Reading: Charlatan
Back to ListCharlatan
You've worn a hundred faces and told a thousand lies. As a con artist, you survived by your wits, creating elaborate schemes to separate fools from their coin. Perhaps you sold fake potions, ran rigged games, impersonated officials, or crafted intricate long cons that took months to pay off. You learned to read people instantly, tell them what they wanted to hear, and vanish before they realized the truth. Now you're an adventurer -- but whether this is your biggest con yet or a genuine attempt at reform remains to be seen.
Ability Score Adjustments: +1 Intelligence or Charisma, +1 on any other ability
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise Kit
Languages: One of your choice
Equipment: A set of fine clothes, a disguise kit, a set of weighted dice or marked cards, a signet ring of an imaginary noble, and a belt pouch containing 15 gp
Feature: Too Good To Be True
Once per long rest, you can craft a lie so convincing that even magical detection struggles to see through it. For the next hour, any spell or magical effect that would determine if you're lying (such as zone of truth or the detect thoughts spell) must overcome your deception -- the caster makes an ability check using their spellcasting ability against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failure, their magic indicates you're telling the truth regardless of whether you are. The lie you tell using this feature cannot be detected as false by any nonmagical means for the full 1 hour.