New Bard College | College of Beguiler (final)

New Bard College

College of Beguiler

Some hold truth to be the greatest virtue, but it can do more damage than fiction. Everyone lives in a constant state of deception. White lies, false smiles, and secret thoughts keep society running smoothly. Honesty is a virtue only up to a certain point. Beguilers understand these ideas better than anyone, and they use deception, misunderstanding, and secrets as skilfully as a soldier employs weapons of war.

Beguiler Proficiency

When you join the College of Beguiler at 3rd level, you learn the Minor Illusion cantrip and gain proficiency with Thieves' tools or Disguise kit. You also gain proficiency with Deception and one additional skill from Insight, Persuasion, Sleight of Hand or Stealth.

If you have gained or chosen to gain proficiency in a tool or skill in which you are already proficient, you gain expertise on instead (i.e. double proficiency bonus).

Stealth Manipulator

At 3rd level, your ability to bend reality allows you to mix magic, stealth and deception.

You can attempt to hide even when you are only lightly obscured or have half cover or better and when you cast an illusion or enchantment spell with the duration of 1 Action or less you can use an Bonus Action to Hide.


Additionally, your minor illusion is stronger and you can use it to create small or smaller beasts. You can also use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of small beast and move it, you can alter the image so that it appears to be walking or flying.

Subtle Trickster

At 6th level, you become expert in casting illusions and enchantments without being noticed.

When casting a spell, you make a Perform check in order to ignore the verbal or the somatic component of the spell, but not both. (DC = 8 + spell level)

Additionally, while you are hidden or invisible, you can cast illusions and enchantment spells without giving up your position or breaking the invisibility.

Improved Beguiler Magic

At 6th level, you are able to control your illusions and enchantments with more precision.

You can spend one inspiration die to remove the concentration requirement on an illusion or enchantment spell that you are currently concentrating on, causing it to last it's full duration unless dispelled or dismissed. You can chose to spend the inspiration die as part of casting a spell, or you can use your reaction to spend it when you would lose concentration on a spell, due to a failed save or due to casting another concentration spell.

Additionally, if you could use an action or bonus action to move one of your illusions, you can now move it without using an action. You can only move each illusion once per turn.

Illusory Reality

At 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality.

When you cast an illusion spell of 1st level or higher, you can choose one inanimate, non-magical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute or until you cancel the effect (no action required) and can't deal damage or otherwise directly harm anyone.



I made some small changes on some abilities. As someone mentioned to me before, a new archetype should bring something new and it possible some ribbon. Based on this, I added a small ability to the minor illusion and instead of having an ability similar with the Cutting Words I decided to take a different approach and allow to use inspiration dices to improve the illusion and enchantments.