13 (light armor)
8 (1d8)
30 ft.
Deception +3, Insight +1, 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
Deception +3 plus PB, Insight +1 plus PB, Persuasion +3 plus PB
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.
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.
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.
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.