13 (light armor)
8 (1d8)
30 ft.
Arcana +1, Deception +3, Persuasion +3
common, infernal
+equals the mentor's bonus
Seven times their level (number of d8 Hit Dice equal to their level)
+PB to all
Arcana +1 plus PB, Deception +3 plus PB, Persuasion +3 plus PB
As an action, the deceiver lashes a whip of crimson energy between them and a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or take PBd4 fire damage and be tethered. A tethered creature takes PBd4 damage at the beginning of each of their turns. A tethered creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.
As an action, the deceiver weaves frightening illusions around a creature they can see within 60 feet of them. The illusions last for 1 minute. A creature who attacks the target while the illusions are active must succeed on a DC 10 plus PB Wisdom saving throw or take PBd6 psychic damage and be frightened until the end of their next turn. A creature who succeeds on the saving throw is immune to this effect for 24 hours.
As an action, the deceiver manifests a pocket of Hell, creating a 15-foot- radius sphere of brimstone and darkness centered on a point within 150 feet of them. That area becomes difficult terrain. A creature who starts their turn in that area or enters it for the first time on a turn takes PBd6 fire damage. A creature who ends their turn in that area must succeed on a DC 10 plus PB Wisdom saving throw or take PBd6 psychic damage from the screams of the damned in their mind.
Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 1d4 necrotic damage plus 1d4 fire damage. Both of the spell's damage types increase by 1d4 when the deceiver reaches 5th level (2d4 each), 11th level (3d4 each), and 17th level (4d4 each).