death390
2018-09-19, 07:57 PM
I love the 3.5 beguiler and decided to try my hand at remaking it in 5th ed. Yes the arcane trickster is pretty close but it has no where near enough casting to be an actual beguiler,, it was a 9th level casting class not a 4th! i took the sorcerer chassis and made tweaks to that. would love feedback though.
spellcasting is pulled straight from the sorcerer block. Beguiling style replaces sorcerous origin.
1 Spellcasting, Thieves Cant, Beguiling Style
2 Expertise
3 Hidden Casting
4 Ability Score Improvement
5 —
6 Beguiling Style
7 —
8 Ability Score Improvement
9 Hidden Casting
10 Evasion
11 Expertise
12 Ability Score Improvement
13 —
14 Beguiling Style
15 Hidden Casting
16 Ability Score Improvement
17 Slippery Mind
18 Beguiling Style
19 Ability Score Improvement
20 Hidden Casting
Hit Points
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Beguiler level after 1st Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: light armor
Weapons: simple weapons, hand crossbows, rapiers, shortswords
Tools: thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Athletics, Arcana, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.
Spellcasting
An event in your past, infused you with arcane magic. Perhaps you were a failed wizard apprentice, a bard who prefers deception to storytelling, or even a thief with who stole these magics somehow. In any case you delight is the deception and misdirection of others which reflects on your magics. You pull your spells from the sorcerer and rouge: arcane trickster spell lists but with restrictions.
You have full access to all Illusion and Enchantment spells but the rest is limited, for these they must either enhance your own abilities, stealth, or be of some kind of utility for a skulk. (DM approval right now will make actual list when able)
Cantrips
At 1st level, you know four cantrips of your choice from the beguiler spell list. You learn an additional beguiler cantrip of your choice at 4th level and another at 10th level. Of special note the only damaging Cantrip allowed is Poison Spray.
Spell Slots
The Beguiler table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these beguiler 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 silent image and have a 1st-level and a 2nd-level spell slot available, you can cast silent image using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the beguiler spell list.
You learn an additional beguiler spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the beguiler spells you know and replace it with another spell from the beguiler spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your beguiler spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Beguiler spells.
Beguiling Style
At 1st Level pick a Beguiling Style to focus on how you will misdirect and mystify your opponents.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Expertise
At 2st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 11th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Hidden Casting
As all beguilers are tricksters of some kind they learn how to take advantage of openings in opponents defenses and lapses of concentration, or even to further their skill in subtlety. To this end there are several tricks they learn to use with their spells. These effects are only applied when the target has an enemy other than yourself within 5ft and that enemy is not incapacitated, or the target has disadvantage.
At 3rd level you gain the benefits of the sorcerers Subtle Spell Metamagic on all spells removing the Verbal and Somatic Spell components.
At 9th level you gain a +2 to the spell save DC check for your spells.
At 15th when you release a spell with duration: concentration it persists for 2 rounds after it is released up to the maximum duration.
At 20th level you overcome all spell resistance.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Evasion
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Slippery Mind
By 17th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
spellcasting is pulled straight from the sorcerer block. Beguiling style replaces sorcerous origin.
1 Spellcasting, Thieves Cant, Beguiling Style
2 Expertise
3 Hidden Casting
4 Ability Score Improvement
5 —
6 Beguiling Style
7 —
8 Ability Score Improvement
9 Hidden Casting
10 Evasion
11 Expertise
12 Ability Score Improvement
13 —
14 Beguiling Style
15 Hidden Casting
16 Ability Score Improvement
17 Slippery Mind
18 Beguiling Style
19 Ability Score Improvement
20 Hidden Casting
Hit Points
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Beguiler level after 1st Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: light armor
Weapons: simple weapons, hand crossbows, rapiers, shortswords
Tools: thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Athletics, Arcana, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.
Spellcasting
An event in your past, infused you with arcane magic. Perhaps you were a failed wizard apprentice, a bard who prefers deception to storytelling, or even a thief with who stole these magics somehow. In any case you delight is the deception and misdirection of others which reflects on your magics. You pull your spells from the sorcerer and rouge: arcane trickster spell lists but with restrictions.
You have full access to all Illusion and Enchantment spells but the rest is limited, for these they must either enhance your own abilities, stealth, or be of some kind of utility for a skulk. (DM approval right now will make actual list when able)
Cantrips
At 1st level, you know four cantrips of your choice from the beguiler spell list. You learn an additional beguiler cantrip of your choice at 4th level and another at 10th level. Of special note the only damaging Cantrip allowed is Poison Spray.
Spell Slots
The Beguiler table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these beguiler 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 silent image and have a 1st-level and a 2nd-level spell slot available, you can cast silent image using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the beguiler spell list.
You learn an additional beguiler spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the beguiler spells you know and replace it with another spell from the beguiler spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your beguiler spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Beguiler spells.
Beguiling Style
At 1st Level pick a Beguiling Style to focus on how you will misdirect and mystify your opponents.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Expertise
At 2st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 11th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Hidden Casting
As all beguilers are tricksters of some kind they learn how to take advantage of openings in opponents defenses and lapses of concentration, or even to further their skill in subtlety. To this end there are several tricks they learn to use with their spells. These effects are only applied when the target has an enemy other than yourself within 5ft and that enemy is not incapacitated, or the target has disadvantage.
At 3rd level you gain the benefits of the sorcerers Subtle Spell Metamagic on all spells removing the Verbal and Somatic Spell components.
At 9th level you gain a +2 to the spell save DC check for your spells.
At 15th when you release a spell with duration: concentration it persists for 2 rounds after it is released up to the maximum duration.
At 20th level you overcome all spell resistance.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Evasion
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Slippery Mind
By 17th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.