Difference between revisions of "Mountebank (5A)"
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− | A mountebank is a social rogue, a confidence trickster that thrives on fast talk, faster | + | This is a [[Rogue_(5A)|Rogue]] subclass for [[5A]]. |
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+ | ''A mountebank is a social rogue, a confidence trickster that thrives on fast talk, faster escape, 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. | 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. | As the mountebank advances in level, pretenses turn into genuine magic. | ||
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+ | '' '''Greyhawk''' '' | ||
+ | ''Mountebanks are a tradition in Greyhawk and environs, but its not a guild or a school, more a tradition of scoundrels playing a common role. | ||
== Archetype Features == | == Archetype Features == | ||
=== Bonus Proficiency === | === Bonus Proficiency === | ||
− | At 3rd level when you pick this archetype, you gain proficiency with one of the following | + | At 3rd level when you pick this archetype, you gain proficiency with one of the following: Arcana, Deception, Medicine, Sleight of Hand, or the disguise kit. |
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=== Bamboozle === | === Bamboozle === | ||
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Intelligence (Arcana), | Intelligence (Arcana), | ||
Charisma (Deception), | Charisma (Deception), | ||
− | Wisdom ( | + | Wisdom (Medicine), or |
Dexterity (Sleight of Hand) | 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. | 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. | ||
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Minor Illusion, | Minor Illusion, | ||
Mold Earth, | Mold Earth, | ||
− | Prestidigitation, | + | Prestidigitation, or |
Shape Water. | Shape Water. | ||
− | In addition you learn Mage Armor | + | In addition you learn Mage Armor and Misty Step. You can cast each of these spells twice. You recover all uses after a long rest. |
=== Major Magic === | === Major Magic === | ||
− | At 13th level you learn additional magic. Add | + | At 13th level you learn additional magic. Add Shield and Suggestion to the list of spells you can cast. |
=== Unending Magic === | === Unending Magic === |
Latest revision as of 18:17, 23 December 2023
Starfox's 5th Edition Fan Page |
This is a Rogue subclass for 5A.
A mountebank is a social rogue, a confidence trickster that thrives on fast talk, faster escape, 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.
Greyhawk Mountebanks are a tradition in Greyhawk and environs, but its not a guild or a school, more a tradition of scoundrels playing a common role.
Archetype Features
Bonus Proficiency
At 3rd level when you pick this archetype, you gain proficiency with one of the following: Arcana, Deception, Medicine, Sleight of Hand, or the disguise kit.
Bamboozle
At 3rd level you can use trickery to stupefy others. As a bonus action, you can use Intelligence (Arcana), Charisma (Deception), Wisdom (Medicine), 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, or Shape Water.
In addition you learn Mage Armor and Misty Step. 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 Shield and Suggestion to the list of spells you can cast.
Unending Magic
At 17th level you can cast all spells gained from the mountebank archetype as many times as you like.
See Also
- Mountebank @ Apath