Mountebank (5A)

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A mountebank is a social rogue, a confidence trickster that thrives on fast talk, faster hands, and make-believe magic rather than stealth or thievery. A classic trickster, the mountebank might have or not have honest intentions, but after befuddling people this often does not matter, even a honest mountebank can cause confusion and dissent. As the mountebank advances in level, pretenses turn into genuine magic.

Archetype Features

Bonus Proficiency

At 3rd level when you pick this archetype, you gain proficiency with one of the following skills: Arcana, Deception, Insight, or Sleight of Hand. Add Disguise Kit to the choices you can make with your Expertise ability, but as is normal for the Expertise ability, you must be proficient with the Disguise Kit before you can gain Expertise in it.


At 3rd level you can use trickery to stupefy others. As a bonus action, you can use Intelligence (Arcana), Charisma (Deception), Wisdom (Insight), or Dexterity (Sleight of Hand) to stun a creature within 10 ft. Make a roll with a DC equal to target's passive value in the skill you are using. If you succeed, the target is Stunned until the end of your current turn.

Minor Magic

At 9th level you learn a bit of magic, enough to enhance your pretenses. Charisma is your spellcasting ability for these spells. Select three of the following cantrips: Booming Blade, Control Flames, Dancing Lights, Friends, Infestation, Mage Hand, Mending, Message, Minor Illusion, Mold Earth, Prestidigitation, Shape Water.

In addition you learn Mage Armor, Shield, and Tenser's Floating Disc. You can cast each of these spells twice. You recover all uses after a long rest.

Major Magic

At 13th level you learn additional magic. Add Misty Step and Suggestion to the list of spells you can cast. You can now cast each spell you learned from this archetype three times before you need to rest to recover them.

Unending Magic

At 17th level you can cast all spells gained from the mountebank archetype as many times as you like.

See Also