spent dice when you finish a long rest.
Beguiling
Starting at 6th level, when you make a Charisma (Deception) or Charisma (Persuasion) check, you are considered proficient in this skill check and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
If you successfully deceive or persuade a target who means to harm you, you can choose to impose disadvantage on the next attack they make against you.
Mental Fortitude
Starting at 10th level, you are immune to being charmed, have resistance against psychic damage, and have advantage on saving throws against being deceived or persuaded.
Enthrall
Starting at 14th level, when you succeed a Charisma (Deception) or Charisma (Persuasion) check against a creature you can choose to enthrall them. You can communicate telepathically with them as long as they know at least one language, even if it is not one you know. They can communicate telepathically back to you. This effect lasts until you attack or target the creature with a harmful spell, the creature dies, or you choose to end the effect.
For the duration you can command the creature to do your bidding. They will follow any command you give them to the best of their ability even if it means putting themselves in danger, however they will not cause themselves direct harm.
Once you use this feature you cannot use it again until you finish a long rest.
Comments