Base Class: Rogue
Whether with beautiful, mundane, or frightening illusions, a Misty Beguiler has found power in shaping perception. Adept in maintaining large scale and intricate illusions, with practice a Misty Beguiler can fool even the most preceptive. As they grow in skill they allow even their companions to partake in the charade. After all, the best trick the Mephistopheles ever pulled was convincing the world he existed.
Manifest Deceit
At 3rd level you've learnt to weave beguiling illusions on the fly. As an action you may magically manifest the image of an object, a moving creature, or some other visible phenomenon that fills no more a 15-foot cube. The image can be a maximum of 20 feet from you and lasts until the end of your next turn. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects, though it may move. You can use your bonus action to maintain the image, extending its duration to the end of your next turn. When doing so you may also cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a swarm of creatures and move them, you can alter the image so that they appear to be walking. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check vs. your Manifestation DC. If a creature succeed in its check it is not fooled by the illusion and the creature can see through the image. Any physical interaction with the image reveals it to be an illusion to anyone observing, as things can pass through it.
Manifestation DC = 8 + Proficiency + Charisma Modifier
Lies that cut
At 3rd level, you and your allies can take advantage of your illusions. As long as a creature believes an illusion created by your Manifest Deceit feature is real they count as Beguiled. When an attack is made against the Beguiled creature the attacker may choose to use the Illusion to help make the attack, gaining advantage on the roll and the targeted creature stops being Beguiled, realizing the illusion is fake. If this attack succeeds you may use your reaction to add your sneak attack damage to the damage dealt.
Ensemble Cast
For lesser beings interacting with an illusion breaks its believability; not so with yours. At 9th level whenever you use your Manifest Deceit feature to create an illusion you may choose a number of creatures including yourself, up to your Proficiency Bonus, to include in the deceit. Successfully faking interactions with the illusion requires the included creature to make a successful Charisma (Performance) or Dexterity (Sleight of Hand) check against the DC of an observing creatures' Passive Perception, preserving the illusions believability. If they fail the illusion is broken to all observing.
Expanded Influence
At 13th level your lies stretch farther. The illusions from your Manifest Deceit feature can now cover up to a 20-foot cube, and can be a maximum of 40 feet away from you. Additionally, when you personally fake interactions with your illusion via the Ensemble Cast feature, you may make your checks with advantage.
Bend Reality
At 17th level you have reached the pinnacle of your art. When creatures touch or are forced to touch the illusion created by your Manifest Deceit feature, you may use your reaction to make your illusion real for a moment. Until the end of your next turn treat the illusion as physically existing. The illusion gains no magical effects from this, and cannot be used as a material component for spells. If this illusion would cause damage on contact, you may choose to deal your Sneak Attack damage divided by the affected creatures of the appropriate damage type. You may use this feature again after a short or long rest.
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Posted Oct 31, 2023Credits:Misty Beguiler Archetype, a Rogue Subclass by Gentle_Tiger |1.0