I’m proud to present, at long last, my take on beguiler. Though I deviated a bit from the original concept in 3.5, I think I made something that I am a little bit more… enchanted with. Let me know what you guys think! If you excuse me, I kind of want to start planning a Mastermind Rogue/Beguiler Sorcerer now.
Art by Eric Dechamps, Wizards of the Coast
Sorcerous Origin: Beguiler
Somewhere in your lineage you may have an ancestor that was a being with naturally bewitching powers like that of a fey or demon, or you may have been exposed to some strange enchantment that left its permanent imprint on you. Born with a natural talent for manipulation and guile, Beguilers are sorcerers that have an innate power over the will and senses of others. Enchantment and illusion magic are the tools in which these mages craft their art.
It is no surprise that these sorcerers are accustomed to getting what they want. Many beguilers gravitate towards positions of power and influence, whether for good or for evil. With a smile, a beguiler can change a life; a whisper, the course of history.
Your knack for manipulation allows you to learn enchantment and illusion spells from the bard spell list. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, instead of replacing it with a spell from the sorcerer spell list, you can choose an enchantment or illusion spell from the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Additionally, at 3rd level, when you use a Metamagic option on an illusion or sorcery spell, you reduce the sorcery point cost of that Metamagic by 1 to a minimum of 1 sorcery point.
Web of Deceit
Starting at 1st level, creatures you charm become more susceptible to the rest of your mind-affecting magic. You learn the charm person spell, which doesn’t count against your number of sorcerer spells known. When you cast a spell that targets a creature that is charmed by you, it has disadvantage on the first Wisdom and Intelligence saving throw or Intelligence (Investigation) and Wisdom (Perception) check it makes against the spell.
Beginning at 6th level, with as little as touch or a smile, you enchant the minds of others. You can spend 2 sorcery points as an action to touch a creature. It must succeed on a Wisdom saving throw against your spell save DC, or be charmed by you until the end of your next turn. You can instead spend 3 sorcery points to increase the range of this effect to 30 feet.
The enchanting aura you constantly emit makes it harder for creatures to harm you, and leaves them susceptible to your reproach. Beginning at 14th level, at the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). When a creature fails its Wisdom saving throw against this effect, you can spend 1 sorcery point as a reaction to cast command targeting that creature and it automatically fails its saving throw against the spell. Casting command this way does not end the effect of the sanctuary spell.
Force of Will
At 18th level, your will over others and the truth itself knows no bounds. No matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.
Additionally, when a creature succeeds on a Wisdom or Intelligence saving throw against a spell you cast, you can spend 5 sorcery points to force that creature to reroll its saving throw, potentially changing the outcome.