Charlatan

Medium humanoid (any race), neutral evil

Armor Class

13

Hit Points

39 (6d8 + 12)

Speed

30 ft.

Skills

Deception +5, Perception +6, Performance +5, Persuasion +5, Sleight of Hand +5, Stealth +5

Languages

Common and two others

Challenge

4

Cunning Action

On each of its turns, the charlatan can use a bonus action to take the Dash, Disengage, or Hide action.

False Identity

The charlatan can spend seven days and 25gp to establish the history, profession, and affiliations for an identity. It can't establish an identity that belongs to anyone else. Thereafter, if the charlatan adopts the new identity as a disguise, other creatures believe it to be the person until given an obvious reason not to.

Fast Hands

The charlatan can use a bonus action granted by its Cunning Action to make a Dexterity (Sleight of Hand) check, use its thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Sneak Attack (1/Turn)

The charlatan deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the charlatan that isn't incapacitated and the charlatan doesn't have disadvantage on the attack roll.

Spellcasting

The charlatan is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13). It can cast the following spells • Cantrips (at will): friends, prestidigitation, vicious mockery • 1st level (4 slots): charm person, comprehend languages, darkness, illusory script • 2nd level (3 slots): calm emotions, detect thoughts, knock

Tools of the Trade

The charlatan is always equipped with a disguise kit and thieves' tools.

Actions

Multiattack

The charlatan makes two attacks.

Shortsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.