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Beguiler

Whether you've learned to tap into the Shadow Weave of Faerun, have the blood of Fey in
your veins, or have learned to resonate with illusions and enchantment some other way,
you're a master at manipulating the minds and senses of others. Unlike a bard, you're not
very likely to take the spotlight when doing so, and unlike an Arcane Trickster, you rely more
on raw talent than practiced methodologies, instead relying on natural talent combined with
a subtle touch.
Roguish Talent
At 1st level, you've found that you have a knack for dealing with more mundane forms of
trickery. You gain proficiency with Thieves' Tools.
In addition, you've learned Thieves' Cant, the secret mix of dialect, jargon, code, and
symbols utilized by Rogues. You can understand and convey messages in it, though
conveying something in Thieves' Cant takes four times as long as speaking plainly. You can
similarly understand and create related symbols that mark an area with simple information,
such as whether it's the territory of a thieves' guild, or if those within are easy marks.
Cloaked Casting
Much like rogues learn to strike at weak points, you've learned to utilize a foe's distraction or
your own tactical advantage to more reliably utilize your spells. Beginning at 1st level,
against a target you can see that can't see you, or that has an enemy within 5 feet of them
that isn't incapacitated, you multiply your proficiency bonus by 1.5 (round down) for your
spell save DC and/or spell attack roll. This benefit also applies if they would have
disadvantage on the saving throw against the spell.
Surprise Casting
Starting at 6th level, you learn to distract foes from your true intentions, making it that
much easier to cast spells against them. Using a bonus action, you can force an opponent
within 5 feet to make a Wisdom save. On a failure, they have disadvantage on the next save
they make against a spell you cast, or you gain advantage on the next spell attack roll made
against them, though either must be made within the next round.
Instinctual Control
Upon reaching 14th level, you become better able to keep control of illusions you form and
individuals you enchant. When casting an Enchantment or Illusion spell that requires
concentration, you may spend a number of Sorcery points equal to the spell's level to make
it so that spell lasts until either its normal maximum duration, or 24 hours, whichever is
shorter, even if you break concentration on it. After using this ability, you must take a long
rest before you may use it again.
Overcome
At 18th level, when you use Surprise Casting on a creature with magic resistance, that
resistance is ignored for the next spell cast against them. In addition, by spending a number
of Sorcery Points equal to the level of the spell cast, you can ignore Charm immunity,
although the duration of that spell is reduced to an hour if it would normally last longer.
Bonus Spells
Sorcerer Level
1st
3rd
5th
7th
9th

Spells
Charm Person, Disguise Self
Blur, Suggestion
Alter Self, Major Image
Greater Invisibility, Hallucinatory Terrain
Dominate Person

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