Schemer (Hellspeaker)

Medium Humanoid, Any Alignment

Armor Class

13 (light armor)

Hit Points

8 (1d8)

Speed

30 ft.

Skills

Deception +3, Insight +1, Persuasion +3

Languages

common, infernal

Challenge

Proficiency Bonus

+equals the mentor's bonus

HP

Seven times their level (number of d8 Hit Dice equal to their level)

Saving Throws

+PB to all

Skill

Deception +3 plus PB, Insight +1 plus PB, Persuasion +3 plus PB

3rd Level: Quick Trick (3/Day)

When a creature targets the schemer or an ally within 30 feet of the schemer with an attack, spell, or other magical effect, the schemer can use their reaction to force that creature to make a DC 10 plus PB Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or effect.

5th Level: Promises and Lies (1/Day)

As an action, the schemer turns enemies into allies. Each creature within 30 feet of the schemer who can hear them and who understand Common or Infernal must succeed on a DC 10 plus PB Charisma saving throw or be charmed by the schemer for 1 minute. While charmed in this way, a creature can't willingly harm any of the schemer's allies. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success.

7th Level: Turncoat (3/Day)

As an action, the schemer chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A creature charmed by the schemer automatically fails this saving throw.

Actions

Signature Attack (Daggers)

Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB damage. Beginning at 7th level, the schemer can make this attack twice, instead of once, when they take the Attack action on their turn.