Roguish Archetype: Beguiler

by Tomer

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Roguish Archetype: Beguiler

You are the definition of roguish charm combined with the perfect amount of enchantment and illustory magic. Those who follow this archetype excel at deceiving, tricking, misleading, and otherwise beguiling their foe. In addition to charming your foes in and out of combat, you are a master of illusions and enchantment using them to bring about discord and mischief.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips You learn three cantrips: vicious mockery and two other cantrips of your choice from the enchantment or illusion schools of magic. You learn another enchantment or illusion cantrip of your choice at 10th level.

Spell Slots The Beguiler Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher You know three 1st-level spells which you must choose from the enchantment and illusion spells.

The Spells Known column of the Beguiler Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the enchantment or illusion spell schools. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell.

Spellcasting Ability Charisma is your spellcasting ability for your spells, since the power of your magic flows from your unfiltered magnetism and charm. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an enchantment or illusion spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Silvered Tongue

Also at 3rd level, you can use the bonus action granted by your Cunning Action to make a Charisma (Deception), Charisma (intimidation), or Charisma (Persuasion) check.

Additionally, during the first round of combat you may add your Charisma modifier (minimum +1) to your melee or ranged weapon attacks.

Beguiler Spellcasting Table

Illustory Disengage

Starting at 9th level, when you use your bonus action to disengage you teleport yourself short distances.

When you use a bonus action to take the disengage action you can teleport yourself to an unoccupied space that you can see up to your remaining movement speed. When you do so you leave behind an illustory copy of yourself and can take the hide action in your new location.

The copy is a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in the exact location you were in before you teleported, it can only move within the area that it was created, and you can choose to speak through the illusion.

When both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.The Illusion has a AC equal to yours, if the illusion is hit with a weapon attack the illusion flickers for a moment revealing its true nature to any creature that can see it. When the illusion is revealed it no longer provides advantage on attack rolls.

Additionally, when you use your bonus action to use illustory teleport, you can also choose to take the hide action.

Master Illusionist

At 13th level, your mastery over illusion magic increases to the point that you can cast alter self without expending a spell slot. While under the effect of alter self you have advantage on any Charisma (Deception) check you make to avoid detection.

You can use this feature a number of times equal to your proficiency modifier.

Mind Manipulator

Starting at 17th level, your control over weaker creature’s minds and magic is extended to the point that you can cast dominant person, hold monster, modify memory, or synaptic static without using a spell slot. Once you cast one of these spells you can’t cast any of them this way again until you finish a short or long rest.

Art Credit

In order of appearance

'Loki' by Natalie Bernard

'Threads of Disloyalty' by Tyler Jacobson

 

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