Schemer (Hellspeaker)

The Illrigger Revised p. 37 (Third Party)

Size
Medium
Type
humanoid
Alignment
any alignment
AC
13 (light armor)
Hit Points
8 (1d8)
Speed
walk 30 ft.
Skills
Deception +3, Insight +1, Persuasion +3
Passive Perception
11
Languages
common, infernal
STR
10
+0
DEX
12
+1
CON
10
+0
INT
10
+0
WIS
12
+1
CHA
16
+3

Traits

Proficiency Bonus

+equals the mentor's bonus

Hit Points

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.

recharge

3/DAY

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.

recharge

1/DAY

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.

recharge

3/DAY

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.

Other data

description

Rules for retainers appear in the "Retainers" section of Flee, Mortals! Using those rules, you can add the following illrigger retainers to your game.