{"name":"Charlatan Spellcaster","challenge_rating":"1","xp":"200","types":"humanoid","pb":"+2","size":"Medium","sizer":"NONE","languages":"Common, undercommon","alignment":"any non-good alignment","description":"","suggested_environments":"","armor_class":"12 (Mage Armor 15)","hit_points":"33 [roll:6d8+6]","strength":"10","dexterity":"14","constitution":"12","intelligence":"11","wisdom":"10","charisma":"16","base_movement_units":"ft","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Passive Perception 10","skills":"Deception +7, Insight +2, Persuasion +5, Sleight of Hand +4, Performance +5","saving_throws":"Cha +5, Dex +4","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"The charlatan is a 3rd-level spellcaster. Their spellcasting ability is Charisma [b](spell save DC 13, +5 to hit).[\/b] They require no material components.\r\n\r\n[b]1st level (4 slots): [\/b]Disguise Self, Charm Person, Mage Armor, Dissonant Whispers\r\n[b]2nd level (2 slots): [\/b]Mirror Image, Suggestion","cast_at_will":"Prestidigitation, Minor Illusion, Vicious Mockery, Friends","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Silver Tongue.[\/b] When the charlatan makes a Deception or Persuasion check, they can roll a d6 and add it to the result (once per turn).\r\n\r\n[b]False Identity. [\/b]The charlatan has a backup identity complete with forged papers, background story, and disguises. Anyone trying to uncover their true identity must succeed on a DC 14 Insight check.\r\n\r\n","actions":"[b]Rapier. [\/b]Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: [roll:1d8+2]  piercing damage.\r\n\r\n[b]Dagger. [\/b]Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:  [roll:1d4+2] piercing damage.\r\n\r\n[b]Vicious Mockery. [\/b]You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"Homebrew","tags":"","isShared":"on","templateId":"2991","blockId":"1573232","world":"b57992f4-3bad-43fb-993e-6dd9c7936bfe","folder":"29662"}